Morrowind tips and tricks file download






















Also, it uses the F12 key to take the screenshot, in JPEG format, and saves in the openmw directory it does not modify the original Morrowind directory for anything. There are some NPCs who will refuse to talk to you.

They will immediately end the conversation with their greeting, making it impossible to talk to them. This is a problem if you need to taunt them into attacking you so that you can kill them without incurring a bounty, or if they have special dialogues or training such as Ash Zombies or Qorwynn.

Remove all your armor and clothing or turn invisible, then initiate conversation. Want a merchant, enchanter or spellmaker next to your house? Use Command Humanoid to bring them anywhere you'd like taking them through fast travel works. Command Creature offers a similar functionality, and is automatically available for Bosmer players.

This is particularly useful for moving Creeper or the Mudcrab merchant. Command spells can also be used to isolate enemies. If you are trying to find some specific loot, you can make containers reset with new loot. You must save before you take anything from your targeted container or else the contents will not change, but you can stand right beside it for quicker sampling of the new loot.

While some chests will have different loot by simply reloading your save, you can force most containers to reset by removing all its items and then loading your save.

Easy ways to level up, if you're too poor for Trainers or want to earn your stripes. Very simple. Simply jump everywhere you go and your Acrobatics skill will increase quickly. Jumping while moving up staircases or hillsides will allow for more frequent jumps than along flat terrain. PC players can bind the mouse wheel or other convenient key to jump. However, jumping downhill gives greater bonuses per jump; the skill bonus increases along with the distance fallen. A minimal duration and minimum magnitude levitate spell or similarly minimal Jump spell can, before it wears off, allow a player to achieve just enough height feet off the ground, as is safe to only take a small amount of damage but raise the Acrobatics skill very rapidly.

Obviously Alteration is raised, more slowly, at the same time. It is recommended to avoid jumping while running. Jumping prevents you from receiving experience towards Athletics up until several feet of running after you have landed. A good place to train Acrobatics is Vivec. The outdoor ramps between the floors of the cantons are long enough to do at least 20 jumps when climbing up, and lets you fly a long distance when you jump down it.

Simply jump all the way up a ramp, then jump down. Be wary of taking fall damage when your Acrobatics is medium-high, such that you can jump far enough down to hurt yourself; a constant effect Restore Health item will make your work much easier. At higher skill levels of Acrobatics, the ceiling in the Vivec ramp tunnels constricts your jumps down the ramp, slowing the Acrobatics-raising process. Alternative options include the Silt Strider ramp in Ald'ruhn, which is practically the same as Vivec but without the ceiling drawback, as well as the double stairwell in the back of Wolverine Hall in Sadrith Mora.

The latter is located one floor below the Fighters Guild and provides a convenient falling height for Acrobatics above about 55 skill, the vertical drop being fine tuned by either running or jumping off the edge. Various hillsides also work well. Equip the armor type of your choice and find one or more low-damage creatures.

Mudcrabs are ideal for this purpose due to their low melee damage Diseased Mudcrabs and those found on the Bitter Coast have higher damage than others, which have one point melee damage.

Allow the creature s to attack you but do not retaliate; tweak the difficulty slider, if necessary. If you wear a shield, a successful Block will raise both the block skill and the skill governing the shield's armor type. Otherwise, if you wish to avoid raising the Block skill, omit the shield you can also look away from your attacker, as the game takes player orientation into account, but you might block the attacks anyway, and it wouldn't work if two enemies were attacking you from different directions.

Bear in mind that if you don't wear a shield the game will count the empty shield slot as an unarmored slot, so while your block skill won't be raised, your Unarmored skill will, albeit slowly.

If you want to raise neither Block nor Unarmored equip a shield, then equip a two-handed weapon, or a Hand-to-Hand stance 0 key by default. Do not forget to Restore Health as necessary. You can train multiple armor types at once more slowly by wearing mixed armor of different classes.

Train Hand-to-Hand simultaneously by punching your opponent until knocked down, then let it recover and attack you for a while; repeat. Accelerate the entire process by using multiple enemies, e. A good place for a higher-level character to train your Armor skills is Drarayne Thelas' storage in Balmora. If you dont kill the Cave Rats for the Fighters Guild, they will gladly serve you as your free personal master trainers. If the Cave Rats are dead or bite too hard for you, another option is Foryn Gilnith , if you have not killed him for the Death of a Taxman quest.

Being unarmed, he has fairly low damage but a decent attack speed. Even better, there's a door you can use to escape to heal or tune up your armor, and if you leave through it he does not follow you outside, and you can use the door even when knocked down due to Fatigue loss and are close to death.

You only gain armor skill when you could possibly take damage, thus only when your Fatigue is depleted and you are on the ground. Auto-run can be used to avoid recovering Fatigue and thus getting back up and slowing skill gains. Simply find a flat wall in a river such as the ones in Balmora and swim into it.

Then find a way to continue swimming into the wall, like pressing the Q key. Cast a short duration, high magnitude Fortify Personality or Charm spell immediately before opening dialogue with a trainer to boost your Disposition for lower prices. If you have the Fortify Skill effect, you can also fortify your Mercantile before interacting with the trainer.

Doing both can lower the cost of training to less than gold even at high skill levels. You may be able to further lower your training costs by casting a Drain Skill spell to reduce the level of the skill you are trying to train. This last exploit does not work in all versions of the game.

You must have Fortify Skill. Trainers are set to teach you their three highest skills, up to their own skill level, so all you have to do is fortify anything up to and they will suddenly become master trainers of that skill. Combine this spell with the cheap training trick and you can train any skill up from 5 to at any trainer without spending more than a few thousand gold. Practicing the Conjuration skill can be very beneficial, not only as a money-maker for starting out but as a way to train other skills.

You can Summon as much as you like if you have some Restore Magicka potions. This is a great way to get your combat-related skills up without having to travel too far, and it is less dangerous.

If your summon is about to defeat you, you can always summon it again to stop its attacks. Be sure to try this in controlled locations where important NPCs will not get involved. For efficient use of these summoned creatures, you can always summon them near an unowned bed where no important NPCs are present. You can use up your Magicka and then rest until it is filled back up to repeat the process.

If your Conjuration skill is low and you still wish to reap the benefits, you can use certain enchanted items to summon creatures, such as the Ancestor's Amulet , which summons an Ancestor Ghost.

Use an Enchanter to put this spell in an Exquisite Ring provides for a second summon charged with the best soul gem you can muster and you can summon several Golden Saints or Dremora Lords in series without Magicka expenditure or use a cheap soul gem for one, occasional summon. If you're in luck, are close, and time it right, you can loot the corpse of the Saint or Dremora before she disappears or even hits the ground, netting both a shield and a weapon from a GS, which may include the best non-unique variants in the game, or a high-end weapon from the Dremora.

These summons are not totally immune to Paralysis , so a jinkblade or other means of paralyzing allows even fairly weak characters to use this technique for simultaneous Conjuration training, combat skills training, soul-trapping, and looting. The Enchant skill is also raised by activating enchanted items. All you have to do is create a few trinkets with high charges yet very weak enchantments e.

Simply activate them repeatedly until they are empty and rest or wait to fill them up again. Enchant will level 50 times faster, however, if you use soul gems to recharge items. Stock up on Common Soul Gems and fill them up with summoned Ancestor Ghosts and any pest animals you encounter. Pick an item with a large charge capacity that burns its charge very quickly, like the Staff of Magnus. Put the filled soul gems in a quick item slot and use them repeatedly to recharge the item.

Alternatively, if you have acquired Azura's Star, you can enchant a weapon of your choice with Soul Trap, then assign Azura's Star to a quick item slot. Just go out and kill some creatures with your enchanted weapon, trap the soul and use Azura's Star to recharge your weapon. Try it on Slaughterfish; this way you will also be training your weapon skill, Athletics skill by swimming, and maybe even earn a place among the Saints for ridding Vvardenfell of Slaughterfishes, for a time anyway.

To receive experience points for spells, all you must do is successfully cast the spell. That means that you can practice spells over and over again instead of paying for training. Since spells can be cast on the run, it is not necessary to stand in one place to cast repeatedly.

Spells can be cast while engaging in many of the activities described on this page. All spells within a skill will give you the same experience when cast. It is best to train a magic skill by casting the spell with the lowest Magicka cost. The best way to do this is to create custom spells that only cost 1 point of Magicka to cast. Remember that while you can cast spells on the run, the chance of each cast succeeding is less if your fatigue is low. Find a nice, cheap, and easy-to-find item, such as a standard potion.

Determine the lowest price you can buy the item for from a given NPC without too many " Your offer was refused " messages. Determine the highest price you can sell the item for as well. Buy it from a merchant over and over again and resell it over and over again, always for those prices.

It should only take interactions to net a level in Mercantile. A more general and less exploit-ish technique is to always conduct transactions with merchants one item at a time and haggle on all of them except when it would be too tedious to do so, e. If you use spells and enchanted items to Fortify Mercantile skill to or above, this makes training much easier, because merchants will always accept your offers no matter what.

The better the deal you make, the faster the skill levels up. Try purchasing an expensive item for 1 gold, and then selling a cheap item for all of the merchant's gold. Two to three deals like this are usually enough to gain a level in Mercantile. This level of merchant exploitation is widely regarded as a cheat , however, and seriously unbalances the already poor economics in the game.

A less absurd approach is a Fortify Mercantile spell or whatever you can reliably cast , which still requires some haggling and doesn't make merchants out to be insane. First, make sure you have about 15 to 20 journeyman's lockpicks.

Buy Fenrick's Doorjam, a 10 point Lock spell. As previously stated this only works on items vendors already restock -- and some items are exempt like Potions. This trick is part of the Morrowind Alchemy Exploit where you basically keep making Fortify Intelligence Potions and using them over and over and over until you've got your Intelligence into the tens of thousands. You can wear a Shirt, Belt and Pants under pretty much every piece of armor and a Robe overtop of everything.

Most boots can't be worn with shoes and gloves can't be worn with armor. Want to make a ring that restores health every second? Or Fatigue every second so you literally never run out of Fatigue again?

All of that is possible in Morrowind with Custom Enchants. Check my list of Best Custom Enchants in Morrowind for ideas on what you can make. I create 2 spells, one that buffs Jump by and another that buffs Jump by 30 - 40 and use them for fast traveling.

For more information about this check out my how to use Jump as fast travel Youtube video. These boots buff your speed by points which allows you to move insanely fast in this game! Raising Acrobatics 10 times will get you 1 level up.

By choosing Acrobatics and Athletics as a Minor or Major you can easily level up early in the game by running around and jumping. Having Athletics as a starter skill will also help you move faster at the start of the game.

You'll do tiny jumps all of which will level up Acrobatics. Any '1 second on self' spell will work, with offensive spells you can cast them on yourself too just make sure they're not strong enough to kill you.



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