Author Topic: Let's Experience Morrowind (With Many Images)  (Read 742099 times)

Let's Experience Morrowind (With Many Images)
« on: December 02, 2014, 06:43:49 pm »


The Elder Scrolls III: Morrowind is, as one could assume, the third installment in the Elder Scrolls game series developed by Bethesda Game Studios and published by Bethesda Softworks and Ubisoft. The original game was released in early May in 2002, making it a rather old game. Just like in the later installments, it is an open world fantasy action roleplaying game where we will create our own character, choosing from multiple fantasy races and skills. We shall be exploring the volcanic island of Vvardenfell in the province of Morrowind, an area that is quite small compared to many other Elder Scrolls games. However, the entire island has been crafted by hand, meaning there are no randomly generated landscapes and exploring is quite worth it. Loved by many for the unique world and disliked by many for the outdated game mechanics, we are here to make our own judgment. Unfortunately there are no ragdoll physics.

I have not played the game personally, but I am with someone who has. While I will be experiencing many things for the first time and our memory is not perfect, I believe there will be many things I can show to you as you help us go through the game. Obviously, we will be playing the PC version. I would also like to ask you to not post spoilers, especially without spoiler tags. You can definitely suggest and talk about things I might have missed, but when it comes to actual plot points that have yet to happen, please wait until we actually get there.

We will be using both of the expansions, Tribunal and Bloodmoon, which add a lot more content and areas mostly meant to be explored after finishing the main quest. We also will not go in this unmodded. We will be using a mod called Morrowind Enhanced which will fix the rather atrocious combat system of the vanilla game. We will also be using certain mods that make the game look a bit better with plenty of new models, textures and a lot more grass and trees. Better Bodies will be changing all the humanoid NPC models to look a lot better than they did in the original game to avoid nightmares. There are also some other small mods that do not really change the game in any other way except add a bit more life to the world, such as Morrowind Comes Alive, a mod that adds some more random NPCs walking around – some of which are hostile.

We – which includes you, the reader – shall be playing the game together. I will post screenshots of our story and give you the option to affect our next step with votes. There is no set voting time or amount of people that have to vote, as I do not know how many are interested. The votes are not true votes perhaps, as the one with most votes might not actually win every time in case some other option would be more interesting or funnier. For the most part, I won't be making the final choice however. We also might not be finishing the game as it is a very big one, but hopefully we will have some fun as long as it lasts.

Let's get started, then.


Table of Contents

Part 0
Welcome to Morrowind
Making a Hero

Roar of Thunder
Almost there

Part 1: Finishing the Tutorial
Part 2: Ladies Man
Part 3: Yook Thunderbeard, Nord Detective
Part 4: On the Trail of the Murderer
Part 5: Bloody Justice
Part 6: Visiting the Smugglers
Part 7: Off to Balmora
Part 8: Balmora Trail
Part 9: A Series of Unfortunate Events
Part 10: Reporting to Caius Cosades
Part 11: New Boss
Part 12: Poached Eggs
Part 13: To Arkngthand
Part 14: Hunting Telvanni Agents
Part 15: Naked Nord Nonsense
Part 16: Reaping the Rewards
Part 17: Ace Alchemist
Part 18: Grave Robbing
Part 19: The Great Houses
Part 20: Spooky Scary Specters
Part 21: Loose Ends
« Last Edit: April 06, 2015, 11:00:15 am by Roswell »

Re: Let's Experience Morrowind (With Many Images)
« Reply #1 on: December 02, 2014, 06:46:20 pm »
Part 0: Welcome to Morrowind

Intro movie video









They have taken you from the Imperial City's prison, first by carriage and now by boat.



To the East, to Morrowind. Fear not, for I am watchful.



You have been chosen.









"Wake up. We're here."



"Why are you shaking? Are you okay? Wake up...!"













Hello. The gameplay starts with us being given a choice right away. We are going to have to decide on our character's name. It is a very important choice and it is up to you. Please give your suggestions









This is the first time we are given the chance to actually move. This area works as a tutorial to teach you how to move, so there is not much to do. Our first mission is to follow this guard. Up the stairs...





To the hatch that leads to the deck. Only one way to go.



















To Seyda Neen.







And right after we have gotten off the ship, we are given another major choice. We are going to have to choose our race and sex. It's mostly cosmetic, though our race does affect our starting skill bonuses and base attributes, with our sex also affecting those base attributes. Some quests also change a bit depending on if you are a man or a woman. People who share your race will also like you a bit more, though that is a very small boost. The different races also have different special abilities, which might be useful or dangerous, or something that might be useful if you just remember to use them.

This is where the update will stop for now as we shall take a look at our options. The starting attributes aren't too important, so you can just pick what you like. Hopefully our next update will have less images as well as smaller images, though I felt I wanted to show all the subtitles of this part of the game, as it's the one with the most voice acting. Scroll down for our options.
« Last Edit: December 02, 2014, 07:23:32 pm by Roswell »

Re: Let's Experience Morrowind (With Many Images)
« Reply #2 on: December 02, 2014, 06:50:15 pm »
Part 0: Making a Hero

First an introduction to attributes. They will all affect different skills, but we will talk about skills later when it matters.


Strength affects how much damage our weapons do, as well as how much we can carry and our starting health and fatigue.

Intelligence determines our base amount of Magicka.

Willpower affects our ability to cast spells, our ability to resist paralyzing and silencing spells, and gives us more fatigue. That's a good thing. The meter is called fatigue, so you want a bigger one to be less fatigued and... Yes, it's a bit confusing.

Agility helps us hit enemies and dodge attacks or it would if we didn't have a mod for better combat. It also gives us more fatigue and helps us to resist staggering when enemies hit us.

Speed affects how fast we move, which is a good thing.

Endurance is what will be used to calculate our health boosts as we level up, which makes it good for survival. We also get more fatigue with more endurance.

Personality will make people like us more, which helps with any means of persuading.

Luck is a strange attribute that affects just about everything. It doesn't affect the loot we find, but it will affect how lucky we will be anything that has a chance to fail or succeed.




Altmer

Base Attributes

Male
Strength: 30, Intelligence: 50, Willpower: 40, Agility: 40, Speed: 30, Endurance: 40, Personality: 40, Luck: 40

Female
Strength: 30, Intelligence: 50, Willpower: 40, Agility: 40, Speed: 40, Endurance: 30, Personality: 40, Luck: 40


Skill Bonuses

Destruction: +10, Enchant: +10, Alchemy: +10, Alteration +5, Conjuration: +5, Illusion: +5


Specials

Fortify Maximum Magicka 1.5x INT
Resist Common Disease: 75%
Weakness to Shock and Frost: 25%
Weakness to Fire: 50%
Weakness to Magicka: 50%


Altmer, or the High Elves, favor spellcasting. They will get a bigger mana pool and bonuses to many magic skills. All of the special abilities are passive, so they do not have to be activated in any way. They do resist common diseases, but they are weak against every kind of magic, making enemy spellcasters very dangerous. Males have a bit more endurance than females, but females have a bit more speed.




Argonian

Base Attributes

Male
Strength: 40, Intelligence: 40, Willpower: 30, Agility: 50, Speed: 50, Endurance: 30, Personality: 30, Luck: 40

Female
Strength: 40, Intelligence: 50, Willpower: 40, Agility: 40, Speed: 40, Endurance: 30, Personality: 30, Luck: 40


Skill Bonuses

Athletics: +15, Alchemy: +5, Illusion +5, Medium Armor: +5, Mysticism: +5, Spear +5, Unarmored +5


Specials

Resist Poison: 100%
Resist Common Disease: 75
Spell: Water Breathing for 120sec on Self, Cost: 5pts


Argonians are lizard people. They're pretty rounded, though the males have attributes better suited for sneaky and agile characters while the females have more spellcasting power. They don't have any negative effects if one looks at their specials... However, because of them being a beast race, they cannot wear helmets that are closed as they have a snout. Their feet are also different and they cannot wear shoes or any kind, which is quite sad thanks to a certain nice item.




Bosmer

Base Attributes

Male
Strength: 30, Intelligence: 40, Willpower: 30, Agility: 50, Speed: 50, Endurance: 30, Personality: 40, Luck: 40

Female
Strength: 30, Intelligence: 40, Willpower: 30, Agility: 50, Speed: 50, Endurance: 30, Personality: 40, Luck: 40


Skill Bonuses

Marksman: +15, Sneak: +10, Light Armor: +10, Alchemy +5, Acrobatics: +5


Specials

Resist Common Disease: 75%
Power: Beast Tongue – Command Creature 5pts for 600sec


Bosmer, or the Wood Elves, are the usual nature-loving elf type. They are fast, sneaky and very good at bows. Their specials are nothing amazing and their unique power will quickly become quite useless as the creatures you meet become stronger. It is also an active skill, so you would have to remember to use it and it doesn't work on humanoid creatures.




Breton

Base Attributes

Male
Strength: 40, Intelligence: 50, Willpower: 50, Agility: 30, Speed: 30, Endurance: 30, Personality: 40, Luck: 40

Female
Strength: 30, Intelligence: 50, Willpower: 50, Agility: 30, Speed: 40, Endurance: 30, Personality: 40, Luck: 40


Skill Bonuses

Conjuration: +10, Mysticism: +10, Restoration: +10, Alchemy +5, Alteration: +5, Illusion +5


Specials

Fortify Maximum Magicka 0.5x INT
Resist Magicka: 50%
Power: Dragon Skin – Shield 50pts for 60sec on Self


Bretons are human with some Elven ancestry. They're definitely geared towards magic with their attributes and skills. Just like Altmer, they get some extra Magicka, though less than them. They also do not share all the magical weaknesses, which makes Bretons a lot easier to keep alive against magic. Their resist Magicka skill is slightly less useful than it sounds: the usual Shock, Fire and Frost type spells don't count as Magicka spells, so they aren't resisted. The shield power can be very helpful however. Females are speedier while males have more strength.




Dunmer

Base Attributes

Male
Strength: 40, Intelligence: 40, Willpower: 30, Agility: 40, Speed: 50, Endurance: 40, Personality: 30, Luck: 40

Female
Strength: 40, Intelligence: 40, Willpower: 30, Agility: 40, Speed: 50, Endurance: 30, Personality: 40, Luck: 40


Skill Bonuses

Long Blade: +5, Destruction: +10, Light Armor: +5, Athletics +5, Mysticism: +5, Marksman +5, Short Blade +10


Specials

Resist Fire: 75%
Power: Ancestor Guardian – Sanctuary 50pts for 60sec on Self


Dunmer, or the Dark Elves, will be people we will be seeing a lot on Vvardenfell, as it is a part of their province. You would get the most racial disposition points by picking a Dunmer, though that bonus is a very small one. Their race is rather rounded with no large weaknesses and they will resist fire spells very well. Their power is an active one and has to be cast, though it would protect us from physical attacks. The choice between a male and a female would be if you want to have more endurance or more personality, as Dunmer men are apparently very anti-social. Other Dunmer will most likely be calling us scum, no matter their or our sex...




Imperial

Base Attributes

Male
Strength: 40, Intelligence: 40, Willpower: 30, Agility: 30, Speed: 40, Endurance: 40, Personality: 50, Luck: 40

Female
Strength: 40, Intelligence: 40, Willpower: 40, Agility: 30, Speed: 30, Endurance: 40, Personality: 50, Luck: 40


Skill Bonuses

Speechcraft: +5, Mercantile: +10, Long Blade: +10, Blunt Weapon +5, Light Armor: +5, Hand-to-Hand: +5


Specials

Power: Star of the West – Absorb Fatigue 200pts on Target
Power: Voice of the Emperor – Charm 25 to 50pts for 15sec on Target


Imperials are just your usual humans. They're quite balanced, but have the highest personality score of any of the other races. Most likely, everyone will just end up liking an Imperial character the moment they meet, which can be useful. Their specials all have to be activated, so they can be easily forgotten in the middle of everything. Males sacrifice willpower for more speed.




Khajiit

Base Attributes

Male
Strength: 40, Intelligence: 40, Willpower: 30, Agility: 50, Speed: 40, Endurance: 30, Personality: 40, Luck: 40

Female
Strength: 30, Intelligence: 40, Willpower: 30, Agility: 50, Speed: 40, Endurance: 40, Personality: 40, Luck: 40


Skill Bonuses

Acrobatics: +15, Athletics: +5, Hand-to-Hand: +5, Light Armor: +5, Security: +5, Short Blade: +5, Sneak: +5


Specials

Power: Eye of Fear – Demoralize Humanoid 100pts for 30sec on Target
Spell: Eye of Night – Night Eye 50pts for 30sec on Self


Khajiit are cat people. Very sneaky, very agile. Good for thieving and apparently rather intimidating considering their special power. They can also see in the dark with their spell, though other races could also get such a spell – or use a torch or a lantern if it truly is too dark. As a beast race, they share the weakness of Argonians: they cannot wear full helmets because of their muzzle and they have a digitigrade stance with cat-like paws, so they can't use shoes. Females get more endurance than the males, but sacrifice strength for it.




Nord

Base Attributes

Male
Strength: 50, Intelligence: 30, Willpower: 40, Agility: 30, Speed: 40, Endurance: 50, Personality: 30, Luck: 40

Female
Strength: 50, Intelligence: 30, Willpower: 50, Agility: 30, Speed: 40, Endurance: 40, Personality: 30, Luck: 40


Skill Bonuses

Axe: +10, Blunt Weapon: +10, Medium Armor: +10, Heavy Armor: +5, Long Blade: +5, Spear: +5


Specials

Resist Frost: 100%
Resist Shock: 50%
Power: Thunder Fist – Frost Damage 15pts on Touch
Power: Woad – Shield 30pts for 60sec on Self


Nords are another human race and one could say they are the opposite of Bretons. Instead of good magical abilities, Nords are good at hitting things and making things hurt. Most of their skill bonuses will most likely go to waste as you will only concentrate on one type of weapon or armor, though they resist many forms of magic – even having an immunity. Their shield power can also help them last longer if you remember to use it. Men are physically tougher with more endurance but mentally less so with less willpower than their female counterparts.




Orc

Base Attributes

Male
Strength: 45, Intelligence: 30, Willpower: 50, Agility: 35, Speed: 30, Endurance: 50, Personality: 30, Luck: 40

Female
Strength: 45, Intelligence: 40, Willpower: 45, Agility: 35, Speed: 30, Endurance: 50, Personality: 25, Luck: 40


Skill Bonuses

Armorer: +10, Block: +10, Heavy Armor: +10, Medium Armor: +10, Axe: +5


Specials

Resist Magicka: 25%
Power: Berserk – Fortify Health 20pts, Fortify Fatigue 200pts, Fortify Attack 100pts, Drain Agility 100pts, for 60sec on Self


Orcs, or the Orsimer, are considered as being one of the Elven races. The Elven races don't really like that and the Orcs don't really seem to care, either. No one really seems to like Orcs, but they are very good combat characters with good defenses. They're slow, however. They have a rather interesting power and some solid skill bonuses, though Block is absolutely useless due to our combat mod. Females are smarter, but apparently everyone hates female Orcs with their low personality.




Redguard

Base Attributes

Male
Strength: 50, Intelligence: 30, Willpower: 30, Agility: 40, Speed: 40, Endurance: 50, Personality: 30, Luck: 40

Female
Strength: 40, Intelligence: 30, Willpower: 30, Agility: 40, Speed: 40, Endurance: 50, Personality: 40, Luck: 40


Skill Bonuses

Long Blade: +15, Athletics: +5, Axe: +5, Blunt Weapon: +5, Heavy Armor: +5, Medium Armor: +5, Short Blade: +5


Specials

Resist Poison: 75%
Resist Common Disease: 75%
Power: Adrenaline Rush – Fortify Agility 50pts, Fortify Endurance 50pts, Fortify Speed 50pts, Fortify Strength 50pts, Fortify Health 25pts, for 60sec on Self


Redguards are strong and tough, abandoning the magical resistances for more combat prowess. They're faster than the Orcs and more agile than the Nords. They get a big bonus to Long Blades right away, which does make that a good weapon choice for them. They have many weapon skill bonuses, which can of course be both a good thing and a bad thing. You won't be using all of them, but you aren't forced to use Long Blades just because it's the only bonus you get. Their power would make them quite powerful in melee. Males are stronger and better at hitting things, but their personality is worse.



To recap, please choose us a Name, Race and sex.

Re: Let's Experience Morrowind (With Many Images)
« Reply #3 on: December 02, 2014, 07:35:07 pm »
Wow, you put a lot of work into this already. I'd like to see a dunmer female. No names come to mind right now besides Yuki2 and what Sands just suggested in IRC, so I'll leave that up to someone else. I'll be following this as it goes on.

Re: Let's Experience Morrowind (With Many Images)
« Reply #4 on: December 03, 2014, 08:30:20 am »
Bosmer might be hippies, but they're such hippies that the hippiest ones will refuse to eat anything related to plants and are instead strict carnivores. And they're cannibals.

I bet that will never come up in any future Elder Scrolls games! Wow such trivia.

Re: Let's Experience Morrowind (With Many Images)
« Reply #5 on: December 03, 2014, 12:55:36 pm »
This is a great idea. I started elder scrolling on Oblivion and never got around to playing Morrowind. I’m glad you got the mods too. That should fix the most glaring issues, as expected from Bethesda.

So we barely start the game and there’s this half-naked elven pirate gypsy slut staring at us. Not the most comfortable greeting, I guess. Well, at least the guards look okay. Not much else to say, it’s just the classic prisoner start after all.. Woah, is that a giant goddamn flea with tentacles in the background? Let’s just keep a safe distance, for now.

First, let’s start by thinking about the race. Stats and Bonuses don’t really matter, you should only care about flair. The rest can be easily overcome through brute force and willpower. So these are our options:

Elves: Gay. Kind of cute, though, but that’s it.
Argonians: Ugly, scaly and smelly. Just go back to your damn marsh.
Khajit: Are you a furry? Stop drinking skooma.
Orcs: Nope.

Alright. Now that we've decided to go with humans, I'll open up your eyes to the only obvious choice.

Nords.

What? Nords? Yeah, nords. Those guys are simply a bunch of badass motherfuckers. They can easily kick every other race in the ass, and here’s why: these assholes came here all the way from Skyrim. While you were too busy suckling your mommy’s breasts and walking on all fours, these glorious bastards were out there wrestling against polar bears. In the snow. Naked. They were punching snow trolls in the face and laughing about it. Yeah. They can also grow epic beards and drink many gallons of milk in a single day. Those guys are motherfucking Vikings. They can take punches to the face. They can take magic blasts to the face. Doesn’t really matter, nothing will stop them from ripping you apart. Many of the dragonborn were nord too. Yep, those fuckers have dragon blood running in their veins. Basically, nothing stands between a nord and their goal. Not for long.

Okay, now that the race is settled, let’s talk about classes. Well, the class doesn’t really matter. You could be a mage and explode everyone with a flick of your fingers. You could be an archer and kill everyone with an arrow to the face before they even see you. Or you could just, you know, pick up a big sword or axe and start tearing everyone to shreds. Yes. I promise I won’t stop you.

Re: Let's Experience Morrowind (With Many Images)
« Reply #6 on: December 03, 2014, 01:26:42 pm »
Excuse me orcs are elves.

PS. Nords suck. Also suggest names and genders.

Re: Let's Experience Morrowind (With Many Images)
« Reply #7 on: December 03, 2014, 02:21:30 pm »
Well I’ll vote for male, but if you can make a female character that looks pretty cute it’d be fine too.

I’m not too much into choosing neemu. So, off the top of my head:
Sandsgei, the Warrior of the Dunes. Sir Fartsalot. Colonel Cuddles.
Males: Jack, Joseph, Aleksandr, Chuck…
Females: Pandora, Umbra, Scarlet, Sarah, Luna, Sophia…

You can always play around with titles or surnames too.

PS: Don't ask me to choose only one. My choice would probably be Sandsgei.

MegaBusta

Re: Let's Experience Morrowind (With Many Images)
« Reply #8 on: December 03, 2014, 02:37:26 pm »
Male nord named MOUNTAINFIST THUNDERBEARD here to KILL ALL FAGGOT ELVES.

Re: Let's Experience Morrowind (With Many Images)
« Reply #9 on: December 03, 2014, 03:29:17 pm »
I vote for a male Redguard - the picture supplied resembles Roswell too much to let pass. He can be called Wellrose or Sax.

Argentum

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Re: Let's Experience Morrowind (With Many Images)
« Reply #10 on: December 03, 2014, 06:33:49 pm »
I vote for MOUNTAINFIST THUNDERBEARD, a male nord with a penis.
« Last Edit: December 03, 2014, 06:42:05 pm by Argentum »

Re: Let's Experience Morrowind (With Many Images)
« Reply #11 on: December 03, 2014, 11:29:22 pm »
MOUNTAINFIST THUNDERBEARD actually sounds freakin awesome. +1

Re: Let's Experience Morrowind (With Many Images)
« Reply #12 on: December 04, 2014, 05:00:37 pm »
So we barely start the game and there’s this half-naked elven pirate gypsy slut staring at us. Not the most comfortable greeting, I guess.

It might be our nicest greeting. He was very understanding and polite.




Part 0: Roar of Thunder


We had 3 votes for male, 1 for female and one was fine with both. We shall be male.

We had 3 votes for Nord, 1 for Dunmer and 1 for Redguard. We shall be a Nord. We're physically strong and mentally sound, though our intelligence will mean that we have to work on it if we want to use skills that require it and not fail horribly.

We had 3 votes for MOUNTAINFIST THUNDERBEARD. It was a rather long name and to be fair and give others a chance, I tossed a coin to let either Yogi or Syrup choose our first name. I picked Yogi's Yuki2, and we became...



Yook "Mountainfist" Thunderbeard. It's not in all caps because our powerful Nord lungs would cause everyone to go deaf if we said our name properly.

But wait, remember where we last left off?




Not only do we choose our race and sex, we have options for faces and hair as well. It turns out that male Nords have many faces, but I took a picture of all of them. Luckily they have less hairstyles. Some of the faces are very similar and only have slightly different eyes or face paint, but I hope I managed to get rid of all the duplicates.

Please pick us a face and a hairstyle.



After that's done, there is still something to be done before we're allowed to run around on our own. We will follow this guard...





There is a locked gate to our right. We can't get through, so we are going to have to go inside the only door we can open.











This is where we will pick our class. There are three ways. Either we answer a few questions and allow the game to pick a class for us, or pick one of the classes the game has ourselves... Or create our custom class, which we will be doing.



We have a lot of control over what we do, but right now most of what you see might be meaningless. We'll stop our update here to explain what everything here means.



Creating a Class

A class is made of a Specialization, Favorite Attributes, and skills, which are divided to Major Skills and Minor Skills. Attributes as a term already should be familiar to you and we took our first look at skills while picking a race, but this is where we will be picking the ones that are most important to us – and where I will explain them in more detail.

Specialization gives us a choice of either Combat, Magic or Stealth. Each skill that exists belongs to one of these specializations and every skill that is included in whatever specialization we pick will have a 5 point bonus. These skills will also level up faster.

Favorite Attributes will allow us to choose two attributes. These chosen attributes will have a 10 point bonus, added to our race's attributes.

We also get to pick five Major Skills and five Minor Skills. Major skills will start at 30 and Minor skills will start at 15. Leftover skills are counted as Miscellaneous and those will start at 5. Our racial skills will be added to these numbers. Major Skills will also level up faster, though Miscellaneous skills will in turn be slower to level up. In addition, only Major and Minor skills will allow us to level up, a process I will talk about more later.


Specialization and Skills

Combat

Heavy Armor – Governed by Endurance, helps us use heavy armors properly. Heavy Armor is heavy, but it will give us the best protection.

Medium Armor – Governed by Endurance, helps us use medium armors properly. Unlike in the vanilla game where Medium Armor was the worst as the best Light Armor was both lighter and added more defense, we have a mod that will add an armor that has better defense than the best Light Armor, though less than the best Heavy Armor. It's now balanced properly and is a valid armor class.

Spear – Governed by Endurance. If we wish to use spears as our weapon, we will want to have this skill. They have good range.

Armorer – Governed by Strength. This is the skill to repair our armor and weapons, which will end up damaged as they take hits. While we can have NPCs repair our gear for us, they will require money.

Axe – Governed by Strength. The skill for using axes properly. There are both one-handed and two-handed axes.

Blunt Weapon – Governed by Strength. Like axes, but blunt. There are one-handed and two-handed blunt weapons of all kind.

Long Blade – Governed by Strength. There are both one-handed and two-handed long blades. There seems to be quite many of them in the game.

Block – Governed by Agility. Absolutely useless because of our mod, which will allow us to block with a button instead of having the skill do it for us. We won't be putting any points in this and the mod will drain our skill to 0 constantly, but we could train it for reasons...

Athletics – Governed by Speed. This skill will make us faster the higher it is, which is a good thing. It is very easy to train however as you just have to walk or swim, and putting it as a Major Skill or even a Minor Skill might make us level up too fast.


Stealth

Acrobatics – Governed by Strength, this skill allows us to jump higher and handle great falls the higher it is. It's a good skill, but like athletics, is very easy to train by jumping.

Light Armor – Governed by Agility. Lighter than medium and heavy armors, but it also isn't as protective.

Marksman – Governed by Agility. This is the skill for any ranged, non-magical attack. It includes bows, crossbows and throwing weapons of all sorts.

Sneak – Governed by Agility. The higher this skill, the harder it will be for others to see us when we sneak. Very useful when you wish to be unseen, both for stealing and sneak attacking.

Hand-to-Hand – Governed by Speed, the skill for punching things with your fists. It will first drain an enemy's stamina before you will actually start harming their health, but at that point they're helpless.

Short Blade – Governed by Speed. It's the skill for poking things with a dagger.

Mercantile – Governed by Personality. Higher skill means we will be offered better prices whether we are selling or buying. It can be quite easy to level up as you just need to bargain.

Speechcraft – Governed by personality. It influences how well we can admire, intimidate or taunt others to change their disposition.

Security – Governed by Intelligence. The art of lockpicking and disarming traps, very important for any adventurer as there are many locked and trapped things.


Magic

Unarmored – Governed by Speed. Not actual magic, but it would allow us to survive better if we choose to not wear any armor. You can wear both clothes and armor in Morrowind, so using just clothes means you will end up lacking many spots for enchantments. It would be very light, however.

Illusion – Governed by Personality. The art of illusion spells that will affect our enemies in many ways. We could calm our enemies or force them to flee, or perhaps even turn invisible or see in the dark.

Alchemy – Governed by Intelligence. Alchemy allows us to brew useful potions from ingredients. Very strong and one of the easiest ways to break the game.

Conjuration – Governed by Intelligence. Summoning magic.

Enchant – Governed by Intelligence. The skill for enchanting our own gear with the souls of our (non-human) enemies. NPCs can also enchant, but they will require money.

Alteration – Governed by Willpower. A school of magic that would allow us to learn spells like levitate or water breathing – or how to open locks.

Destruction – Governed by Willpower. The most offensive type of magic to hurt our enemies.

Mysticism – Governed by Willpower. School of magic with a wide range of abilities, such as spells that absorb the health or skills of our enemies and teleporting.

Restoration – Governed by Willpower. Healing magic, very useful for anyone.


Leveling up

If you wonder why I wrote what skill governs which attribute, it's because that's important for leveling. You will level in Morrowind by raising your Major and Minor skills by 10 points, it doesn't matter if it's just one skill or multiple ones. Miscellaneous skills don't affect your ability to level up. But it gets a bit trickier than that. When you level up, you are given the ability to pick which attributes you will raise and how much you can raise them depends on the skills you have leveled. You get to pick three attributes every level and the highest amount of points you will get is 5 for each. But in order for you to get 5 points in one skill, you must level the skills linked to that attribute 10 times. It counts even if it's a different skill, as long as they all have the same attribute.

It might seem like the math doesn't add up and that it would be impossible to get three 5 point raises per level, as it just takes 10 Major or Minor skill level ups to gain a level, which would only give you one 5 point raise if the attributes match. That's true. You're not forced to level up the moment you get it however, so you could keep training until you get the most of your level. But if you train Major or Minor skills more than ten times, you will get more levels – and the attribute multipliers will not follow. The trick would be to level Major and Minor skills only ten times per level and then do the rest with your Miscellaneous skills, as those do give you attributes each level.

I most likely will not be bothering with trying to get perfect level ups every time. In vanilla Oblivion, a similar system was in place and by leveling poorly, the enemies would end up becoming too strong for you. Such is not the case in Morrowind, as the enemy levels are fixed and poor levels will not ruin you. I will still try to give us a good spread of skills all around so that every attribute can be leveled easily with Major or Minor skills but also buffed with Miscellaneous skills when needed.

Luck is not connected to any skill, so its multiplier will always be 1. Getting high luck with level ups can be very difficult indeed.



That was a lot of text. But we're back to choices.

Please choose our face and hairstyle. We are also going to create our class, so I would like you to vote on these things.

Pick our Specialization: either Combat, Magic or Stealth.

Pick our Favorite Attributes from the following: Strength, Endurance, Agility, Speed, Personality, Intelligence, Willpower and Luck. You can pick two.

As voting for every single skill would take too much time and most likely make a class that is difficult to use, I shall use the following method to pick our Major and Minor skills.

Our Specialization will make me pick 2 skills belonging to the group as our Major Skills and 1 as a Minor Skill.

Whichever Specialization comes second (or decided by a coin toss if there is a tie) will give us 1 Major Skill and 2 Minor Skills.

The Specialization group that comes last will only have 1 skill in both Major and Minor skills.

In addition, our Favorite Attributes will decide the remaining two skills. The attribute with the most votes will be the governing attribute of a skill that I will pick for Major Skills and the second one will be our final skill for Minor Skills. This will total in five skills for both skill groups and hopefully give us a good spread.

Please pick us a weapon and an armor type. I suggest we only pick one, as we only have 10 skill slots and we need to make good use of them. We can always train new skills later when we're less likely to die and have more money.

We will have at least two of each Specialization group no matter what way the vote goes. I would like to hear your suggestions for skills so I can use them to influence me as I choose the skills. It's a good idea to suggest skills from each Specialization group as we will be taking some from all.

Re: Let's Experience Morrowind (With Many Images)
« Reply #13 on: December 04, 2014, 05:09:28 pm »
tl;dr: Decide if you're a combat, stealthy or magicy character, pick which attributes are the coolest and pick some random cool skills for shits and giggles.

Re: Let's Experience Morrowind (With Many Images)
« Reply #14 on: December 04, 2014, 05:31:30 pm »
Dutch insists that Nords should be stronk aryan men, so A4 for face and goldilocks for hair is our vote.

Yook "Mountainfist" Thunderbird was also be known under a different name in his past. The "Silent Thunder," he was called, a mischievous ghost, used by mothers in scary bedtime stories all over Skyrim to scare their children straight. "If you don't drink your milk, the Thunder will get you!" they'd say. All one would see is a strong, masculine jawline in the mirror, the shadow of a bulging bicep in the corner, before death would silently come. The tall, muscular master of stealth and assassination, Yook Thunderbeard will now make a new, living legend in this unfamiliar land. He is strong, yet nimble, and his spiked mace left many a head shattered in the cold alleyways of Windhelm. In that city, one child was the sole survivor of an attack of this mysterious man, telling of a mountainous appearance in his burning home's doorway, covered in heavy metal plating, a beard and cold blue eyes staring at the pile of corpses at its feet.