The Elder Scrolls

Without resorting to mods you're gonna want to hit the alchemy. Just avoid making fortify intelligence potions for the sake of making better fortify intelligence potions or your character will achieve technological singularity and break the game. It's also possible to accidentally become permanently addicted to fortify health potions, so only ever make restore health potions unless you really know what you're doing.

Either look up ingredients with that attribute, experiment with different ones (your character doesn't have to know all the things an ingredient can do for it to work), or raise your alchemy skill to see more.

Other than that ignore the gay furry and enjoy the best open world game made.
 
Just avoid making fortify intelligence potions for the sake of making better fortify intelligence potions
i do not understand this statement

"don't make those potions, but do make those potions?"

you're gonna' have to break it down for me

Also, I don't really mind breaking the game, though I'd prefer to avoid doing it early on. What're some good status effects that might seem useless to a new player? After I know what to look for, I'll figure out how to get the potions/spells for them on my own.
 
the dwarf sub-plot and ruins everywhere were great storytelling without really telling a story, very Ancient Aliens.

Eventually you can make custom magic spells that can nuke Vivec, or enchant the fancy clothing set you can find in noble's drawers to grant permanent invisibility, so enemies never fight back. It's pretty retarded but fun to find it out on your own. I dislike how easy it is to "break" the main story or a sideplot you might like because you killed someone and telepathically another asshole on the other end of the map knows and remembers you forever for it.

Vampirism is gay; read about it, don't bother doing it yourself.
 
I think this was the game in the series that spell absorption was completely bonkers with the custom spell maker
 
i do not understand this statement

"don't make those potions, but do make those potions?"

you're gonna' have to break it down for me

Also, I don't really mind breaking the game, though I'd prefer to avoid doing it early on. What're some good status effects that might seem useless to a new player? After I know what to look for, I'll figure out how to get the potions/spells for them on my own.
Alchemy runs off the intelligence stat. Alchemy can make a potion that improves your intelligence stat. You can use alchemy to get better at alchemy to get better at alchemy to get better at alchemy to get better at alchemy. Then make almost permanent fortify health/str/end/etc potions, levitate directly to the end game, and one-shot the boss so hard you break his scripting. it's been used to complete the main quest in less than 10 minutes.

There's spells that break enemy equipment and force them to punch you ineffectively. Stacking drain fatigue will actually lead to lots of humanoid opponents either missing you constantly or spending time doubled over on their knees if you start slapping them with hand to hand (unless your hand to hand is shit). High level reflect is very broken against anyone with a direct damage spell.
 
Beaten the game and expansions plenty of times. Now I'm just killing everyone and everything, town by town, dungeon by dungeon, until vivec city and Vivec himself are all that remains. Currently running a 200000 gold bounty on my head.
 
I dislike how easy it is to "break" the main story or a sideplot you might like because you killed someone and telepathically another asshole on the other end of the map knows and remembers you forever for it.
Speaking of which, is there a (preferably spoiler-free) list of NPC's that are related to certain quests? I don't want to have to load a save from nearly a dozen hours ago just because I killed a guy in Balmora or something.
Alchemy runs off the intelligence stat. Alchemy can make a potion that improves your intelligence stat. You can use alchemy to get better at alchemy to get better at alchemy to get better at alchemy to get better at alchemy. Then make almost permanent fortify health/str/end/etc potions, levitate directly to the end game, and one-shot the boss so hard you break his scripting. it's been used to complete the main quest in less than 10 minutes.

There's spells that break enemy equipment and force them to punch you ineffectively. Stacking drain fatigue will actually lead to lots of humanoid opponents either missing you constantly or spending time doubled over on their knees if you start slapping them with hand to hand (unless your hand to hand is shit). High level reflect is very broken against anyone with a direct damage spell.
uh

yeah... i think i'm going to be careful with the magic shit for now after reading all that

I only have one question: Can you advance in rank with factions by temporarily fortifying certain skills? Like, if you fortify strength and endurance (or whatever skills are the ones they want), can you advance in the Fighter's Guild?
 
Speaking of which, is there a (preferably spoiler-free) list of NPC's that are related to certain quests? I don't want to have to load a save from nearly a dozen hours ago just because I killed a guy in Balmora or something.

uh

yeah... i think i'm going to be careful with the magic shit for now after reading all that

I only have one question: Can you advance in rank with factions by temporarily fortifying certain skills? Like, if you fortify strength and endurance (or whatever skills are the ones they want), can you advance in the Fighter's Guild?
I believe you could bump skills, I don't remember them ever having to be "permanent" levels because getting whatever stats you want is easy anyways.

There's a list of NPCs probably, but it's so long & spoiler-heavy from multiple angles it's probably too much of a hassle to deal with. Besides, any guild or subplot you join closes the doors on other guilds or organizations, so you might as well do multiple playthroughs & when you fuck up the main plot, that's your cue to drop it for the failsafe(you can resume the almost end-game from a few items/choices made with the last dwemer) or just pursue a plot point now so that you won't be tempted to later & have it close other doorways to you.
 
..speaking of magicka, is there an enchantment or something similar that gives you constant magicka regen? It would certainly be more convenient and possibly OP than just resting over and over. If not, I'd at least like to know of some vendors that sell more than one or two "restore magicka" potions at a time.
There's no magicka regen effects you can apply with the player enchantments. There are very few in game at all. The one I know exists is the Necromancer Amulet (name not guaranteed) that you get from becoming the guild master of the Mage's Guild. The way people usually work to get more magika regen without rest is abusing spell absorb effects and aggroing summoned Ancestor Ghosts (which have very little DPS but apply a magic spell with every hit). That or abusing alchemy of course.

There's a list of NPCs probably, but it's so long & spoiler-heavy from multiple angles it's probably too much of a hassle to deal with. Besides, any guild or subplot you join closes the doors on other guilds or organizations, so you might as well do multiple playthroughs & when you fuck up the main plot, that's your cue to drop it for the failsafe(you can resume the almost end-game from a few items/choices made with the last dwemer) or just pursue a plot point now so that you won't be tempted to later & have it close other doorways to you.
To clarify, there's one guild quest that I know of that's messed up by being with another guild. IIRC the Balmora fighters guild sends you to shake down a thieves guild member. She tells you to fuck off if you're part of the thieves guild because thieves guild privilege. There are work around for this, the easiest is just to join warriors guild first and join the thieves guild after you do that quest.

I think there might be a conflict somewhere between the Morag Tong and the Thieves Guild?

I think there may have been a sticking point between the Tribunal Temple and the Imperial Cult progression at some point? I know there's also a temporary lock on gaining rank in the Tribunal Temple from main quest progression.

The houses Hlaalu, Redoran, and Telvanni are mutually exclusive though.
 
Telvanni and Mages Guild also requires some exploit-ey quest order kung-fu to properly progress in both since they're in a covert war with each other.
 
In case you want to freshen the experience, Morrowind Overhaul (MGSO) (still up on nexusmods but I can't find the original website anymore, shame) greatly enhances graphics, and allows for viewing distances up to 10x compared to vanilla. Also makes the water much more palatable, lighting better, shrubs nicer, etc etc.

MGSO also adds a bunch of rebalance options, one of which is not making enchanting break the game so bad.

OpenMW apparently lets you go multiplayer, haven't tried it myself though.

As for endgame, you haven't beaten Morrowind until you 1. set up a base (I recommend the Telvanni fortress obtained from the slaughter of the other lesser houses) 2. get yourself a powerful command creature/humanoid spell 3. start luring/rearranging merchants and teleporters/travel guides to create your own custom Vvardenfell travel network, with its main hub being at your base.

(Warning: random vanishing of rearranged NPCs is not covered under warranty)


Oh, also: in case you want to fuck with your friend's MW save file, use the intelligence loop trick and make a potion of paralyze self, drink it and have your friend's character immobilized for real-life hours in-game.
 
I'm actually planning on playing Morrowind with only a few bug fixing mods at some point after my retardedly overhauled Skyrim playthrough. I've played it way back on console but never on PC.

From what I know you can do some crazy stuff, but from what I've read before(never practiced it myself, looking forward to doing so)enchanting items to have a "cast on use" ability is among the most broken. Example, you can enchant an item to have "drain INT on self 100 points for 1 second" or so(maybe two seconds I forget which), and using it will completely refill your magicka by virtue of the game scaling magicka to Intelligence. Or enchanting a ring with "Drain health on touch 100 points for 1 second", because even though drain is temporary that's usually enough to one shot lower level enemies.

Not to mention whatever you can make proper by pure virtue of soul trapping Vivec or Almalexia in Azura's Star.
 
So, if I wanted to leave one faction for another (House Hlaalu for House Telvanni, for example), would I be able to do that? Or am I locked in the moment I decide to join a faction?
 
Another good one is Drain Skill (whatever skill) 100 duration 2 seconds. This lets you train skills for pennies on the dollar.

I also detect a lack of Creeper/Mudcrab Merchant in this thread. They have huge piles of cash and buy things at 100% value.

Oh I loved the Creeper, but I never could find the Mudcrab Merchant on consoles way back. Also I totally forgot the obvious biggest use of Cast on Use items: they always work. Unlike spellcasting, which can fail and be really hard to jump into early on, Cast on Use enchanted items will work 100% of the time.

Then there's the pure bullshit of making a custom spell as early as Balmora that can break your stats through the roof with Fortify Attribute plus Soul Trap and looking straight down when you cast.

Or the fact that you can get a Daedric weapon of choice as soon as Balmora, just find the lost ebony mine, go to Vivec, and find the dude you can sell its location to there(looked it up due to shit memory, it's Dram Bero in the Haunted Manor), he gives you a Daedric weapon of choice based on what skill you tell him you specialize in(katana, I freely admit).

I never even bothered with Skyrim. Are all the books still 90% taken directly from Daggerfall and Morrowind?

I honestly have no fucking clue, because I use Legacy of the Dragonborn in my playthrough, which incorporates Book Covers Skyrim and BCS Lost Library. The short is, all books have a completely unique appearance, even detailed names on the binder, and all books across the games are around. One of my biggest klepto loves for Legacy is filling the library's displays in for series and individual books, then organizing anything not covered in the loose bookshelves in the basement. I know the Imperial Library site is a thing, but I kinda love having access to all of that lore ingame.

I might sperg some more on that and post screens of the library, my latest playthrough is over 200 hours long and I'm only even keeping it right now because there's a few large quest mods left to check out and I'm waiting for Apotheosis to finally release, which is pretty much being advertised by the team working on it as "Requires high level characters, you can fight the Daedra and maybe kill them in their own realms, and maybe become a god".

Their work on it so far is impressive, so if it's not shit it may end up being the endpoint of my playthrough after everything else.
 
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