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Morrowind factions
Morrowind factions










Becoming head of a faction requires the player to have one of these skills at a very high level (roughly 80-90 out of 100) and 2 of them at a medium level (about 30-35). There are 27 skills in Morrowind and each faction has 6 so-called "favoured skills". Unlike Skyrim and Oblivion, advancement in Morrowind factions requires the player to have certain skills at a certain level. I decided I wanted to rise to the top the mostly-honest way instead. There are a couple factions where the final quest can be completed immediately, but that just results in a journal entry saying that the player character is now the head of the faction (and the advancement is not reflected in the character stats). A note on skill requirements and Morrowind's levelling system In other words, planning an efficient route through all factions would be a fun computer science problem.

morrowind factions

What could be an efficient route through one faction's quests might be inferior to a slower route when all factions are played through since it could be that points in that route are visited in other factions' quests anyway, and so on. On the way to a given quest objective the player can pick up another quest or pick up an item that might be needed at some point for a quest for a different faction that they aren't even a member of. So given those features, this can get really complicated. Similarly, in most fetch quests the questgiver suggests where the player can get a given item, but doesn't care if it was bought in a nearby shop a few minutes ago. However, sometimes this might not work and the player will lose out on reputation points required to unlock further questlines. For example, if the quest giver wants the player to kill someone, that someone can often be killed before the quest even starts, at which point, most of the time, the quest giver will give the player the reward anyway.

morrowind factions

  • Some quest objectives can be pre-completed or done in a different way.
  • Promotion is a matter of not only reputation points (awarded by quests) but also player skills and attributes. Faction questlines use a promotion system where new questlines open up as the character attains higher ranks at a faction.
  • There are many ways to become the head of a given faction.
  • Walking is required a lot and so it's important to manage faction questlines to avoid unnecessary redundant trips to different cities. Instead travel is by several transportation modes including boats, caravans and teleportation spells that I had previously investigated. It's not just a matter of fast travelling to certain locations like one would do in Skyrim or Oblivion. The player can only be a member of one Great House in a playthrough, but that still leaves 8 factions to do.
  • There are 10 joinable factions in Morrowind (Mages/Thieves/Fighters Guild, Imperial Cult, Imperial Legion, Tribunal Temple and the Great Houses: Hlaalu, Redoran, Telvanni).
  • But planning such a speedrun route could still be extremely interesting for many reasons:

    morrowind factions morrowind factions

    For all its critical acclaim and its great story, most of quests in Morrowind are basically fetch-item or kill-this-person and there aren't many quests that require anything else. However, there isn't a Morrowind speedrun category where someone tries to become the head of all factions. There's the famous speedrun of Morrowind's main quest that involves basically travelling to the final game location using a few scrolls and spells and killing the boss. I heard them say we've reached Morrowind, I'm sure they'll let us go and do a speedrun. Well, not even last night's storm could wake you.












    Morrowind factions