Spellmaking - Morrowind Mechanics

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Publicado 2017-06-23
In this part of my Morrowind Mechanics video guide series we cover everything involving spellmaking. We begin with the basics and then delve into the three key formulae involved in the system. Look forward to future videos covering each individual spell school's functionality!

Timestamps:

0:53 basics
--- 1:16 general locations for spellmakers
--- 1:29 sourcing spell effects
------ 2:14 referenced "free spells" video:    • Free Starter Spells - Morrowind Mecha...  
------ 2:20 fortify attribute and fortify skill effects

2:52 magicka cost formula
--- 3:53 referenced "base costs" page: uesp.net/wiki/Morrowind:Spell_Effects
--- 4:03 key notes on duration multiplier
--- 5:30 pre-made spells exemption

6:41 cast chance formula
--- 7:06 spells with effects from multiple schools/skills
--- 8:37 referenced "alchemy" video:    • Alchemy - Morrowind Mechanics  
--- 9:25 spellmaking UI and spell chance
--- 9:45 referenced "magicka combat" video:    • Magicka Combat - Morrowind Mechanics  

9:48 purchase price formula

Todos los comentarios (21)
  • @antonbonin5003
    Spellmaking was hands down my favorite part of Morrowind!
  • As an aside, note that Great House Telvanni also has a lot of people who can help you make spells. And as for spell effects, especially when it comes to Conjuration summons, members of House Telvanni usually sell the strongest spell effects. That said, there are four very useful spells you may want to go out and find that Telvanni doesn't sell. The Tribunal Temple folks in Balmora, in the basement of the Temple, can teach you Almsivi Intervention, Mark, and Recall. There is an NPC in the Ebonheart Imperial Cult who offers Divine Intervention. These spells let you teleport around the map, which is really handy. Almsivi Intervention takes you to the regional Temple, and Divine Intervention takes you to the nearest Imperial Cult shrine. Having both sometimes leads to daisy chains to where you can Almsivi Intervention to one Temple, Divine Intervention to a shrine, and then Almsivi Intervention to another Temple. Mark and Recall are a bit more complicated, but still pretty simple. Mark simply places a "mark" at your current location, and Recall teleports you to that mark. This is handy in a number of ways. You could, for example, Mark the location of your quest giver to Recall to that spot later. Once you advance to very high ranks in the Great House of your choice, you will eventually have a player home built for you, and you can Mark that player home so you can quickly return there and unload excess stuff you can't or aren't going to sell, and gear up for your next adventure. Lastly, if you miss Fast Travel that bad, you can make a Jump effect with an absurd magnitude for 1 second, as well as a Slowfall 1 pt for 20 seconds spell (NOT ON THE SAME SPELL). By absurd magnitude, I'm talking 200 magnitude or above (can't remember if that's above the vanilla maximum magnitude or not. If it is, plenty of mods increase the limit). This requires a fair amount of work put into your Alteration skill to use consistently, but this basically replicates the effect of the Scroll of Icarian Flight, allowing you to jump a quarter of the way across Vvardenfell in seconds. You do need to cast Slowfall before you land though, or you will die from fall damage. This is an extremely fun way to get around the map. You feel like a character straight from DBZ.
  • @Danlovar
    I am just leaving this here: when you delete the original spell you bought (because you made a better version of it or a suitable version) it returns to the mage who sold you the spell.
  • I almost forgot how Skyrim didn't allow custom spellmaking. Such a shame.
  • @ian5066
    What I liked about Morrowind was that you could make yourself into a literal god, or choose not to. Nothing forced you to make spells or potions with ridiculous numbers, but the option was there.
  • @diobrando5896
    Don't forget to mention the glitch where you use soul trap on yourself and it's a permanent fortify effect
  • @DoctorTooploop
    don't forget the glitch that makes the magicka cost reset to zero once it reads 65,535 in the spellmaking interface
  • I am really enjoying this series, as well as your channel. You're straightforward, analytical, and outright. You take the time to add timestamps for convenience. You're enthusiastic and passionate about what you're teaching/explaining. You give detailed formulae for the most simple things. And all this, for a game that came out approx 15 years ago. I can see potential in your channel, and look forward to see what you go on to do. If I were to add one bit of criticism, it would be to avoid moving as much while recording. Though not very noticeable, you can occasionally hear your voice become echoey/sharper, as you become closer and further away from your microphone. It's something small, but I feel like everyone has the one little thing to improve on. Like I said, I thoroughly enjoy your channel, and look forward to see what you go on to do.
  • @GTrundler
    How come this video that explains this so clearly, has such few likes versus other videos that are much much worse?! Great video and thank you for clarifying this for me!
  • @SeesSean
    best guides ever, hands down, undisputed champion! ive watched 3 hours of guides then i found you <3
  • @rmt3589
    Absolutely amazing video! Exactly what I needed, and even had the equations for coding my own stuff. Bloody brilliant!!!
  • @Rovsau
    Hey, Lyle. Thanks a lot for the solid work. I saw your videos years ago, and now I'm revisiting Morrowind again. Spreadsheet nerd that I am, these videos are currently required reading :)
  • @notorious5994
    I found it to be the most useful mechanic in the game. Made me fall in love with Magicka builds
  • @RustedBuddy5192
    Since blind in vanilla MW increases hit rate/damage, i guess its pretty worth it to have a fortify blade, blind, chameleon on self for 3 seconds spell.
  • @skipperg4436
    How to restore mana in Morrowind: Novice: sleep; Apprentice: drink self-made restore mana potion; Journeyman: summon creature for a couple of seconds and drain mana from it; bonus point for summoning creature by permanent effect wearable item by equipping it; Expert: while having absorb spell effect on you, activate tribunal or imperial divines shrine; Master: drop your intelligence to zero for a moment; Grand Master: drop your mana below -32000-something
  • @Dante_S550_Turbo
    No other game has made such an awesome mechanic and given as much freedom as spell making in tes:3. I wish it was in skyrim to the same effect.
  • @brightenblack207
    Thank you so much for these videos. I've been wanting to play earlier ES games (so I can better understand the lore and how they've changed with each game) and these have helped a ton with getting through Morrowind more easily.
  • @kathal1931
    these videos are amazing. keep it up :)
  • Morrowind is such a gem, I hope they never try and remaster it to be honest, it would be like capturing lightning in a bottle twice.
  • @Krschkr
    It's usually a good idea to pick a duration of 2 seconds for quick healing spells and short-duration damage spells instead of 1. Pick half the damage with twice the duration, you end up with a more efficient spell and can still spam it without losing effectivity. Besides, now I've watched all mechanics videos you released (and put into the mechanics playlist) by now. I really like your presentation style and I hope I could give you a little bit back for your time and effort put into your vids by sending those small comments with maybe useful additional information. I'll put a link to your mechanics series on a german fansite I visit now and then, maybe you'll get a little bit more views from there. That'd be both good for you and any potential viewer. I'm looking forward to see your next releases, they're great. :)