Actually, Luck is worth it, but only if you can fortify it to absurd levels. Gaenor from the Tribunal expansion is a prime example of this - he’s absurdly hard to hit because of his base Luck of 770, I believe.
I’m 22 years old and I played all the elder scrolls in reverse skyrim than oblivion than morrowind and morrowind is my favorite elder scrolls. Your videos are amazing and informative.
Arena is only worth playing just to see how the series started. It's frustratingly clunky and it overall just feels like a generic fantasy game. Daggerfall was where the series developed its own identity, and is definitely worth playing, though it's also very, very difficult.
Hey it's me again, figured my comments should be relevant to each video. Just so you know, there's an extra stat that determines how fast a character can move, it's their weight. The higher the weight of the character, the higher their base movement speed. So if someone makes a character who's race and gender have a weight modifier of 0.90, then when Speed, Encumbrance, Athletics, and Acrobatics are equal, will be 10% slower than a race/gender combination that has a weight of 1.0. So a Male Orc with their weight modifier of 1.35, will end up being the fastest when all other things are equal. Height itself is it's own modifier, but all it modifies is how fast a character moves when going up or down when swimming or levitating.
@@drpureinsanity Well, it's not a stat that is put out for you in the game, so I guess they just kinda named it whatever. My school of thought with it is that the higher your weight, the longer your legs and therefore your stride. I' would've just called it stride, since that actually makes sense in reference to the stat.
I always wondered why I got more hits on enemies while I was wearing boots of blinding speed. I assumed it was speed played a important role in the formulae for hit chance but you uncovered the blind bug.
Why you don't have more subs? This is amazing. Watching your stats / mechanics analytics video before i start a morrowind playthrough. Haven't played it for AGES, and this is very handy. Thank you!
Thank you so much for the kind words! I'm glad to hear that more people are returning to Morrowind, if even for a little while, or that others trying it for the first time. I think ESO Morrowind and the recent Steam sale helped to pique people's interest.
your playlist is great sir. what a well produced immersive rpg morrowind actually is. I will restart that gem tommorrow after I gathered all the knowledge there is out on youtube. Have a great evening :)
I typically play with the MULE leveling mod. It changes the leveling system into a more automatic leveling system, which means you don't need to rest to level up, and you are forced to level up. I got it configured so that all attributes levels with it's derived stats on a 1:1 ratio. It means every level of medium armor gained raises Endurance by 1 and every level of athletics raises Speed by 1 etc etc. Luck is raised by everything but less frequently. Most important of all, no more worrying about efficient leveling. Being forced to level up without resting makes you powerful BUT it also makes the enemies stronger at about the same pace. Really fun for a max difficulty run.
I’m saving up money for a small tv an old Xbox and morrowind. Your videos are very helpful as there are very few quality guides on morrowind that explain things well or at all.
Thank you! I wonder how much an old physical copy of Morrowind goes for nowadays. I still have both of my copies. If you have a 360 or XB1, I believe Morrowind is backwards compatible now on both consoles. Might even be available digitally. Of course, that's no proper substitute if you specifically want to play it that way with the older hardware.
You'll be stuck using the crappy pre-Tribunal journal even with the GotY edition on Xbox. Might want to keep a pen and paper handy to keep better track of your quests.
Holy shit I’m making a character rn and I love RPGs where you can do anything and be anything but I’m getting so damn frustrated tryna make a character cuz idk what’s gonna be important to what stats or how leveling works and the sheer amount you can tune at the start, Jesus. I’m not ready but I’m so ready, hope it’s as good as everyone says!
Can you clarify the Hit Rate formula? In the video, there is an extra parentheses at the beginning of the equation. Maybe it doesn't even matter because the section in question is all a sum, but should it be one of these three examples: Hit Rate = (Weapon Skill + [AGI/5] + [LCK/10]) * (0.75 + 0.5 * Current Fatigue/Max Fatigue) + Fortify Attack Magnitude Hit Rate = ([Weapon Skill + (AGI/5)] + [LCK/10]) * (0.75 + 0.5 * Current Fatigue/Max Fatigue) + Fortify Attack Magnitude Hit Rate = (Weapon Skill + [(AGI/5) + (LCK/10)]) * (0.75 + 0.5 * Current Fatigue/Max Fatigue) + Fortify Attack Magnitude
Sorry, that's definitely a typo on my part. Anyway, it should be the former most of your examples. Luckily you're right in that it shouldn't matter in the long run, haha. Nonetheless, I'll heart your comment so people can be aware of this, just in case they're wondering.
Magicka amount is INT + INT × modifier + any additional INT × modifiers + magicka bonuses. ie. Altmer with 60 starting INT and atronach is 60 + 90 (race bonus) + 120 (birthsign bonus) = 270. Throw in the MoW and you'll get an additional 50 magicka so you'll have 320 I'm not sure why these videos keep showing up in my auto player but reminders are cool, I guess
All base attributes cap at 100. All attributes can be fortified to go higher, just giving even more of their own bonus. Except for endurance. Fortifying endurance only increases your fatigue. The game only checks your base Endurance for health gain per level, and it's not retroactive so cap this ASAP if max HP is important to you.
it really affects everything you do. if you have 100 luck game will be basicaly broken when concerning things like hit chance, bartering and things like that. but investing in luck while leveling is not really worth it because you can only increase 1 per level. so you basicaly only start to invest in luck after you dont have any other options left
Really depends on how high you intend to level. You don't know? Then no. If you're pushing characters past lvl 40, possibly aiming at the 83 soft max cap? Yes! Makes it so you also can level more frequently (if you're doing efficient leveling 5-5-1 over 5-5-5) since you don't have to get an extra +10 skill levels per level.
are you going to update this guide? you made a mistake and left some things out. Encumbrance influences jump height, along with stamina (not fatigue as this is a misnomer but that IS how it is called in the game for clarity for people reading). you might mention this in your speech craft video but intimidate is only based on your level relative to the humanoid npc
Feather and Fortify Attack are sometimes better than STR and AGI when dealing with enemies that drain or disease IMO. Or endgame when you have 100 in everything you can have these as backup.
I use MSGO 3.0, but I cannot recommend it. It's severely out of date and results in a lot of hassle. I'd suggest looking into the Morrowind Graphics Guide instead for a similar experience.
So, in Morrowind you get extra health each character level and it scales with your END level. Let's suppose we have two characters that are level 50 with 100 END. There not being retroactive health increases means that it's likely that those two characters will not have the same health. Basically, a character who finally achieves 100 END at character level 50 will have less total health than a character who achieved 100 END by character level 20.
thanks a ton, you used that term a lot and I didn't know what you mean. Not a native speaker of the english language here, so it made me think it activated the secret "retro" mode ;)
Sorry, intelligence doesn't actually boost enchantment magnitudes or durations. Rather, it increases the odds that you will succeed at creating enchantments yourself and recharging items via soul gems.
5:03 Look, after playing Morrowind for literally hundreds of hours, I can say that this line from the UESP is patently false. I have tried multiple weapons against multiple targets and I have only ever seen one constant fact: One attack, regardless of hit or miss, reduces a weapon's durability by 1. I saw this at starting strengths of 30 and 40 for a couple characters, I saw this from a 100 strength character, I saw this when I used enchanting and alchemy to have over 300 strength, I saw this from enemies as I would save, get hit, console kill them, and notice their weapon only took 1 damage from hitting me. I was looking to have some equipment break to train Armorer and I saw enemies with Chitin Axes take exactly 640 hits for their weapons to break and resort to Hand-to-Hand. I legitimately was able to use Stendarr's Hammer and it swings exactly 100 times before breaking. I'm not sure where this myth of "High Strength Breaks Weapons Faster" comes from since regardless of strength or anything even if you whiff an attack at level 1 it uses up 1 durability.
UESP certainly does have at least a couple inaccuracies when it comes to Morrowind, but this isn't one of them. Condition damage should be 10% of your outgoing, unmitigated damage. I even tested it using console commands during my armorer video. It's been a while since I looked into it, but I don't believe missed attacks should damage condition at all. Are you possibly using a mod that may change this functionality? Or maybe these rules apply only to NPCs, and not the player? Admittedly, I don't delve into mechanics as deeply for how NPCs function since it's irrelevant to most people while playing.
@@LyleShnub It seems like Condition Damage applies to armor and shields, my current character (using the Vampire Boost) has a Heavy Armor skill of 183 and I notice that enemies with weapons like Daedric Daikatanas can one-shot individual pieces of Leather or Chitin armor even at 105 skill (from Almalexia's buff) but since my Heavy Armor skill itself is higher than most creature's damage even piddly Iron Armor takes very little damage. However, even buffing my own strength to high levels your own weapons only take one point of damage regardless. I tried this at 100 Strength, 185 Strength (made a potion with a single Fortify Int + Luck potion), and at 1114 Strength (literally made a set of Constant Effect Fortify Alchemy gear) even weak little Iron Daggers still have 400 uses. I'm using Morrowind Code Patch and midway through my playthrough slapped on the Patch for Purists (Morrowind Patch Project without the arbitrary rebalancing) and in either case one attack uses one Condition point. MCP doesn't seem to have an option to change this so I assume it's in the base game. I just wish I could find whatever UESP page said higher strength breaks your equipment faster so I could edit it but for the life of me I can't find it.
Actually, Luck is worth it, but only if you can fortify it to absurd levels. Gaenor from the Tribunal expansion is a prime example of this - he’s absurdly hard to hit because of his base Luck of 770, I believe.
I’m 22 years old and I played all the elder scrolls in reverse skyrim than oblivion than morrowind and morrowind is my favorite elder scrolls. Your videos are amazing and informative.
Have you played Daggerfall and Arena?
Yes
are daggerfall and arena worth it? I played morrowind, oblivion and skyrim, now i'm thinking about playing the 2D ones.
Arena is only worth playing just to see how the series started. It's frustratingly clunky and it overall just feels like a generic fantasy game. Daggerfall was where the series developed its own identity, and is definitely worth playing, though it's also very, very difficult.
I agree but man does daggerfall and arenas graphics kill my eyes
Hey it's me again, figured my comments should be relevant to each video. Just so you know, there's an extra stat that determines how fast a character can move, it's their weight. The higher the weight of the character, the higher their base movement speed. So if someone makes a character who's race and gender have a weight modifier of 0.90, then when Speed, Encumbrance, Athletics, and Acrobatics are equal, will be 10% slower than a race/gender combination that has a weight of 1.0. So a Male Orc with their weight modifier of 1.35, will end up being the fastest when all other things are equal.
Height itself is it's own modifier, but all it modifies is how fast a character moves when going up or down when swimming or levitating.
Hahaha, I genuinely appreciate your enthusiasm. I'll heart this comment too to signal boost it just as well.
what sense does that make? Why would heavier people run faster on weight alone
@@dontspikemydrink9382 Inertia perhaps idk lol.
@@drpureinsanity Well, it's not a stat that is put out for you in the game, so I guess they just kinda named it whatever. My school of thought with it is that the higher your weight, the longer your legs and therefore your stride. I' would've just called it stride, since that actually makes sense in reference to the stat.
@@dontspikemydrink9382 the larger your mass, the less relative weight of your load.
I always wondered why I got more hits on enemies while I was wearing boots of blinding speed. I assumed it was speed played a important role in the formulae for hit chance but you uncovered the blind bug.
Why you don't have more subs?
This is amazing. Watching your stats / mechanics analytics video before i start a morrowind playthrough. Haven't played it for AGES, and this is very handy. Thank you!
Thank you so much for the kind words! I'm glad to hear that more people are returning to Morrowind, if even for a little while, or that others trying it for the first time. I think ESO Morrowind and the recent Steam sale helped to pique people's interest.
No one play morrowind anymore. Execpt TES fans
Because people just want a guide. They don't want to have their feed clogged with guide videos or videos for a game they aren't playing at the moment.
Started playing morrowind for the first time today. Your series is an invaluable asset. God bless you and merry christmas!
Fr
I loved your Class, " Moonsugar Momma"!
your playlist is great sir. what a well produced immersive rpg morrowind actually is. I will restart that gem tommorrow after I gathered all the knowledge there is out on youtube. Have a great evening :)
I typically play with the MULE leveling mod.
It changes the leveling system into a more automatic leveling system, which means you don't need to rest to level up, and you are forced to level up.
I got it configured so that all attributes levels with it's derived stats on a 1:1 ratio.
It means every level of medium armor gained raises Endurance by 1 and every level of athletics raises Speed by 1 etc etc.
Luck is raised by everything but less frequently.
Most important of all, no more worrying about efficient leveling.
Being forced to level up without resting makes you powerful BUT it also makes the enemies stronger at about the same pace.
Really fun for a max difficulty run.
I’m saving up money for a small tv an old Xbox and morrowind. Your videos are very helpful as there are very few quality guides on morrowind that explain things well or at all.
Thank you! I wonder how much an old physical copy of Morrowind goes for nowadays. I still have both of my copies. If you have a 360 or XB1, I believe Morrowind is backwards compatible now on both consoles. Might even be available digitally. Of course, that's no proper substitute if you specifically want to play it that way with the older hardware.
Lyle Shnub some goty copies can go for as much a 70 dollars
You'll be stuck using the crappy pre-Tribunal journal even with the GotY edition on Xbox. Might want to keep a pen and paper handy to keep better track of your quests.
@@LyleShnub I was able to get morrowind for about 19$ here in canada if you play on xbox one they give you all the DLC for free as well.
Holy shit I’m making a character rn and I love RPGs where you can do anything and be anything but I’m getting so damn frustrated tryna make a character cuz idk what’s gonna be important to what stats or how leveling works and the sheer amount you can tune at the start, Jesus. I’m not ready but I’m so ready, hope it’s as good as everyone says!
This game has the same level of hard to master as online
Can you clarify the Hit Rate formula? In the video, there is an extra parentheses at the beginning of the equation. Maybe it doesn't even matter because the section in question is all a sum, but should it be one of these three examples:
Hit Rate = (Weapon Skill + [AGI/5] + [LCK/10]) * (0.75 + 0.5 * Current Fatigue/Max Fatigue) + Fortify Attack Magnitude
Hit Rate = ([Weapon Skill + (AGI/5)] + [LCK/10]) * (0.75 + 0.5 * Current Fatigue/Max Fatigue) + Fortify Attack Magnitude
Hit Rate = (Weapon Skill + [(AGI/5) + (LCK/10)]) * (0.75 + 0.5 * Current Fatigue/Max Fatigue) + Fortify Attack Magnitude
Sorry, that's definitely a typo on my part. Anyway, it should be the former most of your examples. Luckily you're right in that it shouldn't matter in the long run, haha. Nonetheless, I'll heart your comment so people can be aware of this, just in case they're wondering.
Magicka amount is INT + INT × modifier + any additional INT × modifiers + magicka bonuses. ie. Altmer with 60 starting INT and atronach is 60 + 90 (race bonus) + 120 (birthsign bonus) = 270. Throw in the MoW and you'll get an additional 50 magicka so you'll have 320
I'm not sure why these videos keep showing up in my auto player but reminders are cool, I guess
Yeah, sorry, really have no idea what determines what videos show up in the auto player
6:08 what item is that?
thank you for the formulas I used them to become untouchable with stupid high defenses
not defenses evasion is what I meant to type
Do skills or attributes over the lvl 100 do anything and if they do, which ones, and what do they do?
All base attributes cap at 100.
All attributes can be fortified to go higher, just giving even more of their own bonus.
Except for endurance. Fortifying endurance only increases your fatigue. The game only checks your base Endurance for health gain per level, and it's not retroactive so cap this ASAP if max HP is important to you.
Lyle Shnub is an absolute unit
Loving this video series. Thank you!
Happy to hear that! Thanks!
But is luck worth it?
Not usually. Frequently (but not always) it gets you 10% of the same benefit you'd receive from investing in relevant skills/attributes.
it really affects everything you do. if you have 100 luck game will be basicaly broken when concerning things like hit chance, bartering and things like that.
but investing in luck while leveling is not really worth it because you can only increase 1 per level.
so you basicaly only start to invest in luck after you dont have any other options left
Really depends on how high you intend to level.
You don't know? Then no.
If you're pushing characters past lvl 40, possibly aiming at the 83 soft max cap? Yes!
Makes it so you also can level more frequently (if you're doing efficient leveling 5-5-1 over 5-5-5) since you don't have to get an extra +10 skill levels per level.
are you going to update this guide? you made a mistake and left some things out. Encumbrance influences jump height, along with stamina (not fatigue as this is a misnomer but that IS how it is called in the game for clarity for people reading). you might mention this in your speech craft video but intimidate is only based on your level relative to the humanoid npc
Feather and Fortify Attack are sometimes better than STR and AGI when dealing with enemies that drain or disease IMO.
Or endgame when you have 100 in everything you can have these as backup.
6:13 is that a custom-made item or is that an artifact in the game?
Oh, finally someone who can explain MW mechanics... Can you give us please a link for downloading your mods for MW, may I ask?
I use MSGO 3.0, but I cannot recommend it. It's severely out of date and results in a lot of hassle. I'd suggest looking into the Morrowind Graphics Guide instead for a similar experience.
@@LyleShnub TY!
Health gained is not retrospective.... ok what does that mean?*
So, in Morrowind you get extra health each character level and it scales with your END level. Let's suppose we have two characters that are level 50 with 100 END. There not being retroactive health increases means that it's likely that those two characters will not have the same health. Basically, a character who finally achieves 100 END at character level 50 will have less total health than a character who achieved 100 END by character level 20.
thanks a ton, you used that term a lot and I didn't know what you mean. Not a native speaker of the english language here, so it made me think it activated the secret "retro" mode ;)
what’s ‘sound magnitude’??
Where did you get the information for the evasion formula? Is that in the manual I do not remember its has been a while.
nevermind found it on UESP...
I wish websites would look and feel like Morrowinds menus...!
Fatigue is in fo76 it's not quite the same but it's there.Wonder why they choose to go backwards.
8:32
But wait... jumping is always 100% successful
how does intelligence impact enchantment strength? ive boosted mine well into the tens of thousands and my enchantments are no stronger
Sorry, intelligence doesn't actually boost enchantment magnitudes or durations. Rather, it increases the odds that you will succeed at creating enchantments yourself and recharging items via soul gems.
Half endurance plus half strength is also known as the average of endurance and strength (:
I don't know if you're on an old PC or an Xbox or what, but I was running around with 1mil intellect just fine on a mid tier PC.
Yep, that limit is definitely a case of "your mileage may vary". Just out of curiosity, are you using a modded version of the game?
5:03 Look, after playing Morrowind for literally hundreds of hours, I can say that this line from the UESP is patently false. I have tried multiple weapons against multiple targets and I have only ever seen one constant fact: One attack, regardless of hit or miss, reduces a weapon's durability by 1. I saw this at starting strengths of 30 and 40 for a couple characters, I saw this from a 100 strength character, I saw this when I used enchanting and alchemy to have over 300 strength, I saw this from enemies as I would save, get hit, console kill them, and notice their weapon only took 1 damage from hitting me. I was looking to have some equipment break to train Armorer and I saw enemies with Chitin Axes take exactly 640 hits for their weapons to break and resort to Hand-to-Hand. I legitimately was able to use Stendarr's Hammer and it swings exactly 100 times before breaking. I'm not sure where this myth of "High Strength Breaks Weapons Faster" comes from since regardless of strength or anything even if you whiff an attack at level 1 it uses up 1 durability.
UESP certainly does have at least a couple inaccuracies when it comes to Morrowind, but this isn't one of them. Condition damage should be 10% of your outgoing, unmitigated damage. I even tested it using console commands during my armorer video. It's been a while since I looked into it, but I don't believe missed attacks should damage condition at all. Are you possibly using a mod that may change this functionality? Or maybe these rules apply only to NPCs, and not the player? Admittedly, I don't delve into mechanics as deeply for how NPCs function since it's irrelevant to most people while playing.
@@LyleShnub It seems like Condition Damage applies to armor and shields, my current character (using the Vampire Boost) has a Heavy Armor skill of 183 and I notice that enemies with weapons like Daedric Daikatanas can one-shot individual pieces of Leather or Chitin armor even at 105 skill (from Almalexia's buff) but since my Heavy Armor skill itself is higher than most creature's damage even piddly Iron Armor takes very little damage.
However, even buffing my own strength to high levels your own weapons only take one point of damage regardless. I tried this at 100 Strength, 185 Strength (made a potion with a single Fortify Int + Luck potion), and at 1114 Strength (literally made a set of Constant Effect Fortify Alchemy gear) even weak little Iron Daggers still have 400 uses. I'm using Morrowind Code Patch and midway through my playthrough slapped on the Patch for Purists (Morrowind Patch Project without the arbitrary rebalancing) and in either case one attack uses one Condition point. MCP doesn't seem to have an option to change this so I assume it's in the base game.
I just wish I could find whatever UESP page said higher strength breaks your equipment faster so I could edit it but for the life of me I can't find it.
I always get luck multipliers.
I believe you CAN level luck more than once it's just very difficult as it only counts every time luck affects the outcome of an action
god its shocking how much bethesda got rid of, the bastards
also its hilarious to think the Alchemy loop has existed since morrowind
hahahaahaha you should hear the noises my poor computer makes whenever I start up Morrowind lmao
Mr Snrub