You don't have to murder NPCs to get their gear, use one of those spells to damage their armor (and/or weapons) enough and you can pickpocket it off them after you use a Calm spell.
a way to get the armor off Divayth Fyr without breaking the main quest is to spam him with a disintegrate armor spell until he has unequipped everything, then pickpocket the armor pieces from his inventory, then cast calm humanoid on him to reset his aggro
I have watched a lot of Morrowind video’s that try to introduce it and this is undeniably the best. This video needs to be boosted to the top. This is the best new player guide.
I vividly remember that cuirass being so difficult to find, blending in with the rocks on the Xbox version. I gave myself a headache spending hours searching the wailing delve up and down lol.
This is how Daedric armour should be. It was fucking stupid getting several sets in Oblivion after going through word of mouth and ancient forum posts to source the whole set. I didn't find the God Mask until my friend told me about it, and I thought he was making shit up. Also, it further showed off how fucking insane Divayth Fyr really was, casually wearing a nearly complete set.
Just dropping a comment to shill for OpenMW some more. If you've never played Morrowind and want to experience a solid blend of qualitity of life with the vanilla experience being preserved, it's your best bet.
Ok, I made a weak video about this years ago, but, here's my best tip: Find the crab merchant! Mark the place. Not because you want to sell anything so badly, but because that is a special location. When sy use the Almsii and the Devine Intervention spell from there: With the right combination, you can reach: Ebonhart, Vivec, Molag Mar and Sadrich Mora, which is 4 very important location. And you can reach it in seconds.
I used to summon golden saints, soul trap, click into their inventory and take the weapons before they de spawned. it crashed my game if i hit take all tho iirc
Another great guide, Greb ❤ Having played Skyrim, then Oblivion, now Morrowind, you can imagine my lootgoblin reaction when I learned there was more than one variety of daedric armor to collect 😂
While I love the Twin Lamps, and there are some excellent mods that expand on them (soon to include Tamriel Rebuilt’s Narsis expansion!), I get why they’re not really playable. They’re very underground and have goals that would require what is basically revolution to pull off fully
Thumbs up! Excellent guide despite limited info. There's good info here to get started. And that transport map and info is a huge help. I don't plan on doing the cheese exploit stuff. But it would be much more helpful to learn how stuff works. Like alchemy, enchanting, killing dark brother, and other important info on how the game works. I just found out that starting with at least 30 points in a school will give free starting spells for that school.
My Goofiest TES3 character: Snak Gro-Gunk, the One Punch Orc Shaman... The Stark Naked Master of Fisting, Chugging, Teleporting and Summoning. I would have named him Bruce Boner, but that would have made role playing him a bit of a stretch. He did occasionally have to wear pants, though.
A bit more of an in depth explanation of luck for anyone interested. Any time you have a success chance performing an action, a relevant attribute is factored in. For example for spell cast chance 20% of your will power is used. Luck contributes half as much as the relevant stat for these chances. The full cast chance formula is (skill*2 + willpower/5 + luck/10 - spell cost) x (0.75 to 1.25) depending on remaining fatigue. If you have 50 destruction skill and 60 willpower, which is a pretty reasonable starting point for a high elf, and cast the starting destruction spell which costs 6 magicka your chance would be (100 + 12 + 4 - 6) x(0.75 to 1.25) or 110 x 0.75 = 82.5 at 0 fatigue and 100% at full fatigue. Your cast chance is displayed for each spell in the magic menu so you don't need to do the maths. While it does affect many aspects of the game, luck isnt really worth levelling as, unlike other attributes, it can only ever be increased by 1 per level.
Getting a +10 at creation is just something I always do now as it's one of the easiest ways to get a little bonus & maxing out other stats is relatively easy in comparison, it may not make a big difference ultimately but it saves ten levels of sinking points into it :)
Shoulda been a longer quest line faction. But yes, I've seen the Twin Lamps. I'm considering joining Tamriel Rebuilt just to make sure there's a major anti-slavery quest line going on
@@IggyMaid though also I will say I have more recently taken a job that is eating up my time a lot, so I probably won’t be joining as a major driver of Tamriel Rebuilt soon…but maybe my job will let me retire early? I have no idea what money means anymore, they just seem to be paying me pretty well.
@@jlaw131985, TR does have plans to release Twin Lamps questline in the near future. It's plot has been mapped out. The questgiver will be based in Narsis and will provide the PC with missions all over Morrowind aiming to bring down the institution of slavary by lawful and not very lawful means. Aside from that, there are many individual quests in TR that allow you to free or help out a slave. Even bounties to catch a runaway slave give you a dialogue option to let them go (and finance them too). that sad, you are welcome to join TR whenever you'll have time
There is an workaround I read about with that but I never tried it myself, in that if you command spell them to follow you into an area where you do own the key, you can then use that areas key to free them. Though that won't work for all of the ones that are lacking keys
Minor mistake for slower players doing self-spells: Increase duration to 3-4 seconds as the timing for these self-spells will get you distracted by other things like surprise assassin or ashstorm + cliffracer combo.