Pages: 1
2
[All] |
 | |
Author |
Topic: Suggestions on how to set up a good mage
character (Read 409 times) |
Emma
|
I have never
played as a mage (I always end up as a
'Jack-of-all-trades), partially because I have never
really figured out how to choose skills etc to make it
work (cause it's a lot harder than playing as a fighter,
isn't it?)
Probably, others feel the same when
they are setting up new characters.
Just thought
that maybe some of you who have played MW in mage-style
would care to share your experiences and give your
recommendations for race, class, skills, and good mods
to use. |
| | |
Dark
Diva
|
*sigh* Playing
as a pure mage in Morrowind is almost as hard as trying
to play a very pious/good healer type character  The last time I attempted it, I made
sure to surround myself with strongish companions. Make
sure you have some skill in destructive magicks to help
you out in a fight and I recommend at least a skill with
blunt as well, that way you can carry a staff for those
times magicka runs out. I've heard it recommended that
mages take the atronach as their sign, but found it
annoying at low lvls because you're magicka doesn't
restore... ever  Mage guild rewards, Korana's mage tower
home, and any and every other magick like mod that suits
your fancy are also good ideas. But I can't emphasis
taking a good fighter type companion with you. Let them
do the bashing while you toss fireballs from a nice safe
distance and you can make it through the game without
becoming a jack of all. Playing more on the evil side
too doesn't hurt. My evil Telvanni Killyara did quite
well, but then again she'd take along a cheap slave or
two and toss them in front of her as living shields  |
"The
one you love and the one who loves you, are never ever
the same person." - Invisible
Monsters | | |
Peter
Eternally
Helpful Adventurer 
OfflinePosts: 274 |
Now you really
make me post like crazy tonight. But as I mostly play as
a mage-thief vampire, your questions may as well be
answered. :-)
Playing a pure mage is tough, I
prefer to go the mage/thief combo instead. As vampire, I
usually select Aundae, which boost magic
skills.
To enhance the mage experience, one word
(but I know you won't like it): GCD. Yes, really. There
is no other mod which improves playing as mage as much
as GCD. Your magicka pool will be ungodly, once you got
some skills. At the cost of physical attributes, as one
would expect from a mage. The Aundae boni are very
noticable with GCD.
Race and birthsign are rather
important for a mage. You need magicka, lots of. Breton
or Altmer are good choices. Any birthsign which
increases magicka is useful.
More mods: -
Magical Trinkets of Tamriel IV: Adds a lot of cool
features for mages. Must have. - Any cast reduce mod
(Daggerfall system: Higher skill -> less spellcost).
Must have. There are various ones: Horatios
spellcasting, Aragons CastReduce (a fixed version of
Horatios mod), another version by HotFusion and a MWE
version I recently downloaded from Summit. I use the MWE
version, as it offers most features and includes a
better magic skill improvement. If you don't want MWE
mods or the skill stuff, then go with Aragons
CastReduce. Works fine and just does the reduced
spellcosts, nothing else. Horations original mod has
some bugs, which were fixed in Aragons version. -
Wakims Game Improvements. Must have. But get the modular
version, then you can decide to not install those
features you dislike. But you should install the spell
and mage esps. - Scripted Spells - already covered in
vampire thread - Sris Alchemy (I use Taddeus Balanced
Alchemy, which is just a modified Sris Alchemy). Coz
without alchemy sucks. - Srys Herbalism for purists,
or any other herbs-are-no-containers mod. Coz "opening"
plants sucks. - Srys At Home Alchemy - nice to have,
but can live without
Two questmods I find
suitable for any spellslinger: - Cult of Clouds -
nice mage questmod - Illuminated Order - great
questmod for mages. Note you do NOT have to become a
lich at the end, entirely optional (I didn't like unlife
as lich much, personally). You can play the complete mod
before the lich option occurs, so you won't miss
anything
There are lots of pure-mage weapon and
clothing mods, but I personally don't bother as I
usually equip my char with thief gear.
Enough
posting for today. :-) |
| | |
LilKid
|
Mage char? Then
get conjuration skill ^-^.. even an anchestor ghost
would buy you some time in early level. I also cant live
with GCD like Peter is as I feel its more natural to
progress level that way. Mods.. gameplay
improvement (for PC) besides GCD 1) leveled magicka
.. gave you 4% extra magicka per level ... 2)
Horatio spell casting 3) Improved Spell Magicka ...
let you improve spell based on magicka spent .. not how
many time you cast ... no more cantrip cheat  4) Genetic with Magicka addon ... Mage char
are damn weak at beginning level when combined with GCD
but ridiculously strong later on... (Starting with a
puny 20+ HP at level 1 is normal for a mage char) -- and
dont forget that endurance is hard to gain with
GCD I think Peter have covered the overall
gameplay mod to use .. I also used 3 that didnt get
mentioned in Peter's post.. 1) Inscription .. allow
scrolls to be made 2) Apprentice Scroll and quiver
... Add some quills that allow some game scroll to be
learnable. 3) Infernal Summoning... Summon a
creature and its stays as long as it dont die ^-^ . Its
a purist mod so no cheating (you can only summon one at
a time ) --although you might think differently if you
*managed* to summon a dragon. I used Breton and for birth sign, I
use my own custom sign .. gave a little random boost for
each magic skills for a little lost of all combat
skills Major skill for me is Light Armor, Dest,
Conju, Illusion, Alter .. Minor would fit in other spell
school and short blade ^-^ . Pretty much tell how I play
my char eeh? Destruction and Conjuration would be my
offensive arsenal.. Illusion and Alteration is my
defensive spell. Illusion and Alteration also became an
automatic choice for any type of char I made as well..
simply because Night Eye and levitation/water breathing
are simply essential tool for adventuring for me
 Early level with AG and skellie try to
not use any fire based spell.. as they suffer the most
on area spell. Oh .. I also used Tome of Ancient
Knowledge mod simply because I dont buy the fact
even tho I'm the most powerfull wizard in the whole MW
world I still have to depend on others to make a new
spell  |
Learning
my
world | | |
|
Seeker
Eternally
Helpful Adventurer 
OfflinePosts: 204
Telvanni Cincaid Uvirith,
Breton Wizard |
Hail! I
played Cincaid as a Battlemage, a pure mage indeed IS a
challenge!  I can also recommend the
aforementionetd mods - they are great for mages and get
them started on earlier levels very well.  I play a pure Altmer Mage now and enjoy
Cult of the Clouds and Illuminated order very much. If
you're going to join the Telvanni and intend to live in
Tel Uvirith, you may want (desperately?  ) to expand and retailor it a bit - my
favourite mods for this are (sorry, forgot tge authors):
Green Uvirith (Gives you a green land and your
own Mages' Guild around the tower, very nice - although
I use the non-expanded version, 1.1 got a bit too
crowded to my taste...and you have to check if you're
okay with the imperial involvement in this settlement,
for me it's tolerable  ...) Mora Uvirith (A village just a rock
throw away from the tower, has a feel of a small
Telvanni settlement and adds to the atmsophere of a
bristling, thriving city when used with Green Uvirith,
although has a few minor landscape conflicts with the
latter...I use them both anyway, I quite like the
combination!  ) Uvirith Inside (If you want to make Tel
Uvirith your home, this is for you! Trust me, this is
great!  It's actually a packackge of three older mods
in a new bundle, glued together by a new story, quests
and items...: It gives you the Tel Uvirith Vault:
storage/mannequins, Alchemy lab, prison/jail and a nice
little subquest which provides you with a teleport ring
at the end...then there are some architectural changes
to the entrance hall and some in the tower, also a new
display room and a nice staircase...and lastly but imho
even more great, this gives you a personal study in the
upper tower which seems a bit empty at first, but if you
have your mouth Fast Eddie in Sadrith Mora, he'll send
you on little quests and you'll be able to furnish your
study subsequently with an alchemy table, a potion rack
and some enchanted books....already there are useful
teleportation facitlies - befitting a telvanni archmage,
imho! Also there is a secret quest which begins in the
new display room in the upper tower, which will make
your vault teleportation ring more capable and provide
you with a new companion...just try the quest(s) and
have fun!  ) So, so much for Tel Uvirith - I have
another thing to add: For alchemists, there's a useful
little mod out there, called "AlchemistHelper". It is a
little pouch you carry in your inventory, in which you
can store your ingredients and save a bit of weight
capacity of your backpack and at the same time have a
more orderly inventory...I use it with all my
flower-picking mage characters!  ) I hope you have fun playing this mage,
Emma! I would be thrilled to know how it goes...Have a
great time bending the world to your will by magic!  Seeker |
"They
call me the Seeker, I've been searching low and
high." (Pete Townsend, "The Seeker")
"Wars not
make one great." (Yoda, "The Empire Strikes
Back") | | |
Jenn
Commoner  
OfflinePosts: 84 |
For those of us
that are abbreviation challenged  What is GCD? I have never had a Mage character
get far off the ground, mainly because it is extremely
hard! I end up being a combo or a jack of all trades as
well. Full Mage character really interests me!  |
| | |
Some
Old Norman
Balmora Beggar  
OfflinePosts: 27
Another
day, another beach... |
A little tip
for practicing and improving your skills... When
you buy your first spell in a school, say a fireball for
Destruction, have someone who crafts spells do a 1
magicka cost version of that. Then, go some place
where you know you won't hit someone you don't want to
hit with the spell, and practice away. My mage
would walk down the road throwing weak 1-point fireballs
into the air, and gradually get the notes saying he's
increased his Destruction skill by 1! I made a
Conjuration spell I called 'Spook', a 1-second conjuring
of a ghost, and walked along throwing THAT. I can
only imagine what onlookers must have thought as Merlin
made his way down the road...  |
Where
do we fight
next? | | |
Dark
Diva
|
GCD= Galshia's
Character Developement.
It's a leveling system
type of mod. I've never tried it :don'tknow: |
"The
one you love and the one who loves you, are never ever
the same person." - Invisible
Monsters | | |
Peter
Eternally
Helpful Adventurer 
OfflinePosts: 274 |
Link to GCD
homepage, which has some more information what this mod
is about: http://uk.geocities.com/galsiah/Concerning
those cheapo training spells to boost skills, I
personally find this game design idiotic. You learn as
much from casting a most complicated spell which costs
200 magicka as from casting a cheap training spell which
costs 1 magicka. Same result, that's most dumb. So you
end up creating cheap training spells as otherwise some
skills, especially Conjuration, are almost impossible to
increase. This already annoyed me to no end in
Daggerfall. Fortunately there are some mods which
fix this problem. HotFusions MagickaSkillImprovement 2.0
is currently enjoying a lively discussion on the
official forum. I personally use a MWE mod, which does
more or less the same: MWE_MagickaSpells. Includes a
fixed version of Horations spellcasting mod, plus
adjusted skill increases so you gain more experience
casting a complex spell than a cheap one. No more
boredom due to repeated clicking of simply training
spells. I find the vanilla systems for levelling
and spellcasting increases too primitive, so thanks to
the modders who fixed them. |
| | |
Emma
|
Yes, I do find
spellcasting skill improvement the most annoying with
mage characters - when you are low level, you cannot
practice much during combat, and if you have destruction
and conjurations as major skills, you will remain low
level... as you cannot practice them much. Seems to me
that when tailoring a mage character, it must be an
advantage to add alchemy among the major/minor skills,
in order to be able to mix new magicka restore
potions... I played Daggerfall, too, and although
I liked the level-by-practice setup, it was annoyig both
with the spells and with some other things, too....
Gosh, so many nights I spent in Daggerfall city being
invisible and waterbreathing while jumping up and down
on the floor, in order to improve three skills at the
same time. The people in the rooms next to me must have
slept reallly tight, else they would have
complained...  Uuh... guess there were only npcs,
as it was in Daggerfall, and they probably weren't
programmed to complain... wonder if Oblivion RAI will
add that  |
| | |
Candyman
|
I know what you
mean. Raising attributes in many games can be so
annoying and time consuming. I want to play the game,
not waste hours performing repetitive actions that have
little to do with the plot/quest just so I can raise
some statistic. And by the end of the game your
character is so powerful s/he could squish that beginner
with a flick from a pinky.
There is also the fact
that, realistically, one can not go from a mere beginner
to one of the most skilled persons in the world in a
matter of weeks (or less, depending on the game). It
takes years of dedication and practice to achieve such
levels in abilities. Of course, it wouldn’t be much fun
in a game to go through those “years” of
practice.
Still, it would be nice if some games
started the player off better than a complete
noob. |
| | |
Dark
Diva
|
Emma check this
out http://www.elderscrolls.com/forums/index.php?showtopic=209652Rapture
created an amazing mage pc capable of toppling Vivec at
level 1. They didn't use any mods besides her face or
anything that would usually be considered a cheat. That
character design looks like a good hearty way to start
out with a pure mage character  |
"The
one you love and the one who loves you, are never ever
the same person." - Invisible
Monsters | | |
Emma
|
LOL, not to
sure that I WANT to beat Vivec at level 1  ....or ever  ....isn't he better off
alive??  |
| | |
Candyman
|
I've seen a
video where a person beat Dagoth Ur, in about all of 7
1/2 minutes after he exited the ship at Seyda Neen! It's
insane! You can see the video and an explantion
of what he did at Speed Demos: Morrowind |
| | |
Dark
Diva
|
Yeah I heard
about that vid when they player was arguing that they'd
already beaten Dagoth Ur with Rapture. I think their
general methods differ.
Emma - I know that the
characters actions are rather - extreme. But the pc
model (specificly the basic spells that the pc bough in
Balmora) might be useful for a pure mage character.
It should at least show that with the right
spells it's should be possible for the player to manage
pure mage without too much more difficulty than
average. |
"The
one you love and the one who loves you, are never ever
the same person." - Invisible
Monsters | | |
Emma
|
I think a mage
character would benefit quite a lot from a sturdy
companion, too... Like Hurdy or Beryl, for instance. Or
Laura. If you can't rely on your own muscles, maybe it's
time to rely on someone elses.
Seeker and Peter,
you mention playing as an altmer mage... Isn't
that extra tricky, considering the altmer's
vulnerability to magical damage? Or have you find a
birth sign that will compensate for this?
Is
birth sign the Mage always the best, or are there better
alternatives? |
| | |
Seeker
Eternally
Helpful Adventurer 
OfflinePosts: 204
Telvanni Cincaid Uvirith,
Breton Wizard |
Hail! I
have to admit, the Altmer Mage is a bit of a challenge -
but after a "sort of battlemage", I wanted to play a
"pure" mage after that. The Mage birthsign is in my
opinion very fine, you'll need all the magicka to
compensate for your vulnerabilities. But, the altmer is
fun to play nevertheless!  Another birthsign that I quite like, won't
help with compensating disadvantages though: The Lady.
It is quite nice to able to sweet-talk all the store
owners from th start, saving lots of money and keeping
it for your first enchanted items, for all these cases,
when your magicka runs out in the middle of a
combat...again!  So, the Altmer: If you like the
challenge, definitely yes!  Seeker |
"They
call me the Seeker, I've been searching low and
high." (Pete Townsend, "The Seeker")
"Wars not
make one great." (Yoda, "The Empire Strikes
Back") | | |
Emma
|
Yes, I was
thinking of playing as this one:  She is actually one of the
teenage girls from CoM, but I would probably convert the
head to a young adult altmer. Guess she *could* be 18-19
or something. Or whatever that would be in
elf-time. |
| | |
Seeker
Eternally
Helpful Adventurer 
OfflinePosts: 204
Telvanni Cincaid Uvirith,
Breton Wizard |
 Wow!  This face looks great! Playing with an
Altmer can be very rewarding, even if there are some
disadvantages. I hope you have great fun with this
girl!  By the way: Here is a picture of my Altmer Mage Calmethas,
standing in the Magus Realm, where he lives in Korana's
cozy tower..  Seeker |
"They
call me the Seeker, I've been searching low and
high." (Pete Townsend, "The Seeker")
"Wars not
make one great." (Yoda, "The Empire Strikes
Back") | | |
Emma
|
HA!!! THAT'S MY
ALTMER BOYFRIEND!!  My very favorite face of Don Salus, but
he has another hair in my game.  I have always loved Don Salus' male
altmer heads - they looks both masculine and sensitive
and, well...  In fact, I liked those faces so much that
when I made an altmer headpack long ago, I couldn't
manage to make any male ones that I liked, or rather,
the only ones I liked were those that were practically
clones of his... only that I liked his
better. There are some newer male altmer heads
around nowadays, but although they are of good quality,
I still prefere those old by Don Salus. Maybe partially
because they are handmade rather than recolored
photos. EDIT: You gave him a female
hair?? |
| | |
Seeker
Eternally
Helpful Adventurer 
OfflinePosts: 204
Telvanni Cincaid Uvirith,
Breton Wizard |
Boyfriend?
 May I say that our good taste in faces is
seemingly mutual?  I liked those heads from the start and for
my mage, there was simply no way around this particular
one...!  As for the hair:...  Yeah, well, I guess I did...but it somehow
seemed to fit his countenance and the form of his face
for me. I have to say that after playing with him for a
bit of time, I quite like his..well...effiminate
hairdo...  . So, I promise that I won't go for a
Laura Craft-Ponytail for him in the future!  Seeker |
"They
call me the Seeker, I've been searching low and
high." (Pete Townsend, "The Seeker")
"Wars not
make one great." (Yoda, "The Empire Strikes
Back") | | |
Candyman
|
I've seen mods
that give men a good, healthy head of hair. That doesn't
necessarily make them look girly. Sheesh.
Hell,
in real life, I have hair half way down my back! And I
like it that way. |
| | |
Emma
|
Candyman, Oh, I
was just refering to that in Morrowind, this hairstyle
originally belong to dunmer females, and sometimes the
female hairs won't even fit the male heads.  Seeker, as I couldn't find any
old screenshot of him, I had to tell Wulfren that I
needed to go to Ald-ruhn for some urgent shopping, and
there he was...  Same face, isn't it?  |
| | |
Peter
Eternally
Helpful Adventurer 
OfflinePosts: 274 |
Seeker and Peter, you mention playing
as an altmer mage... Isn't that extra tricky,
considering the altmer's vulnerability to magical
damage? Or have you find a birth sign that will
compensate for this?
Is birth sign the Mage
always the best, or are there better
alternatives?
Well, weaknesses increase the
fun of the game. :-) You can always counter your
weakness with spells or enchantments, like resistance to
magicka. You are a mage, after all. So use the
knowledge. Birthsign? I mostly pick the
Apprentice. It has a better magicka bonus than the Mage,
and I don't care about the weakness. You need all the
spellpoints you can get. Weaknesses on the other hand
can be worked around. Atronach is an interesting
choice, too, for some different gameplay style. You need
to adjust your tactics with this. It's difficult in the
beginning, but very powerful for an advanced character.
Once you can mix restore mana potions, the lack of
regeneration while sleeping is irrelevant. However, with
GCD you also regenerate slowly when awake, but I am not
sure if this is still the case with the
Atronach. Breton & Apprentice is my personal
favourite. For Altmer, I'd pick Apprentice or
Atronach. |
| | |
Emma
|
Well, I guess
Atronach could make sense if I 'tailor' my mage and
gives him Alchemy as a major skill (it is after all
within the range of mage-character
skills). Apprentice sounds a bit dangerous but as you
say one can compensate for one certain known weakness.
|
| | |
Peter
Eternally
Helpful Adventurer 
OfflinePosts: 274 |
Dangerous...
quite the contrary. Playing a mage with too little
spellpoints is dangerous. Running out of spellpoints
will get you killed faster than the weaknesses. I don't
like the Mage birthsign because of the rather small
magicka boost. The weakness from Altmer and Apprentice
is noticable, but the spellpoint boost is even more. You
get more than you give.
Now if you for example
play an Altmer vampire with Apprentice birthsign, of
course you have a lot of nasty weaknesses. Should you
decide to try running up to the next flame atronach
trying to beat it with your staff, it will turn out
badly. But you are a mage, so play like one. Cast
resistance to fire to protect against the fire spells,
then resistance to frost to protect against reflected
spells, then fry it with a frostball. Just one example,
of course. Play a mage as a mage, not as a warrior. Then
there are no problems with the
weaknesses.
Besides that, Alchemy is always a
good choice. I take it as Minor skill for all my
characters, regardless of the main class. It's a bit
wasted on Major, as it improves quite fast, though.
Additional to the usual restore health/magicka, having a
couple of resistance potions available is always handy.
I usually don't leave home without a couple of resist
fire potions in my backpack. :-) |
| | |
Seeker
Eternally
Helpful Adventurer 
OfflinePosts: 204
Telvanni Cincaid Uvirith,
Breton Wizard |
Seeker, as I couldn't find any
old screenshot of him, I had to tell Wulfren that I
needed to go to Ald-ruhn for some urgent shopping, and
there he was... Same face, isn't it?  Yes, it definitely is! Reminds me
why I chose it in the first place! Me like!  @Peter: You are right, Spellpoints
decide everything, when you decide to play a "pure"
mage, not some spellsword. You can enchant and create
new spells that indeed do work around your weaknesses -
which you simply HAVE to, playing an altmer  . The apprentice sign may be a wise choice in
that respect, though I still like the Lady also, even if
it wouldn't help you very much mage-wise  ...seems to depend on personal taste - but when
playing an Altmer Mage first time, I also would go for
more spellpoints, period!  Seeker |
"They
call me the Seeker, I've been searching low and
high." (Pete Townsend, "The Seeker")
"Wars not
make one great." (Yoda, "The Empire Strikes
Back") | | |
Master
Sam
|
Why do I get
the feeling, Emma that your going to finish Morrowind
All good mages have to have bonus so they
dont get slaughted when a fighting NPC come up to them.
You also need lots of Magic, and potions. But I guess
you knew that, having a big thread.  |
| | |
cdcooley
Eternally
Helpful Adventurer 
OfflinePosts: 170 |
Well, I guess Atronach could make sense
if I 'tailor' my mage and gives him Alchemy as a major
skill (it is after all within the range of
mage-character skills). Apprentice sounds a bit
dangerous but as you say one can compensate for one
certain known weakness.
I like a Breton with
Atronach because they are naturally almost immune to
magic and great alchemists. The combination can be
deadly. Join the Imperial Cult, learn Mark,
Recall, and Divine Intervention and you don't really
even need too many magicka restoring potions.
Mark, cast Intervention, restore magicka at the shrine
and recall back to continue. The only problem is
that you can't really use recall for anything
else. Of course if you take someone like Beryl
along, things get even easier.  |
| | |
Candyman
|
The only problem is that you can't
really use recall for anything
else.
Well... not unless you get Multi-Mark
(12 Mark slots) or Improved Teleporation (8 Mark slots
if I remember correctly) |
| | |
LilKid
|
GCD wont
regenerate magicka if you use atronach birthsign... btw,
I used that birthsign for a warrior char .. with quite a
nice result when fighting mages  |
Learning
my
world | | |
Emma
|
Why do I get the feeling, Emma that
your going to finish Morrowind All good mages have to have bonus so they
dont get slaughted when a fighting NPC come up to them.
You also need lots of Magic, and potions. But I guess
you knew that, having a big thread.  Well, not finish like in
'quitting', if that is what you mean  . The current plan is to start two new
characters (as the char I started this summer has so
corrupted saves because I have messed with almost every
mod I used). One for regular Morrowind playing
with Constance as main companion - a thief characer for
this. One that will later turn into a vampire and
beat The Underground - a mage character for
this. As all you people are so kind and reply
with so much knowledge, hopefully these threads can also
be of use for others who are looking for recommendations
on how to set up characters  . |
| | |
Emma
|
Well, I guess Atronach could make sense
if I 'tailor' my mage and gives him Alchemy as a major
skill (it is after all within the range of
mage-character skills). Apprentice sounds a bit
dangerous but as you say one can compensate for one
certain known weakness.
I like a Breton with
Atronach because they are naturally almost immune to
magic and great alchemists. The combination can be
deadly. Join the Imperial Cult, learn Mark, Recall, and
Divine Intervention and you don't really even need too
many magicka restoring potions. Mark, cast Intervention,
restore magicka at the shrine and recall back to
continue. The only problem is that you can't really use
recall for anything else. Of course if you take someone
like Beryl along, things get even easier.  Oooh!! You know what - I never
discovered that one can restore magicka at the scrines!
I simply haven't thought about it, but now that I know,
I will certainly use it! Sounds like an excellent
strategy to me! And your Improved teleportation or Companion
teleportation mods will be even more of a musthave
if you are using this strategy with some companions in
tow. Yes, Beryl and Hurd will naturally tag long
with me, although I may later replace Beryl with Ingred from Domehome - she is a little
more talkative  . |
| | |
Seeker
Eternally
Helpful Adventurer 
OfflinePosts: 204
Telvanni Cincaid Uvirith,
Breton Wizard |
Salutations,
Emma! I think that you have some pretty good
strategies set up here. If you are going to play an
Altmer or Breton won't matter so much now, if you adhere
to the excellent advice of the posts here - taking
companions will further enable you to not become
mortally imperiled in every little fight with a
three-legged mudcrab on crutches, like it happens to so
many "pure" and lone mages in MW... (that I've played...
 ). So, race choice imho becomes imho mainly
a question of taste, for as we have learned, even big
weaknesses like those of the Altmer can be compensated
by thoughtful playing style - Have fun!  I also want to thank all of the posters
of this thread - personally, I have learned much about
the mage class which I didn't really know before and
will be able use for my own Altmer Mage in upcoming
adventures  ...I would therefore indeed recommend this
thread to anyone who thinks of setting up a "pure" mage
in MW without getting frustrated by numerous deaths and
slow and unsatisfying character development!  Seeker |
"They
call me the Seeker, I've been searching low and
high." (Pete Townsend, "The Seeker")
"Wars not
make one great." (Yoda, "The Empire Strikes
Back") | | |
cdcooley
Eternally
Helpful Adventurer 
OfflinePosts: 170 |
I noticed the
magicka regen at shrines when I tried restoring
attributes after a bonewalker attack in one of the
tombs. I used the shrine in the tomb because my
strength was so low I couldn't even carry my minimal
equipment that I had brought into the tomb, much less
any a loot I discovered. |
| | |
Seeker
Eternally
Helpful Adventurer 
OfflinePosts: 204
Telvanni Cincaid Uvirith,
Breton Wizard |
Saluatations,
cdcooley! I didn't know that before, either (I
had a not very religious mage...  ), but I have tried it for myself now and am
going to pay much more visits to shrines than before -
thanks for the tip!  Seeker |
"They
call me the Seeker, I've been searching low and
high." (Pete Townsend, "The Seeker")
"Wars not
make one great." (Yoda, "The Empire Strikes
Back") | | |
Jenn
Commoner  
OfflinePosts: 84 |
I am actually
going to try a Mage after reading all of this, I never
have before because the spells just seemed so weak, and
I died constantly :(
I already have GCD in and
holy cow it's cool!! Think I will add scripted spells
and multi-mark as well, I love the idea of marking in
all my homes so I can stash my loot!!
The
birthsigns always kinda confused me, like I didn't know
that antioch regenned magicka, course with GCD it
doesn't anymore, but still! That's cool, I always go for
the Lady really, I like it, now I am going to have to
try some others.
Thank you all for the
suggestions and the wealth of knowledge you have shared
here!
Jenn |
| | |
Dark
Diva
|
The Atronach
never regains magicka, with or without GCD. You use it
and have to use shrines or potions to restore (I prefer
potions they can be made cheap and strong and carried
with for use in battle.) |
"The
one you love and the one who loves you, are never ever
the same person." - Invisible
Monsters | | |
Emma
|
I have always
used the Mage as birthsign, but I haven't known about
the shrines. It really changes things quite a lot! I
think Atronach sounds quite iintriguing now. Still,
I guess a mage cannot purely count on his spellcasting
abilities. He (or she) would have to have a good weapon,
too... Are there any specific weapons that would be
extra good for a mage? Maybe try to get one that will
trap souls?? |
| | |
cdcooley
Eternally
Helpful Adventurer 
OfflinePosts: 170 |
Still, I guess a mage cannot purely
count on his spellcasting abilities. He (or she) would
have to have a good weapon, too... Are there any
specific weapons that would be extra good for a mage?
Maybe try to get one that will trap
souls??
Conjuration. You can either
summon creatures or use a bound weapon. I prefer
the bound spear because it has the longest reach is
still fairly fast and does decent damage.
The +10 bonus you get with bound weapons is quite
useful even at low levels. You can even
practice on those mudcrabs without fear if you are
careful. With the spear your reach is long enough
and the crabs are slow enough that you can keep them at
a distance where you can hit them and they can't hit
you. It doesn't take too long to train yourself up
to a skill of 10 or 15 that way if you kill every
mudcrab you see and spend a bit of time walking along
the coast at the start of the game. You'll also
practice your conjuration skill and when you get bored
with mudcrabs, scrib and rats, you'll probably have
enough cash to user a trainer to raise the skill to
around 25 which is about all you'll need until later in
the game when you encounter those stronger magic
resistant creatures. Of course you could take a
weapon as a minor skill, but I find it's not really
needed. |
| | |
Dark
Diva
|
I have always used the Mage as
birthsign, but I haven't known about the shrines. It
really changes things quite a lot! I think Atronach
sounds quite iintriguing now. Still, I guess a mage
cannot purely count on his spellcasting abilities. He
(or she) would have to have a good weapon, too... Are
there any specific weapons that would be extra good for
a mage? Maybe try to get one that will trap
souls??
The best weapon for a pure mage is
a none magical, fighter type companion. Let your
companion jump in while you gulp a few restore magicka
potions and read off your scrolls. You'd need to get
used to fighting this way though, because you don't want
to kill your companion accidently, but it's really the
way to go with a pure mage and remain pure
imho/ |
"The
one you love and the one who loves you, are never ever
the same person." - Invisible
Monsters | | |
Emma
|
I have always used the Mage as
birthsign, but I haven't known about the shrines. It
really changes things quite a lot! I think Atronach
sounds quite iintriguing now. Still, I guess a mage
cannot purely count on his spellcasting abilities. He
(or she) would have to have a good weapon, too... Are
there any specific weapons that would be extra good for
a mage? Maybe try to get one that will trap
souls??
Sounds like I should use Laura,
then, as she will actually benefit from practicing her
skills  The best weapon for a pure mage is a
none magical, fighter type companion. Let your companion
jump in while you gulp a few restore magicka potions and
read off your scrolls. You'd need to get used to
fighting this way though, because you don't want to kill
your companion accidently, but it's really the way to go
with a pure mage and remain pure
imho/ |
| | |
colmcorbec
Balmora Beggar  
OfflinePosts: 31 |
A little tip
for atronach players. The Temple ans imperial cult
shrines are a cheap way of getting yor magicka filled
very quick fo a little gold |
| | |
Not
Quite Dead
Commoner  
OfflinePosts: 58
Lost
Wiwilandais |
If you play an
atronach that way, I highly recommend to you to use the
mod multimark. That way you can put a mark before
an imperial/tribunal altar, run into some trouble, use
up nearly all your magicka, mark on the spot, then
recall to shrine, fill up your magicka, and recall back
to the fight.  |
Please
forgive my english: I'm a
French-speaker. | | |
Dark
Diva
|
I actually
found making Magicka Restore potions to be the best
option. Just find a restocking vendor of the cheaper
materials and then stock up with 50 low wieght high
restore high value potions  I do the same with restore health. http://morrowind.melian.cc/index.phpThat's
an invaluable link for finding the restocking vendors.
As well as figuring out what components you'll need
before you might be able to identify them in game.
Keeping in mind that it's best to invest some serious
time into making your potions at first. Grab like a
hundred a piece of the components and then plug away.
Your skill will increase quickly and you'll soon have
lots of high quality low weight potions on hand. Then
your set for the wilds of Morrowind  You won't need to teleport away often (leaving
your companion behind) or visit shrines ritualisticly
:lol: You'll also be pleasantly surprised at the
number of potions you can carry, especially when you're
not weighting yourself down with things like armor and
weapons. The only problem with this method is that when
quick keyed the potions run out every fast -ish. See
everytime your skill improves the potions improve. When
they improve they aren't the same item any more. So when
you quick key them (I usually start with my cheapest
potions and work my way up, don't want to be caught in a
fight going the other way) everytime you run out of one
potion you have to re-assign the quick key. Still not
such a bad option when faced with that or running back
and forth to a shrine  |
"The
one you love and the one who loves you, are never ever
the same person." - Invisible
Monsters | | |
Emma
|
I always have
alchemy as one of my major skills. And that is *really*
useful!! My own potions weight absolutely nothing, I can
make them and consume them to my hearts desire  . I think my current char carries like 100
health potions, but as they have no weight, it doesn't
matter. |
| | |
Candyman
|
PC made potions
have no weight?  That doesn't make sense. |
| | |
Emma
|
Well, maybe it
doesn't make sense, but it is quite handy. Try it and
you'll see for yourself. They are weightless.
|
| | |
Seeker
Eternally
Helpful Adventurer 
OfflinePosts: 204
Telvanni Cincaid Uvirith,
Breton Wizard |
Yes, Alchemy is
one of my favourites, too!  I use it with almost all my PCs and I
quite enjoy the relaxing activity to sort all the
ingredients after a long quest at home in my lab...  Okay, in a few housemods I use, I also
happily use the sorter, if there...  And I also really enjoy to whip up
apotion for every occasion, escpecially with the Altmer
Mage who really needs them!  Seeker |
"They
call me the Seeker, I've been searching low and
high." (Pete Townsend, "The Seeker")
"Wars not
make one great." (Yoda, "The Empire Strikes
Back") | | |
Peter
Eternally
Helpful Adventurer 
OfflinePosts: 274 |
PC made potions have no weight?
 That doesn't make sense. I
completely agree it makes no sense. The potions weight
is actually determined by the ingredients weight. But
the vanilla ingredients are all extremely light, so
potions will be almost or completely weightless as
well. Fortunately there are some mods which fix
this oversight, I personally use Taddeus Balanced
Alchemy, which makes ingredients significantly heavier,
which affects the potions weight as well. So it really
matters what from you mix your potions: Restore health
from marshmerrow and salstrice is rather heavy with 0.6
per bottle, but mixed from Trama root and Corkbulb it's
only 0.2. So you need to put some thoughts into this as
well, which is a welcome challenge. Of course, if
you play unmodded alchemy, it really makes no sense. But
then it's like with most game features, they only make
sense when fixed by mods. :-) |
| | |
Emma
|
 I'm obviously not as righteous as some of you
- I'm just happy that they don't weight anything!  |
| | |
Seeker
Eternally
Helpful Adventurer 
OfflinePosts: 204
Telvanni Cincaid Uvirith,
Breton Wizard |
 ...Me, too!...  Seeker |
"They
call me the Seeker, I've been searching low and
high." (Pete Townsend, "The Seeker")
"Wars not
make one great." (Yoda, "The Empire Strikes
Back") | | |
Dark
Diva
|
 After haggling with my vendors,
dragging out my equipement and creating potions for a
solid afternoon, I kinda feel like the reduced wieghts
of the higher level potions is partly my due for working
so hard edt - also in rl herbs and such don't
wiegh much and if you squezzed the juice out of
something, say an orange, the result is much much less
heavy than the original. |
"The
one you love and the one who loves you, are never ever
the same person." - Invisible
Monsters | | |
Jenn
Commoner  
OfflinePosts: 84 |
I would have to
agree, the lighter the better in my opinion, sometimes
bugs are a nice thing, we shouldn't fix
them! |
| | |
Candyman
|
I've never been
a big potion user anyway. I carry just enough for
emergencies. Otherwise I prefer to use spells. After
all, it doesn't take much skill to be able to cast
decent supportive spells. |
| | |
LilKid
|
The higher your
alchemy skill.. and the better equipment you use.. the
less weight for your home made potion .. my favourite
ingredient ... heather and chokeweed.. I love my feather
potions so much ^-^ |
Learning
my
world | | |
Emma
|
Ah... so the
alchemy skill matters? Mine has been 100 for such a long
time, so I didn't think of that. |
| | |
Jenn
Commoner  
OfflinePosts: 84 |
Yep, high
alchemy, good equipment, little to no weight
potions. |
| | |
Jenn
Commoner  
OfflinePosts: 84 |
I have
discovered something very useful. You can be in both the
Mage's Guild and House Telvanni at the same time, and
get the benefits of both.  I started my character as a Earth Mage,
custom Mage, but the same exact skills as a normal Mage,
just flipped around a little for my preferences. Joined
the Mage's Guild early, used it to get bigger, bought
the spells cheap once people liked me, got herbs and
potions, equipment and enchantments, got to Warlock in
the Guild. Then using a little telvanni
bugmusk  I got one of the Telvanni Mouths to like
me enough (since they all hate you by this point) to let
me join  Instant Telvanni liking, and the Mage's guild
still love you, so you can enjoy both and get the cool
stronghold too  |
| | |
Seeker
Eternally
Helpful Adventurer 
OfflinePosts: 204
Telvanni Cincaid Uvirith,
Breton Wizard |
Interesting. A
few years ago, I did nearly exactly the same thing with
Cincaid the Breton.  Didn't realize, though, that it was something
especially extraordinary - I always thought: Mage's
Guild and House Telvanni - cool, that was easy...!
 (It may have helped choosing the Lady
Birthsign and polishing up those smooching skills of
mine, hmmm...  ) Seeker |
"They
call me the Seeker, I've been searching low and
high." (Pete Townsend, "The Seeker")
"Wars not
make one great." (Yoda, "The Empire Strikes
Back") | | |
Dark
Diva
|
Ah... so the alchemy skill matters?
Mine has been 100 for such a long time, so I didn't
think of that.
Matters quite a bit. One of
my characters started off with such terrible skill that
she couldn't even be certain that the restore health
potions she bought would do thier jobs  It took her longer than usual to tell what was
what, even though I used my for knowledge to help her
gather the right ingredients for potions. That was an
uphill battle  |
"The
one you love and the one who loves you, are never ever
the same person." - Invisible
Monsters | | |
Jenn
Commoner  
OfflinePosts: 84 |
Well it was a
lot easier before I got GCD, personality was easier to
come by. But for the first time I am trying a full Mage,
so I didn't pick the Lady for once as the birthsign,
heh. So when you start out with a personality of 45, it
doesn't take much to get people in Sadith Mora to not
even want to speak with you, or sell you anything. So I thought it was really cool that I
managed to do both without cheating, and with just what
I had, my whits and my skills.  |
| | |
|
Pages: 1
2
[All] |
| |
 |