if orc reaches 100% resist magicka, does it counter agillity drain from berzerk power?
Does the Orc's inherent 25% reduce the amount of Agility drained by default? If not, then the answer is no.if orc reaches 100% resist magicka, does it counter agillity drain from berzerk power?
it is drainI see no reason why it would not block the absorb effect, unless it is a drain one,
get ready to have your mind blown then, I've just used console to test.Does the Orc's inherent 25% reduce the amount of Agility drained by default? If not, then the answer is no.if orc reaches 100% resist magicka, does it counter agillity drain from berzerk power?
If your resist magicka is lower than 100, then you get hit by full 100 agility penalty. If you reach 100% resist, you resist drain on power cast, positive effects stay.
That along with male orc 1.35 movement speed factor and 50 starting endurance makes that race quite superior as long as heavy magic casting isnt involved right?
nord is the best race in the game regardless of martial/magic build preference because they only need 3 equipment slots (dragonbone cuirass, denstagmer's ring and ring of phynaster) to achieve complete immunity to elemental damage, which constitutes most hostile spells and are far more dangerous than whatever spellbook filler affected by resist magicka, effectively granting immunity to all magic. this leaves room for more enchantments to cover other weaknesses (resist paralysis), improve combat prowess (sanctuary) or for utility.I'd say that Orc and Breton are unequivocally the best races in the game for non-magic and magic-focused builds, respectively. There really isn't much competition.
spell absorbs do not add up. They roll separatelyeasily gain high levels of Spell Absorb
Atronach + Necro Amulet is still good enough for what, 62.5%?spell absorbs do not add up. They roll separatelyeasily gain high levels of Spell Absorb
spell absorption doesnt protect against reflected spells unlike immunitiesSpell Absorb
Then stack Magic Resist and spam Absorb Health at all timesspell absorption doesnt protect against reflected spells unlike immunitiesSpell Absorb
it's Morrowind, you can blast your stats out the ass and efficiency goes into the bin early on.
The only real motive for picking any race is aesthetics.
yea you can really break the game as early as balmora even without exploits or metagaming because of easily obtainable overpowered items such as ravirr's bound spear, wayn's jinkblades, nalcarya's exclusive restore health potions and for the more unscrupulous players there are also galbedir's soul gems and the sword of white woe. the only way to have a modicum of challenge in this game is to play it on max difficulty ironman with numerous difficulty mods and extensive house ruling (larping).you are a God by level 15
I released two quest expansion mods these past couple of days. Hope you guys like them.
They should make these quests considerably more interesting and epic.
tbh MWSE Harder Barter fixes most of the "what do I do with money?" issues because you can now afford maybe two custom CE enchantments per playthrough. I don't think there's an actual way to restrict yourself even with house rules unless you progress to the point of absurdity, basically ignoring most of the game's mechanics, assuming you mean playing 100% vanilla. A few mods and just promising yourself not to metagame is usually enough to make the game have some semblance of challenge, even if it's only early on. That's probably the other thing, actually. Even with all of the mods and house rules, try not to play past level 20 unless you're going to do expansion content or some of the high level stuff in Tamriel Rebuilt. Every playthrough needs to have a time limit.choosing right restricitons/larp is hard. My no enchanting/alchemy run started by raiding vivec vaults, getting 75 marksman from teacher, stealing daedric bow while I was at it, entering berzerk and slaying all temple guards I could find in 60s
EDIT: and if I add no trainers restriction, what would I do with money?
Even with all of the mods and house rules, try not to play past level 20 unless you're going to do expansion content or some of the high level stuff in Tamriel Rebuilt. Every playthrough needs to have a time limit.
The only real motive for picking any race is aesthetics.
The MWSE one? It works like Oblivion or Skyrim, the only quirk is that you need to specifically use the option to create poisons (shift+click or something, I don't remember) since the game won't auto-detect damaging effects and decide that it's poison instead of a potion. The damage provided from the poisons is pretty low starting out, but you can make quite a lot of them in the early game since Violet Coprinus and Luminous Russula are all over the Bitter Coast. Effects like Drain Speed also become way more useful than they ever were as Destruction spells.anyone tried mod that would allow applying poisons?
Yup, choosing Dunmer magic user with the Atronach basically makes you immune to magic fire spells, you can summon an Ancestral Spirit to fill you up in 3 fireballsAtronach + Necro Amulet is still good enough for what, 62.5%?spell absorbs do not add up. They roll separatelyeasily gain high levels of Spell Absorb