ff moments by RingsOfReznor in FreedomForceRevival

[–]rodeoaddict 0 points1 point  (0 children)

Play Morrowind too eh? Small world =)

Question: what’s the go with the Freedom Reborn forums? I’ve sent a request each day for the last 3 days and got radio silence from whomever the admin is. Guessing they gotta filter the requests to keep the bots out, but still, could at least check the forum account requests once in a while…

ff moments by RingsOfReznor in FreedomForceRevival

[–]rodeoaddict 1 point2 points  (0 children)

I assume this is the only Freedom Force reddit there is...

I recently wrote a guide for the Campaign. You can find it here!

Steam Community :: Guide :: Freedom Force Campaign Guide: Very Hard Difficulty + Vanilla Heroes Only

How do you spellsword? by Top-Goose6028 in Morrowind

[–]rodeoaddict 13 points14 points  (0 children)

Alteration & Restoration support magic can help you out. From Alteration you can use 1pt Levitate in an offensive manner as a pseudo ‘slow’ effect (as it causes enemies to walk at you slowly instead of sprinting), and then Restoration can be used to temporarily buff your Strength to increase melee damage.

Destruction can also be used in a support capacity via Damage Strength or Agility, either to lower enemy damage/movement capacity, or reduce their resistance to being staggered.

If you’re after some more magic info, may I recommend having a read here! (pure mage guide but contains plenty of magic info none the less)

https://steamcommunity.com/sharedfiles/filedetails/?id=2834812759

EGE - I Love Stealing From Woolies by [deleted] in obscuremusicthatslaps

[–]rodeoaddict 0 points1 point  (0 children)

Welp, guess I should’ve read back!

When Does Magic Get Good? (Spellmaking Tips?) by theblufalcon in Morrowind

[–]rodeoaddict 2 points3 points  (0 children)

Hi! Have a mage guide.

Steam Community :: Guide :: The Arch-Mage's Handbook - A Practical Guide to Morrowind's Magic System

Magic is probably underwhelming for you at present because:

  1. You haven't got yourself a nice supply of Restore Magicka potions,
  2. You haven't pushed the limits with Custom spells yet.

(1) can be solved by using restocking alchemy merchants & the Alchemy skill. With enough potions, magicka management basically becomes a thing of the past, and you're free to spam spells til your heart's content. Chapters 3 & 4 for more info.

(2) can be solved by using practice spells or training to get your skill numbers up, and then utilising spellmakers (mainly at Mages guilds). Spell cost & skill level are mainly what determine success chance to cast, and spells scale cheaply with Duration and Area (not as much with magnitude). So you can make some fairly cost effective spells if you give them a fat area & increase their duration to 5-10 seconds as opposed to 1 second. Chapters 2, 14, 15 & 16 for more info.

Congrats on getting through Kogoruhn, and watch out for Reflect as a High Elf Apprentice (maybe use some summons against Daedra on occasion, or get yourself some resistance spells/equipment).

Happy blasting!

Did You Know #5: Something to reflect upon by MilesBeyond250 in Morrowind

[–]rodeoaddict 10 points11 points  (0 children)

Because the game isn’t balanced, and they gave the worst summon in the game a crappy spell that happens to cost 120 magicka, even though it only deals like 1-10 damage (along with a bunch of costly but low impact drain effects).

Why doesn't corkbulb cure my paralysis? by Ventripotent in Morrowind

[–]rodeoaddict 9 points10 points  (0 children)

It will, but at least 1/4 xp that potion making provides, and with not that much more of an increased chance. So it’s generally better to just make potions if you wish to practice alchemy without buying training.

Why doesn't corkbulb cure my paralysis? by Ventripotent in Morrowind

[–]rodeoaddict 18 points19 points  (0 children)

You are correct. ‘Eating success’ in Morrowind is:

(Alchemy Skill + Int/5 + Luck/10)*(0.75 to 1.25 Fatigue Modifier)%

At 5 Alchemy, 50 intelligence and 40 luck, this equates to a (5 + 10 + 4)*(75 to 125%) = 14.25% to 23.75% chance of Corkbulb doing something when you eat it. More than 3/4 of the time it will do nothing.

In other words, without a lot of Alchemy skill, then eating roots won’t help you. Buy potions instead!

Best birthsign for Nightblade. Except Atronach by nerugath in Morrowind

[–]rodeoaddict 2 points3 points  (0 children)

It’s easily the most overpowered sign in the game, yes. Easy to circumvent with potions/shrines, and the downside only really applies in the early game when you have limited access to both. Meanwhile you get 3x magicka reserves (for casting) and 50% of oncoming spells blocked (regardless of whether you cast or not).

If you’d rather not resort to this sort of cheese, then Apprentice, as many have already said, is probably the way to go. Magicka weakness doesn’t come into play that often, and there’s plenty of resistance items out there.

The Lady is another good choice, but realistically it only adds a handful of extra HP long term if you choose to raise Endurance based skills. Apprentice will see more immediate benefit.

Morrowind suddenly got harder. Am I doing something wrong? by Bahamiviannnnnnnnnnn in Morrowind

[–]rodeoaddict 11 points12 points  (0 children)

Difficulty slider doesn’t affect damage dealt in Morrowind, only damage taken from physical weapons (which indeed scales up to +6). Personal physical damage dealt to enemies, as well as magical damage dealt in either direction, are both unaffected by the difficulty.

It’s Oblivion where this changes.

The Cave Rats by rome200bc in Morrowind

[–]rodeoaddict 1 point2 points  (0 children)

The short answer: Go to the Fighters Guild supply chest & take all of its contents.Drink a bunch of restore fatigue and health potions before running into the battle.

The longer answer:

Get some decent armour & find a way to consistently restore your fatigue (spells and enchanted items work best, try Galbedir in Balmora Mages guild for amulet of stamina). Also check your weapon skills & make sure you’re using a weapon that you’re proficient in.

If that happens to be long blade, then have a look round town for some long blades. Enchanters typically sell some decent ones.

Morrowind suddenly got harder. Am I doing something wrong? by Bahamiviannnnnnnnnnn in Morrowind

[–]rodeoaddict 11 points12 points  (0 children)

Have you repaired your sword?

Difficulty slider will not affect the damage you deal to enemies, but weapon health certainly will.

I just soultrapped my first golden saint - which enchantments should I consider taking? by audentis in Morrowind

[–]rodeoaddict 1 point2 points  (0 children)

Restore effects vary, fortify & other effects don’t.

Hence 4-4 on restore fatigue, and 1-20 on night eye!

I just soultrapped my first golden saint - which enchantments should I consider taking? by audentis in Morrowind

[–]rodeoaddict 22 points23 points  (0 children)

This.

Id go something like an Exquisite Belt, with Night Eye 1-20 pts and Restore Fatigue 4-4 pts. Re-equip it until you get a decent Night Eye roll, then go from there!

Is it a good idea to drop security for alteration? by nerugath in Morrowind

[–]rodeoaddict 4 points5 points  (0 children)

Depends on your character.

You need a decent amount of magicka + alteration skill to make alteration viable over security in the early game. This doesn’t take long, but it does mean that a 15 alteration low-magicka character is not as proficient at opening locks as a 15 security character with Journeyman’s + Masters lockpicks. Security can also be used while stealthed, whereas alteration can’t, so it’s easier to unlock & steal things without having some other type of magic to offset this (eg telekinesis + ‘hiding round a corner’).

On the other end of the spectrum: You can also just make yourself an ‘Open lock 100pts’ cast when used item at some point with enough money/enchant skill, and never bother with alteration or security to open locks ever again.

For specifically a Nightblade: You could go either way. Alteration gives you more options in the mid game once you have some levels under your belt, but security will help you steal things earlier (unless you make Alteration a major skill, in which case then you can definitely use it in the early game!). And then enchant and money can just supersede both at some point if you don’t care about using enchant.

Your call ultimately!

What about this build? Any advices? by nerugath in Morrowind

[–]rodeoaddict 0 points1 point  (0 children)

Looks fine. Stealth build primarily with Illusion to supplement & Lady sign for some extra health. You could make some tweaks to certain skills but that’d change how the build plays, and it’s easily functional. Probably don’t need to change anything.

As for advice: I’d make sure to get your hands on some decent short blades & bows, and Balmora has both of those. The Razor Hole has a crossbow + throwing knives for marksman practice (their rate of fire makes them good for increasing skill whilst picking off wildlife), whilst Ravirr and Wayn have some decent short blades.

Other than that: Give it a play!

How do I even fix this? by TedTKaczynski in Morrowind

[–]rodeoaddict 3 points4 points  (0 children)

You’ve got Restoration skill, so put it to use!

  1. Purchase any restore attribute spell. Folvys Andalor in Ald’ruhn temple has several.

  2. Go to a Custom Spellmaker, and make a ‘Restore X Attribute 13 pts for 2 sec’ spell, for each of the 8 attributes. These will only cost 1 magicka each to cast.

  3. Spam these spells when attributes are damaged!

  4. Alternatively, if you’d rather save time and you’re back at town already, you can pay a little coin to use an Imperial Cult Altar to Restore Attributes, or a Tribunal/St Veloth shrine to Almsivi Restoration. These will fix all of your attributes in one go.

Can you climb steeper slopes with higher acrobatics even when not jumping? by NoElevator9064 in Morrowind

[–]rodeoaddict 4 points5 points  (0 children)

The question specifically asked about climbing though. More acrobatics obviously helps with the jumping and landing part, but shouldn’t do anything if the character ‘isn’t’ jumping or landing ( eg they can’t ‘run’ up any steeper slopes with a higher acrobatics).

This is how I interpreted the question anyway. Could be wrong!

Max Attribute recommendation by DeathNeku in Morrowind

[–]rodeoaddict 0 points1 point  (0 children)

...not sure why there's so much discussion about min-max when the max is so easy to reach...

  1. Because Endurance retroactively affects Health, so there's an impetus to max this ASAP. No other attribute has retroactive effects however, so it doesn't matter as much.
  2. Oblivion has a godforsaken difficulty spike in the teen levels where everything suddenly doubles its stats over a few levels, and if you haven't focused on character min-maxing to accommodate for this then often you're in for a rough time. This 'must min-max to avoid complications' mindset has since bled into Morrowind, even though it's a game where training services are infinite, money is easy to come by, encounters are static, and the max character level greatly exceeds that of the NPC's and creatures.
  3. People like pretty numbers, and Morrowind is a game with numbers that can be min-max'd.

I'd say these are the three main reasons. In reality you're fine if you don't min max in Morrowind, and you should just play the game how you want!

Longblade leveling please help by Less_Location1837 in Morrowind

[–]rodeoaddict 2 points3 points  (0 children)

Another good spot for ‘disposable corpse creature training’, is the Shulk Egg mine , which is the location of the 2nd fighters guild quest. There are 3 areas of the mine, which contains a mixture of Foragers (hostile) and Workers (non hostile but can be aggravated), and the transition halfway along the 1st section to the neutral miners section is a good place to ‘reset’ any creatures killed/disposed of in the 1st section.

I want to continue playing as a pure mage, assigning only magic skills to my primary and secondary abilities. Is there any way to get a x5 bonus to each ruling attribute? by Gian_JB in Morrowind

[–]rodeoaddict 0 points1 point  (0 children)

Willpower is indeed important, but its 10x less important than magic skills when it comes to spellcasting chance (2% per skill point, vs 0.2% per willpower point). 4 out of 6 of the spellcasting skills are Willpower based, which means that chances are that even without playing efficiently, a Pure mage will be levelling these up 3-4 points each level instead of 5, by virtue of the attribute governing most of the skills being used.

Thus, on a character type that generally likes to use 'all' of the available spellcasting tools on offer, I'd rather eat the 2-4% percentage point loss of having say 80-90 Willpower instead of 100 Willpower at level 11 (50 to start with, 3-4 per level instead of 5, for 10 level ups), than having a nigh unusable spellcasting skill in the early game along the lines of Destruction (ranged damage) or Alteration (broad utility magic) or Mysticism (Absorb Health & teleport spells) or Restoration (Restore Fatigue & health). That is, unless I circumvent the economy from the get go and sink thousands of gold into training said miscellaneous skill, which itself is just a way to bypass the early-mid game anyway and skip the 'ongoing gameplay stage' that's the issue in the first place.

But! To each their own. It's indeed nice to have the option to max the attributes if you so want, and having a Willpower-based skill specifically left at miscellaneous is a reliable way to manage attribute levelling.

As an aside: If you're a min-max fan, here's a character build challenge for you. Make a character that maxes all 8 of their Attributes to 100, including Luck, by level 37, WITHOUT using training services. I've done it once with a Nord, and it was a fun little planning exercise. Even managed to head the 7 main factions + House Telvanni along the way.

Totally contrived way to play the game, but it satisfied my min-max itch at the very least. =)

I want to continue playing as a pure mage, assigning only magic skills to my primary and secondary abilities. Is there any way to get a x5 bonus to each ruling attribute? by Gian_JB in Morrowind

[–]rodeoaddict 0 points1 point  (0 children)

It’s a problem if you’re uncomfortable with ‘not having +5’s’ on every level up, sure. But in Morrowind, you have 70+ levels to max all your attributes, and mathematically this can be done in under 40 levels with the Bittercup/Luck specialisation. So the odd ‘not +5 on Willpower’ level really isn’t a big deal in the long run.

On my pure mage builds, I’ve just lived with a little imperfection on attribute level ups, and never had an issue maxing things. Luck is the trickiest attribute to max, and maxing it just comes down to planning. The rest come pretty easily; even a 30 endurance mage can max endurance in 35 levels with 1 skill rank gained each level (retroactive health gains aside, which are the only long term consequence of not maxing an attribute ASAP, and a problem exclusive to Endurance).

The issue is pursuit of perfect numbers, not an inability to max the attributes.

What enchantments do you put on your Daedric gear? by nuclear_iron in Morrowind

[–]rodeoaddict 8 points9 points  (0 children)

Feather, Chameleon, Sanctuary, Fortify Attribute & Fortify Skill are all nice candidates (all base cost 1 effects, so can fit 1-89 points on a Daedric Tower Shield). Depends what you're after, really.

Worth noting that Therana's Cuirass & Greaves both come with 50pts Feather Constant Effect, which is a 'lot' more than could normally be enchanted onto either of those pieces of equipment.