The Ring of Aversion, sold by the trader in Caldera, gives Invisibility for 10 seconds. Doesn't sound that impressive but it's long enough to run out of the cliffracer agro range.
Lock 1 is also good for early game lockpicking leveling, I usually go to the Canton where the assassins are, and before it in the warehouse room I use it on all the containers and sacks and start grinding. You get as much xp opening level 1 as opening a level 100 lock.
Also as a note, the spell summon greater bonewalker slaps because you get a three for one combo special of a tanky summon and two damage attribute spells for the price of one spell
Regular version of Greater Bonewalker costs 39 Magicka for 60s. He has two damage attributes 5-12, generic Damage Attribute spells are 1-10 for 4 mana, which is cool, but not that super insane. What sounds properly stupid is making custom ersion of Greater Bonewalker that lasts 6s and costs 4 Magicka, and use him as a tiny taunt or a spellcaster that times out when he gets out of mana. For maximum meme put it onto custom enchancment since they do not cause any animations, and you should be able to summon them, fight for 6s, activate your enchanted item again (for low charge), keep fighting etc. It is so stupid I wanna try it lol. Edit: Oh and with a mere 4 Magicka cost it should be piss-easy to cast, meaning you wouldn't need to be dedicated conjurer for that. Wikia says that "Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells.". Does that means that you can create 10 different custom summon greter bonewalker spells, put them onto 10 cheap enchanted rings and spawn a room full of bonewalkers for 6 seconds? 🤣
@@MajkaSrajka if you do enchant ten diffrent items with summon bonewalker for 6 seconds you can indeed have all out at the same time with a little hotkeying to cast in quick succession
In regards to your comment on balancing, I prefer their approach in Morrowind, allowing the players the option to make it unbalanced if they so choose. Obviously the other games had exploits, but the freedom this game had with spellcrafting and enchanting was top notch. I often used a short bound weapon enchant that summoned on hit.
It would be nice if it still had Daggerfall's element system, where an entire spell was a chosen element regardless of effect, instead of elements being relegated to only damaging health and everything else being magicka.
I think level-gating bound equipment would've been a mistake because it is very likely the case especially with more experienced players that by the time a player reaches that level-gated point there are better options available if they know where to look. Level-gating the spells would've just made sure they pretty much never got used and would've taken away some of the game's charm.
Some of my favored spells are Drain Skill 100 pts for 1 second on Self, and Fortify Skill 100 pts for 1 second on touch. Then ANY trainer, is a master trainer in whatever skill you selected. Also, since your skill is drained to 0, itll only cost 1 gold to train it. Then when the spell wears off, you get to keep the gained skill point. Fortify Personality 100 pts on self for 1 second and Fortify Merchintile 100 points on self for 1 second is also useful for getting better deals at merchants
Morrowind vet here, probably clocked close to 10k hours over the couple decades it's been out. I'm amazed to learn bits here and there from this guy. Never been much of a wiki user, prefer to learn by doing.
I don't see how people have fun not playing this game organically. When the game is designed to be so unbalanced, when it wants you to cheese, using the best build you read in the wiki just destroys the fun
The good thing about Sujamma is that, even tho it is heavy, you can just drink a bottle or two and carry 15 more! It's just a race to where you can drop off the extra luggage before you run out of it lmao
One of my favorite playthroughs involved a light armorered spear wielder who used enchanted items. I had made a spear that damaged strength on hit. I was fast and i was mean, whittling down enemies to nothing using my reach and speed combined with that enchantment. God it was a fun character build
Lock is a great way to thwart the Dark Brotherhood assassins. Lock the door of the room before you sleep & never get interrupted again. Locking the door to a bedchamber in the Balmora Fighter's Guild usually results in the assassin loading on the far side of the door. Depending on how you stand & the angle at which you look at the bed to rest, the assassin can load in the bed, stuck & unable to move. Lock your stronghold door & set a recall point inside and you'll never see them again. The lock only applies to one side of the door, so you can exit your stronghold normally. You know what is just as much fun as immobilizing your pursuers? Hit them with a 1-point levitate effect & watch as they begin treading water to try to get to you. Played an archer & that was his bread & butter spell.
Hey this was super helpful considering I just started a pure-mage playthrough, I miss when magic had an answer for everything. Wish some complexity was brought back to the series.
One thing to note about bound spells is that the items are weightless, so you are not encumbered as much (so you move much faster than carrying equivalent daedric equipment around). Next thing is that you can constant effect enchant 4 pieces of equipment on an Exquisite Ring, so 2 of those rings give you pretty much a full daedric set. They're also light armor. Very "balanced". :D
Bound Items Your right about the weightless advantage . I'd also like to note that in the original engine you could drop the bound items on the ground, wait until the effect wears off. Then pick the bound items up. I don't think this works in openmw, or with the unofficial morrowind patch installed. I'm also not sure if this issue was addressed in tribunal, blood moon , patches. Im pretty sure you could still get around this by starting the game with just the base morrowind game. progress to cast the bound armor and weapon set, Drop them on the ground wait for the effect to wear off. Pick them up . Make a save,. Then do the patches and load the addons, You still get the keep the bound items,
Restore Attribute 19-20 for one second. If you only make it for one attribute it only costs 1 point to cast and 13 gold to make. You may have to cast it two or three times if you get hit really hard but you can cast it with pretty low skill in Restoration. I make a full set but I think I've only ever needed for Strength Endurance, Intelligence and Speed.
Personally the Spell that i always pick is Jumping. Its so fucking good ! Everybody talk about yeah levitation , but when you master the 50 point of jumping for 30 second ( thanks the apprentice birthsign ) you become a true anime character. Bound weapon is also absolutely glorious , Bound Spear is a way to stay out of reach of the ennemies while poking them with ease
I always have some alchemy ingredients with restore attribute as it's first effect. It may not seem as efficient as the spell but when playing a focused stealth/warrior builds, it helps to know which region grows what herb so you can heal attribute in a pinch. Currently playing with an alchemist only build. Relying on herbs to restore/fortify health stamina, magica & attributes, opened a whole new world for me. As far as I'm conserned, Marshmarrow's health regen is just another way to breathe underwater. ;)
I think a single stoneflower petal is all you need to fully restore strength, two at most. Just shove those bad boys right in your mouth, no potions needed.
Dude I was never able to stick for longer to Morrowind but I'm watching your vids ever since you popped out in my feed, its amazing that there are still youtubers like you that revisit these old gems. Keep the content going. I will start playing OpenMW on my handheld soon, can't resist anymore😂
Here's an underrated spell for you and everyone, it's what i called a "life hack in Morrowind": Slowfall! Aye, it slows you when falling, preventing you from taking fall damage. But what if i told you that only 1 point of Slowfall is all you need, and the rest is pointless? Get yourself say some exquisite pants or shirt, or whatever you want enchanted, make a constant effect enchantment and put Slowfall for 1pt. on Self on it. Now, you can not only enjoy the joys of acrobatics but also nullify the need for reduced fall damage, or just fall damage in general. You see, the more points into Slowfall, the slower you fall. But with just 1 point, you'll barely notice the effect but you will never ever take fall damage!
Alsk I'm playing a Dragoon-style custom character with spear and acrobatics. Gonna do the whole "jump out of reach - cas bound equipment setup - land spear-first on enemy"
I once locked all hostile inhabitants of Corprusarium in a single room, being able to freely loot all the chests without being bothered. And damage strength is my favorite spell for raiding Daedric ruins. Just immobilizing everyone inside and looting all their stuff in plain sight. Also, the most disrespectful way to win all guild-master duels in the Arena: cast damage strength, use vampiric ring and watch as the sucker is going down like a noob.
Some of these are much better on enchanted items than when used as spells. I made a character that used an iron mace enchanted for bound mace for 59 seconds on strike. Every time I hit an enemy, it would replace my weapon with a massively buffed Daedric version that costs no fatigue to swing. You can put 5-10 points restore attribute for all eight attributes on a single expensive ring. Having it on a magic item means that even if your intelligence is drained to 0 or you’re out of magicka and you can’t rest where you’re standing but you can’t move because your strength is 0, you can still cast it and get your stats back.
As a guy to loves to play mages in games, I have a love for all the spells. The Bound Spells for Weapons, and for Armour, can be one of the best "Oh Shit" buttons, to save your hide. They also can help you level the skills up without having to rely on a trainer. Since the Bound Spells gives you a Fortify Skill along with the weapon and armour, this allowed you to easier hit enemies, which in turn made it easier to level that weapon group. Restoration overall is amazing, even with cheap spells, they can save you a lot (Like Cure Common or Blight Disease and even Remove Curse, these can save your hide in many ways). Turn Undead, Demoralize Creature or Humanoid (Even with the bugs), can be extremely helpful, specially when you are not ready to fight. Damage Attribute spells are extremely overpowered, if you know what it does. Example: Str = Unable to do damage you, unable to carry anything making them overburdened. And less Fatigue. Endurance = Less Fatigue Regen, and Less Fatigue in total. Agility = Less chance to hit, less chance to dodge, less resistance to being knocked down, and less Fatigue. Intelligence = Less Magicka (And a ton of other stuff) so less casting. Luck = Gaenor's Bane (He has 770 Luck). Willpower = Less resistance to spells and less chance to cast spells, and less Fatigue. Speed and Personality doesn't really do much to NPCs. So if you can make one spell that can damage Str, End, Agi, and WIll that can do up to 100 points of damage, then you practically need to blink in their direction and they fall over, and if you an add in Int to it, then bam, you have just made every single enemy in the game, practically useless. Lock has so many utility functions, not only can you block a door, but you can also train your lock picking with higher and higher levels for easier leveling. You can alter a patrol through a fort, so you can "lend" stuff that they would get angry about. You can lock enemies into rooms with a bit of trickery.
Bro what about calm creature, its very underrated, you can use it on vivec, almalexia, and dagoth ur, you can kill them without the worry of being hit by their spells or attacks because they can't aggro at you.
Man single handily reinvigorates my love for Morrowind, being indirectly responsible for the deaths of thousands because his guides showed me how to be broken, thanks man, awesome content!
for everyone who wanna try to play with the "pursuit" mod or a hardcore challenge, lock is a fantastic to play around aside form that ... its good alteration leveling and security training
You can use it offensively too if you're a mage. It's situational, but a locked door is a door that enemies will constantly rush into if they're already in combat with you. A this point you can blast them with area effects. If the area is large enough it will "penetrate" doors, walls etc.
I really got to hate GBWs on my third playthrough, when I decided to abuse corprus by sleeping for many nights and getting an insane strength boost that stayed when I was cured, only to be shaved down to a mere 100 by a GBW with no hope to ever restore it above 100.
But your going to have to open that door anyway and if you can't win without running a locked door will not help you 2 times. What I would recommend is find a summon spell and enchant a ring with it. When your in trouble equip the ring and run as your summon body blocks.
I still use the bound longsword long into my play through. With a good conjuration stat, and if you’re already trained in long blade, it increases longblade by 10 points while using it. So your hit chance and damage per hit is increased in a pinch.
While I never used bound armor I love bound Weapon ! They are great training because of the fortify and are so good for low strengh character because of they sont weight anything
He's right, I cast bound weapon once in 2003 and went "oh I have to cast it again? nah I can't be bothered" then proceeded to spam my 23% cast chance fire bite on dunmer and spend 20 minutes reloading lockpicking. And I still do that. First impressions are everything.
one of my early playthroughs... trying to kill Foryn Gilnith, as mage, but i had just one destruction spell, but Foryn was NOT impressed at all. died, reloaded, and checked my spell list... "blah, just that shitty dagger spawn! :( let's try, if not... uhm... maybe another toon!". conjured dagger... a daedric one? huh??? O_O ok, lemme see, enter, talk, battle, Foryn dead after 2-3 hits. i really missed i'm skilled in short blades, as racial, and have short blades as main attribute!... :) another noob playthrough another toon... i was moving like a snail! 🙄 checked my spells list...eh, nothing useful... going in a... very wellknown ancestor tomb, armor 0... blah, at least, i have bound boots... ok... bounded, and i was... not rabbit, but somewhere close. next, i conjured boots again, to see how much time i need to go back to Seyda Neen... whew! :D the only nag: when expired, you are barefooted! :D
Another thing I found was when I wear a constant effect attribute boost over a period of time, I would eventually lose the points from my boost. For example, the Mentor's Ring boosts INT and WILL 10 points. Eventually the constant effect will turn into my normal attribute score and I will be damaged 10 points of both attributes after I take the ring off.
I made a target 1pt levitation spell that slows down enemies as well, but the problem is sometimes when they die in interiors they fall through the floor and I have to "magically" remove collisions to loot them.
Funny thing; There is a room in the Ald’ruhn mages guild that I would use as a base and throw stuff in, (literally just drop stuff on the bed) lock the door with that spell, and open it every time I came back with stuff. I would then throughout my play through upgrade the magnitude to ensure no one could get in. This was ,of course, before anyone knew tips and tricks or how things worked in the game so I was just doing like real life eh? 🤣
I usually do bound armor, with extravagent or exquisitive gear using Shield enchants where possible. Not hard to get an enchanted permanent full set of it by level 14 or so.
10:18 I see what you did there... locking the guards out so you could taste that sweet moonsugar. These Balmora rehab centers really need to hire a mage for these types of stunts.
in one of the thieves guild missions with "Arganoth the Jewler" you get to steal everything from the mages guild in Ald'Ruhn. there will be only one mage in there. you can lock him up in a room that you looted. also, if you need consistent ways to level up your spells without braking your mana pool in 1-2 spells, create spells that only use one point of magic per cast. this can really help especially in the lower levels. having an 8 second water breathing can save your life by keeping you from drowning. this will reset your breath and keep your magic well stocked. then having much of the same for every spell. then as proficiencies go up make stronger versions of those spells.
Custom area of effect absorb health spells with a duration can be really useful, healing you + damaging enemies, can even suck health out of your summons and enemies at the same time. Its also an exploit, but as atronach birthsign, you can summon an ancestor ghost, turn them hostile, and absorb magicka from their spells to restore your magicka
I massacred countless ordinaters and amassed a ton of money and made some enchanted rings that basically melt people, Enchant is insanely powerful. Oh House Telvaani rules all day everyday!!!!
the best custom spell imo is a 1-5 mag 30 sec absorb intelligence spell with range maxed. use it in a crowd w atronach+altmer and you can get 500 extra magicka for basically free
Lock to escape is outshined by the unholy Recall potion, it works even when paralyzed, i've put my mark on the alchemist at balmora (which also sells mark potions) since she has it restocking so i only need to bring 1 and then buy hers immediately after recalling, 0 mysticism and 0 alteration required
I hate the fact you can't use bound equipment on horseback because you have to cast off the horse and it unequips it when you try to mount. I really enjoy it and wanted a character who didn't carry weapons but can't have it...
Haven't played Morrowind at this point I think for a decade! But Turn Undead was also great for dividing and conquering. hit all but one of the undead enemies with it and destroy the last 1 rinse and repeat.
I was going to list the caveat for bound armor that it only counts as light armor, but apparently it's even worse at mid-low levels: it permanently treats your skill as 30, regardless of what it really is. Also, it only levels light armor, so if you're trying to get a build using heavy, you'll actually be limiting your growth with this.
In the tomb where you grab the skull like third main quest there is a chitin dagger called the dagger of judgement with pre much a dread curse enchanted effect makes your early game squshiy rouges or mages l have a better fighting chance against warriors
Also a great spell to create: summon ancestors ghost for 2 seconds, soultrap for 2 seconds and 23 points of fire damage. With Azuras star you have infinite energy for your enchanted gear :)
Thank you for the info, I'm just getting into MW. I got a lot of years in D&D and I'd like to offer a thought about the lock spell. Locking a pack out of a room is good in a pinch, I can't help thinking about pathing blocking. The spell seems cheap enough a thief type could sneak into a place to clear it out and be able to reduce chances of random PCs waltzing in and ruining the fun.
Levitate 1pt for X seconds on target is a good one to slow enemies down. Also, speed and magic projectile speed are tied to a races weight, this makes male orcs the fastest with the fastest projectiles.
Greater Bone Walkers and their crippling spell is pretty savage but I also like it. Enemies that present unique challenges are kinda cool, IMO. It's rare for games to have the balls to seriously cripple you in any long-term way! I mean the NPC's tell you to get Divine Intervention Scrolls for a reason!
Another spell that is extremely underrated, to the point I have never seen *ANYONE* use it. Feather. Now I can already hear the old argument of "Fortify Strength is better!!!" Counter Argument; Feather makes you Faster. Wait how? By lowering your total weight, you actually reduce the speed malus you gain per point above 0 up to your max. The lower the weight you have, the faster your character can move. Sure raising your Strength up to 500+ will make it so you 1hit kill everything with most Daedra weapons. But their weight will still weigh you down, hence still making you move slower. So if you really want to make Sonic, get Feather along with fortify Speed and Athletics then when you press Shift, there you go! Basically Weight heavily impacts how fast your character can move. More Weight = Less Movement by x% So feather, which reduce Weight (A fixed Value) by a Fixed Value. You can easily reduce all weight on you, and be extremely quick and nimble.
IIRC Fortify Strength would also increase your movements speed, as your speed is reduced by the % of your encoumberence, meaning if your Carry weight is 40/200, and then you buff it to 40/400 you get faster.
@@MajkaSrajka Yes but as stated it will Never be 0 malus, and the way the game calculates, you can have 1million strength. The instance you have 1 weight, it starts reducing your speed by a set amount. As in your example, raising from 40/200 to 40/400, you go from a 20% speed reduction, to 10%. But have Feather 40, and it goes from 20% to 0%. But Raising Strength from 40, to 100, to get 500 weight limit, still would not put it to 0 malus. And the lowest it can ever go to is 1% as long as you have X != 0 it will reduce speed by 1-100%. In basic terms, you can have 0.1 in total weight, and it will count as 1% speed malus. That is why Feather can actually be something good to have, just to reduce the malus. And you don't even need to have Enchantments of Feather, you can have potions of them. But in Enchantment terms; They both have a Base cost of 1, but Strength gets a Diminishing return on the speed malus. However, that is not why people use Fortify Strength, they use it, because all weapons have their damage output increased insanely. Every single point in strength increase your damage multiplier by 0.01. At 100, you have 1.5, meaning you do 50% more damage. At 200, you have 2.5, doing a whoping 150% more damage. And that number just keeps on going. So a weapon that does a maximum of 80 damage, at 100 strength, does 120, at 200 strength, 200, 300 strength, 280 damage. And since the highest hp anyone has except for Dagoth Ur, is 400, it spirals out to 1 hit killing extremely quickly.
@@DraconiusDragora 1 Fortify Strenght gives you 5 carry weight, and 1 Feather reduces your carry weight by 1, so if you have 150 out of 200 Encumbrance, you have 75% speed penalty. If you can cast only Feather 50, you will end up with 100 out of 200 Encumbrance - 1/2 total carry limit. If you cast Fortify Strength 50 instead, you will gain 250 extra Max Encumbrance and end with 150/350 - less than half of your carry weight. It all depends on what are your statistics. If you are a light armor assasin and want to get more speed, feather may be better than Fortify Strength (if you can feather yourself down to zero or near zero), but if you are 280/300 on the very edge Fortify Strength may be better. That, on top of the fact that i find Restoration to be generally speaking more versatile than Alteration (Resist Element is generally speaking better than Frost/Fire Shield, Fortify Strength is pretty close to Feather in speed increase but has additional damage benefits, Fortify Armor skills is better than Shield skill, and effects like Open/Lock/Levitate do not need to be super high level to be useful). Fortify Strength isn't imba on its own, if you play non-mage class then the best you can do is 30 Strength for 60s for 90 Magicka - which could very well be 225-450 fire damage if you created your custom fire damaging on touch spell. Fortify Strength gets more interesting when you make 300 Strength for 6s for 90 Magicka alternative that assuming you have 100 base strength will buff you from 150% damage to 450%, effectively trippling your damage. Why Strenght buffing is actually busted, is because you cannot buff spelldamage with Constant Effect buffs (like shield enchants), and because Sujamma is extremely fucking busted, giving you effect that would cost about 150+ Magicka, for cheap, stacking infinitely. Imagine if you could buy instantly castable infinitely stacking 225-450 fire damage scrolls at this price, which you could all fire at once. Their strength bonus could be cut by one zero and they would still be one of the best items in the game. Basic Feather 50 points for 10s for 25 magicka isn't that great of a deal, as you could make custom 60-120 Fire (or Frost) damage spell for 24 magicka, which in many cases would be a better combat spell haha.
@@MajkaSrajkaIn unmodded Morrowind, the Max Magnitude is 100. And in unmodded Morrowind, Feather in constant effects is 5 per point. Same with Fortify Strength. And the maximum amount of Enchantment points you can have is 1335 with the official plugins, and you get all of the items with the highest Enchantment capability. And sometimes, it is just better to lower the overall weight, than increasing strength again. Examples. Daedric Towershield Enchantment points 225, that is a total of either Fortify Strength or Feather by 45 points. It weight is 45. Feather will Nullify the Weight of this item entirely. Meanwhile Fortify Strength will increase the total weight you can carry, but it has not nullified it. Meanwhile both Daedric Gauntlets have 60 points, and weight is 15 each, in this case each one can increase Strength by 12, which will be better than Feather. Glass Greaves has 10 points, so 2 strength is more effective than 2 points of Feather. And in spell making, both Fortify Strength and Feather, are extremely circumstantial. Having a 100 Feather, for 5 Seconds, which is damn costly, will do literally nothing, compared to a spell that increases you Athletics by 100 for 5 seconds. But both would be way to costly for the amount of use it has. But if you make a On use Enchantment, then Feather will outweigh Fortify Strength. Similarly, when going into Resist Magicka, and Resist Elemental Damage. Magicka doesn't stop Elemental damage like Fire, Frost, Shock or Poison. But does stop example Damage Health, Fatigue, Magicka, Skills and Attributes. So making a 100% Weakness to Magicka, with a 100 damage to health, while you have 100% Resist Magicka, you are immune to that spell, even if reflected. But a 100% weakness to Fire, with a 100 Fire Damage, the Weakness gets Resisted, but the Fire damage will still hit you. So understanding what, when and how, something is useful, is very important. Same as if you want to get the highest damage reduction in the game. Put on full Daedric Armour, get Heavy Armour Skill to 100, then boost it by Enchantments to 200. This literally gives you over 500 Armour, making you only take 25% damage from Physical attacks, but not Magickal ones.
Because I've been one of those players who removes the ladder from the Pool in the SIms 3, in Morrowind I like to get in the water and have my enemy follow me in, and cast Damage Strength on them, and/or a really powerful BURDEN, and leave them under water.
Of 20 odd years playing Morowind Never though to use the lock spell to block NPC's on doorways Lock spell is also an good spell to train in Security *lockpicking* and Alteration in general with open/lock spell
These spells and certain others are the reason I play Morrowind modded for balance purposes and keeping with a difficulty curve that cannot (mostly) be napalmed at level 1.
The best spell effect in the game is drain health. It allows you to damage someone's health while also restore your own at the same time. Not only that, no enemy in the game (as far as I know) is resistant to this spell effect. On my high level mage character I farmed golden saints for their sweet, sweet souls but they resist fire, frost and shock effect but they sure as hell weren't resistant to getting their health drained.
Thank you! I have it strung with steel right now. It's a gypsy jazz (manouche) guitar and that pluckier steel tone is the most common. If you like guitar and dont know gypsy jazz, give it a listen. Really fun music!
Bound Armor is even more powerful than that, at lower levels. It is always worn as if the user had an armor skill of 30, so the example of 10 defense would actually be less if the user's armor skill was less than 30.
And its weightless, meaning both more loot and more speed when zooming around. Oh and bound weapons are weightless, so their attacks do not use any fatigue too.
Most bound weapons are incredebly OP in early game but become somewhat obsolete once you get good enchanted items. The bound bow is an exception and in my opinion the best bow in the game. For whatever reason Bethesda messed up the ranged weapon enchanting (cast on strike enchantments do not work when placed on a bow/crossbow). Additionally there are no bows/crossbows with additional damage enchants in the game. The bound bow has zero weight, a constant effect fortify Marksmann enchantment, in terms of damage is identical to a daedric bow and you don t have to repair it. Going further you can put it on your armor or clothing as a constant effect( needs an item with only 10 enchant capacity) I had a assasin build and i put it on my glass greaves. Just unequip/equip the item and you get a beast of a bow. Just be careful not to repair it with hammers or else you will be stuck with a shit load of bound bows in your inventory that cannot be dropped or sold (using cheats will solve that problem) Keep up the great work coffee. Quality Morrowind content in 2023 deserves all the likes.
I once played a pacifist, not allowed to kill any creature, and played through the Hlaalu quest line. Damage strength was a great spell, unfortunately it didn't stop animals, so I had to use damage speed for those. A 0 speed enemy is not hard to outrun. :) Restore attribute is a great practice spell, so I prefer a weak version.
Coffee! Your vids popping up in my recommended was so timely. I had an itch to get back into this game recently and BOOM the man himself appears in my feed. Just wondering, what are your openmw settings? Maybe you could do a video on it. Was also thinking you could make a vid about the different guild questlines in MW. Can't wait for your channel to blow up!
Thanks for the restore tip, I was wondering for a while how to best deal with that. What would you say are the best constant effects for enchantment, for a high level character that has full armor and clothes? (maybe a video idea?) As an example - I'm very happy with my telekinesis robe
Telekinesis is a cool one. Lets you avoid traps if you have about 20pt CE Telekinesis. Slowfall is also a great one since 1pt CE Slowfall negates all fall damage. I often like having a small CE Restore Fatigue effect on my kit(I get sick of having to rest to restore fatigue at some point). CE Restore Health is similar but is a lower priority to me since you often have lots of good ways to heal yourself late game and take next to no damage. Bound Armor and Bound Weapon is also not a bad CE enchant but you have to be aware there can be some weird bugs with it in some versions of the game and sometimes those armour slots are better spent on other items. 1pt CE Levitate is good with speed buffs like the Boots of Blinding Speed. CE Waterbreathing is handy and CE Invis is OP but you have to re-equip it to reset it when you do anything. Most other good effects are hard to enchant to a higher level than unique equipment or artifacts. 100% Resist Magicka is OP if you find the pieces for it(The main one being Cuirass of Savior's Hide in Tel Fyr). It prevents everything except elemental damage and paralysis. Resists are really good in general(Except the disease ones) as well as Fortify Attribute effects(Strength, Speed and Agility being the best). There are a number of really good rings for both types of effects. Sunder, Keening and the FIsts of Randagulf are notably very strong for Fortify Attribute as well as the Boots of Blinding Speed which are arguably the strongest item in the game. An item I'm appreciating in my current playthrough is the Helm of Oreyn Bearclaw which I haven't thought about much until now but +40 Agility is very strong.
Pretty easy to get Sanctuary enchants to the point where you'll never get hit with a physical attack, esp when combined with high agility and luck. A little bit of constant effect restore fatigue is pretty useful too, saves a ton of time(don't usually need more than like 4 restore fatigue constant)
Cliff racers are canonically the most annoying enemy because wiping them out was considered sufficient enough for sainthood.
Actually true tho
I killed a cliff racer with a dagger and very very very low short blade and I bought myself an ice cream to celebrate
Praise Saint Jiub
The Ring of Aversion, sold by the trader in Caldera, gives Invisibility for 10 seconds. Doesn't sound that impressive but it's long enough to run out of the cliffracer agro range.
@@yvonneyuman8727 I think maybe you buying ice cream is a common occurrence...
*kills Dagoth Ur in the first chamber*
*Dwarven door opens.*
*Lock on touch 1 point*
*Leaves*
"Problem solved."
Lol I did this on the character who tried to join him without having the tools.
"No recall or intervention can work in this.....wait, nooooooo!"
Lock 1 is also good for early game lockpicking leveling, I usually go to the Canton where the assassins are, and before it in the warehouse room I use it on all the containers and sacks and start grinding. You get as much xp opening level 1 as opening a level 100 lock.
Very true! Great callout
Really? I thought it scaled, good to know!
See, now that's good info.
Can you make Area of effect lock spell? 😁
there's literally an open spell
Also as a note, the spell summon greater bonewalker slaps because you get a three for one combo special of a tanky summon and two damage attribute spells for the price of one spell
this is genius
Regular version of Greater Bonewalker costs 39 Magicka for 60s. He has two damage attributes 5-12, generic Damage Attribute spells are 1-10 for 4 mana, which is cool, but not that super insane.
What sounds properly stupid is making custom ersion of Greater Bonewalker that lasts 6s and costs 4 Magicka, and use him as a tiny taunt or a spellcaster that times out when he gets out of mana.
For maximum meme put it onto custom enchancment since they do not cause any animations, and you should be able to summon them, fight for 6s, activate your enchanted item again (for low charge), keep fighting etc.
It is so stupid I wanna try it lol.
Edit:
Oh and with a mere 4 Magicka cost it should be piss-easy to cast, meaning you wouldn't need to be dedicated conjurer for that.
Wikia says that "Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells.". Does that means that you can create 10 different custom summon greter bonewalker spells, put them onto 10 cheap enchanted rings and spawn a room full of bonewalkers for 6 seconds? 🤣
@@MajkaSrajka if you do enchant ten diffrent items with summon bonewalker for 6 seconds you can indeed have all out at the same time with a little hotkeying to cast in quick succession
In regards to your comment on balancing, I prefer their approach in Morrowind, allowing the players the option to make it unbalanced if they so choose. Obviously the other games had exploits, but the freedom this game had with spellcrafting and enchanting was top notch. I often used a short bound weapon enchant that summoned on hit.
Exactly! I love the freedom and options Morrowind gives. Very unique feeling
It would be nice if it still had Daggerfall's element system, where an entire spell was a chosen element regardless of effect, instead of elements being relegated to only damaging health and everything else being magicka.
I think level-gating bound equipment would've been a mistake because it is very likely the case especially with more experienced players that by the time a player reaches that level-gated point there are better options available if they know where to look. Level-gating the spells would've just made sure they pretty much never got used and would've taken away some of the game's charm.
Today game devs/publishers don't wanna make a game unbalanced because they want you to buy fake money to make the game easier.
I also really love that every spell school is so expansive that you really only need one. Each spell school can do SO MUCH!
Some of my favored spells are Drain Skill 100 pts for 1 second on Self, and Fortify Skill 100 pts for 1 second on touch. Then ANY trainer, is a master trainer in whatever skill you selected. Also, since your skill is drained to 0, itll only cost 1 gold to train it. Then when the spell wears off, you get to keep the gained skill point.
Fortify Personality 100 pts on self for 1 second and Fortify Merchintile 100 points on self for 1 second is also useful for getting better deals at merchants
Fortify personality should always be avoided...
@@milesreynolds4943Depends on the version
@@milesreynolds4943 why?
@@milesreynolds4943 why?
@@milesreynolds4943why?
Morrowind vet here, probably clocked close to 10k hours over the couple decades it's been out. I'm amazed to learn bits here and there from this guy. Never been much of a wiki user, prefer to learn by doing.
I don't see how people have fun not playing this game organically. When the game is designed to be so unbalanced, when it wants you to cheese, using the best build you read in the wiki just destroys the fun
I usually just carry a bunch of Sujamma with me. Their strength boost is enough to one-shot most enemies, plus you can carry a ton
The good thing about Sujamma is that, even tho it is heavy, you can just drink a bottle or two and carry 15 more! It's just a race to where you can drop off the extra luggage before you run out of it lmao
One of my favorite playthroughs involved a light armorered spear wielder who used enchanted items. I had made a spear that damaged strength on hit. I was fast and i was mean, whittling down enemies to nothing using my reach and speed combined with that enchantment. God it was a fun character build
yea spears are op due to reach.
combined with high speed you can always keep out of range of most enemies while poking them with spear
Lock is a great way to thwart the Dark Brotherhood assassins. Lock the door of the room before you sleep & never get interrupted again. Locking the door to a bedchamber in the Balmora Fighter's Guild usually results in the assassin loading on the far side of the door. Depending on how you stand & the angle at which you look at the bed to rest, the assassin can load in the bed, stuck & unable to move.
Lock your stronghold door & set a recall point inside and you'll never see them again. The lock only applies to one side of the door, so you can exit your stronghold normally.
You know what is just as much fun as immobilizing your pursuers? Hit them with a 1-point levitate effect & watch as they begin treading water to try to get to you. Played an archer & that was his bread & butter spell.
Easiest way to stop the assassins is to talk to Apelles Matius in Ebonheart.
@@_panthera_uncia_ And forego collecting their darts to adorn my shelves?
Telekinesis is really good for thievery. Whether its for directly stealing stuff (with chameleon) or helping you unlock stuff.
You can also trip traps from a safe distance.
Your next level one character is going to LOVE this video 🤘
Also - hard to believe my last "5 Spells" video was LAST SEPTEMBER. Man, we've been at this YT thing for awhile!
Morrowind spells feel so much more like a tool kit, I love it. Great list.
Hey this was super helpful considering I just started a pure-mage playthrough, I miss when magic had an answer for everything. Wish some complexity was brought back to the series.
One thing to note about bound spells is that the items are weightless, so you are not encumbered as much (so you move much faster than carrying equivalent daedric equipment around).
Next thing is that you can constant effect enchant 4 pieces of equipment on an Exquisite Ring, so 2 of those rings give you pretty much a full daedric set. They're also light armor.
Very "balanced". :D
Bound Items
Your right about the weightless advantage . I'd also like to note that in the original engine you could drop the bound items on the ground, wait until the effect wears off. Then pick the bound items up. I don't think this works in openmw, or with the unofficial morrowind patch installed. I'm also not sure if this issue was addressed in tribunal, blood moon , patches.
Im pretty sure you could still get around this by starting the game with just the base morrowind game. progress to cast the bound armor and weapon set, Drop them on the ground wait for the effect to wear off. Pick them up . Make a save,.
Then do the patches and load the addons, You still get the keep the bound items,
@@anthonyrye4755 it works in Oblivion at least, so that's something.
Restore attribute, 1 point for 10 seconds, with all 8 attributes in the 1 spells. I make this spell every playthrough and its a life saver!
Great idea!!
Noice!
Restore Attribute 19-20 for one second. If you only make it for one attribute it only costs 1 point to cast and 13 gold to make. You may have to cast it two or three times if you get hit really hard but you can cast it with pretty low skill in Restoration. I make a full set but I think I've only ever needed for Strength Endurance, Intelligence and Speed.
Exactly! I always make it when playing as a mage.
Coffee Nut and Mickey D. My two favorite Morrowind people together. If this was heard out of context you’d think I was drunk on Mazte.
Personally the Spell that i always pick is Jumping. Its so fucking good ! Everybody talk about yeah levitation , but when you master the 50 point of jumping for 30 second ( thanks the apprentice birthsign ) you become a true anime character.
Bound weapon is also absolutely glorious , Bound Spear is a way to stay out of reach of the ennemies while poking them with ease
I always have some alchemy ingredients with restore attribute as it's first effect.
It may not seem as efficient as the spell but when playing a focused stealth/warrior builds, it helps to know which region grows what herb so you can heal attribute in a pinch.
Currently playing with an alchemist only build. Relying on herbs to restore/fortify health stamina, magica & attributes, opened a whole new world for me.
As far as I'm conserned, Marshmarrow's health regen is just another way to breathe underwater. ;)
I think a single stoneflower petal is all you need to fully restore strength, two at most. Just shove those bad boys right in your mouth, no potions needed.
Reach is amazing since you can open things from a distance or without making the trap trigger or steal from across room without benig seen
Telekinesis * sorry I have it renamed reach lol
Dude I was never able to stick for longer to Morrowind but I'm watching your vids ever since you popped out in my feed, its amazing that there are still youtubers like you that revisit these old gems. Keep the content going. I will start playing OpenMW on my handheld soon, can't resist anymore😂
I actually never noticed you had a beard until you wore a hat to match it.
I keep it on the down low
LoL, it's true
Here's an underrated spell for you and everyone, it's what i called a "life hack in Morrowind": Slowfall! Aye, it slows you when falling, preventing you from taking fall damage. But what if i told you that only 1 point of Slowfall is all you need, and the rest is pointless? Get yourself say some exquisite pants or shirt, or whatever you want enchanted, make a constant effect enchantment and put Slowfall for 1pt. on Self on it. Now, you can not only enjoy the joys of acrobatics but also nullify the need for reduced fall damage, or just fall damage in general. You see, the more points into Slowfall, the slower you fall. But with just 1 point, you'll barely notice the effect but you will never ever take fall damage!
Tarhiel would've been proud to see his work thus perfected.
Alsk I'm playing a Dragoon-style custom character with spear and acrobatics. Gonna do the whole "jump out of reach - cas bound equipment setup - land spear-first on enemy"
I once locked all hostile inhabitants of Corprusarium in a single room, being able to freely loot all the chests without being bothered. And damage strength is my favorite spell for raiding Daedric ruins. Just immobilizing everyone inside and looting all their stuff in plain sight.
Also, the most disrespectful way to win all guild-master duels in the Arena: cast damage strength, use vampiric ring and watch as the sucker is going down like a noob.
You can pretty much put all of your bound items as constant effects if you enchant your clothing with the effects.
Some of these are much better on enchanted items than when used as spells.
I made a character that used an iron mace enchanted for bound mace for 59 seconds on strike. Every time I hit an enemy, it would replace my weapon with a massively buffed Daedric version that costs no fatigue to swing.
You can put 5-10 points restore attribute for all eight attributes on a single expensive ring. Having it on a magic item means that even if your intelligence is drained to 0 or you’re out of magicka and you can’t rest where you’re standing but you can’t move because your strength is 0, you can still cast it and get your stats back.
As a guy to loves to play mages in games, I have a love for all the spells.
The Bound Spells for Weapons, and for Armour, can be one of the best "Oh Shit" buttons, to save your hide. They also can help you level the skills up without having to rely on a trainer.
Since the Bound Spells gives you a Fortify Skill along with the weapon and armour, this allowed you to easier hit enemies, which in turn made it easier to level that weapon group.
Restoration overall is amazing, even with cheap spells, they can save you a lot (Like Cure Common or Blight Disease and even Remove Curse, these can save your hide in many ways).
Turn Undead, Demoralize Creature or Humanoid (Even with the bugs), can be extremely helpful, specially when you are not ready to fight.
Damage Attribute spells are extremely overpowered, if you know what it does.
Example:
Str = Unable to do damage you, unable to carry anything making them overburdened. And less Fatigue.
Endurance = Less Fatigue Regen, and Less Fatigue in total.
Agility = Less chance to hit, less chance to dodge, less resistance to being knocked down, and less Fatigue.
Intelligence = Less Magicka (And a ton of other stuff) so less casting.
Luck = Gaenor's Bane (He has 770 Luck).
Willpower = Less resistance to spells and less chance to cast spells, and less Fatigue.
Speed and Personality doesn't really do much to NPCs.
So if you can make one spell that can damage Str, End, Agi, and WIll that can do up to 100 points of damage, then you practically need to blink in their direction and they fall over, and if you an add in Int to it, then bam, you have just made every single enemy in the game, practically useless.
Lock has so many utility functions, not only can you block a door, but you can also train your lock picking with higher and higher levels for easier leveling. You can alter a patrol through a fort, so you can "lend" stuff that they would get angry about. You can lock enemies into rooms with a bit of trickery.
Bro what about calm creature, its very underrated, you can use it on vivec, almalexia, and dagoth ur, you can kill them without the worry of being hit by their spells or attacks because they can't aggro at you.
Lol what?
i use it to keep that poor cat alive... :)
No way is that fr? If so then that's wayy too broken
5:29 me who always plays pure mage in every tes game ever on every playthrough: i dont have such weaknesses
Man single handily reinvigorates my love for Morrowind, being indirectly responsible for the deaths of thousands because his guides showed me how to be broken, thanks man, awesome content!
Gonna spell craft all these effects together thanks for the recommendation for my next Swiss Army knife mage build
for everyone who wanna try to play with the "pursuit" mod or a hardcore challenge, lock is a fantastic to play around
aside form that ... its good alteration leveling and security training
i started my first *real* morrowind playthrough yesterday using your spellsword class as a base and it's so fun, cheers for the new video :]
I'm flattered! That's awesome to hear.
Best of luck on your adventures, outlander!
So with the lock spell you could use it passive-aggressively; by locking a patrolling guard in a room he visits while you rob the place
indeed
You can use it offensively too if you're a mage. It's situational, but a locked door is a door that enemies will constantly rush into if they're already in combat with you. A this point you can blast them with area effects. If the area is large enough it will "penetrate" doors, walls etc.
I really got to hate GBWs on my third playthrough, when I decided to abuse corprus by sleeping for many nights and getting an insane strength boost that stayed when I was cured, only to be shaved down to a mere 100 by a GBW with no hope to ever restore it above 100.
But your going to have to open that door anyway and if you can't win without running a locked door will not help you 2 times. What I would recommend is find a summon spell and enchant a ring with it. When your in trouble equip the ring and run as your summon body blocks.
I still use the bound longsword long into my play through. With a good conjuration stat, and if you’re already trained in long blade, it increases longblade by 10 points while using it. So your hit chance and damage per hit is increased in a pinch.
While I never used bound armor I love bound Weapon !
They are great training because of the fortify and are so good for low strengh character because of they sont weight anything
He's right, I cast bound weapon once in 2003 and went "oh I have to cast it again? nah I can't be bothered" then proceeded to spam my 23% cast chance fire bite on dunmer and spend 20 minutes reloading lockpicking. And I still do that. First impressions are everything.
😅
one of my early playthroughs...
trying to kill Foryn Gilnith, as mage, but i had just one destruction spell, but Foryn was NOT impressed at all.
died, reloaded, and checked my spell list... "blah, just that shitty dagger spawn! :( let's try, if not... uhm... maybe another toon!".
conjured dagger... a daedric one? huh??? O_O
ok, lemme see, enter, talk, battle, Foryn dead after 2-3 hits. i really missed i'm skilled in short blades, as racial, and have short blades as main attribute!... :)
another noob playthrough another toon... i was moving like a snail! 🙄
checked my spells list...eh, nothing useful...
going in a... very wellknown ancestor tomb, armor 0... blah, at least, i have bound boots... ok... bounded, and i was... not rabbit, but somewhere close.
next, i conjured boots again, to see how much time i need to go back to Seyda Neen... whew! :D
the only nag: when expired, you are barefooted! :D
Another thing I found was when I wear a constant effect attribute boost over a period of time, I would eventually lose the points from my boost. For example, the Mentor's Ring boosts INT and WILL 10 points. Eventually the constant effect will turn into my normal attribute score and I will be damaged 10 points of both attributes after I take the ring off.
I made a target 1pt levitation spell that slows down enemies as well, but the problem is sometimes when they die in interiors they fall through the floor and I have to "magically" remove collisions to loot them.
Funny thing; There is a room in the Ald’ruhn mages guild that I would use as a base and throw stuff in, (literally just drop stuff on the bed) lock the door with that spell, and open it every time I came back with stuff. I would then throughout my play through upgrade the magnitude to ensure no one could get in. This was ,of course, before anyone knew tips and tricks or how things worked in the game so I was just doing like real life eh? 🤣
That's awesome! Haha At least you leveled your alteration 👍
and he still forgets to say : fireballs burn enemies on the far end of the locked door
I usually do bound armor, with extravagent or exquisitive gear using Shield enchants where possible. Not hard to get an enchanted permanent full set of it by level 14 or so.
10:18 I see what you did there... locking the guards out so you could taste that sweet moonsugar. These Balmora rehab centers really need to hire a mage for these types of stunts.
you can use the lock spell to practice your lockpicking as well
1:37 still have to make Antonious Stark with bound gear at some point.
in one of the thieves guild missions with "Arganoth the Jewler" you get to steal everything from the mages guild in Ald'Ruhn. there will be only one mage in there. you can lock him up in a room that you looted.
also, if you need consistent ways to level up your spells without braking your mana pool in 1-2 spells, create spells that only use one point of magic per cast. this can really help especially in the lower levels. having an 8 second water breathing can save your life by keeping you from drowning. this will reset your breath and keep your magic well stocked.
then having much of the same for every spell. then as proficiencies go up make stronger versions of those spells.
Custom area of effect absorb health spells with a duration can be really useful, healing you + damaging enemies, can even suck health out of your summons and enemies at the same time.
Its also an exploit, but as atronach birthsign, you can summon an ancestor ghost, turn them hostile, and absorb magicka from their spells to restore your magicka
I cannot stop watching your videos, highly informative for someone who just started morrowind, thank you for the videos and entertainment!
I massacred countless ordinaters and amassed a ton of money and made some enchanted rings that basically melt people, Enchant is insanely powerful. Oh House Telvaani rules all day everyday!!!!
Very nice video! I was pleasantly surprised to see that I haven't thought on any of the spells you brought up. Thanks!
the best custom spell imo is a 1-5 mag 30 sec absorb intelligence spell with range maxed. use it in a crowd w atronach+altmer and you can get 500 extra magicka for basically free
Lock to escape is outshined by the unholy Recall potion, it works even when paralyzed, i've put my mark on the alchemist at balmora (which also sells mark potions) since she has it restocking so i only need to bring 1 and then buy hers immediately after recalling, 0 mysticism and 0 alteration required
Bound bow is as good in Morrowind as it is in Skyrim. I love Morrowind's armors health bar. And how clothes are indestructible.
I hate the fact you can't use bound equipment on horseback because you have to cast off the horse and it unequips it when you try to mount. I really enjoy it and wanted a character who didn't carry weapons but can't have it...
Haven't played Morrowind at this point I think for a decade! But Turn Undead was also great for dividing and conquering. hit all but one of the undead enemies with it and destroy the last 1 rinse and repeat.
You're totally right. Great callout!
Bound Weapons, Turn Undead, Restore and Fortify Attributes? All things my Paladin character loves.
I was going to list the caveat for bound armor that it only counts as light armor, but apparently it's even worse at mid-low levels: it permanently treats your skill as 30, regardless of what it really is. Also, it only levels light armor, so if you're trying to get a build using heavy, you'll actually be limiting your growth with this.
The “daedric weapons” that ra’vir sells in balmora are insanely good starter weapons just for casting bound dagger
Cuatom spell: turn undeaf + fortify speed
Let's goooooo, love ur vids brotha.
I appreciate hearing that! Thanks for the support 🤘
In the tomb where you grab the skull like third main quest there is a chitin dagger called the dagger of judgement with pre much a dread curse enchanted effect makes your early game squshiy rouges or mages l have a better fighting chance against warriors
Damage speed is good for a laugh as well. It doesn't freeze enemies like damage strength but they move in super slow motion.
Also a great spell to create: summon ancestors ghost for 2 seconds, soultrap for 2 seconds and 23 points of fire damage. With Azuras star you have infinite energy for your enchanted gear :)
God i love the moon runes/symbols used for magic spells.
Totally agree - gives it such a cool vibe
With the gypsy jazz guitar in the background. We are long lost brothers.
Turn Undead also works on the most annoying enemy in the entire game of course... Greater. Motherfucking. Bonewalkers.
awesome sauce
Thank you for the info, I'm just getting into MW. I got a lot of years in D&D and I'd like to offer a thought about the lock spell. Locking a pack out of a room is good in a pinch, I can't help thinking about pathing blocking. The spell seems cheap enough a thief type could sneak into a place to clear it out and be able to reduce chances of random PCs waltzing in and ruining the fun.
Levitate 1pt for X seconds on target is a good one to slow enemies down. Also, speed and magic projectile speed are tied to a races weight, this makes male orcs the fastest with the fastest projectiles.
Every time I watch one of your videos, I start a new character, great channel
Greater Bone Walkers and their crippling spell is pretty savage but I also like it. Enemies that present unique challenges are kinda cool, IMO. It's rare for games to have the balls to seriously cripple you in any long-term way!
I mean the NPC's tell you to get Divine Intervention Scrolls for a reason!
Another spell that is extremely underrated, to the point I have never seen *ANYONE* use it.
Feather.
Now I can already hear the old argument of "Fortify Strength is better!!!"
Counter Argument; Feather makes you Faster. Wait how? By lowering your total weight, you actually reduce the speed malus you gain per point above 0 up to your max.
The lower the weight you have, the faster your character can move.
Sure raising your Strength up to 500+ will make it so you 1hit kill everything with most Daedra weapons. But their weight will still weigh you down, hence still making you move slower.
So if you really want to make Sonic, get Feather along with fortify Speed and Athletics then when you press Shift, there you go!
Basically Weight heavily impacts how fast your character can move. More Weight = Less Movement by x%
So feather, which reduce Weight (A fixed Value) by a Fixed Value. You can easily reduce all weight on you, and be extremely quick and nimble.
IIRC Fortify Strength would also increase your movements speed, as your speed is reduced by the % of your encoumberence, meaning if your Carry weight is 40/200, and then you buff it to 40/400 you get faster.
@@MajkaSrajka Yes but as stated it will Never be 0 malus, and the way the game calculates, you can have 1million strength. The instance you have 1 weight, it starts reducing your speed by a set amount.
As in your example, raising from 40/200 to 40/400, you go from a 20% speed reduction, to 10%. But have Feather 40, and it goes from 20% to 0%. But Raising Strength from 40, to 100, to get 500 weight limit, still would not put it to 0 malus. And the lowest it can ever go to is 1% as long as you have X != 0 it will reduce speed by 1-100%.
In basic terms, you can have 0.1 in total weight, and it will count as 1% speed malus. That is why Feather can actually be something good to have, just to reduce the malus.
And you don't even need to have Enchantments of Feather, you can have potions of them.
But in Enchantment terms; They both have a Base cost of 1, but Strength gets a Diminishing return on the speed malus. However, that is not why people use Fortify Strength, they use it, because all weapons have their damage output increased insanely. Every single point in strength increase your damage multiplier by 0.01.
At 100, you have 1.5, meaning you do 50% more damage. At 200, you have 2.5, doing a whoping 150% more damage. And that number just keeps on going. So a weapon that does a maximum of 80 damage, at 100 strength, does 120, at 200 strength, 200, 300 strength, 280 damage. And since the highest hp anyone has except for Dagoth Ur, is 400, it spirals out to 1 hit killing extremely quickly.
@@DraconiusDragora 1 Fortify Strenght gives you 5 carry weight, and 1 Feather reduces your carry weight by 1, so if you have 150 out of 200 Encumbrance, you have 75% speed penalty.
If you can cast only Feather 50, you will end up with 100 out of 200 Encumbrance - 1/2 total carry limit.
If you cast Fortify Strength 50 instead, you will gain 250 extra Max Encumbrance and end with 150/350 - less than half of your carry weight.
It all depends on what are your statistics. If you are a light armor assasin and want to get more speed, feather may be better than Fortify Strength (if you can feather yourself down to zero or near zero), but if you are 280/300 on the very edge Fortify Strength may be better.
That, on top of the fact that i find Restoration to be generally speaking more versatile than Alteration (Resist Element is generally speaking better than Frost/Fire Shield, Fortify Strength is pretty close to Feather in speed increase but has additional damage benefits, Fortify Armor skills is better than Shield skill, and effects like Open/Lock/Levitate do not need to be super high level to be useful).
Fortify Strength isn't imba on its own, if you play non-mage class then the best you can do is 30 Strength for 60s for 90 Magicka - which could very well be 225-450 fire damage if you created your custom fire damaging on touch spell. Fortify Strength gets more interesting when you make 300 Strength for 6s for 90 Magicka alternative that assuming you have 100 base strength will buff you from 150% damage to 450%, effectively trippling your damage.
Why Strenght buffing is actually busted, is because you cannot buff spelldamage with Constant Effect buffs (like shield enchants), and because Sujamma is extremely fucking busted, giving you effect that would cost about 150+ Magicka, for cheap, stacking infinitely.
Imagine if you could buy instantly castable infinitely stacking 225-450 fire damage scrolls at this price, which you could all fire at once. Their strength bonus could be cut by one zero and they would still be one of the best items in the game.
Basic Feather 50 points for 10s for 25 magicka isn't that great of a deal, as you could make custom 60-120 Fire (or Frost) damage spell for 24 magicka, which in many cases would be a better combat spell haha.
@@MajkaSrajkaIn unmodded Morrowind, the Max Magnitude is 100.
And in unmodded Morrowind, Feather in constant effects is 5 per point. Same with Fortify Strength. And the maximum amount of Enchantment points you can have is 1335 with the official plugins, and you get all of the items with the highest Enchantment capability.
And sometimes, it is just better to lower the overall weight, than increasing strength again.
Examples.
Daedric Towershield Enchantment points 225, that is a total of either Fortify Strength or Feather by 45 points. It weight is 45. Feather will Nullify the Weight of this item entirely. Meanwhile Fortify Strength will increase the total weight you can carry, but it has not nullified it.
Meanwhile both Daedric Gauntlets have 60 points, and weight is 15 each, in this case each one can increase Strength by 12, which will be better than Feather.
Glass Greaves has 10 points, so 2 strength is more effective than 2 points of Feather.
And in spell making, both Fortify Strength and Feather, are extremely circumstantial. Having a 100 Feather, for 5 Seconds, which is damn costly, will do literally nothing, compared to a spell that increases you Athletics by 100 for 5 seconds. But both would be way to costly for the amount of use it has. But if you make a On use Enchantment, then Feather will outweigh Fortify Strength.
Similarly, when going into Resist Magicka, and Resist Elemental Damage. Magicka doesn't stop Elemental damage like Fire, Frost, Shock or Poison. But does stop example Damage Health, Fatigue, Magicka, Skills and Attributes. So making a 100% Weakness to Magicka, with a 100 damage to health, while you have 100% Resist Magicka, you are immune to that spell, even if reflected. But a 100% weakness to Fire, with a 100 Fire Damage, the Weakness gets Resisted, but the Fire damage will still hit you. So understanding what, when and how, something is useful, is very important.
Same as if you want to get the highest damage reduction in the game. Put on full Daedric Armour, get Heavy Armour Skill to 100, then boost it by Enchantments to 200. This literally gives you over 500 Armour, making you only take 25% damage from Physical attacks, but not Magickal ones.
3:15 I want the 5-18 cause I can't train when I murder everything in one hit
Always a great day when a new Morrowind video from CNG comes up in my notifications! Cheers and keep up the quality content!
Thank you for the support! Keep being awesome 🤘
Because I've been one of those players who removes the ladder from the Pool in the SIms 3, in Morrowind I like to get in the water and have my enemy follow me in, and cast Damage Strength on them, and/or a really powerful BURDEN, and leave them under water.
I'm so glad you morrowind videos keep up the good work
Of 20 odd years playing Morowind Never though to use the lock spell to block NPC's on doorways Lock spell is also an good spell to train in Security *lockpicking* and Alteration in general with open/lock spell
These spells and certain others are the reason I play Morrowind modded for balance purposes and keeping with a difficulty curve that cannot (mostly) be napalmed at level 1.
i made a ring with constant effect to bound armor, boots, helmet and sword, making my equipment weight 0.1 units
Or use lock to lock them in while you cast absorb health on touch x pts for x seconds in 50' radius on the door you've just locked.
Turn undead saved my ass when I was getting that bow for those Ashlanders
Seeing the undead flee from you just makes me laugh like crazy.
I wanna see COFFEE NUT do a video on SCROLLS next, THNX!
Breaking the game with Spellcrafting is WHY I still go back to morrowind.
Did a damage attribute build a long time ago. Nothing quite like everyone calling you names while you do whatever you want around them.
Lol the moon sugar skit at the end had me rollin 😂
I never thought of using Lock that way
The best spell effect in the game is drain health. It allows you to damage someone's health while also restore your own at the same time. Not only that, no enemy in the game (as far as I know) is resistant to this spell effect. On my high level mage character I farmed golden saints for their sweet, sweet souls but they resist fire, frost and shock effect but they sure as hell weren't resistant to getting their health drained.
Nice guitar!! Slotted head-stock, cutaway. Is it a steel-string?
Thank you! I have it strung with steel right now. It's a gypsy jazz (manouche) guitar and that pluckier steel tone is the most common. If you like guitar and dont know gypsy jazz, give it a listen. Really fun music!
Bless you for talking about Morrowind this deep still.
That’s why the Summon Greater Bonewalker spell is goated
easy bonewalker couter: be a breton, take the atronach birthsign and aditionally you can get the Cuirass of the Savior's Hide
Bound Armor is even more powerful than that, at lower levels. It is always worn as if the user had an armor skill of 30, so the example of 10 defense would actually be less if the user's armor skill was less than 30.
And its weightless, meaning both more loot and more speed when zooming around.
Oh and bound weapons are weightless, so their attacks do not use any fatigue too.
Most bound weapons are incredebly OP in early game but become somewhat obsolete once you get good enchanted items. The bound bow is an exception and in my opinion the best bow in the game. For whatever reason Bethesda messed up the ranged weapon enchanting (cast on strike enchantments do not work when placed on a bow/crossbow).
Additionally there are no bows/crossbows with additional damage enchants in the game. The bound bow has zero weight, a constant effect fortify Marksmann enchantment, in terms of damage is identical to a daedric bow and you don t have to repair it.
Going further you can put it on your armor or clothing as a constant effect( needs an item with only 10 enchant capacity)
I had a assasin build and i put it on my glass greaves. Just unequip/equip the item and you get a beast of a bow. Just be careful not to repair it with hammers or else you will be stuck with a shit load of bound bows in your inventory that cannot be dropped or sold (using cheats will solve that problem)
Keep up the great work coffee. Quality Morrowind content in 2023 deserves all the likes.
I once played a pacifist, not allowed to kill any creature, and played through the Hlaalu quest line. Damage strength was a great spell, unfortunately it didn't stop animals, so I had to use damage speed for those. A 0 speed enemy is not hard to outrun. :)
Restore attribute is a great practice spell, so I prefer a weak version.
I wonder if I could make an NPC can now lockpick/cast open if available mod....
Coffee! Your vids popping up in my recommended was so timely. I had an itch to get back into this game recently and BOOM the man himself appears in my feed.
Just wondering, what are your openmw settings? Maybe you could do a video on it. Was also thinking you could make a vid about the different guild questlines in MW. Can't wait for your channel to blow up!
how on tine i n.y ust got whacked by ab n asassin
Thanks for the restore tip, I was wondering for a while how to best deal with that.
What would you say are the best constant effects for enchantment, for a high level character that has full armor and clothes? (maybe a video idea?) As an example - I'm very happy with my telekinesis robe
Telekinesis is a cool one. Lets you avoid traps if you have about 20pt CE Telekinesis. Slowfall is also a great one since 1pt CE Slowfall negates all fall damage. I often like having a small CE Restore Fatigue effect on my kit(I get sick of having to rest to restore fatigue at some point). CE Restore Health is similar but is a lower priority to me since you often have lots of good ways to heal yourself late game and take next to no damage. Bound Armor and Bound Weapon is also not a bad CE enchant but you have to be aware there can be some weird bugs with it in some versions of the game and sometimes those armour slots are better spent on other items. 1pt CE Levitate is good with speed buffs like the Boots of Blinding Speed. CE Waterbreathing is handy and CE Invis is OP but you have to re-equip it to reset it when you do anything.
Most other good effects are hard to enchant to a higher level than unique equipment or artifacts. 100% Resist Magicka is OP if you find the pieces for it(The main one being Cuirass of Savior's Hide in Tel Fyr). It prevents everything except elemental damage and paralysis. Resists are really good in general(Except the disease ones) as well as Fortify Attribute effects(Strength, Speed and Agility being the best). There are a number of really good rings for both types of effects. Sunder, Keening and the FIsts of Randagulf are notably very strong for Fortify Attribute as well as the Boots of Blinding Speed which are arguably the strongest item in the game. An item I'm appreciating in my current playthrough is the Helm of Oreyn Bearclaw which I haven't thought about much until now but +40 Agility is very strong.
Pretty easy to get Sanctuary enchants to the point where you'll never get hit with a physical attack, esp when combined with high agility and luck. A little bit of constant effect restore fatigue is pretty useful too, saves a ton of time(don't usually need more than like 4 restore fatigue constant)
Oh shit new video just dropped