Hopefully my laptop is strong enough to run it well.
Question: How does leveling work? In Oblivion I stayed at lvl 9 because I could never figure it out! Even with reading the wiki...
Any tips?
I'll be Khajiit...
Finally got it!
- zzar
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Finally got it!
Last edited by zzar on Thu Nov 22, 2012 9:28 pm, edited 1 time in total.
Re: Finally got it!
Let's see if I remember Morrowind leveling correctly (been like 6 or 7 years since I played). Based on the class you choose you will have 5 major and 5 minor skills. These skills will go up faster than your other skills and you will level up based solely on improving these skills. Improving other skills isn't pointless though, since the skills you improve impact stat bonuses when you level up. Also if I remember correctly when you are ready to level up you will get a notification. You don't actually level until you rest though.
As for tips, all I can think of at the moment is save often. You die pretty easily at low levels in Morrowind. Nothing wrong with running away from a fight either.
As for tips, all I can think of at the moment is save often. You die pretty easily at low levels in Morrowind. Nothing wrong with running away from a fight either.
Spoiler:
- Baloth-Kul
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Re: Finally got it!
Congraaaatulations! To this day, Morrowind is still my favourite Elder Scrolls game. Leveling is simple. When your skills increase enough, it'll say that you should rest and meditate on what you've learned. So you sleep--pretty sure that the wait function doesn't do it, but heal does. And I think just resting in a bed will do it to. Then you go to the level up screen, and pick which attributes to increase. You'll be able to increase your attributes to higher levels (at the most, you can increase an attribute by 5 points per level up) if you advance skills under that attribute (like increasing your athletics skill will let you increase your speed attribute more). Easy peasy. There should be a progress bar in your stat menu. Go to "level", and it should say like 5/10 or whatever, indicating how close you are to leveling up.
Works pretty much the same way in Oblivion, except I'm pretty sure that you can only level up by increasing your major or minor skills. Or something like that.
--Ninja'd! Oh well.
YES, SAVE OFTEN. Do NOT go out adventuring unless you are well supplied. A few repair hammers and potions can make a dungeon crawl INFINITELY easier. If you're adventuring around the islands, keep a few potions of waterwalking--you move damn slow in the water, and are an easy target for slaughterfish and dreughs. BIG BIG tip. If you're going to be going anywhere that has undead/necromancers, keep a potion or two of restore strength; greater bonewalkers can effectively cripple you by reducing your strength to the point where you can't move unless you drop most everything you're carrying--OR use a potion to restore your strength. Lesser bonewalkers' spell for messing with your strength is only temporary, fortunately.
Message me or something if you have any questions, or you can consult the wiki :3
Works pretty much the same way in Oblivion, except I'm pretty sure that you can only level up by increasing your major or minor skills. Or something like that.
--Ninja'd! Oh well.
YES, SAVE OFTEN. Do NOT go out adventuring unless you are well supplied. A few repair hammers and potions can make a dungeon crawl INFINITELY easier. If you're adventuring around the islands, keep a few potions of waterwalking--you move damn slow in the water, and are an easy target for slaughterfish and dreughs. BIG BIG tip. If you're going to be going anywhere that has undead/necromancers, keep a potion or two of restore strength; greater bonewalkers can effectively cripple you by reducing your strength to the point where you can't move unless you drop most everything you're carrying--OR use a potion to restore your strength. Lesser bonewalkers' spell for messing with your strength is only temporary, fortunately.
Message me or something if you have any questions, or you can consult the wiki :3
- zzar
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Re: Finally got it!
Thanks for the info.
This is my initial build.
Major:
marksman
Blunt
Light Armor
Conjuration
Armorer
Minor:
Alchemy
Axe
Alteration
Security
Enchantment
This is my initial build.
Major:
marksman
Blunt
Light Armor
Conjuration
Armorer
Minor:
Alchemy
Axe
Alteration
Security
Enchantment
- Baloth-Kul
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Re: Finally got it!
Marksman--OUCH! Not the best choice, nor is Armorer, to be honest. Three skills one should always have as a major (in my humble opinion) are (an armor skill), (a weapon skill), and security or alteration (for picking locks/disarming traps).
...For playing Morrowind, I recommend both Blunt and Short Blade as at least minor skills, or you should train them a bit, because there are two particular weapons in those categories that you will be wanting to use at some point in time, and it's kinda hard to use a weapon in Morrowind if you have *no* skill in it.
...For playing Morrowind, I recommend both Blunt and Short Blade as at least minor skills, or you should train them a bit, because there are two particular weapons in those categories that you will be wanting to use at some point in time, and it's kinda hard to use a weapon in Morrowind if you have *no* skill in it.
- zzar
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Re: Finally got it!
OK. Wrong skills was what made "efficient" leveling in Oblivion impossible. I could only ever get +3, almost never +5
- zzar
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Re: Finally got it!
My combat playstyle from Oblivion and Skyrim:
(Sneak arrow attack if possible),
conjure,
stoneflesh,
then one handed.
Got any tips on choosing major/minor skills?
(Sneak arrow attack if possible),
conjure,
stoneflesh,
then one handed.
Got any tips on choosing major/minor skills?
- Baloth-Kul
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Re: Finally got it!
Sounds pretty much like what I do. Recommendation: Totally ditch marksman for Morrowind. It can be such a pain in the arse, because you have to line up your shots perfectly, and even then, you still need to rely on your skill for the shot to actually "hit", and if it doesn't, you dunno for sure if you're being accurate or not or what, ...et cetera. Sneak attacks and criticals in general in Morrowind are pretty...Dicey.
Alteration, Blunt, Conjuration, Destruction, Light Armor/Acrobatics, Alchemy, Athletics, Mercantile, Speechcraft. My suggestion for your majors and minors.
Alteration, you can have spells like Shield or Fire Shield or whatever (shield is sorta your Morrowind equivalent of Skyrim's stoneflesh/whateverflesh) AND you can open locks (not disarm traps though, but you can usually take the spell effects like a man, especially if you have stuff enchanted to resist or absorb magicka) ANNNND levitate (pretty sure). Blunt, that's your weapon, and it's a good skill to have for a particular weapon...Conjuration, that's obviously for your summons and stuff. Destruction...So you can have some form of ranged attack, because Marksman is rubbish. Your spells are ALWAYS guaranteed to hit, as long as you aim them right and have enough magicka. Light Armor, self explanatory.
Acrobatics and Athletics, people usually boo and hiss at those, but it helps to speed up your journeys and helps you avoid attacks. Alchemy, it's always good to be able to brew your own potions for cheap. Mercantile, better prices are always good. Speechcraft, theoretically makes it easier to taunt and stuff. The only persuasion I ever use is bribing or taunting--taunting is essentially your consequence-free-murder charm. You taunt them until THEY attack YOU. You get off scot free because it's self defence--though sometimes the people around will help your enemy out with trying to kill you (I think that's if THEIR disposition towards you is too low. only happened to me once, really)
AND...Get your short blade skill up, whether through a trainer or if you buy a cheap dagger and just poke at a mudcrab for an hour or two. You will thank me later.
...PLUS, depending on what guilds you want to join, you will need a variety of skills. Thieves Guild, Morag Tong, and House Hlaalu are your thievey skills. Fighters Guild and House Redoran are your warrior skills. Etc.
Alteration, Blunt, Conjuration, Destruction, Light Armor/Acrobatics, Alchemy, Athletics, Mercantile, Speechcraft. My suggestion for your majors and minors.
Alteration, you can have spells like Shield or Fire Shield or whatever (shield is sorta your Morrowind equivalent of Skyrim's stoneflesh/whateverflesh) AND you can open locks (not disarm traps though, but you can usually take the spell effects like a man, especially if you have stuff enchanted to resist or absorb magicka) ANNNND levitate (pretty sure). Blunt, that's your weapon, and it's a good skill to have for a particular weapon...Conjuration, that's obviously for your summons and stuff. Destruction...So you can have some form of ranged attack, because Marksman is rubbish. Your spells are ALWAYS guaranteed to hit, as long as you aim them right and have enough magicka. Light Armor, self explanatory.
Acrobatics and Athletics, people usually boo and hiss at those, but it helps to speed up your journeys and helps you avoid attacks. Alchemy, it's always good to be able to brew your own potions for cheap. Mercantile, better prices are always good. Speechcraft, theoretically makes it easier to taunt and stuff. The only persuasion I ever use is bribing or taunting--taunting is essentially your consequence-free-murder charm. You taunt them until THEY attack YOU. You get off scot free because it's self defence--though sometimes the people around will help your enemy out with trying to kill you (I think that's if THEIR disposition towards you is too low. only happened to me once, really)
AND...Get your short blade skill up, whether through a trainer or if you buy a cheap dagger and just poke at a mudcrab for an hour or two. You will thank me later.
...PLUS, depending on what guilds you want to join, you will need a variety of skills. Thieves Guild, Morag Tong, and House Hlaalu are your thievey skills. Fighters Guild and House Redoran are your warrior skills. Etc.

