Monday, January 2, 2017

The Morrowind Mage Guide

The question for anyone who begins to play Morrowind is obviously; how can I be a truly badass mage? Well, I have the answers as to how and I will share the simple steps required for you to make the most badass mage you can.

Step 1: Racial Choice

The 10 races available in Morrowind can be classified by their attributes, starting skills and passives into the somewhat simplified Warrior, Thief, Mage and Jack-of-all-Trades categories, though it is important to remember that none of these determine what a race can do if you want to go for something unusual.

The Warrior races are Nord, Orc and Redguard. The Thief races are Argonian, Bosmer and Khajiit. The Mage races are Altmer and Breton. And the JoaT races are Dunmer and Imperial.

Obviously, the best races for spellcasters are Altmer and Breton… but if you want to make the best magician you can, you should avoid those races. Ideally you should pick a race with the lowest possible score of Intelligence, which is the primary Mage stat. And the additional magicka multiplier the Altmer and Breton have are useless racial passives.

My recommendation are the Warrior races, perhaps especially Nords with their incredibly useful passive resistances to Frost and Shock. This is because you’ll have a good starting value in Strength and Endurance, which will give you more carrying capacity and health.

Step 2: Class

The first rule is simple; do not pick a mage class. You don’t need the magic skills. If you’re picking from the pre-made classes, the Warrior, Barbarian and Knight are excellent options if you want survivability and general badassery. Or you can pick one focusing on Marksman or Sneak. Anything to give you an edge while you build up your magic power.

If you make a custom class, the only – and I mean ONLY – magic skill worth having on your character is Enchant. Leaves the rest out of your class.

Step 3: Birthsign

“Ah,” I hear you saying. “This is where we start to pick magic stuff, because you’re thinking we’ll exploit the limitless training and grinding option to master our magic skills.”

Nope, all wrong. The magician (or more accurately Battlemage/Nightblade sort of thing, depending on your choice of combat or stealth) I’m building for you does not need to increase their magic skills at all.

Morrowind have some truly powerful birthsigns. And some absolute garbage ones. For this character, you should pick something that fills out your character, depending on racial choice and class attribute bonuses. Attribute bonuses are great here.

For example, take a Nord Barbarian. He has good values in Strength, Endurance and Speed, but low Agility. So the Lover with its +25 Agility is an excellent choice here. Or an Argonian Barbarian, who has low Endurance, so the Lady is a great choice.

Do not pick the Mage or the Apprentice. Their primary benefit is additional magicka, which you will not need. You can pick the Atronach for the passive chance to absorb magic directed at you, however, with no drawback. As you will not use magic, you will not be harmed by the additional limits on magicka regeneration.

Step 4: Enchanted Items

Enchanted items are the true power behind spellcasting in Morrowind. There is just no competition between Spells and Cast When Used items. Here are the main reasons, in no particular order.

Chance of failure. Spells can fail to work, though this usually stops being a problem shortly after beginning the game. Enchanted items, however, do not even have a chance to fail.

Independent resources. Each enchanted item has its own magicka pool to draw from, unlike regular spells, which all share.

Regenerating magicka. While your characters magicka does not regenerate just by the passage of time, your enchanted items do. And most items regenerate reasonably fast. A simple “Restore 10 Health” item will almost always be ready to go, which is incredibly powerful early in the game.

Instant cast time. Spells in Morrowind have 2-3 second cast animations. Enchanted items are instant and without animation. So you can cast several fireballs with an item in the time it takes for a “real” mage to do it once.

Custom Enchantments and Soul Gems. You can make custom items containing spells (though you have to know the effects, but you can just buy any spell for that) that can have very significant magicka reserves. The soul of a Golden Saint, for example, have an impressive 400 charge, while your normal max magicka is 100, plus any additional magicka multipliers.

Conclusion


The best mages in Morrowind are not the mages, but the Warriors, Barbarians, Assassins and Thieves who carry around a fine selection of enchanted items.