@@cleverman383 me too but Morrowind was my first TES game when I was 12. People that can't hang with the stamina system don't want an RPG they want an adventure game
Don't you get amulets of Divine and Almsivi Intervention for something? I know there's Mark and Recall amulets somewhere too, they're for sale in Caldera or Suran or Ald-Ruhn or somewhere, they're cheap too.
fire damage can be useful in dungeons because most undead are immune or stongly resistant to frost and poison and resistant to shock (which has a higher cost anyway) but none is resistant to fire.
Not to mention that Frost Atronachs, extremely powerful late-game enemies, have a crippling weakness to fire damage. You can get through most of the enemies in the game by switching between Fire and Frost damage as needed. I can't really think of too many times Shock damage comes in handy in terms of weaknesses. It's useless in Bloodmoon and some of the strongest enemies in the game are resistant or totally immune to it (Storm Atronachs). Poison is not so great because it has a high base cost, and so many things are resistant or immune to poison in general, like most Daedra, undead, and Sixth House opponents. In other words, you will struggle in the late game. Damage Health has such a high base cost, Resist Magicka is such a common effect amongst Daedra, and almost no enemies are weak to it. It does have one saving grace, however. It is the only spell effect that can damage a Hunger without a pre-packaged weakness effect, so once you get into the late game, it can be a good idea to carry Damage Health. Bear in mind though that Absorb Health has the exact same base cost, so if you have a high Mycticism stat, Absorb Health is the better option.
On the other hand, at least 2 of the 3 NPCs in the Smuggler’s dungeon, close to where you start out, are Dark Elves who are big time Resistant to Fire. Including the Battlemage NPC! You need to diversify your spell damage output from day one/
Don’t forget that as long as you have even 1 magicka, you can use a drain intelligence for one second spell on yourself to reduce your intellicence to 1, leaving you with 1/1 magicka, which translates to full magicka when the effect wears off
Yeah, I'm considering making a separate video dedicated to these sorts of useful exploits so folks can decide which ones they do and don't want to make use of
Lyle Shnub that would be wonderful! Something i always loved about Morrowind and felt was missing from the later games was all the little exploits like that that deepened the mechanics and systems of the game and separated new and knowledgeable players
@@daltongarrett3393 I think the problem is that nowadays information spreads like wildfire so little exploits go on youtube and EVERYONE knows them and the game is ruined. They aren't discovered slowly over time by individuals or small groups of players.
There are some things not touched on in this video that should really be touched on in terms of this topic. Drain Health is temporary damage, and so it isn't a great thing to rely on for your spells, but it can however help you get just that extra bit of damage you need for your low duration spells to instakill and is damage that cannot be healed for it's duration since it affects maximum health. Damage Fatigue sounds useless on the surface, but is actually quite powerful. It has a relatively low base cost, so you can use it to make long-lasting spells you can use to tire your opponent out, and keep them tired. Having negative fatigue causes them to pass out, making them completely helpless. Hand-to-Hand focuses on accomplishing just this condition and then causes damage once fatigue reaches 0, so this can be a very *handy* spell to have on a character using Hand-to-Hand. (Tee-hee) Drain Attributes This is quite possibly the most underrated and dangerous spell effect in the game, and is something every new player should be aware of in my opinion. Getting hit by the wrong Damage Attribute effect can literally be a worse thing to happen to you than dying in the wrong circumstances. I am of course referring to Damage Strength in particular. This spell effect causes permanent damage to the Strength stat. The only way to get it back is to visit a shrine or to restore it with a spell or a potion. Strength is proportional to Encumbrance, and when Encumbrance hits 0, you are over-encumbered. That also means that if your Strength hits 0, you are over-encumbered *even when carrying nothing*. So if your strength hits 0 and you aren't packing a Restore Strength potion or spell, you are not dead, but you may as well be. This goes both ways, so you can immobilize NPCs permanently by damaging their Strength. The new adventurer might wonder to himself, "Should I be worried? Are there any enemies that even utilize this spell effect with enough power for it to be threatening?" The answer is yes. You *should* worry about this. Some practitioners of the dark arts may use this spell effect or other Damage Attribute effects. They aren't very common, but there is one enemy that is. *The Greater Bonewalker.* This should be your most feared enemy in the entire game. It packs a potent Damage Strength spell that can immobilize an unprepared adventurer who is carrying a lot of loot instantly. You are now vulnerable to subsequent hits from this spell. Each hit will make non-spellcasters more and more helpless to damage it fast enough to kill it before it reduces your Strength to 0. To make matters worse, this enemy can confer Brown Rot Disease, further draining your Strength. The worst part is how common this enemy is as you progress to more difficult areas of the game. This enemy is fairly common in mid-to-high level dungeons containing undead, such as Necromancer/Vampire lairs, or Ancestral Tombs. To make matters even worse, some high level Mages are capable of summoning this menace. These Mages are the most dangerous enemies in the game, bar none, especially for melee users who may not be able to fight back once immobilized. The Bonewalkers will keep coming until the summoner's magicka is depleted. The moral of the story here is to keep Restore Strength potions with you at all times. Just relying on shrines to restore this attribute is not enough, because if you are immobilized by a Greater Bonewalker, you will not be able to reach a shrine. I would play it safe and not even rely on a spell for this. Certainly learn one since it is more convenient than going to a shrine, but in combat, you may find that you don't have enough Magicka to cast the spell and restore your movement. I should also rebuttal the idea that Fire Damage is useless. In fact, since they have the lowest base cost, Fire and Frost spells are the most useful when alternated to suit the enemy's weaknesses and resistances. Many undead resist Frost and Shock, and of course Frost Atronachs are high-level enemies that carry a crippling weakness to Fire damage, which can make fighting them significantly easier. Lastly, while on the topic of Daedra, a third damage type to cycle to is Damage Health. This is one that you won't use often since it has almost twice the base cost of Fire and Frost, but there is a reason to use it on occasion. Almost all non-elemental Daedra have some amount of resistance to all elements and all but the Clannfear and Golden Saint boast a normal weapons immunity, but none Resist Magicka. Some will reflect spells and are better fought with summonings, but no straight Magicka resistances. There is even one Daedra that absolutely must be combated with a Damage Health effect, and that is the Hunger. It is especially for this guy that you want to carry A: A bound weapon, and B: A damage health effect because, while not the most threatening of Daedra (Although all Daedra are threatening for anyone under level 15 [And that's still being extremely bold] with the exception of the Scamp, and most even have an immunity to Normal Weapons), the Hunger does boast an immunity to Fire, Frost, Shock, Poison, and Normal Weapons. P.S.: I say to cycle to Damage Health in the above paragraph, but if you have a high enough Mysticism, use Absorb Health instead as they have the same base cost.
Yeah, when I came around to putting this guide together I made a conscious decision to omit details on specific schools or spells, like drain health or damage fatigue. Usually I asked myself "If I include this, is it going to be useful to just people using this precise school/spell or people generally interested in spellcasting in a broader sense?". My goal was to have this be more general purpose. This is why I'm interested in making a set of videos covering each school of magic. Anyways, totally agree that it's useful to be aware of Drain Attribute, strength especially. Hearting your comment to signal boost it. Thanks, you put a fair amount of effort into this comment just as well
@@cbtc0klord774 Only for potions. Unless you use mods or console commands. There are a few enemies in Tribunal who have Restore Magicka abilities, but they weren't intended to be acquired by the player and can only be acquired through console commands.
Telekinesis increases the range of touch spells, so if you have a good telekinesis item and want to kill people at distance with lower cost and miss risk than using common ranged spells, try this funny combo.
@@andrewn8002 its not an exploit, its the magic itself, there are a lot of mechanics made to work this way, also, you can die from anything at anytime in morrowind, maybe you see a nix hound and go: meh its just 2 hits...BUT O NO ITS A BLIGHTED ONE SO ITS TOUGH AS FUCK, and you were running and dont have stamina, he kciks your ass, yo ded. So basically what i mean its that you will need those exploits to 1 run no die Morrowind in 20+ dificulty,
Alteration is also a really good investment even though you wouldn't think of it as a combat-focused magic school. Jump spells can be made super powerful since you only need them to be active for 1 second. This lets you travel ridiculously fast, or just escape a dangerous situation instantly if you don't want to use Recall or some kind of Intervention. Just remember to use Slowfall before you hit the ground, as Tarhiel learned the hard way :( I also found Jump to be useful if you happen to find yourself somewhere that Levitation is disabled, such as a certain part of a certain DLC mission which I won't reveal cause I don't wanna spoil the surprise :P And Levitate is the opposite, if you make it the lowest magnitude you can make it last a long time, then just hover over the battlefield shooting off other spells, and nobody can touch you. Fun fact: Fire Shields in this game are Alteration spells, because they do fire damage which suggests Destruction, but also fire resistance which suggests Restoration instead, so since it doesn't fit either category... Alteration it is. Same for frost and lightning shields. There's tons of other alteration spells I feel like I couldn't live without, like Water walking, Water breathing, Feather, Open, though those aren't related to combat.
I concur, please keep doing these high quality guides with timestamps. I mean, it might be a bit more work and not everyone uses them, but those who do really appretiate your effort.
The difference between Morrowind and Skyrim is in the genre. It wasn't just taking away a stat system - it was a change from adventure RPG to action-adventure. The change in factions is terrible, I agree. Even in Morrowind I hated how I could become Archcanon of the Temple - surely there's someone more qualified! Why am I, a foreigner, head of a House whose lands could altogether make a formidable kingdom in their own right? Sure, general implication is figurehead status, but why not just make it to where the supporting councilman uses me to seize power themselves, thank me generously, and tell me I should go on my merry way? I don't need to be the head of everything. So you see, Morrowind kind of started that special snowflake in faction thing, but not to the degree of Oblivion or Skyrim. In Oblivion they at least tried to make it sensible - you replace the Gray Fox so the last one can resume his life, you personally save the Fighter's, DB and Mages Guilds so you maybe deserve the top rank, and the stories along the way were fun...but mantling Sheogorath? That's where it began. Power fantasies are where the money is these days, probably because of the great recession and the fact that the vast majority of gamers will never have any real acclaim or power in their lives. I'm the Arch-Mage and everything else because irl I'm a part-time retail associate and the best I'll ever hope for is a private psychological practice in 20 years, but I can become the fucking Arch-Mage in a few hours if I want with minimal effort.
Agreed. Hopefully the commercial disaster of Fallout 76 will have gotten Bethesda to pay more attention to their fans. However, chances are with the direction Bethesda is going these days, their goal will probably be mass people because that’s the most cash-money thing to do. In that case, they probably wouldn’t want to introduce these common RPG-features, for fear of scaring off people from the non-RPG crowd. Of course, only the future will tell.
@@thendtoyou TES6 failling would be a boon to the western industry. Those scumbag would finally learn that they can't make money out of an IP name alone.
I just tried Morrowind for the first time and was about to give up because I couldn't figure out the combat system. This video was so helpful. Thank you!
ye, lots of newcomers quit after encountering their first mudcrab in morrowind mostly because they make a character with major and minor skills in magic, or long swords then they pick up the dagger in next room they go into, and they try to kill something with short sword in which they have skill 5
Man i know you uploaded this forever ago but this was exactly what i was looking for. I just started playing Morrowind for the first time and boy is it not friendly on first timers especially trying to do a magic build lol. This answered pretty much all my question on magic thank you
My current build started as a short blade , stealth, security, marksman, alchemy assassin dunmer. Now I'm so op and rich i just started power leveling everything. Damn near unstoppable but i haven't taken him to solstheim yet
Lol, I love how gently you stated "When casting a spell, theres sometimes a chance that you'll fail at casting it". Someone needs to make a mod that plays a sound clip from this vid so I can hear you ever so gently tell me "You fail at casting it" whenever a spell fails lmao.
Morrowind is really fun for someone like me who tends to play defensive characters in games and loves stuff like shields, block mechanics, and spells that buff and debuff rather than offensive-focused spells. You can optimize a very effective paladin class that mixes medium or heavy armor, block and blunt weapon with all the non-Destruction magic schools to create a character who's extremely hard to hit and even harder to make a hit deal any damage, and when damage is taken it's a small amount in a large pool and I've got plenty of restorative spells. Endurance, Agility and Willpower are going up like crazy but I can also buff them for hilariously low costs.
Not sure if you'll see this but just want to say I appreciate the time and effort you put into these videos. Morrowind is a great game that I feel 90 percent of new players can't understand the mechanics so they rage quit. Which is sad really, glad to have ppl like you breathing new life into this awesome game and making it easier to enjoy. FROM ONE DRAGONBORN TO ANOTHER HERO OF KVATCH THIS CONTENT IS THE BEST!
You missed several important points. There is an order at which effects are applied when there are several effects in the spell. I don't remember is it first to last or last to first though. While damage by element is not amplified by weakness to magic, weakness to element is. Thus the most effective spell mana-wise for massive damage is weakness to magic 100% on 1 sec plus weakness to element 100% on 1 sec plus damage by that element. Cost of different elemental damage effect is different. Fire is cheapest, Frost is a bit more expensive, Shock is even more expensive and then Poison and damage health which are MUCH more expensive (don't remember which of these two is more expensive though). Absorb health cost just as much as damage health, however if reflected it will drain health from you and return it to you thus dealing no damage to you in total. Should be used against targets that have reflection. There is however even better way to kill enemies more cost effectively. There is effect which name I don't remember exactly that reduces current health pool of a target. Reducing max health below 0 instantly kills that target. With weakness to magicka this means that you can kill anything with less than 200 hp for very low cost. This effect can be used for stealth kills even because its effect is instant. Reduce max stamina effect works in a similar fashion: if max stamina falls below 0 then target falls on the ground as if stamina fell below zero as happens from martial melee attacks. Could be used as poor man paralysis. Reduce/damage enemy strength can be used to immobilize enemies as well. Reduce intelligence on self (to zero) can be used to restore magicka on yourself. Don't know other usage of this effect though. Disintegrate weapon/armor could be useful when you want to get that weapon/armor from NPC without killing them. When armor/weapon "hp" is reduced to zero it is placed in NPCs inventory. So first you need to destroy that piece of equipment on NPC and then de-aggro that NPC with a calm spell. Also I don't remember does weakness to magic can amplify itself like in Oblivion. I think it does not, but I'm not sure. PS. In Oblivion undead are immune to frost. Don't remember if the share the same trait in Morrowind though...
I'm doing my adult/nostalgia playthrough with efficient leveling for the first time on console. Never understood the Atronach until this playthrough, it's wonderfully broken.
Awesome video as usual, it was very helpful. Having did my homework, picking up Morrowind was pretty smooth for me. However, coming from Daggerfall, some things that threw me off, and magic defense was one of the biggest. In Daggerfall, magic defense was as easy as raising your will power, (of course) obtaining resistance effects, or _even_ just selecting immunities at the character creation (a personal favourite). In contrast, magic in Morrowind, in my opinion, works much more hit or miss. Either you get stung or you don't, and there's only so much you can do about it.
@@LyleShnub Aye. That would be a great thing to happen. I got into it thanks to one of my friends who kept playing it over and over and over. When he told me I could get the goty edition free. I decided I had to try it Now I'm regretting not paying for it sooner..
Take care though as that doesn't include all destruction damage spells. In Morrowind fire, frost, shock, and poison damage will all still go through resist magicka. You need absorb or reflect if you want something that covers everything.
Not sure if someone mentioned before, but fire damage is completely viable, since you can stack weaknesses. It's a common knowledge that weakness to magica 100 pt 1 sec + weakness to fire 100 pt. 1 sec + fire damge will actually result in -200 to fire resist, which will completely destroy any fire resist that enemy may have as well as multiplying your damage
I didn’t like mages at first because it’s just so immersive breaking to wait 6 times in one dungeon for days each. But in my latest playthrogh as a atronach birth sign mage they have easily become my favorite class in the game.
@4:20 Spells can actually Proc a guaranteed critical hit however. If you're sneaking and can hit with a spell undetected, your next melee/bow/throwing weapon will have 100% chance to crit. Tried, tested and true. *edit* It will not guarantee your hit however, you can still miss if your agility and/or skills are not high enough
Yeah, this is supposedly a glitch. I /think/ the Morrowind Code Patch removes it. Still, gonna heart your comment because it could be worth knowing for folks who want to make use of it!
I have a high enchanting level, but it’s totally crippled by my low mysticism level, I pretty much can’t enchant anything because soul trap is hardly ever successfully casted, and the soul trap enchantment on my sword is completely unpredictable. It’s usually never activated, and then randomly it is. I think the issue I’ve run into with magica is that I haven’t poured money into a large inventory of magicka restore potions but instead have just been going around buying good spells and looking for good gear and trying to enchant that gear. I need to pool money into building out a large stock of restore magicka and health pots and then start questing, which confer real rewards, usually.
I tell you, reflect is both the best and worst thing to me, when you have it, well, feels oddly satifying when your enemies died by their own hands, even Vivec himself; when the enemies have it (like those rekling raiders), damn, its a pain in the ass if you're a full mage.
Now i want to install this game again u_u I know its not very practical, but i wanna make a ninja... Hand to hand, thrown weapons, short blades, stealth, etc
You should totally go for it! There's enough other systems in place that let you play easily even on the hardest difficulty with non-optimal character builds
@@LyleShnub its been so long since the last time i played the game, that i dont even remember how i used to play it... But after eatching your videos im sure i didnt understand half of ehat i was doing x'D
I’m an a dark elf assassin and my sign is steed, when I try to cast the Ancestral ghost spell it never says fail but ghost never appears. I’m 4th level now and have been upgrading my INT and Wis etc. what gives!
Awesome vids man! I have a few questions, maybe you or someone else here knows the answers to? I may experiment with the console and see what I can find, but wanted to try here first. 1. You said the effects are calculated in the order they are applied. Is the order shown by the icons in the active effects, with the first effect on the left, and the last effect on the right? 2. If I have multiple spell absorb effects, and the first one is successful, is the spell checked against the remaining effects as well? Or is it just ended after the first successful check? If it keeps going, having multiple absorb effects would be a nice way to regen lots of magica from low costing spells. 3. If I custom make an on-self spell with both absorb spell and reflect, are they applied in the same order that you use in the spell making process? Thanks guys!
What is the formula for weakness to magic increasing spell damage? So if you put 100% weakness to element does that mean that element will deal double the damage?
Yeah, I get where you're coming from. I wound up having to make a call on this video. I decided on this being more general purpose to the majority of magicka users because, yeah, ideally a caster character WOULD use paralysis, but they'd also probably be using summons, fortifying spells, and so on. For specific spells, I have, or will have, a video going over each spell school's effects.
Lyle, one question, I've been trying to find the answer to this, if reflect can only be performed once. Can a person defensively use their own weakness to magical for their own benefit? So, can an altmer using the apprentice to have massive own weaknesses to magic, reflect spells back at enemies at a new enhanced damage??
Hahaha, that's a very clever idea, but unfortunately the order in which the formulae play out makes it so that doesn't work. The game checks to see whether a spell gets reflected (or absorbed) first and then runs through resistances (or lack thereof) once the game knows that the spell is hitting the target successfully.
Thank you! I'm glad to hear that you enjoy them! I do still play Morrowind as well. Haha, I still do my weekly playthrough that I mention at the end of every guide. I do plan on getting back to making guides again when I'm not so busy.
Or u can just exploit the game and make any toon invincible and a 1 hit wonder. Go to a spell maker and create a spell increasing int first. Just add soul trap to it. Increase int 100 with soul trap on target for 1 sec. Look at the ground and cast ir and the increase int actually lasts forever and u can keep casting it increasing int as long as u desire. U can do this with anything. Thrn increase personality to about 1500 and buy the most expensive items for 10 gold and resell to trader for all the gold in their inv and they will be happy to do so.
Don't forget you can be attacked by dark brotherhood assassins, too, if you have the... Tribunal expansion, I think? Or is it Bloodmoon? Honestly, I don't know, but just remember you'll probably die in your sleep if you have whatever expansion it is.
All I'm trying to learn is how to cast a spell. I bought spells, I don't even see them when I right click, I press "R" and my magic doesn't come up. I'd figure that the only "Magic Mechanics Guide" video would surely mention this basic step. But nope.
Literally basic game mechanics. You have an options menu where you can check your keys. Literally just push F (ready spell) and click left mouse (attack button). It's literally that simple. It's so simple that it really doesn't belong in a video like this
@@Xeno_Solarus no it was the magic spell list that wasnt appearing like it was in your video whenever you opened up your menus. I had to find some subreddit to find out how to bring up the list. I was pressing the right button to cast spells, just no way to select one.
Very good informative video. But.. your explanation of how absorb magicka works was unclear. If you have say... 50 absorb, does that mean you have a 50% chance to fully absorb any spell? Or does it mean you absorb up to 50 magicka from any spell?
The magnitude listed on spell absorption effects dictates the percent chance that any incoming spell will be absorbed. When this happens, all spells get fully absorbed and you receive their full cost in magicka. So even if you only have a 1 magnitude spell absorb, if it manages to proc, you'll fully absorb the spell targeted at you. Hope this helps and sorry for the late response here as well!
@@fishum6483 that's 150% more. 1.0 is 100% more, 0.5 is half so 50% more. It's added on to whatever your magic was going to be before it. Idk why the game shows it like that, it's weird but thats how it works in game. 0.5x would take 50% of whatever your magic is then add that onto whatever your magicka was before the math takes place.
@@ryandavidson2502 yes but it is phrased "multiplies" and it you multiply anything by 0.5 you're halving it. If it was "0.5x added" then it'd be right. I won't argue any further because this was me being pedantic 7 months ago.
@@fishum6483 so we agree doesn't make since how it's written in game, that's just how it works in game tho. Blame whoever wrote the details on the character cards 2 decades ago lol
Does anyone know where I can find good mage robes quickly? I can't seem to find a good way to recharge magicka without using the 'T' key to rest, which is annoying since I get the Dark Brotherhood up my ass.
Unfortunately robes in Morrowind don't work like how they do in Skyrim - you can't regenerate magicka. The only other option to restore magicka without an absorb magicka effect or resting would be through potions. Some vendors do restock magicka potions. It might be worth stocking up if you really need them.
While i love Morrowind, i have to say...i can't decide between it and Daggerfall... if i want to explore a world (lore included) i play Morrowind but if you want to have fun in messing in a character creator and breaking (really...breaking) the game by building yourself a monster...Daggerfall is the answer.... seriously, you can easily create an infinite spellcaster that is immune to ALL magic damage and never runs out of mana...as a starting class (you have to know the game mechanics tho...unlikely a new player will know how to do it)
One of these days I'm totally planning on playing Daggerfall too! I just heard about them trying to rebuild it in Unity from another commenter. Would be cool if that got finished by the time I swing around to playing it.
Daggerfall Unity is doing some incredible progress..at this moment the main quest is already 100% playable, but unfortunately the magic system/random quests/custom characters are still incomplete. but i wouldn't be surprised if it was going to be finished in a matter of 2 years or so. That said, otherwise, i just suggest you to play Daggerfall by going to UESP and downloading it there: it's called "Daggerfall Setup" and (unlike the versions on Bethesda's site/physical copy/the one in the TES Anthology/the one that is included if you purchase Morrowind or Oblivion on GoG), it includes tons and tons of fanmade+official patches, quest packs and an amazing tool (called "Eye Of Argonia") that allows you to increase the distance view by something like 100% or more. Oh..also, the version on UESP, does not necessitates for you to learn how to setup DOSbox+create an automated version of it (so that you don't have to type a ton of stuff in DOS just to launch the game everytime) instead, the installer, is just a normal installation that you can launch from a shortcut. Same exact story for "TES Arena" ... just ditch the versions you find everywhere else and download it from UESP
Mu friend played morrowind and I don't know how but he has created such a potent potion that he never run out of health for couple of minutes and was immortal. Probably there is a way how to do this with magicka.
Yes, there is a bug in alchemy: don't remember how to do it precisely, but basically if you fortify alc+int for a couple of seconds then, in that time, you also boost your luck, all the potions you make will be stupidly overpowered (for example you can make potions that give you 999 int and stuff like that) that said, however, in Daggerfall you don't need to use bugs to make you overpowered: it's built in the character creator, if you know what to combine with you can do a full on infinite health infinite magicka immune to every element
I believe that's almost the exact set of armor worn by some of the Redoran guards. I think it's the Redoran version of bonemold armor and an expensive skirt. Helmet is a Nordic fur helmet, The Icecap to be exact.
Don't run and jump everywhere, especially if you're in an area that has enemies or could have enemies like a cave or ruin. Keep fatigue restoration potions on you. Most types of food have fatigue restoration effects for alchemy. Create or obtain an enchanted item that restores fatigue on use, and eventually one that restores it over time.
Potions, constant effect enchants, or just resting before a big fight. Don't really need to worry about it once you've built your character up though (or if you min/max at character creation). Your skills and attributes can easily account for low fatigue when you get them high enough.
That's right. The stunted magicka effect comes from picking The Atronach birthsign which also grants you the chance to absorb 50% of all incoming spells, replenishing your magicka. It can be very useful to have if you're okay with the drawback!
I can never decide what to do for my minor skills. Can someone give me their opinion? Major: Mysticism, Conjuration, Destruction, Long Blade, Heavy Armor Minor: Alteration, Enchant, and that's all I'm sure of Right now I'm thinking of merc, speech, and med armor or a second weapon skill. I hate alchemy
I'd say consider block and illusion. Even if you don't want to use melee, it can still be useful for when enemies do reach you (esp. in DLC areas) and the master block trainer is super accessible for levelling purposes. Illusion is also very good even if you prefer to fall back on mercantile or speech for raising disposition. It's got a lot of good defensive and utility effects. Sanctuary effects are incredible.
i found having to sleep to restore magic too time consuming, so i put in a mp regen mod thats quite slow but man does it make being a mage feel a lot less like you were a mage from dnd XD
"there's a small chance your casting will fail" is the biggest understatement to any non magicka main just trying to recall or cast intervention.
Non-spellcasters are bad at casting spells? Makes sense to me
@@cleverman383 me too but Morrowind was my first TES game when I was 12. People that can't hang with the stamina system don't want an RPG they want an adventure game
Lol so true 🤣
No recall or intervention can help you in this place
(this place = everywhere)
Don't you get amulets of Divine and Almsivi Intervention for something? I know there's Mark and Recall amulets somewhere too, they're for sale in Caldera or Suran or Ald-Ruhn or somewhere, they're cheap too.
“You can delete spells from your menu.”
...Whaaaat?! I’ve been stressing out over my cluttered spell menu for years of playing this game!
Shift click on spell
fire damage can be useful in dungeons because most undead are immune or stongly resistant to frost and poison and resistant to shock (which has a higher cost anyway) but none is resistant to fire.
That's a good point! Hearting your comment to signal boost it, thanks
Not to mention that Frost Atronachs, extremely powerful late-game enemies, have a crippling weakness to fire damage. You can get through most of the enemies in the game by switching between Fire and Frost damage as needed. I can't really think of too many times Shock damage comes in handy in terms of weaknesses. It's useless in Bloodmoon and some of the strongest enemies in the game are resistant or totally immune to it (Storm Atronachs). Poison is not so great because it has a high base cost, and so many things are resistant or immune to poison in general, like most Daedra, undead, and Sixth House opponents. In other words, you will struggle in the late game. Damage Health has such a high base cost, Resist Magicka is such a common effect amongst Daedra, and almost no enemies are weak to it. It does have one saving grace, however. It is the only spell effect that can damage a Hunger without a pre-packaged weakness effect, so once you get into the late game, it can be a good idea to carry Damage Health. Bear in mind though that Absorb Health has the exact same base cost, so if you have a high Mycticism stat, Absorb Health is the better option.
Mad_Scientist you mean tombs?
Most creatures in the game dont resist fire or anything really. Just a few have any kind of resists.
On the other hand, at least 2 of the 3 NPCs in the Smuggler’s dungeon, close to where you start out, are Dark Elves who are big time Resistant to Fire. Including the Battlemage NPC!
You need to diversify your spell damage output from day one/
Don’t forget that as long as you have even 1 magicka, you can use a drain intelligence for one second spell on yourself to reduce your intellicence to 1, leaving you with 1/1 magicka, which translates to full magicka when the effect wears off
Yeah, I'm considering making a separate video dedicated to these sorts of useful exploits so folks can decide which ones they do and don't want to make use of
Lyle Shnub that would be wonderful! Something i always loved about Morrowind and felt was missing from the later games was all the little exploits like that that deepened the mechanics and systems of the game and separated new and knowledgeable players
@@daltongarrett3393 I think the problem is that nowadays information spreads like wildfire so little exploits go on youtube and EVERYONE knows them and the game is ruined. They aren't discovered slowly over time by individuals or small groups of players.
That sounds cool. I'm confused what that means though. I'd love some more information 😊
So…. Infinite magicka? Count me in!
I play as a breton mage and my birthsign is the apprentice, the bretons have a 50% resistance to magic which negates the apprentice's weakness.
This is actually a pretty good point and tip for Breton (and Orc, to a lesser extent) players. Hearting your comment, thanks!
just started playing again and made breton apprentice for the same reason :)
minozv me too lol
I need muh memes thats a load of barnacllles..
Andrew Hunter i guess that is the meme?
There are some things not touched on in this video that should really be touched on in terms of this topic.
Drain Health is temporary damage, and so it isn't a great thing to rely on for your spells, but it can however help you get just that extra bit of damage you need for your low duration spells to instakill and is damage that cannot be healed for it's duration since it affects maximum health.
Damage Fatigue sounds useless on the surface, but is actually quite powerful. It has a relatively low base cost, so you can use it to make long-lasting spells you can use to tire your opponent out, and keep them tired. Having negative fatigue causes them to pass out, making them completely helpless. Hand-to-Hand focuses on accomplishing just this condition and then causes damage once fatigue reaches 0, so this can be a very *handy* spell to have on a character using Hand-to-Hand. (Tee-hee)
Drain Attributes
This is quite possibly the most underrated and dangerous spell effect in the game, and is something every new player should be aware of in my opinion. Getting hit by the wrong Damage Attribute effect can literally be a worse thing to happen to you than dying in the wrong circumstances. I am of course referring to Damage Strength in particular. This spell effect causes permanent damage to the Strength stat. The only way to get it back is to visit a shrine or to restore it with a spell or a potion. Strength is proportional to Encumbrance, and when Encumbrance hits 0, you are over-encumbered. That also means that if your Strength hits 0, you are over-encumbered *even when carrying nothing*. So if your strength hits 0 and you aren't packing a Restore Strength potion or spell, you are not dead, but you may as well be. This goes both ways, so you can immobilize NPCs permanently by damaging their Strength.
The new adventurer might wonder to himself, "Should I be worried? Are there any enemies that even utilize this spell effect with enough power for it to be threatening?" The answer is yes. You *should* worry about this. Some practitioners of the dark arts may use this spell effect or other Damage Attribute effects. They aren't very common, but there is one enemy that is. *The Greater Bonewalker.* This should be your most feared enemy in the entire game. It packs a potent Damage Strength spell that can immobilize an unprepared adventurer who is carrying a lot of loot instantly. You are now vulnerable to subsequent hits from this spell. Each hit will make non-spellcasters more and more helpless to damage it fast enough to kill it before it reduces your Strength to 0. To make matters worse, this enemy can confer Brown Rot Disease, further draining your Strength. The worst part is how common this enemy is as you progress to more difficult areas of the game. This enemy is fairly common in mid-to-high level dungeons containing undead, such as Necromancer/Vampire lairs, or Ancestral Tombs. To make matters even worse, some high level Mages are capable of summoning this menace. These Mages are the most dangerous enemies in the game, bar none, especially for melee users who may not be able to fight back once immobilized. The Bonewalkers will keep coming until the summoner's magicka is depleted.
The moral of the story here is to keep Restore Strength potions with you at all times. Just relying on shrines to restore this attribute is not enough, because if you are immobilized by a Greater Bonewalker, you will not be able to reach a shrine. I would play it safe and not even rely on a spell for this. Certainly learn one since it is more convenient than going to a shrine, but in combat, you may find that you don't have enough Magicka to cast the spell and restore your movement.
I should also rebuttal the idea that Fire Damage is useless. In fact, since they have the lowest base cost, Fire and Frost spells are the most useful when alternated to suit the enemy's weaknesses and resistances. Many undead resist Frost and Shock, and of course Frost Atronachs are high-level enemies that carry a crippling weakness to Fire damage, which can make fighting them significantly easier.
Lastly, while on the topic of Daedra, a third damage type to cycle to is Damage Health. This is one that you won't use often since it has almost twice the base cost of Fire and Frost, but there is a reason to use it on occasion. Almost all non-elemental Daedra have some amount of resistance to all elements and all but the Clannfear and Golden Saint boast a normal weapons immunity, but none Resist Magicka. Some will reflect spells and are better fought with summonings, but no straight Magicka resistances. There is even one Daedra that absolutely must be combated with a Damage Health effect, and that is the Hunger. It is especially for this guy that you want to carry A: A bound weapon, and B: A damage health effect because, while not the most threatening of Daedra (Although all Daedra are threatening for anyone under level 15 [And that's still being extremely bold] with the exception of the Scamp, and most even have an immunity to Normal Weapons), the Hunger does boast an immunity to Fire, Frost, Shock, Poison, and Normal Weapons.
P.S.: I say to cycle to Damage Health in the above paragraph, but if you have a high enough Mysticism, use Absorb Health instead as they have the same base cost.
Yeah, when I came around to putting this guide together I made a conscious decision to omit details on specific schools or spells, like drain health or damage fatigue. Usually I asked myself "If I include this, is it going to be useful to just people using this precise school/spell or people generally interested in spellcasting in a broader sense?". My goal was to have this be more general purpose. This is why I'm interested in making a set of videos covering each school of magic.
Anyways, totally agree that it's useful to be aware of Drain Attribute, strength especially. Hearting your comment to signal boost it. Thanks, you put a fair amount of effort into this comment just as well
great stuff dude. played morrowind to finish and just "cheesed" it. this stuff makes it much more interesting
Thank you my friend for all this added bonus info. We love you.
Is there restore Magica spell? Or effect
@@cbtc0klord774 Only for potions. Unless you use mods or console commands. There are a few enemies in Tribunal who have Restore Magicka abilities, but they weren't intended to be acquired by the player and can only be acquired through console commands.
Telekinesis increases the range of touch spells, so if you have a good telekinesis item and want to kill people at distance with lower cost and miss risk than using common ranged spells, try this funny combo.
i did not know that, recently started play again with a few patch recommended by the UESP site, wonder if that will still work
Thanks for this little "exploit" with touch spells!
NPC: "Ha, you can't touch me from that distance!"
Player: *Touches npc*
NPC: "AAAA, you n'wah!"
@@andrewn8002 its not an exploit, its the magic itself, there are a lot of mechanics made to work this way, also, you can die from anything at anytime in morrowind, maybe you see a nix hound and go: meh its just 2 hits...BUT O NO ITS A BLIGHTED ONE SO ITS TOUGH AS FUCK, and you were running and dont have stamina, he kciks your ass, yo ded. So basically what i mean its that you will need those exploits to 1 run no die Morrowind in 20+ dificulty,
I declare you Archmage of Gnisis
Alteration is also a really good investment even though you wouldn't think of it as a combat-focused magic school.
Jump spells can be made super powerful since you only need them to be active for 1 second. This lets you travel ridiculously fast, or just escape a dangerous situation instantly if you don't want to use Recall or some kind of Intervention. Just remember to use Slowfall before you hit the ground, as Tarhiel learned the hard way :(
I also found Jump to be useful if you happen to find yourself somewhere that Levitation is disabled, such as a certain part of a certain DLC mission which I won't reveal cause I don't wanna spoil the surprise :P
And Levitate is the opposite, if you make it the lowest magnitude you can make it last a long time, then just hover over the battlefield shooting off other spells, and nobody can touch you.
Fun fact: Fire Shields in this game are Alteration spells, because they do fire damage which suggests Destruction, but also fire resistance which suggests Restoration instead, so since it doesn't fit either category... Alteration it is. Same for frost and lightning shields.
There's tons of other alteration spells I feel like I couldn't live without, like Water walking, Water breathing, Feather, Open, though those aren't related to combat.
Thank you for timestamps, no one does it anymore.
very informative videos.
I'm glad to hear that people make use of them. Thank you for the kind words as well!
I concur, please keep doing these high quality guides with timestamps. I mean, it might be a bit more work and not everyone uses them, but those who do really appretiate your effort.
The difference between Morrowind and Skyrim is in the genre. It wasn't just taking away a stat system - it was a change from adventure RPG to action-adventure.
The change in factions is terrible, I agree. Even in Morrowind I hated how I could become Archcanon of the Temple - surely there's someone more qualified! Why am I, a foreigner, head of a House whose lands could altogether make a formidable kingdom in their own right? Sure, general implication is figurehead status, but why not just make it to where the supporting councilman uses me to seize power themselves, thank me generously, and tell me I should go on my merry way? I don't need to be the head of everything.
So you see, Morrowind kind of started that special snowflake in faction thing, but not to the degree of Oblivion or Skyrim. In Oblivion they at least tried to make it sensible - you replace the Gray Fox so the last one can resume his life, you personally save the Fighter's, DB and Mages Guilds so you maybe deserve the top rank, and the stories along the way were fun...but mantling Sheogorath? That's where it began.
Power fantasies are where the money is these days, probably because of the great recession and the fact that the vast majority of gamers will never have any real acclaim or power in their lives. I'm the Arch-Mage and everything else because irl I'm a part-time retail associate and the best I'll ever hope for is a private psychological practice in 20 years, but I can become the fucking Arch-Mage in a few hours if I want with minimal effort.
Agreed. Hopefully the commercial disaster of Fallout 76 will have gotten Bethesda to pay more attention to their fans. However, chances are with the direction Bethesda is going these days, their goal will probably be mass people because that’s the most cash-money thing to do. In that case, they probably wouldn’t want to introduce these common RPG-features, for fear of scaring off people from the non-RPG crowd. Of course, only the future will tell.
Oh you poor soul that’s not going to happen they’re going to ride this into bankruptcy and I’m not sure that that’ll be a bad thing for western rpgs
@@thendtoyou TES6 failling would be a boon to the western industry.
Those scumbag would finally learn that they can't make money out of an IP name alone.
Dice-roll combat is a thing of the past for action-oriented RPGs. They aren't coming back, nor should they.
Oh man, if you only knew, how much of the game you can break with ALTERATION AWW YISSS
quality morrowind vids my dude, doing god's work!
Thanks very much, glad to hear that people are getting something out of them!
@@Furtherawaystill A false god he is.
I just tried Morrowind for the first time and was about to give up because I couldn't figure out the combat system. This video was so helpful. Thank you!
ye, lots of newcomers quit after encountering their first mudcrab in morrowind
mostly because they make a character with major and minor skills in magic, or long swords
then they pick up the dagger in next room they go into, and they try to kill something with short sword in which they have skill 5
So glad I found your videos, they are really high quality.Keep it up man.
Thank you so much, I appreciate the kind words
Love these videos, even as a fairly competent Morrowind player. Subbed. Keep up the good work!
Thank you very much! I'm always glad to hear that even experienced players are into the guides.
This dude was was the voice actor for all wood elves 😂
well... mage is pretty powerful... im still gonna play 2h bosmer alcoholic...
I always play my spear using argonian lol
Man i know you uploaded this forever ago but this was exactly what i was looking for. I just started playing Morrowind for the first time and boy is it not friendly on first timers especially trying to do a magic build lol. This answered pretty much all my question on magic thank you
My current build started as a short blade , stealth, security, marksman, alchemy assassin dunmer. Now I'm so op and rich i just started power leveling everything. Damn near unstoppable but i haven't taken him to solstheim yet
Lol, I love how gently you stated "When casting a spell, theres sometimes a chance that you'll fail at casting it". Someone needs to make a mod that plays a sound clip from this vid so I can hear you ever so gently tell me "You fail at casting it" whenever a spell fails lmao.
Morrowind is really fun for someone like me who tends to play defensive characters in games and loves stuff like shields, block mechanics, and spells that buff and debuff rather than offensive-focused spells. You can optimize a very effective paladin class that mixes medium or heavy armor, block and blunt weapon with all the non-Destruction magic schools to create a character who's extremely hard to hit and even harder to make a hit deal any damage, and when damage is taken it's a small amount in a large pool and I've got plenty of restorative spells. Endurance, Agility and Willpower are going up like crazy but I can also buff them for hilariously low costs.
Not sure if you'll see this but just want to say I appreciate the time and effort you put into these videos. Morrowind is a great game that I feel 90 percent of new players can't understand the mechanics so they rage quit. Which is sad really, glad to have ppl like you breathing new life into this awesome game and making it easier to enjoy. FROM ONE DRAGONBORN TO ANOTHER HERO OF KVATCH THIS CONTENT IS THE BEST!
best guides ever, hands down, undisputed champion! ive watched 3 hours of guides then i found you
You missed several important points.
There is an order at which effects are applied when there are several effects in the spell. I don't remember is it first to last or last to first though.
While damage by element is not amplified by weakness to magic, weakness to element is.
Thus the most effective spell mana-wise for massive damage is weakness to magic 100% on 1 sec plus weakness to element 100% on 1 sec plus damage by that element.
Cost of different elemental damage effect is different. Fire is cheapest, Frost is a bit more expensive, Shock is even more expensive and then Poison and damage health which are MUCH more expensive (don't remember which of these two is more expensive though).
Absorb health cost just as much as damage health, however if reflected it will drain health from you and return it to you thus dealing no damage to you in total. Should be used against targets that have reflection.
There is however even better way to kill enemies more cost effectively. There is effect which name I don't remember exactly that reduces current health pool of a target. Reducing max health below 0 instantly kills that target. With weakness to magicka this means that you can kill anything with less than 200 hp for very low cost.
This effect can be used for stealth kills even because its effect is instant.
Reduce max stamina effect works in a similar fashion: if max stamina falls below 0 then target falls on the ground as if stamina fell below zero as happens from martial melee attacks. Could be used as poor man paralysis.
Reduce/damage enemy strength can be used to immobilize enemies as well. Reduce intelligence on self (to zero) can be used to restore magicka on yourself. Don't know other usage of this effect though.
Disintegrate weapon/armor could be useful when you want to get that weapon/armor from NPC without killing them. When armor/weapon "hp" is reduced to zero it is placed in NPCs inventory. So first you need to destroy that piece of equipment on NPC and then de-aggro that NPC with a calm spell.
Also I don't remember does weakness to magic can amplify itself like in Oblivion. I think it does not, but I'm not sure.
PS. In Oblivion undead are immune to frost. Don't remember if the share the same trait in Morrowind though...
I'm doing my adult/nostalgia playthrough with efficient leveling for the first time on console. Never understood the Atronach until this playthrough, it's wonderfully broken.
Awesome video as usual, it was very helpful. Having did my homework, picking up Morrowind was pretty smooth for me. However, coming from Daggerfall, some things that threw me off, and magic defense was one of the biggest.
In Daggerfall, magic defense was as easy as raising your will power, (of course) obtaining resistance effects, or _even_ just selecting immunities at the character creation (a personal favourite). In contrast, magic in Morrowind, in my opinion, works much more hit or miss. Either you get stung or you don't, and there's only so much you can do about it.
One of these days I'm planning to play through Daggerfall. Definitely looking forward to it. The Daggerfall Unity project looks pretty promising too
The Daggerfall Unity project looks _epic_! For now, though, I'm holding off on touching until it's a build that's as final as it's going to get.
I love how your showing this in 2017 and I'm watching 2019 after it became free for a certain time.
I hope people still keep coming back to try Morrowind even after TES6 comes out!
@@LyleShnub Aye. That would be a great thing to happen. I got into it thanks to one of my friends who kept playing it over and over and over. When he told me I could get the goty edition free. I decided I had to try it Now I'm regretting not paying for it sooner..
2020 cuz I’m getting back into it lol
Picking breton and wearing the hircine's cuirass literally makes you immune to absorb health and destruction damage spells.
Take care though as that doesn't include all destruction damage spells. In Morrowind fire, frost, shock, and poison damage will all still go through resist magicka. You need absorb or reflect if you want something that covers everything.
Thanks, i always forget how absorb magicka works
shock 100 pts on touch, absorb health 100 pts on touch, damage health 100 pts on touch
works great as long as the opponent doesnt have reflect
Yeah that's always fun to find out the hard way
Not sure if someone mentioned before, but fire damage is completely viable, since you can stack weaknesses.
It's a common knowledge that weakness to magica 100 pt 1 sec + weakness to fire 100 pt. 1 sec + fire damge will actually result in -200 to fire resist, which will completely destroy any fire resist that enemy may have as well as multiplying your damage
I didn’t like mages at first because it’s just so immersive breaking to wait 6 times in one dungeon for days each. But in my latest playthrogh as a atronach birth sign mage they have easily become my favorite class in the game.
@4:20 Spells can actually Proc a guaranteed critical hit however. If you're sneaking and can hit with a spell undetected, your next melee/bow/throwing weapon will have 100% chance to crit. Tried, tested and true. *edit* It will not guarantee your hit however, you can still miss if your agility and/or skills are not high enough
Yeah, this is supposedly a glitch. I /think/ the Morrowind Code Patch removes it. Still, gonna heart your comment because it could be worth knowing for folks who want to make use of it!
@@LyleShnub Just tested it on my GOTY Steam Edition, I can confirm it still works. Thank you for the heart.
Very informative video, thank you!
I have a high enchanting level, but it’s totally crippled by my low mysticism level, I pretty much can’t enchant anything because soul trap is hardly ever successfully casted, and the soul trap enchantment on my sword is completely unpredictable. It’s usually never activated, and then randomly it is.
I think the issue I’ve run into with magica is that I haven’t poured money into a large inventory of magicka restore potions but instead have just been going around buying good spells and looking for good gear and trying to enchant that gear.
I need to pool money into building out a large stock of restore magicka and health pots and then start questing, which confer real rewards, usually.
I tell you, reflect is both the best and worst thing to me, when you have it, well, feels oddly satifying when your enemies died by their own hands, even Vivec himself; when the enemies have it (like those rekling raiders), damn, its a pain in the ass if you're a full mage.
I had this game as a kid on xbox but I never played it much because I also had Star Wars Knights of The Old Republic.
Now i want to install this game again u_u
I know its not very practical, but i wanna make a ninja... Hand to hand, thrown weapons, short blades, stealth, etc
You should totally go for it! There's enough other systems in place that let you play easily even on the hardest difficulty with non-optimal character builds
@@LyleShnub its been so long since the last time i played the game, that i dont even remember how i used to play it... But after eatching your videos im sure i didnt understand half of ehat i was doing x'D
I’m an a dark elf assassin and my sign is steed, when I try to cast the Ancestral ghost spell it never says fail but ghost never appears. I’m 4th level now and have been upgrading my INT and Wis etc. what gives!
This game has such a good tutorial and such an intuitive control scheme, that I'm here... once again... What are the basic controls?
I think you ought to have adressed the Resistances of Undead too, as Undead Monsters are fairly common.
I just want the mod list being used!
Looks awesome.
Awesome vids man! I have a few questions, maybe you or someone else here knows the answers to? I may experiment with the console and see what I can find, but wanted to try here first.
1. You said the effects are calculated in the order they are applied. Is the order shown by the icons in the active effects, with the first effect on the left, and the last effect on the right?
2. If I have multiple spell absorb effects, and the first one is successful, is the spell checked against the remaining effects as well? Or is it just ended after the first successful check? If it keeps going, having multiple absorb effects would be a nice way to regen lots of magica from low costing spells.
3. If I custom make an on-self spell with both absorb spell and reflect, are they applied in the same order that you use in the spell making process?
Thanks guys!
well i can see how something like spell use was made just a tad less complicated by steamlinging it a bit more
What is the formula for weakness to magic increasing spell damage? So if you put 100% weakness to element does that mean that element will deal double the damage?
Use a ring or amulet that allows you to summon a spell caster they recharge
damn, i did NOT know that about willpower
I took conjuration as a minor but didn't get the summon ghost spell or any conjuration spell for that matter
You should have covered resistance to paralysis.
Yeah, I get where you're coming from. I wound up having to make a call on this video. I decided on this being more general purpose to the majority of magicka users because, yeah, ideally a caster character WOULD use paralysis, but they'd also probably be using summons, fortifying spells, and so on. For specific spells, I have, or will have, a video going over each spell school's effects.
Lyle, one question, I've been trying to find the answer to this, if reflect can only be performed once. Can a person defensively use their own weakness to magical for their own benefit? So, can an altmer using the apprentice to have massive own weaknesses to magic, reflect spells back at enemies at a new enhanced damage??
Hahaha, that's a very clever idea, but unfortunately the order in which the formulae play out makes it so that doesn't work. The game checks to see whether a spell gets reflected (or absorbed) first and then runs through resistances (or lack thereof) once the game knows that the spell is hitting the target successfully.
Lyle Shnub dang, that's disappointing, thanks though!
Make more of this videos. Love them!! Hope you still play morrowing.?
Thank you! I'm glad to hear that you enjoy them! I do still play Morrowind as well. Haha, I still do my weekly playthrough that I mention at the end of every guide. I do plan on getting back to making guides again when I'm not so busy.
Holy shit I thought that cast chance bar was a level progression bar for the relevant magic school
i keep ffuking missing this game suc
Drink your fatigue potions and lvl ur melee skill
@@joshrodriguez2711 its been 2 years i can finally play morrowind
whoa, there are A LOTTA nords over there
A phrase often heard from Dunmer just before great wars
Now my question is, is The Apprentice's Weakness to Magic really that bad considering the lack of spells that check for that resist?
Or u can just exploit the game and make any toon invincible and a 1 hit wonder. Go to a spell maker and create a spell increasing int first. Just add soul trap to it. Increase int 100 with soul trap on target for 1 sec. Look at the ground and cast ir and the increase int actually lasts forever and u can keep casting it increasing int as long as u desire. U can do this with anything. Thrn increase personality to about 1500 and buy the most expensive items for 10 gold and resell to trader for all the gold in their inv and they will be happy to do so.
Don't forget you can be attacked by dark brotherhood assassins, too, if you have the... Tribunal expansion, I think? Or is it Bloodmoon? Honestly, I don't know, but just remember you'll probably die in your sleep if you have whatever expansion it is.
Chao The FaceSquid tribunal of course
Are you able to create Cast on Self harmful spells and then reflect them off yourself so they are un-reflectable????
reflect them towards what? you are the source.
All I'm trying to learn is how to cast a spell. I bought spells, I don't even see them when I right click, I press "R" and my magic doesn't come up. I'd figure that the only "Magic Mechanics Guide" video would surely mention this basic step. But nope.
Literally basic game mechanics. You have an options menu where you can check your keys. Literally just push F (ready spell) and click left mouse (attack button). It's literally that simple. It's so simple that it really doesn't belong in a video like this
@@Xeno_Solarus no it was the magic spell list that wasnt appearing like it was in your video whenever you opened up your menus. I had to find some subreddit to find out how to bring up the list. I was pressing the right button to cast spells, just no way to select one.
Very good informative video. But.. your explanation of how absorb magicka works was unclear. If you have say... 50 absorb, does that mean you have a 50% chance to fully absorb any spell? Or does it mean you absorb up to 50 magicka from any spell?
The magnitude listed on spell absorption effects dictates the percent chance that any incoming spell will be absorbed. When this happens, all spells get fully absorbed and you receive their full cost in magicka. So even if you only have a 1 magnitude spell absorb, if it manages to proc, you'll fully absorb the spell targeted at you. Hope this helps and sorry for the late response here as well!
Good to know. Thanks.
What graphics mod are you using?
The mage sign multiplies your magicka by 0.5? That's really bad, why would you halve your magic? Same for breton
That's 50% more not less
@@ryandavidson2502 no 50% more would be 1.5x
@@fishum6483 that's 150% more. 1.0 is 100% more, 0.5 is half so 50% more. It's added on to whatever your magic was going to be before it.
Idk why the game shows it like that, it's weird but thats how it works in game. 0.5x would take 50% of whatever your magic is then add that onto whatever your magicka was before the math takes place.
@@ryandavidson2502 yes but it is phrased "multiplies" and it you multiply anything by 0.5 you're halving it. If it was "0.5x added" then it'd be right. I won't argue any further because this was me being pedantic 7 months ago.
@@fishum6483 so we agree doesn't make since how it's written in game, that's just how it works in game tho. Blame whoever wrote the details on the character cards 2 decades ago lol
Whenever I rest in the wild my magicka doesn't regenerate at all!
That maybe coz youre born under the atronach
I bet you do a good impression of Vizzini.
Hahaha, that's not the first time I've heard that before
I created a redguard(one of the worst races to cast spells I believe) that primarily use fire destruction. Bad idea
Yeah, I think you're right. Their racial makes them one of the best for melee and ranged, but doesn't really do much for casters
Does anyone know where I can find good mage robes quickly? I can't seem to find a good way to recharge magicka without using the 'T' key to rest, which is annoying since I get the Dark Brotherhood up my ass.
Unfortunately robes in Morrowind don't work like how they do in Skyrim - you can't regenerate magicka. The only other option to restore magicka without an absorb magicka effect or resting would be through potions. Some vendors do restock magicka potions. It might be worth stocking up if you really need them.
Ahh right. Thank you, I'll do that.
While i love Morrowind, i have to say...i can't decide between it and Daggerfall...
if i want to explore a world (lore included) i play Morrowind
but if you want to have fun in messing in a character creator and breaking (really...breaking) the game by building yourself a monster...Daggerfall is the answer....
seriously, you can easily create an infinite spellcaster that is immune to ALL magic damage and never runs out of mana...as a starting class (you have to know the game mechanics tho...unlikely a new player will know how to do it)
One of these days I'm totally planning on playing Daggerfall too! I just heard about them trying to rebuild it in Unity from another commenter. Would be cool if that got finished by the time I swing around to playing it.
Daggerfall Unity is doing some incredible progress..at this moment the main quest is already 100% playable, but unfortunately the magic system/random quests/custom characters are still incomplete. but i wouldn't be surprised if it was going to be finished in a matter of 2 years or so.
That said, otherwise, i just suggest you to play Daggerfall by going to UESP and downloading it there: it's called "Daggerfall Setup" and (unlike the versions on Bethesda's site/physical copy/the one in the TES Anthology/the one that is included if you purchase Morrowind or Oblivion on GoG), it includes tons and tons of fanmade+official patches, quest packs and an amazing tool (called "Eye Of Argonia") that allows you to increase the distance view by something like 100% or more.
Oh..also, the version on UESP, does not necessitates for you to learn how to setup DOSbox+create an automated version of it (so that you don't have to type a ton of stuff in DOS just to launch the game everytime) instead, the installer, is just a normal installation that you can launch from a shortcut.
Same exact story for "TES Arena" ... just ditch the versions you find everywhere else and download it from UESP
Mu friend played morrowind and I don't know how but he has created such a potent potion that he never run out of health for couple of minutes and was immortal. Probably there is a way how to do this with magicka.
Yes, there is a bug in alchemy: don't remember how to do it precisely, but basically if you fortify alc+int for a couple of seconds then, in that time, you also boost your luck, all the potions you make will be stupidly overpowered (for example you can make potions that give you 999 int and stuff like that)
that said, however, in Daggerfall you don't need to use bugs to make you overpowered: it's built in the character creator, if you know what to combine with you can do a full on infinite health infinite magicka immune to every element
Hurry this up will you?!
Yet again shock spells prove superior to fire and frost spells. ;)
What armor are you using at 2:49 ?
I believe that's almost the exact set of armor worn by some of the Redoran guards. I think it's the Redoran version of bonemold armor and an expensive skirt. Helmet is a Nordic fur helmet, The Icecap to be exact.
@@LyleShnub Thank you
Do orcs resist magic?
They do, but beware, magic resist isn't nearly as useful in Morrowind as it is in later games!
How do u even manage ur fatigue in this game
Don't run and jump everywhere, especially if you're in an area that has enemies or could have enemies like a cave or ruin. Keep fatigue restoration potions on you. Most types of food have fatigue restoration effects for alchemy. Create or obtain an enchanted item that restores fatigue on use, and eventually one that restores it over time.
Potions, constant effect enchants, or just resting before a big fight.
Don't really need to worry about it once you've built your character up though (or if you min/max at character creation). Your skills and attributes can easily account for low fatigue when you get them high enough.
I have stunted magic even after sleeping
Yeah, it's permanent!
@@LyleShnub but it changes when I absorb magica from something
That's right. The stunted magicka effect comes from picking The Atronach birthsign which also grants you the chance to absorb 50% of all incoming spells, replenishing your magicka. It can be very useful to have if you're okay with the drawback!
Thanks man
tfw doing homework for a 20 year old game
TIL you can forget you own spells
Operation poontang for the whole gang
I can never decide what to do for my minor skills. Can someone give me their opinion?
Major: Mysticism, Conjuration, Destruction, Long Blade, Heavy Armor
Minor: Alteration, Enchant, and that's all I'm sure of
Right now I'm thinking of merc, speech, and med armor or a second weapon skill. I hate alchemy
I'd say consider block and illusion. Even if you don't want to use melee, it can still be useful for when enemies do reach you (esp. in DLC areas) and the master block trainer is super accessible for levelling purposes. Illusion is also very good even if you prefer to fall back on mercantile or speech for raising disposition. It's got a lot of good defensive and utility effects. Sanctuary effects are incredible.
Naaah I'm not doing math
Dunmer>Other races
Rewatching this after a long time, saw I accidentally disliked this video and have just corrected my mistake. My bad
One of my favorite games, but, I admit, it is a hot mess!
There's definitely additional value in loving flawed games
i found having to sleep to restore magic too time consuming, so i put in a mp regen mod thats quite slow but man does it make being a mage feel a lot less like you were a mage from dnd XD
*SWEAT *