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#1 |
Avatar
![]() ![]() ![]() ![]() Join Date: April 5, 2002
Location: SW Montana
Posts: 575
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OK, if I'm asking too many questions, just ignore this, but as things in this forum seem a little slow, hope you won't mind.
Having trouble figuring out my level ups. I *think* the manual says you need 10 skill boosts in your major and minor skills for a level, and the bonuses are based on the total number of skills boosted [not boosts to skills, ie.: 20 increases to 'speachcraft' is still only one skill thats boosted]. So, to get a 5x multiplyer for 'int' [fer instance], you need increases in 5 seperate intelligence governed skills... is that right? Do I have to keep track of what skills I've increased, or is there some where in the game menus that track them for me? So is it even possible to get a multiplyer for an attribute that's not part of your major/minor skills? Do bumps in misc. skills count to the multiplyers at all? And would that mean you'd want to put off intense speachcraft training [fer instance again], only doing a couple boosts per level, to preserve the ability to get bigger multiplyers as the game progresses? Or am I mis-understanding the whole thing? Oru |
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#2 |
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From experience, I noticed that to get a 5X multiplyer for just one attribute, you'll need to increase, for example, Int skills (a major/minor) by 10. Thus, 5X is acheived when a Int skill(s) is increase (a major/minor) 10 times. And also, I do noticed that there seems to be a better multiplyer chance when you level up the non-major/minor. So yes definitely, work on the non-major/minor skills as well.
Don't pay too much attention to all the math. It takes the FUN out of playing. BTW just hover over a skill and it should show you a progression bar towards leveling up in that skill. There should be a bar with the color red as the level indicator. Hope that helps. ![]() |
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#3 |
Quintesson
![]() Join Date: September 11, 2002
Location: Milan (Italy)
Age: 44
Posts: 1,066
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To level up:
Increase 10 points in any major/minor skills Multiplier bonus: These are calculated by dividing by 2 the total number of points you earned during the level for a certain attribute, then rounding to the lowest integer. Example: 5 int points => 2x multiplier It doesn't matter whether you get those points in major/minor/misc skills*. Any will do. Also you can get them in 10 different skills or all in one (ex. 10 points with axe => 5x strength). The max multiplier is 5x. Any exceeding point will not carry over to the following level *unless you are using the first version of morrowind. with that misc count only up to 2x and no more, forcing you to choose at least one major/minor skill for each attribute to get the 5x. But if you patch your games, forget about this.
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#4 | |
Quintesson
![]() Join Date: September 11, 2002
Location: Milan (Italy)
Age: 44
Posts: 1,066
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Quote:
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#5 |
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Location: SW Montana
Posts: 575
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Thanks for the help-- didn't realize about the 'divided by 2' part, and couldn't figure out why my guys seem to progress so slowly.
At this point, I've played the opening sections of the game several times, but keep feeling like my characters just aren't up to snuff. My first was actually probably my best, but that was before I patched the game and the robes of St. Roris were constant effect: with those, you don't need/want any armor at all, very few enemies can hit you hard enough to hurt you faster than they heal you. So of course, that one became too god-like to be much fun: when dremora lords and even golden saints can't leave much of a bruise, you wonder why your bothering to play at all. Maybe I'll start over one more time, pay more attention to the multiplyers early on, and see what happens... Oru |
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#6 |
Quintesson
![]() Join Date: September 11, 2002
Location: Milan (Italy)
Age: 44
Posts: 1,066
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Being god-like early in the game is actually quite easy in Morrowind. That's maybe the worst flaw in the game, it's easy to hack'n'slash through.
There are mods which make it more difficult. One of those is giants, which adds scores of powerful creatures to the wilderness. I assure you, even at level 50 you must pay attention not to meet too many of those at once. There are two main flaws to the mod, however: first the models of the creature aren't always up to the high standard set by bethesda for Morrowind; second, the mod tends to chop down your fps considerably even when you are indoors, due to the tons of creature the game needs to track for respawn purposes (hundreds). So it's up to you.
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Never attribute to malice that which can be ascribed to sheer stupidity |
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#7 |
Dungeon Master
![]() Join Date: May 19, 2003
Location: Woodstock, Ontario, Canada
Age: 51
Posts: 93
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I've also noticed that when you get a attribute up past 95 you no longer get any times multiplier. That means the last five points in an attribute will take 5 levels to get. I'm on my second character and this time around I made sure I got 5x multipliers at each level up and got really annoyed when I trained 10 times and got zip for a multiplier.
B_part - one more thing I've heard about the giants mod: If you play with giants mod then save it's very hard to remove the mod and use that save game. Something about hundreds of "can't find this" messages popping up when you deselect the plugin or something that 99 times out of 100 ends up crashing the game and hence either sticks you with the mod or forces you to go back to a prev save. |
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#8 | |
Manshoon
![]() Join Date: November 15, 2002
Location: Amsterdam
Age: 49
Posts: 248
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Quote:
![]() I did notice some inconsistencies when training misc. skills to get a higher multiplier. Sometimes training 10 times did not result in a 5x multiplier. ![]()
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#9 |
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Well, I paid more attention this time out, and at level 20 my breton adventurer has 95+ in str, end, and agl, 80+ in int and wil, mid 70s in personality. Luck and speed are still in the 40s, don't mind cuz of the boots o' blinding [not all that inconveinient for a breton due to the inherint magical resistence].
A couple of levels were real bears, especially for endurance: I tried to keep track of the increases and 'train out' any chosen attribute that hadn't boosted 10 times naturally, and any attribute that didn't have a couple skills in the 'misc' category was tough. Endurance was a headache until I started using a spear [misc. skill] for my mudcrabs adn cliff racers weapon-- did the trick, now I find I rather like the extra distance it affords, and have trained myself to do a step backwards to get the 'stab' attack before almost every blow. Will power has also been tough, just cuz destruction is my only misc. will power skill. Trained it enough that I now have better destruction than some of my minor and major magic schools. Since all skills are open to all classes, seems to me a good trick would be to deliberately NOT choose some of your favorite skills in the major/minor, but leave them in the misc. so you can use/train them for maximum multiplyers without fear of accidentally leveling. You'd forgo the initial 5 or 10 point bonus, but that would be made up by level 3. I noticed the lack of multiplyers after 95, too: hoping to finish current level 'spot on' for agility and endurance, finish the 100 without having to go 1 point at a time. Strentgth, personality, and intelligence have all been easy to boost, thanks to misc. skills like axe, speechcraft and security... Thanks for the help! Oru [ 08-19-2003, 01:14 PM: Message edited by: Oruboris ] |
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#10 |
Zhentarim Guard
![]() Join Date: January 11, 2002
Location: Denmark
Age: 69
Posts: 333
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I've also had a multiplyer that allowed a skill to go over 100 but the number turned white (as if fortifyed) and wouldn't go beyond 100 later in the the game when it was drained.
C
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