Please note that new user registrations disabled at this time.

Question

This forum is to be used for all discussions pertaining to Bethesda Softworks' The Elder Scrolls III: Morrowind and its Tribunal and Bloodmoon expansion packs.
Post Reply
User avatar
Echoes
Posts: 46
Joined: Wed Jul 09, 2003 12:26 pm
Contact:

Question

Post by Echoes »

I have played Morrowind off and on for a while now, mainly because I have been having numerous computer problems, which prevented me from playing the same game.

I am starting over and I am determined to keep this char and beat this game. In other RPG games, Mages, wizards, and spellcasters of any sort are ofter weak at the beggining of the game, while "Tank" classes are the opposite. Because of my lack of knowlegde and skill in this game I am choosing to play a "tank" charecter. I am worried however, that by the end of the game, my char will be somewhat weak without magic. I made my own class, Who speciales in heavy armor, long sword, block, bow(forgot the correct term) and I minored in alc, armor, a few other things and Restoration.

I am afriad to play the game only to discover later that a weapon class will not beable to complete the game. I am sure that the makers of Morrowind had no intention in this, but it seems that in most RPG games, by the end of the game, Mages are increadibly powerful and "tank" classes are lacking. Could anyone tell me (Perferably those who are close or have beaten the origonal game) whether or not a melee class will do fine throught the game and will not become weak enough to the point where completeing the game is impossible.

Thank you for your help
User avatar
Bloodstalker
Posts: 15512
Joined: Wed Apr 18, 2001 10:00 pm
Location: Hell if I know
Contact:

Post by Bloodstalker »

You can get by with pretty much any type of character you want. Besideds, magic skills can still be trained up and increased through usage regardless of how your character is initially set up. The more important thing would be to make a set of major/minor skils that give you the chance to level up all of your attributes instead of getting maybe 5-6 of those skills dependant on on attribute like strength. Try to cover at least one of every attribute when picking the major /minor skills, and you should be able to keep your ability to train your other skills pretty evenly.

I don't actually cast a lot of spells myself, except for recall. The rest, I usually get an item enchanted for the particular effect I'm looking for. It costs about the same to me when you consider the price of buying training, and the spells from an enchanted item don't fail in the casting.
Lord of Lurkers

Guess what? I got a fever, and the only prescription is more cowbell!
User avatar
Loredweller
Posts: 1681
Joined: Sun Feb 18, 2001 11:00 pm
Location: Latvia
Contact:

Post by Loredweller »

Before the one of the first pathces the raise in skills what weren't in maj./min. list didn't counted in attribute growth if the skill had gone up by book or by training. I believe it was more challenging then.
Do not know about xbox, altogther now the only two differences between the skills in and outside maj./min. skill lists are:
1) only the increase in the skill in the maj./min. skill lists is going to be count as a leveling point (you know, those you shoould get 10 to advance to next level);
2) the skills in the misc. list are growing slower (require more successful throws). So, for example, if you have to make 20 potinons to advance by 1 in your misc. Alchemy skill, it would be enough, say, 14 (approx., not an exact number) if the Alchemy was your major ot minor skill. The number changes (is growing) with the raise of skill, altogether that proportion is constant.
Loredweller

-------------------
...for tomorrow never comes ...
Post Reply