Musicman247 wrote:Helpful threads you should check out:
Post Your Character!
If you want to post a description of your character or ask for advice about creating a chracter, this is the place to do it!
Morrowind Character Creator and Other Tools
Some great tools for being able to tweak your character the way you want it before you actually make it!
Favorite Race
Give your opinion on your favorite race.
Favorite City/Township
Discuss the places you like the most!
Your Favorite Faction / Great House
Discuss your favorite group to join!
Common Technical Problems with Morrowind
Having trouble with your game? Check here first.
Also feel free to post your additions to the guide and to ask any questions you may need to.
Here's a list of links and quotes that I think helpful for new players of Morrowind (I'll be refining this guide, but this seems to be a good starting point):
OblivionDuruza wrote: Should I buy Morrowind?
I would definitely say that you should get Morrowind, it's simply a fantastic game.
If you've played Oblivion
I'll direct you here, to this article to see some info on the differences between the games.
I'm still loving Morrowind myself, there is such a high re-playability factor and the world of Vvardenfell is just so interesting and ensnaring.
I'd be happy to answer any of your questions on the subject, so feel free to PM me.![]()
Some general pointers:
I think it's important for all first time players to know that they should not worry about spending money on travel, training etc., as money is very easy to come (especially for members of House Hlaalu) by and the fast travelling services and even training, are worth it in the long run (although Mark, Recall and the two Intervention Spells - all teleportation spells - are more handy once you get them). Talk to everyone, talk is cheap.
You might also find it profitable to join Guilds and a Great House before you get too much into the Main Quest, but it's really your gameplay experience. The Houses are one of the more interesting fun groups in the games and all provide good rewards, particularly Hlaalu and Telvanni. The Houses also convey many benefits and have interesting and fun quests to do and characters to meet.
Most important to know is that you may fail at many of your actions, be it casting a spell or even connecting a blow with a sword, which can be a real pain at first. This means that you really need to train your skills up to at least the thirties before they start to become bearable. So more so than in Oblivion (in which I never train), skill trainers can be very handy in Morrowind, and are better too.
In addition, you may find that you want to start again, that's completely normal, in fact most players are like that, even if they've played other Elder Scrolls games.
Finally, I'd strongly advise you to buy the GOTY Edition of Morrowind, as it is a much more enthralling game than Oblivion, with a much greater re-playability factor. (this coming from a guy first introduced to TES by Oblivion).
There's so much to explore in Morrowind, even without the many, many mods, so I encourage you to give it a go. Happy Morrowinding!
OblivionDuruza wrote:On Character Creation: WIP
On Birthsigns: The Thief (10 pts of evasion) and The Warrior (extra attack) are good choices for most characters and their bonuses still have effect later on in the game.
You can also check out a full list of Classes here, and even contribute your own.
OblivionDuruza wrote:On Luck: There is a fair amount of debate on the issue of Luck, but I personally am a supporter of the 5/5/1 principle which aims to maximize Luck in addition to other Attributes, as opposed to the 5/5/5 principle that does not raise Luck in order to raise other Attributes more quickly.
Don't take my word for it, form your own opinion for sure, but there are two main reasons I encourage increasing Luck. Firstly, Luck does have a measurable effect on everything, and I'll go into this a little more in a sec, and secondly because it fairly easy to max out all your other stats, and not much more difficult to max out Luck as well; in essence, you're only cutting yourself off from something that you could have with only a small degree more effort if you follow the 5/5/5 formula.
If you look at the formula for damage calculation:you can see that Luck has a measurable effect on Combat itself, as just one example of how it is useful.Code: Select all
Chance to hit = Attacker's weapon skill (e.g. Long Blade) * 1.25 + Attacker's Attack (e.g. Warrior = 10) - Defender's Sanctuary (e.g. Thief = 10) + (Attacker's Agility - Defender's Agility) * 0.25 + (Attacker's Luck - Defender's Luck) * 0.125
From this, we can see that not only will increasing your own Luck allow you to hit your enemies more often, but it will also allow you to avoid attacks more often, making it a fairly good offensive and defensive choice. Yes your Weapon skill has 10 times the effect on your chance to hit, and and Agility has just under twice the effect, but this is just one of the many ways that Luck comes into play.Chance to hit = Attacker's weapon skill (e.g. Long Blade) * 1.25 + Attacker's Attack (e.g. Warrior = 10) - Defender's Sanctuary (e.g. Thief = 10) + (Attacker's Agility - Defender's Agility) * 0.25 + (Attacker's Luck - Defender's Luck) * 0.125
Another example is Lockpicking:As we can see here, Luck is again, one third of the contribution of Attributes to the equation in terms of succesfully picking a Lock:Code: Select all
1.25(Security skill + Luck/10 + Agility/5)(Lockpick multiplier) - Lock LevelNow look at Spellcasting:1.25(Security skill + Luck/10 + Agility/5)(Lockpick multiplier) - Lock LevelAgain, Luck is a factor here too, again a third of the contribution of Attributes:Code: Select all
(Spell's skill * 2 + Willpower / 5 + Luck / 10 - Spell cost - Sound magnitude) * (Current fatigue + Maximum Fatigue * 1.5) / Maximum fatigue * 2[/color](Spell's skill * 2 + Willpower / 5 + Luck / 10 - Spell cost - Sound magnitude) * (Current fatigue + Maximum Fatigue * 1.5) / Maximum fatigue * 2
OblivionDuruza wrote:On Combat: Your chance to hit is calculated like this:
Chance to hit = Attacker's weapon skill (e.g. Long Blade) * 1.25 + Attacker's Attack (e.g. Warrior = 10) - Defender's Sanctuary (e.g. Thief = 10) + (Attacker's Agility - Defender's Agility) * 0.25 + (Attacker's Luck - Defender's Luck) * 0.125
I've bolded the things that can easily be changed and measured, but another option is to look at some of the person your attacking's contributing factors to the equation.
You can obviously try to increase your weapon skill, that is the simplest answer to the question, but increasing your agility, luck and attack (by fortifying it through a spell or blessing, or by raising strength - although this is, to some degree, speculative) are all viable ways of increasing your chance to connect.
Further, you may actually want to try to damage your opponents agility and/or luck. This can be achieved through an enchantment or spell and can further help with your problem.
Considering all this, it is always handy to do the following when starting from scratch.
Choose Strength, Agility or Luck as your Favoured Attributes (I normally always go Strength, Agility - as I like to play as a Rogue-type character)
Choose at least on Weapon Skill as a Major Skill. (I almost always choose Long Blade as a Major) The same goes for Block, because you'll find that as your skill increases, it is much more effective and also is 'faster' to train (although it takes more use than before to train, sort of negating that effect). As has been mentioned, you won't find it very effective until the skill is around 30-40 (obviously what 'effective' means is subjective, but as a general rule).
You may also wish to choose The Warrior as your Birthsign (10 point boost to Attack).
You should also read this article for more info. Hope that helps.
On Armour:
Armor is used to reduce damage from physical attacks. The strength of armor is known as Armor Rating, or AR. The AR for each piece of armor is BaseAR * ( ArmorSkill / 30 ). The AR for each unarmored slot, including shield, is UnarmoredSkill * UnarmoredSkill * 0.0065.
Total AR is Cuirass * .3 + (Shield + Helm + Greaves + Boots + RPauldron + LPauldron) * .1 + (RGauntlet/Bracer + LGauntlet/Bracer) * .05. In other words, Cuirass is 30%; Shield, Helm, Greaves, Boots, RPauldron, and LPauldron are 10% each; RGauntlet/Bracer and LGauntlet/Bracer are 5% each.
OblivionDuruza wrote:On Fast Travel and Directions: I guess in comparison to Oblivion's travel, Morrowind can be slow. Utilise the Silt Strider, Guild Guide and Boats to speed it up. Having Mark and Recall and Almsivi or Divine Intervention spells can all essential(ish) early on so get them as soon as possible.
I find it easy to mark the Balmora Mages Guild and then recall there (although any major city will do). Then use the Guild Guide or Silt Strider to get to other major cities, from where you can use other Silt Striders or boats to go to other places and so on.
As for the vagueness of directions, that is another factor. Read your journal and talk to people. Sometimes persistence is required, and a keen eye, but other times it can be very simple if you know where to look. As you play you'll learn more and more. Where to go for all your book finding quests, where to go for training, who to sell to, that sort of thing.
On Mark and Recall: My one mark is in the Balmora mages' guild. My favourite city, close to a Guild Guide giving good, cheap access to all major cities and close to my Stronghold on the Odai.
OblivionDuruza wrote:On the topic of guilds: You must meet requirements (have certain levels in skills) and complete a certain number of duties/jobs etc before you may advance in rank, so keep that in mind before as you design your characters as it can be a bit of a pain to have to level a misc. skill to around lvl90 to become the highest ranking member of a guild (although skill trainers are really helpful as they are cheap(ish) and there is no limit unlike Oblivion - recommend you utilize them to gain larger multipliers for starters).
Also, hopefully this thread will be great when it's done, as an in-depth guide to Factions. (I'm still working on it, but haven't got round to finishing it yet, I'm sitting at just past halfway, with Hlaalu and most of Redoran complete and the word count around 1,000)
OblivionDuruza wrote:On Shrines: You approach and activate the Shrine then you select the appropriate option (depending on what you require - blessing, cure disease etc.). A small fee is required, usually about 30 Drakes. However, joining the Tribunal Temple can have its benefits in this regard.Spoiler:
OblivionDuruza wrote:On Houses and Storage: Only organic containers (flowers and other alchemy stuff) respawn. The only "normal" containers set to respawn are the Equipment Chest in each Fighters' Guild and the Supply Chest in every Mages' Guild. Some loot chests may seem like it respawns if you check its contents, leave, then come back to find other things. If you don't interact with a chest, it won't "save" the contents, and it'll re-roll the random loot.
Basically all 'containers' (literal ones) in Morrowind are safe to use as far as they will not respwan, although you do have to be aware that it is very easy to get stolen tags on items if you place them in containers, as they are often owned by NPCs (although this isn't a huge problem for me, because it is almost impossible to avoid stolen tags in Morrowind, so just avoid getting caught). Basically you can kill anyone and move in to their home. I guess everyone else already ninja'd me with this info, but here's a list of some of the houses I recommend:
- St. Delyn House - Small, with limited storage (2 containers in total), but free and avaliable from the get go, and in a prime location in Vivec. And you know what they say about location, location, location
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- Vori's House - A fair sized house, with adequate storage (7 containers), and a great location in Balmora (my personal favourite city and an excellent central hub for transport for the PC). You do need to pick/unlock a level 50 lock to gain access, but this isn't to hard with a scroll.
- Hlaalo Manor - A great House located in Balmora. It's nice and big, with lots of storage (21 containers). You'll have to mind the servant who remains in the house, although she doesn't leave her room, and the fact that the house's previous owner is dead on the floor down stairs. You'll also need to initiate the quest, The Death of Ralen Hlaalo to gain access.
- Dura gra-Bol's House - Another nice, large house, also located in Balmora. You have to kill its owner for the Fighters Guild, allowing you to legally gain this property. Fair storage and a great location, make this House a good option.
- Morvayn Manor - Great storage (24 containers) and a reasonable location, make this a good choice for lowers of the Redoran architecture. Only problem is the respawning Corpus monsters that inhabit the House, which can be a bit of a downside at times
- Caius Cosades' House - given to the PC after completing the quest, Mehra Milo and the Lost Prophecies, this is a small house with a bed and limited storage (2 containers), with a good location and a few nice books lying around. Similar to the St. Delyn house actually, but in a different location, this is a nice little reward for the mainquestline.
- Rethan Manor - my favourite House located on the beautiful Odai River, and not far from Balmora (my favourite city and a central hub for many PCs). The House is nice and big, has plenty of storage and you don't have to worry about doing anything illegal to obtain it, or about storing your items in other people's containers. It's well worth progressing through the Hlaalu questline for, as are Tel Uvirth and Indarys Manor
Just on the subject, it can also be fun sometimes to check out old Dunmer Strongholds. My favourite is Hlormaren.
OblivionDuruza wrote:On Roleplaying/Replayibility: Try different guild combos and character styles. Like a Dunmer loyalist who is devoted to the temple and to House Redoran and will have nothing to do with Imperial guilds, or on the other side of the scale a forward thinking Imperial embracer who is a member of House Hlaalu and follows the Imperial Cult whilst serving in the Legion.
OblivionDuruza wrote:On Mods: If your interested in mods that will augment the original GOTY Edition and liven up a somewhat older game, have a look at this page which attempts to make Morrowind 'new' again.
It might be an idea to try the Unofficial Morrowind Patch and the Morrowind Code Patch (included in MGSO). This is also a great looking list, that I myself am going to look more into, it's very user friendly, labelling each mod by what it does (Graphics Replacer, Added Content).
You might like to try some gameplay and character development mods. For example, this one is said to add more Oblivion style gameplay, by adding Magicka regeneration and increasing your chance to hit, proportionately to your Agility. Galsiah's Character Development, changes character progression, and is supposedly quite good, although I've never tried it personally, although I've been meaning to.
You might also like to try some new landmasses. The most obvious ones that spring to mind are Tamriel Rebuilt and Silgrad Tower, however smaller ones like Dulsya Isle, Stanegau Island, Island of Tusar and Havish are also pretty good.
Additionally, there are some pretty good factions available, including Rise of House Telvanni for House Telvanni fans (Crazy Wizard Lords), PAX Redoran for House Redoran fans (Honourable Warrior types), 6th House and Great House Dagoth for House Dagoth lovers or even those looking to stray from the vanilla Morrowind Mainquest, and even these simple offerings, Grandmaster of Hlaalu and Great House Indoril (Beta) for Hlaalu and Indoril fans (although House Indoril probably never will be finished, and from experience is fairly riddled with minor bugs - so perhaps only diehard Indoril fans will enjoy it).
I'd also recommend Emma's Mods, as they're all very well done, and Emma, and the late Grumpy are modders I've really come to respect in the Morrowind community.
Hope that helps, seriously, there are so many great mods out there, I could list loads. I'm sure there's something that will suit you just great.
Spoiler:
OblivionDuruza wrote:On Cliff Racers: I personally don't mind them too much either. I think the real issue people have is the quantity you find flying around. Scribs can be more annoying, although they are fairly peaceful in comparison.![]()
__________________________________________________________________________________________OblivionDuruza wrote:My biggest piece of advice is don't get too attached to your first character and don't be afraid to start again, keep experimenting with different class builds, as you play through the game you'll probably realise that you picked the wrong skill or joined the wrong guild or something and will be tempted to start again (I have found that it takes a couple of characters to get the one that suits you the best). Experiment with different things and try new things. Vvardenfell is a big world to explore and even before adding mods, there is a lot to do. Morrowind has a massive re-playability factor due to the huge number of possibilities (including several ways to finish the main questline) and guilds (which you may not do all with one character). Oh, and even bigger: HAVE FUN.
Anyway, Happy Morrowinding!I'm here if you need to ask any questions.
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FAQ
I've lost/accidentally deleted my inventory, stats or magic menu, etc. How do I get them back?
This occurs if you hit the little square in the corner of the menu. To retrieve your menus, click the icons in the bottom corner of your screen. Click on your current weapon for the inventory menu, the current spell for the magic menu and so on.
I'm planning on a stealthy archer/ dagger character does anyone have a good build?
The biggest piece of advice I give out is "if at first you don't succeed, try, try, try again" in regards to creating the best character class/build. I'll do a bit of thinking for you and post again, but I'd encourage you to experiment with what you think will work best for you so you can develop your own judgments on the subject.
Is leveling like Oblivion where you have to grind to get the +5?
The leveling system is fairly similar, but there are more skills meaning more leveling and more time to max those stats. An important difference is that skill trainers in Morrowind have no cap on the amount of training sessions per level up and they are cheaper and more available, whilst all also training their three best skills rather than just one - this means you can fortify one of their skills (via spell) to make them a trainer of that skill if you are so inclined to take advantage of the system (I wouldn't personally).
Even in Morrowind, you need to make use of your level attribute bonuses. You may have a low strength or your weapon skills may be low. I personally have never had this problem, although I do train Acrobatics (for strength) and medium armor (for endurance) to get x5 multipliers at early levels.
Is archery as weak as it is on oblivion?
I'd say that they're similar in power, but it is good to note that archery in Morrowind is part of the marksman skill, which encompasses crossbows and throwing weapons including throwing knives and throwing stars.
Is there a thief guild/ dark brotherhood like of quests?
There are several options for stealth orientated guilds. There is a Thieves Guild, the Morag Tong (the local assassins guild - a legal guild too I might add) and Great House Hlaalu, which, although being more merchant orientated, can fit any build well, especially a stealthy one.
Are there any mods that would greatly enhance the game? (I don't care for anything graphics related)
I'd try out Tamriel Rebuilt as a really popular land mass adding mod. There are a ton of other great mods, so give me more info as to what you want and I'll post some more links for you.
And finally is there anything in particular about Morrowind that I should know having only played Oblivion?
As an Oblivion player, the real shock for me was the lack of fast travel, until I realised it really wasn't needed due to great alternatives and the relative size of the map in relation to the placement of settlements. Don't worry about paying to travel, money is very easy to come by in Morrowind so don't be put off by the lack of fast travel. In addition, a final thing is that there is a high chance to fail making potions, repairing items, enchanting, casting spells and even attacking, unless you are fairly skilled in the respective skills, so be aware. Also of note, combat is fairly different as you must equip spells to cast them and you have no control over block. All the other major difference actually worked in Morrowind's favour in my opinion but as I mentioned earlier, check out the link to the UESP page on differences on this front.
Best of luck in your Morrowind journey and hope this has helped





