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Re: The Elder Scrolls XV: This is my Thu'um Stick
So I decided to go ahead and start that Abandoned House quest in Markarth... And couldn't because the Vigilant wouldn't talk to me. I think his dialogue script broke. XD
A couple console commands fixed it and off I was to the Vale in order to find the Bole... Boelth ... to find the priest that was desecrating the altar. Wife was watching me play and when I rescued him, she was so angered by his ungrateful attitude that she asked me if I could just kill him.
Well, it was her day, let me tell you... XD
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Re: The Elder Scrolls XV: This is my Thu'um Stick
I've been getting a little nostalgic for Morrowind myself, but I also remember that it's a mess that hasn't aged well at all. Maybe I could try the Skywind mod. Or just try to mod Morrowind to high heavens until it works better.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
I very much doubt that Skywind will be anything like Morrowind in terms of gameplay.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
I never really engaged with crafting, but I find alchemy in Skyrim somewhat interesting.
Is there any way to learn the properties of ingredients without trial or error or just looking them up online? Some ingredients are very rare, and Nirnroot looks like it's something important. I don't want to waste them all, just to find out if they have useful traits.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Yora
I never really engaged with crafting, but I find alchemy in Skyrim somewhat interesting.
Is there any way to learn the properties of ingredients without trial or error or just looking them up online? Some ingredients are very rare, and Nirnroot looks like it's something important. I don't want to waste them all, just to find out if they have useful traits.
Eating an ingredient teaches you the first property of it. There's a perk further down the tree that increases the number of properties revealed. Three points and you automatically know everything an ingredient can do by using just one of them. 'Course this means you end up eating some pretty horrific stuff, including hearts.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Yora
I never really engaged with crafting, but I find alchemy in Skyrim somewhat interesting.
Is there any way to learn the properties of ingredients without trial or error or just looking them up online? Some ingredients are very rare, and Nirnroot looks like it's something important. I don't want to waste them all, just to find out if they have useful traits.
Eating an ingredient will tell you one property. I believe the alchemy tree contains abilities to learn more of the properties that way.
Also, nirnroot and Crimson Nirnroot (from Blackreach) have the same properties, so combining them will create a 4 property potion/poison that unlocks all 4 for both of them.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Caelestion
I very much doubt that Skywind will be anything like Morrowind in terms of gameplay.
Yeah, and Morrowind's gameplay isn't that good, so I don't know if I'd be missing much. Maybe experiencing the story, world and atmosphere in Skyrim's engine and mechanics would work.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Yora
I never really engaged with crafting, but I find alchemy in Skyrim somewhat interesting.
Is there any way to learn the properties of ingredients without trial or error or just looking them up online? Some ingredients are very rare, and Nirnroot looks like it's something important. I don't want to waste them all, just to find out if they have useful traits.
You can find/buy recipes, but honestly, just look them up online. There really isn't any gameplay there, just a set of facts.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Yora
I never really engaged with crafting, but I find alchemy in Skyrim somewhat interesting.
Is there any way to learn the properties of ingredients without trial or error or just looking them up online? Some ingredients are very rare, and Nirnroot looks like it's something important. I don't want to waste them all, just to find out if they have useful traits.
In Oblivion, there's an NPC who can take Nirnroot and make something useful, the player can't, and all the properties you can see are harmful, if you make a lot of poisons it might work for you, but it's a lot more use in the other guy's hands. In Skyrim it doesn't do much at all, I'm not sure it does exactly what it did in the player's hands in Oblivion, but there's not much use for it (I don't generally poison weapons, it may be usefui for that).
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Morty
Yeah, and Morrowind's gameplay isn't that good, so I don't know if I'd be missing much. Maybe experiencing the story, world and atmosphere in Skyrim's engine and mechanics would work.
I wouldn't say that the gameplay is bad... But it's definitely an acquired taste. It's very exploitable because of the way stat stacking with potions and enchantments work too. But it has mechanics that have not appeared since, my favorite being levitation.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Morty
Yeah, and Morrowind's gameplay isn't that good, so I don't know if I'd be missing much. Maybe experiencing the story, world and atmosphere in Skyrim's engine and mechanics would work.
It's slow, particularly levelling up, but if my savegames worked I'd be playing it, it's a TES game I haven't finished.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Resileaf
I wouldn't say that the gameplay is bad... But it's definitely an acquired taste. It's very exploitable because of the way stat stacking with potions and enchantments work too. But it has mechanics that have not appeared since, my favorite being levitation.
I played Morrowind for a long time, which means I had plenty of time to acquire its taste. I have fond memories, but also things I was distinctly not fond of and I'd be less fond of now.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
That's something I've been pondering too as I make plans to get back into it: what would be the best skillset to pick for the purposes of leveling up? I know you want to make a custom class so you can boost Luck at Character Creation since you can't get any modifiers at level up for Luck so you can only boost it by 1 point each level up, and that the skills you select should be ones you can easily control the leveling of so you get the most out of your skill bonuses, but that's the extent of it.
And I'm not sure what to play AS either. The last time I played Morrowind I was an Imperial, since the guide I was using from GameFAQs at the time had this to say, which has stuck with me all these years:
"When you look at it, Morrowind's really a story about two peoples: the Dark Elves who live there and the Imperials who've conquered them, so those two have the strongest connections to the game's plot."
While I still think that's largely true to an extent, the Bloodmoon expansion DOES shake things up a bit by having a story strongly focused on the Nords, and Skyrim shakes up that narrative mix even further with how many Dunmer refugees make up Skyrim's population now.
Should I play as a Dunmer seeking to reconnect with a homeland they never knew? A Nord who, after inital culture shock, comes to love their new home, with an interesting irony that Nerevar's reincarnation is of the people Nerevar triumphantly drove from Morrowind, then rediscovering some of their own heritage among the Skaal (and then hammering that irony home even further with a Dunmer Dragonborn)? Should I go REALLY off the rails with someone like an Argonian or a Bosmer?
All I know is I don't want to play Imperial again because, as that guide I quoted so eloquently put it, "White bread, thy name is Imperial!" :smalltongue:
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Re: The Elder Scrolls XV: This is my Thu'um Stick
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Originally Posted by
Cygnia
Early on when I started playing the game, I'd just save scum as I mixed ingredients, taking notes when I discovered something useful. XD
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Archpaladin Zousha
Should I play as a Dunmer seeking to reconnect with a homeland they never knew? A Nord who, after inital culture shock, comes to love their new home, with an interesting irony that Nerevar's reincarnation is of the people Nerevar triumphantly drove from Morrowind, then rediscovering some of their own heritage among the Skaal (and then hammering that irony home even further with a Dunmer Dragonborn)? Should I go REALLY off the rails with someone like an Argonian or a Bosmer?
All I know is I don't want to play Imperial again because, as that guide I quoted so eloquently put it, "White bread, thy name is Imperial!" :smalltongue:
Pure mechanics, I went with a Breton born under Atronach; fantastic magic resistance, on several levels (you get your Spell Absorption THEN your Breton Resistance), and since alchemy is cheap and easy, and you only regain mana through sleep, not time, Atronach is a less dire problem than it is in Oblivion. I specialized in spears because Spear keyed off Endurance, giving me a strong Endurance skill for leveling. Also, Breton resistance lets you more easily take advantage of the Boots of Blinding Speed.
Storywise? I think the idea of an Argonian or Khajiit becoming the savior of the Dunmer is interesting, especially as slavery is subsequently abolished.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Though to be fair, High Elf Atronach ubermagus is never not incredibly entertaining.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
I had an idea for a character with short blade, block, light armor, some magic, stealth and whatever else I can think of. Sadly, such a character would have a hard time gaining ranks in organizations, most likely. And generally be all over the place.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
halfeye
In Oblivion, there's an NPC who can take Nirnroot and make something useful, the player can't, and all the properties you can see are harmful, if you make a lot of poisons it might work for you, but it's a lot more use in the other guy's hands. In Skyrim it doesn't do much at all, I'm not sure it does exactly what it did in the player's hands in Oblivion, but there's not much use for it (I don't generally poison weapons, it may be usefui for that).
Re: Skyrim I have to disagree, Invisibility potions are ALWAYS useful.
Checked the wiki for Oblivion (since I don't remember doing anything with them either, I needed them all for that quest :smalltongue:) and it looks like they actually didn't do much of anything, period, in the player's hands:
Quote:
Nirnroot's alchemy effects are all unique among Oblivion ingredients, and therefore cannot, in general, be used to create any poisons. Only a master alchemist can create a poison using Nirnroot, the result being a Drain Health poison. If the Shivering Isles expansion pack is installed, a new ingredient, Unrefined Greenmote, is added that also has Drain Health and Drain Fatigue effects, allowing poisons with those two effects to be created.
So...that explains it then.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Morty
I had an idea for a character with short blade, block, light armor, some magic, stealth and whatever else I can think of. Sadly, such a character would have a hard time gaining ranks in organizations, most likely. And generally be all over the place.
Should fit just fine into House Slytherin Hlaalu. Also the TG and the Morag Tong, I would think.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
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fantastic magic resistance, on several levels (you get your Spell Absorption THEN your Breton Resistance)
In my opinion, Dark Elves' 75% Resist Fire, Nords' 100% Resist Frost and 50% Resist Shock, and possibly even Argonians' 100% and Redguards' 75% Resist Poison are better defenses against magical attacks than Bretons' 50% Resist Magicka in Morrowind, because Resist Magicka only covers nonelemental hostile magical effects that have magnitudes, which are to my recollection rarely used by enemies, largely irrelevant, or both, whereas most elemental resistances protect against effects that you'll encounter fairly regularly.
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you only regain mana through sleep, not time, Atronach is a less dire problem than it is in Oblivion.
Personally, I'm strongly inclined to consider the 50% Spell Absorption effect to be the Atronach's greatest drawback in Morrowind despite it also being perhaps the most potent magical defense available at character creation. Being able to ignore on average half of all spells cast at you while using them to recover your own magical energies is great, but it can as easily fail when you need it most as save you in an encounter, and it can also capture Shrine blessings that you might actually want more than a magicka recharge. Stunted Magicka, by contrast, is to a significant extent irrelevant, especially if you're not roleplaying your character's need to sleep, as the game's resting mechanics make resting a somewhat inconvenient and unreliable way to recover mid-dungeon or in the wilderness, and on top of that if you haven't dealt with Tribunal's Dark Brotherhood attacks yet then going to sleep on low health (and magicka, if you're dependent on spellcasting for a lot of your combat power) can actually be pretty dangerous even in "safe" areas. Resting is for roleplay, level-ups, and inexpensive top-ups in safe areas; it's not really all that practical a way to recover in the field.
Quote:
That's something I've been pondering too as I make plans to get back into it: what would be the best skillset to pick for the purposes of leveling up? I know you want to make a custom class so you can boost Luck at Character Creation since you can't get any modifiers at level up for Luck so you can only boost it by 1 point each level up, and that the skills you select should be ones you can easily control the leveling of so you get the most out of your skill bonuses, but that's the extent of it.
If you're looking to get 100 Luck eventually, then sure, go ahead and take Luck as a class attribute because it'll save you ten levels, but it'll still take you 50 levels to get there and that's not significantly more practical than the 60 levels it'd take you without Luck as a favored attribute. Otherwise, I don't really think that Luck's particularly worth taking or investing in - it gives a bunch of small bonuses to a lot of unrelated things but doesn't have a big impact on anything in particular - unless your particular character concept or roleplay goals make having a particularly 'lucky' character important.
As to what skills to pick, I personally would recommend picking skills that make sense for what you want your character to do rather than designing a character around getting the optimal 551/555 attribute bonuses at level-up, because making significant use of low-level skills (usually those under ~20-30, though some - like Sneak - can feel almost impossible to use until 50+ without something supporting them) in Morrowind tends to be an unpleasant experience - your sword repeatedly passes through your enemy harmlessly, your reagents evaporate into thin air when you try to make potions, your spells fizzle and do nothing but waste your (possibly severely limited) magicka reserves, you couldn't sneak up on a blind and deaf man if your life depended on it, and so on - and the bookkeeping necessary to do it, while certainly not particularly significant, is neither fun nor interesting in and of itself and doesn't add anything to the game unless you get a kick out of pointless optimization. Morrowind's power scaling generally tips in favor of the player character more as character level increases; there's no real need to favor yourself further with 'perfect' levels even if you're doing something a bit silly like leveling off of Mercantile, Speechcraft, and Alchemy for the first ten or fifteen levels.
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I had an idea for a character with short blade, block, light armor, some magic, stealth and whatever else I can think of. Sadly, such a character would have a hard time gaining ranks in organizations, most likely. And generally be all over the place.
As veti said, Thieves' Guild, Morag Tong, and House Hlaalu generally like the skills you outlined; there's also the Berne Clan if you're inclined to vampirism.
Thieves' Guild: Acrobatics, Light Armor, Marksman, Security, Short Blade, Sneak
Morag Tong: Acrobatics, Illusion, Marksman, Light Armor, Short Blade, Sneak
House Hlaalu: Light Armor, Marksman, Mercantile, Security, Short Blade, Speechcraft
Berne Clan: Acrobatics, Athletics, Marksman, Short Blade, Sneak, Unarmored
Depending on how much and what 'some magic' happens to be, the Temple, Imperial Cult, Mages' Guild, House Telvanni, and the Aundae Clan might also be workable from the listed skills.
As to the character 'generally being all over the place,' I don't think that it would be particularly difficult to get the skills you've outlined to hang together reasonably well thematically - the more solid part of your skill list (Short Blade, Block, Light Armor, Sneak) suggests a scout or a skirmisher; for the former, Alchemy and Illusion could be decent fits while for the latter something more along the lines of Destruction or Conjuration might be more appropriate, and to fill the skill list out you might go Armorer (military types ought to be familiar with basic equipment maintenance), Marksman (shortswords were often more of a sidearm than a primary weapon and light forces like to stand off), possibly Mysticism (teleportation's always useful, and it seems the most fitting school for the communication spells that some of the lore books imply exist in the setting, which could be great for scouts). The skills you outlined could also work for a thief (probably needs Security or Alteration to facilitate burgleries) or an assassin (poison could justify Alchemy), and could fit a hunter or a forester with Marksman (herblore could justify Alchemy), though armor and shield would be arguably be a bit odd without some kind of backstory to the character (e.g. militia training; mind you, a lot of NPCs seemingly wear armor like it's normal clothing for their profession or culture in Morrowid, so the thief/assassin/hunter in full armor could just be put down to setting).
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Is there actually any point to skills in Skyrim? I'm at level 18 now and except for the ice troll on Greybeard Mountain, I have not encountered anything I couldn't easily beat. I also can pick apparently every lock in the game from the start.
Does the skill rank affect anything other than unlocking perks? And do the perks actually do anything? The only useful ability I discovered so far is to zoom with bows and slow time while you aim. Other than that, I don't see how character stats affect anything in the game. Which in turn raises the question what point equipment has?
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Yora
Is there actually any point to skills in Skyrim? I'm at level 18 now and except for the ice troll on Greybeard Mountain, I have not encountered anything I couldn't easily beat. I also can pick apparently every lock in the game from the start.
Does the skill rank affect anything other than unlocking perks? And do the perks actually do anything? The only useful ability I discovered so far is to zoom with bows and slow time while you aim. Other than that, I don't see how character stats affect anything in the game. Which in turn raises the question what point equipment has?
Well for spellcasting, you can't purchase any spell thats above your skill level, and need perks to reduce the costs of spells so they are castable at reasonable costs. You need a certain amount of skill to unlock certain perks to craft using blacksmithing, you can pick every lock but the less skill and perks you have the more picks you waste trying to find the pixel-perfect sweet spots for master locks, tougher enemies with more health come along and I've found my characters one-shotted when they don't have armor on at high levels, and any weapon you don't have at least some perk points in the basic first perk star don't do enough damage, anything you enchant won't be as effective as things that drop unless you get 100 enchanting, nor will any potions you make be as good as the potions you pick up unless you have 100 alchemy, thus you pretty much have to go out of your way to get use out of any crafting skill, skills also affect your ability to pickpocket without being noticed, and so on and so forth.
it sounds like your playing an archer, are you also using stealth? stealth archers are known to be overpowered build in this game. and generally, combat skills are ridiculously easy and simple while spellcasting needs deep investment and crafting is really grindy and tedious.
it also sounds like your on the main quest. Why? there are so many other options. like going up to a cliff, saving then jumping off the mountain for fun to see how far you fall then see what your ragdoll death looks like.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
This time I am approaching the game by wanting to see the many places I've never been to and discover the little stories of side quests. And that makes me wonder what skills and equipment are for? I can craft better equipment and learn more spells, but what would I need those for? Imperial Bow and Steel Sword seem to be entirely sufficient to deal with everything I come across.
I played the game two time before, and I think I've only ever really explored Whiterun and Falkreath, and a good amount of city quests in Windhelm. For a few individual quests I think I've been to every region for a hour or two, but I've never come across anything that gave me the impression that my character needs better abilities or gear.
Do equipment, skills, and spells actually make you more powerful? I have no sense of character progression in the game, and I probably played well over 60 hours of it since its release.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Bear in mind that level scaling is a thing in Skyrim. It's not quite as obvious or immersion-shattering as it is in Oblivion, but it's there, and so that Imperial Bow and Steel Sword will eventually not be sufficient to handle the critters you'll be facing, unless you want to spend half an hour on every single encounter.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Resileaf
I wouldn't say that the gameplay is bad... But it's definitely an acquired taste. It's very exploitable because of the way stat stacking with potions and enchantments work too. But it has mechanics that have not appeared since, my favorite being levitation.
They have showed off levitation in skywind trailers, and teleportation too, so those are in. As are polearms and other weapons.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Yora
This time I am approaching the game by wanting to see the many places I've never been to and discover the little stories of side quests. And that makes me wonder what skills and equipment are for? I can craft better equipment and learn more spells, but what would I need those for? Imperial Bow and Steel Sword seem to be entirely sufficient to deal with everything I come across.
I played the game two time before, and I think I've only ever really explored Whiterun and Falkreath, and a good amount of city quests in Windhelm. For a few individual quests I think I've been to every region for a hour or two, but I've never come across anything that gave me the impression that my character needs better abilities or gear.
Do equipment, skills, and spells actually make you more powerful? I have no sense of character progression in the game, and I probably played well over 60 hours of it since its release.
I've played 420 hours since I got it on this PC, and honestly, I got better equipment because they looked cooler. why use the same thing every imperial schmuck does?
skills and equipment and spells are for customization. if effectiveness was the only thing I played Skyrim for, it'd be a pretty boring game because it can be broken in all sorts of ways right out of the gate. and if I want to be invincible, its like, a console command away.
no, I play Skyrim because I don't need to worry about effectiveness, mostly. I can just pick the character I want to play, no matter how weird it is, and it will probably work. then I can just do whatever I want. I'm not even talking about questing, I'm talking about just screwing around, trying to kill bandits with multiple different methods in one fight.
of course, my personal skyrim is highly modded, keep that in mind, but my personal experience is pretty much going around, doing random things just because I can and then when I encounter enemies, I go into my inventory to select what weapon or spell out of dozens potentially hundreds of each, do I want to kill bandits with this time? Should I go with one of my many mod-given katanas? perhaps a lightsaber? or should I use a scythe? perhaps killing them all with a tornado would be fun? or maybe just ripping out their life-force/soul or whatever? or perhaps stopping time with a mod spell, just walking around, looking at them like statues, before ending their lives within a literal eyeblink, or maybe I want to summon some giant armor dude with an axe, or a dracolich to kill them for me, or maybe I'm feeling like just spewing out random shenanigans from the wabbajack or mod items/spells based on it? but honestly I have not truly lived until I've killed Miraak with his own sword, or watch as a ghost minion kills him for me then kill the ghost minion myself because they are a tougher fight than Miraak. Have I considered ever trying to replicate the enemies to give me more of a challenge before I kill them all? decisions, decisions.
basically, Skyrim is a game, where your biggest worry, is how far back have you saved recently. because sure, you can go hours without encountering a challenge, but when you finally slip up or run into something that can kill you, you die and lose who knows how much time, good thing autosaves are a thing.
I mean, there are videos out there showing you how to beat skyrim with zero equip load, or beat the college of winterhold quests with no spells, or other crazy things you can do with the game. if your playing the game to optimize and be the best at it because its a challenge, you probably have come to the wrong game, and need to do the skyrim equivalent of nuzlocke challenges or start downloading mods to make it harder. the mods available for that are pretty comprehensive.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Yora
This time I am approaching the game by wanting to see the many places I've never been to and discover the little stories of side quests. And that makes me wonder what skills and equipment are for? I can craft better equipment and learn more spells, but what would I need those for? Imperial Bow and Steel Sword seem to be entirely sufficient to deal with everything I come across.
I played the game two time before, and I think I've only ever really explored Whiterun and Falkreath, and a good amount of city quests in Windhelm. For a few individual quests I think I've been to every region for a hour or two, but I've never come across anything that gave me the impression that my character needs better abilities or gear.
Do equipment, skills, and spells actually make you more powerful? I have no sense of character progression in the game, and I probably played well over 60 hours of it since its release.
As Factotum said, level scaling is a thing, but there are some enemies that start out at a pretty high level. Have you tried picking a fight with a giant, for example?
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Aeson
As veti said, Thieves' Guild, Morag Tong, and House Hlaalu generally like the skills you outlined; there's also the Berne Clan if you're inclined to vampirism.
Thieves' Guild: Acrobatics, Light Armor, Marksman, Security, Short Blade, Sneak
Morag Tong: Acrobatics, Illusion, Marksman, Light Armor, Short Blade, Sneak
House Hlaalu: Light Armor, Marksman, Mercantile, Security, Short Blade, Speechcraft
Berne Clan: Acrobatics, Athletics, Marksman, Short Blade, Sneak, Unarmored
Depending on how much and what 'some magic' happens to be, the Temple, Imperial Cult, Mages' Guild, House Telvanni, and the Aundae Clan might also be workable from the listed skills.
As to the character 'generally being all over the place,' I don't think that it would be particularly difficult to get the skills you've outlined to hang together reasonably well thematically - the more solid part of your skill list (Short Blade, Block, Light Armor, Sneak) suggests a scout or a skirmisher; for the former, Alchemy and Illusion could be decent fits while for the latter something more along the lines of Destruction or Conjuration might be more appropriate, and to fill the skill list out you might go Armorer (military types ought to be familiar with basic equipment maintenance), Marksman (shortswords were often more of a sidearm than a primary weapon and light forces like to stand off), possibly Mysticism (teleportation's always useful, and it seems the most fitting school for the communication spells that some of the lore books imply exist in the setting, which could be great for scouts). The skills you outlined could also work for a thief (probably needs Security or Alteration to facilitate burgleries) or an assassin (poison could justify Alchemy), and could fit a hunter or a forester with Marksman (herblore could justify Alchemy), though armor and shield would be arguably be a bit odd without some kind of backstory to the character (e.g. militia training; mind you, a lot of NPCs seemingly wear armor like it's normal clothing for their profession or culture in Morrowid, so the thief/assassin/hunter in full armor could just be put down to setting).
I'm thinking more along the lines of an explorer or scholar than a scout or skirmisher. House Hlaalu would still be my best bet, though. I don't know if I'd take Sneak, really. I wasn't too impressed by stealth in Morrowind when I tried it and I'm not too fond of the "thief" archetype in RPGs. I could try for Speechcraft or Mercantile, but they're difficult to advance and not that useful. I could try for Enchant and Alchemy, since it feels fitting for a scholar, but Enchant always seemed really difficult to advance as well.
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Re: The Elder Scrolls XV: This is my Thu'um Stick
Quote:
Originally Posted by
Morty
I'm thinking more along the lines of an explorer or scholar than a scout or skirmisher. House Hlaalu would still be my best bet, though. I don't know if I'd take Sneak, really. I wasn't too impressed by stealth in Morrowind when I tried it and I'm not too fond of the "thief" archetype in RPGs. I could try for Speechcraft or Mercantile, but they're difficult to advance and not that useful. I could try for Enchant and Alchemy, since it feels fitting for a scholar, but Enchant always seemed really difficult to advance as well.
I'd note that you don't need to level up or make significant use of all of your class skills - sometimes it's just useful to have a skill as a class skill so that you'll be good enough with it to use it when you need/want it or to have a mostly-passive benefit. A character with Enchant as a class skill doesn't need to be making enchanted items to gain value from having a high Enchant skill - just having the high skill means that item activations cost less, allowing you to benefit more from the enchantment on Tahriel's Iron Sparksword or Fargoth's Engraved Ring of Healing or a Dire Shockbloom Ring that you picked up in a store since the reduced activation cost from high Enchant skill allows you to activate the item more times before it runs out of charge while simultaneously reducing the time taken for the item to recover enough charge for the next activation. A character with Speechcraft as a class skill doesn't need to go around making all the NPCs (or even just all the merchants) love him or her - just having enough Speechcraft to make moderately effective use of it on rare occasions like the bloodbath at the end of Larius Varro's little story can be good enough to justify having it, if it fits the character.