These are the skills I can absolutely not do without. In fact, if I started
a new character, I would be sure to spend some money early on to get a good
head start:
1. Alteration. One can never underestimate the importance of water walking
and levitation.
2. Sneak. It isn't used often, but it is a difficult skill to master.
Plus, it is the only way to accomplish certain objectives.
3. Restoration. I find it much easier to use a spell than to carry a pouch
full of potions.
4. Speachcraft. fairly easy to obtain, but it's going to cost money any
way one looks at it.
5. Acrobatics. A very easy skill to obtain, and very valuable as well.
Thoughts?
--
They that can give up essential liberty to obtain a little temporary safety
deserve neither liberty nor safety.
-Benjamin Franklin
9/11/1773
Letter to Josiah Quincy
There are some things in life that are more important than football, though
not many.
All material contained herein copyright 2003 Folka Dot Lit PMC.
I agree about Alteration, Sneak, Speechcraft. It's easier to take the
peaceful path if you have high speechcraft, and it's easier to incite a
fight, too.
I always like to be able to mark/recall reliably as soon as possible.
High Security skill is useful. I like to get my Enchant up as soon as I
can. I also depend a lot on Long Sword. It seems like the best swords
in the game are all long swords, starting with the iron sparksword you
take off of the dead fallen mage (outside Seyda Neen). I never get past
level one before I grab that sword!
;-)
Google is a good one, but not in Morrowind. :)
In my view Alchemy is a great way around Alteration and can be a nice
support on alot of other too. For instance I dont like having to switch
to casting healing spells in the middle of a fight but would rather just
quaff potions.
about making potions: I never make a single potion. Single potions fill
up too much of the inventory screen. Collect a pile of atleast 20 when
making potions I say.
-M
>about making potions: I never make a single potion. Single potions fill
>up too much of the inventory screen. Collect a pile of atleast 20 when
>making potions I say.
The only problem is you usually level up alchemy half way through a run
of 20 and end up with 2 stacks.
--
Artificial Intelligence stands no chance against Natural Stupidity.
GAT d- -p+(--) c++++ l++ u++ t- m--- W--- !v
b+++ e* s-/+ n-(?) h++ f+g+ w+++ y*
well I dont know... I usually have stacks of 15-20. They last nicely
through the time it takes for me to build up enough stuff to come back
to my manor. So no probs there.but it is a pain in the arse when you get
tons of small piles. It's just leveling hight enough to get enough right
at a time...
Often, similar unstacked potions can be dragged on top of each other,
forcing them to stack themselves. This action can help to tidy up your
inventory, but yes, if you level up in the middle of a big batch, and the
new potions are 1 point better at something, then they'll be their own
separate stack.
The Potion Sorter mod seems as though it would be useful to just about
anyone.
The "Summon [Monster]" spells are prety trivial to me, but I did
wonderfully with a "sneak/caster" character once when I took Marksman
and Short Blades as my weapon skills and Unarmored as my armor skill.
First thing I did was hop over to Balmora mage guild and buy myself a
Nound Longbow and Bound Dagger spells. Didnt need another weapon
until... ever. used them all the way to lvl 25 when my save got
corrupted and my other save was just too damn far away to do everything
over again.
The thing is even if the Bound Longbow only last 60 secs it still beats
the living shait out of anything you can get your hands on easily. I
believe it's got Marksman 1-50 or something on it as a Shiting shortbow
from Seyda Neen is 1-5 maybe? Combine that with Sneak and you get
critical hits every time you shoot someone... I'm talking 1 hit kills on
anything you like if you get to sneak them. well ok Golden Saints need 2
or 3 hits but they never get to where you are because each shot drops
them to the ground. :D Über-bow... Lovely.
-M
> Has anyone found a real use for the conjuration line of
> spells? Summoning pets that can't atack unless attacked seems kinda useless,
> y'know?
Once a creature is summoned, , attacking the enemy with a really weak
spell is all you need to do in order to get your creature to fight
them.
Alternatively, you could toss a cheap knife at them... or whatever.
Learn summon [fillinblank], build your conjuration up enough, and that,
plus appropriate Soultrap, soul gems, and aggressive action on your part
gets you a solid source of reliable, ~substantial~ income.
Sell enough of them loaded soulgems to the right vendors, and you can
easily afford all the fancy armor and lessons in other skills that you
wanted. I prefer conjuration to alchemy, when it comes to making easy
money.
> I prefer conjuration to alchemy, when it comes to making easy
> money.
I'd hesitate to leave out either of these two. :) Which means I simply
must make a character next without them. and security. and marksman. and
enchant. hmmmm...
-M
Masochist. :)
I like playing the underdog :)
If you've ever stumbled on Diablo 2 and it's expansion you'd propably
repeat your estimate of me when I tell you my favourite character is an
all poison-skill Necromancer :D
-M
Yes. I'm playing a mage-type character born under The Atronach birthsign,
which means I can't regenerate magicka while resting. Whenever my magicka
is running low, I cast Summon Ancestral Ghost, then punch him a couple of
times in his immaterial face. He then starts attacking me with spells,
and a few seconds later my magicka is fully restored. :-)
Summoning tougher creatures is also helpful when fighting several tough
enemies at once, for example when you have to fight Gothren to become
Telvanni Hortator. He has two Dremora bodyguards, so I thought it only
fair to summon two Dremora bodyguards of my own.
--
Lars Haugseth
I like to enchant something with constant effect waterbreathing and
night-eye as soon as I can. I'm weird.
When summoning pets, circle the enemy, so that he
is between you and your pet. If you then attack the
enemy with a weapon or a spell, your pet will feel
it as an attack and charge, attacking the enemy
from behind. Sometimes this will make your
opponent deal with the pet first, giving you time
to choose the best spells.
merlin
1) Mercantile
2) Athletics
3) Alchemy
4) Illusion
5) Mysticism (or alteration, hard to say)
1) The cheesiest skill in the game, once you know that the price they offer
isn't all they will except. My character currently has a mercantile of 23,
and a personality of 38, and can buy/sell ALL of a vendors money. This
allows you to get anything you want, become very rich, and get free training
(essentially. you just have to check barter first). I usually start off at
skill 5 selling at 65-70% item value and buying at 80%. By about 15 skill
that should be selling at 80% and buying at 75% or thereabouts. Did I
mention its good for getting huge stacks of expensive alchemy ingredients?
I remember making feather potions by the hundreds out of rubies...
2) I get so sick and tired of CRAWLING everywhere. You also can't climb
anything without this skill. Being able to outrun guards is a nice plus.
Just a great timesaver. Aim for 40 starting skill in this.
3) Mana, Money, and Magic. I once ran from Sadrith Mora to the port in
Dagon Fel in about 30 seconds thanks to 2 well-made fortify speed potions
(Kagouti Hide+Moonsugar). With easily stolen gear and decent skill feather
potions weigh about 0.01 and the same goes for levitation. I personally
like making combo potions with 2 or 3 effects, but its not necessary.
4) Sneak is miserable to raise without starting at a high level, and
personally, I'd rather just use chameleon to accomplish my dirty deeds
anyway. Sanctuary is a nice plus. Of course, if you don't want to enchant
constant effect 100% chameleon or santuary, I suppose you could just use
sneak... Sneak is for barbarians. Cultivated folk use Illusion.
5) Souldtrap, Absorb Health, Mark and Recall are all quite handy. I like to
use a large radius Absorb health spell on those little Daedra wheenies
running around in the ruins. Alteration lets you open locks when you are
out of scrolls and can't pick it, and lets you improvise when you run out of
potions (potions are ALWAYS better than alteration, as they are instant,
dont require a switch to casting mode, and dont drain you mana pool.)
Of course this list dosn't mention marksmentship, security, shortblade,
lightarmor, and destruction - my _other_ favorite skills.
> Sneak is for barbarians. Cultivated folk use Illusion.
LOL nice distinction. ;)
The ones I always use a lot are
1. Speechcraft (always a major skill)
2. Merchant (always misc; it grows fast anyway)
3. Alchemy (usually miscellanous, but major for mages)
4. Some weapon (have had success with all, and don't have a preference)
5. Light armor (misc, as it goes up to fast)
6 Mysticism (or is it alternation....the one for fast transport)
>We all have different opinions, and I'd like to hear some different ones.
>
>These are the skills I can absolutely not do without. In fact, if I started
>a new character, I would be sure to spend some money early on to get a good
>head start:
>
>1. Alteration. One can never underestimate the importance of water walking
>and levitation.
I always make constant effect items with the Alteration effects I want,
so my actual skill isn't very important.
>2. Sneak. It isn't used often, but it is a difficult skill to master.
>Plus, it is the only way to accomplish certain objectives.
Sneak is very easy to master, once you realise that it stacks with
Chameleon. Just get ~30% chameleon, then sneak. Your skill will rise
very fast, no matter how low it was to start with, since you'll be
succeeding most of the time.
>3. Restoration. I find it much easier to use a spell than to carry a pouch
>full of potions.
This is a very important skill, as use of the attribute boosting spells
can make it much easier to raise your other skills.
>4. Speachcraft. fairly easy to obtain, but it's going to cost money any
>way one looks at it.
Speechcraft is easy to get for free, but quite slow. Just find one of
the people you'll have to kill eventually anyway (like the Camonna Tong
Members in Balmora) and arrange your windows so that Admire shows up
directly below the button on the box that pops up. Now you just need to
keep clicking, and your speechcraft will rise. Don't waste money on
bribes, Admire can still succeed even when they hate you.
--
Greg Johnson
"So tell me, just how long have you had this feeling that no one
is watching you?" (Christopher Locke: Entropy Gradient Reversals)
interesting......is there a macro for this?
one of the mushrooms on the bittercoast can give you
a limited waterwalking ability, when you eat it Limited because your
alchemy skill will be low. But everytime it expires, it will work again, and
improve your skill. It will
allow you to reach the nearby islands
> > and levitation.
start on your acrobatic skill early on. It can simulate
levitation when it is good enough, and this does
not necessarily means 100%.
> > 2. Sneak. It isn't used often, but it is a difficult skill to
master.
> > Plus, it is the only way to accomplish certain objectives.
It is important but often overlooked, that noisy
armor can be a hindrance to effecful sneaking
> > 3. Restoration. I find it much easier to use a spell than to carry a
> pouch
> > full of potions.
healing by sleeping will sometimes improve your
restoration skill also
> > 4. Speachcraft. fairly easy to obtain, but it's going to cost money
any
> > way one looks at it.
success or failure are here as everywhere else
a numbers game. Every skill level is defined by
an 'x successes out of y tries'. 'x' increases with
skill increase. Every skill has a 'turning point'
a skill level where you can start save your money
and use the skill instead. this is 30 or thereabout
for speechcraft
merlin
My chars are mages. My major and minor skills are
normally the magical ones. Only weapon skill is
marksman. Easy to raise skills and skills that count
towards the skill multipliers are kept as misc.
Only armor skill is unarmored.
merlin
Not that I know of - but temporarily raising your luck and personality
will greatly speed up the process. The normal problem with raising your
personality is that after it wears off, the people you spoke to will
like you much less than they originally did. This is why I only do this
with people I'm going to kill - what they think of me doesn't matter.
> >3. Restoration. I find it much easier to use a spell than to carry a pouch
> >full of potions.
Potions are better in the heat of battle, though. What good is a heal
paralyze spell, ever? Seriously? If your magic is depleted you can't
use a restore health spell, but a potion?
> Speechcraft is easy to get for free, but quite slow. Just find one of
> the people you'll have to kill eventually anyway (like the Camonna Tong
> Members in Balmora) and arrange your windows so that Admire shows up
> directly below the button on the box that pops up. Now you just need to
> keep clicking, and your speechcraft will rise. Don't waste money on
> bribes, Admire can still succeed even when they hate you.
Very true.
I'm already married. Would you consider bigamy? :)
> There is some
> helmet that raises charisma 30 points.
The beast races can't wear that one.
I usually chose to make my Beast folk born under the sign of the Lady,
for the extra charm it gives them from the start. They need it. That,
or the Steed, cos I have a lust for speed.
Very true, but I find the task of collecting mushrooms to be quite tedious.
The only alchemy I find useful are the items that can be combined to make
fortification potions, and I tend to buy those in very large quantities once
I can find/afford them.
>
> > > and levitation.
>
> start on your acrobatic skill early on. It can simulate
> levitation when it is good enough, and this does
> not necessarily means 100%.
My acrobat skill on my current character is at 100, and I still find it much
easier to use levitation to traverse rocky terrain.
>
> > > 2. Sneak. It isn't used often, but it is a difficult skill to
> master.
> > > Plus, it is the only way to accomplish certain objectives.
>
> It is important but often overlooked, that noisy
> armor can be a hindrance to effecful sneaking
Good point. In fact, I had never even tought of it.
>
> > > 3. Restoration. I find it much easier to use a spell than to carry
a
> > pouch
> > > full of potions.
>
> healing by sleeping will sometimes improve your
> restoration skill also
The most valuable restoration spells, to me, are Rilm's Cure and Cure Blight
Disease. Rilm's Cure is a relatively easy spell to cast, but Cure blight
Disease takes quite a bit of intelligence. That is why I rank it so high.
Plus, once a character gets that high, he has no problem healing himself in
a hurry when he can't rest while using little of his magic pool. While in
the middle of a tough tomb, cavern, or stronghold, I find it oftentimes
useful to do a quick heal and a save before moving on when I can't find a
place to rest.
The fortify spells mean little to me. The fortification potions I can make
are far more effective.
>
> > > 4. Speachcraft. fairly easy to obtain, but it's going to cost
money
> any
> > > way one looks at it.
>
> success or failure are here as everywhere else
> a numbers game. Every skill level is defined by
> an 'x successes out of y tries'. 'x' increases with
> skill increase. Every skill has a 'turning point'
> a skill level where you can start save your money
> and use the skill instead. this is 30 or thereabout
> for speechcraft
Thanks for the advice. I rarely pay to improve my speachcraft directly. I
usually bribe people by the 100's until I have enough speachcraft skill to
do the trick by admring them. And I make sure that every NPC I run into has
an attitude of 100 towards me before I will leave him alone.
Good point. Looks like I'll have to stock up on cure paralyzation potions
(sigh).
Truth is, I had never even thought of this. I guess I figured that if I was
paralyzed, I wouldn't be able to use any potions either. But, then again,
potions are drunk while the game is paused........
Not very realistic, but perhaps a valuable asset.....
Well now, as you well know, speed is not good for EVERYTHING!
Besides, I don't look good in fur.
> > Potions are better in the heat of battle, though. What good is a heal
> > paralyze spell, ever? Seriously? If your magic is depleted you can't
> > use a restore health spell, but a potion?
>
> Good point. Looks like I'll have to stock up on cure paralyzation potions
> (sigh).
Well, yeah.
LOL {{{hugs}}}
No comment! :)
>
>"Merlin" <pb...@danprofit.com> wrote in message
>news:40cab7b3$0$130$edfa...@dread11.news.tele.dk...
>>
>> > > and levitation.
>>
>> start on your acrobatic skill early on. It can simulate
>> levitation when it is good enough, and this does
>> not necessarily means 100%.
>
>My acrobat skill on my current character is at 100, and I still find it much
>easier to use levitation to traverse rocky terrain.
I only use levitation occasionally, finding it much easier (and quicker)
to use an item with constant effect Slowfall 2 and Jump 10. This can get
you anywhere levitation can (except inside some twisty passages) _much_
faster. It also works 'outdoors' where levitation does not (not that
this is a great advantage).
>Thanks for the advice. I rarely pay to improve my speachcraft directly. I
>usually bribe people by the 100's until I have enough speachcraft skill to
>do the trick by admring them. And I make sure that every NPC I run into has
>an attitude of 100 towards me before I will leave him alone.
For merchants, bear in mind that while adjustments from selling are
temporary, those from admire are permanent, and your admire will succeed
more often if they have a good disposition from trading. Therefore I
always sell them some cheap stuff first, then use admire to preserve
their mood at a good level.
you two... :) the second thread already :D
-M
>Thanks for the advice. I rarely pay to improve my speachcraft directly. I
>usually bribe people by the 100's until I have enough speachcraft skill to
>do the trick by admring them. And I make sure that every NPC I run into has
>an attitude of 100 towards me before I will leave him alone.
Oh you mean once you get to Balmora and Sadrith Mora :)
All kidding aside I make sure I get Fire Bite early (one has to have
SOMETHING if you expect to kill the Dark Brother novice the first time
you rest!) and then sell the armor at Creeper's and then head for SM
to buy my first bloat / ash yams.
That keeps me in much dineros until I can afford something decent.
That and the marshmerrow / saltrice available from the same place.
(That keeps me alive while adventuring - especially the ones you make
after drinking 10 or so of that other potion...)
Once I kill my first cliff racer I pray I can get my hot little hands
on the trama root fairly quick as being able to levitate out of a
tight spot is particularly useful when you're travelling at night
using the Giants mod....:)
>> >>>I usually chose to make my Beast folk born under the sign of the Lady,
>> >>>for the extra charm it gives them from the start. They need it. That,
>> >>>or the Steed, cos I have a lust for speed.
>> >>
>> >> Well now, as you well know, speed is not good for EVERYTHING!
>> >>Besides, I don't look good in fur.
Speed 600+ (which is actually pretty easy to get via potions) or
Levitation 600+ tend to be too fast for the graphics processor without
spending most of your time waiting for the new area to load.
Been there done that did NOT have fun doing so....Night Eye and
Restore Health (not to mention Restore Magicka) are pretty cool when
you make the potion with Intelligence 200,000+. It makes dark things
REALLY visible and the potion lasts nearly forever.
Swift Swimming and Water Walk are both pretty entertaining when 200 or
so - Water Walk looks a LOT like water skiing when it's that high! I
once water walked from Gnisis to Stronheim that way and had a great
time. (I don't remember the details but had gone back to the mainland
to buy booze and more alchemical reagents)