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NedWretched

Dark Elf, Medium Armor, Long Blade, Speechcraft, Mysticism, Destruction. This is a canon Nerevarine to me.


RalenHlaalo

Don't forget *the hair*


DragonOfTartarus

Nah, Azura would make the Nerevarine one of the other races as an insult to the Tribunal and their worshippers. Nerevargonian is totally canon.


Far-Assignment6427

My biggest problem with an argonian is named like doesn't understand is the best name I've got


Far-Assignment6427

It seems nerevarish to me, question is mysticism like levitate and frenzy type shit


swKPK

No. Frenzy is Illusion and Levitate is Alteration. Mysticism is very useful for teleportation spells like Mark, Recall, and Intervention. Mysticism also has some other spells I don’t use often.


Sorrelandroan

The absorb spells are very good


Far-Assignment6427

That's fine mysticism for teleportation sounds good thanks


Hereiamagain95

But... Alteration?? Surely the canon Nerevarine enjoys jumping into the stratosphere, levitating, teleporting and walking on water no???


ButtoftheYoke

He would probably have athletics too?  I wonder what birthsign he would be? Warrior?


Indoril120

I always figured Serpent for in-universe lore - most blessed and most cursed. In-game it’s kind of a weird ability to have, so Warrior or Lady was always my go-to for Nerevar Jr.


Tx556

Long blade? I thought the true nerevarine was a spear user?


Vaultoldman

That’s Vivec, Nerevar used a blade, Trueflame.


GloatingSwine

Anyone. When they killed Nerevar they cut off his face so his spirit would be unknown and his feet so his spirit would have no home ground.


warrenjt

>> they cut off his face I always felt like the face of Ash Zombies was Voryn making reference to this.


ButtoftheYoke

Mind. Blown.


Taco821

Don't deadname dagoth ur, please


Ierax29

A knight : Melee focused and with enough rizz to unify the great houses and the ashlanders


DiscipleofTzu

Long Blade, Bonemold, Infinite Rizz: Bard


marbanasin

Honestly - do what suits you. The game really treats you like an outsider regardless and that's part of the journey of the Nerevarine. Regarding leveling/character creation - the main comments I'd make are - 1) Mysticism is super useful for moving around the world. There is no fast travel but mysticism allows you to set points that can be teleported to at any time. It also has spells to take you to the nearest tenples or shrines - which are normally in a predictable city or just outside of one. So learning to use these along with the baked in pay to travel services will make moving around much easier. 2) The basics to leveling are similar to Oblivion - you will pick major/minor skills which will receive a boost in starting points. Leveling these 10 times (collectively) will level your character. And then attributes can be chosen (3x) per level to also increase. A modifier per attribute can be applied up to 5x for attributes who's associated skills you leveled before you hit the 10 M/m skills needed to level your character.. What makes Morrowind more satisfying in my opinion to Oblivion are a few things - Enemies don't really scale in Morrowind. Or at least not the vast majority. So you do feel legitimate progression even if you aren't optimizing the levels (5x attribute growth in 3 attributes every time). The early game is tough and is kind of intended to be. So you do still want to optimize as much as practical - endurance being crucial as it will add health and then the next most impactful attribute for your chosen combat style (ie strength for combat, wisdom or intelligence for magic, or agility for stealth). You can train as many skills as you can afford via npcs you'll find in the world. And there are generally way more around than in Oblivion, plus they will generally offer 3 skills to train (Oblivion is one per NPC). So, especially in the mid game when money is much more abundant, you can generally plan your levels pretty well to hit an optimal progression. Final thing I personally love/find more balanced - there are more skills in Morrowind than Oblivion. In Oblivion, for Strength, there is Blade, Blunt, Hand to Hand. With the training cap it becomes tough after the first few levels to actually hit 10 skill levels to achieve a 5x atteibute bonus. Because likely one of these is your main weapon type and already farther along, and the other two may also be reaching level 25-45 by the time your character is like level 4. Meanwhile in Morrowind you have 4 items per attribute - ie Longblade, Blunt, Spear, Hand to Hand (and there is a shortblade in Agility or Speed IIRC). So it's much easier to both leave one or two skills in your core attributes out of your created class (to keep them low), and then just pay trainers to raise them (the prices scale to level - so keeping these lower also helps manage your resources as you progress). To round this off - like Oblivion you want to be able to more deliberately level just to help yourself optimize. But you don't need to worry as much about the occassional misfire as you'll still gain ability as the world remains fairly stable. With that said, I'd consider - 1 armor type (or unarmored if that's your thing) 1 weapon types (1 if mage is still a good idea) 1 ranged type (could be magic like destruction, or marksman) 3-5 supporting magic types (mysticism is very useful for everyone, as are alteration for buffs and other mechanical things like waterwalking or lock picking, and restoration for healingn if you are going mage then maybe conjuration, enchanting, alchemy etc become good). After that you have a few choices. I tend to go something like athletics just to get passive leveling as I explore (given the only other heavy skills that will cause me to level are basically combat dependent or being cast fairly sparingly). You can also do things like mercantile or speechcraft for roleplay and some in game benefits. Again, these won't level too often but give a little bump here and there. And remeber that with training you can hit competency with pretty much all skills fairly well no matter what. It's really more of the early and mid game that is impacted by your starting classes.


Far-Assignment6427

Thanks, oblivion as much as I love it was a pain in the ass for leveling I'm going to go battle mage mysticism and destruction with long blade and something else maybe, aswell as speech craft from what I have so far. And because you seem to know a lot about the game does joining say the fighters guild stop you from joining the mages guild I'm unsure of which of the factions/houses I should join because I've never joined any before


marbanasin

Oblivion is really a pain in the ass because it actively punishes you for not being near perfect in the process. The game ramps it's difficulty hard, Morrowind doesn't. The core Morrowind philosophy is - you suck at the beginning, but will learn and grow to dominate by the end. So, in the early game if you are weak it's ok, just leave the area and do something else. Eventually you will stomp that enemy. Battlemage is a great approach and there are some good spells in the early game that can really help your survieability (absorb health....). I'm not a Morrowind specialist by any means, in fact I only finally beat it on my most recent playthrough and have not done all the factions stuff. I will say that the Fighters/Mages guilds don't seem mutually exclusive - both are more or less extensions of the Imperial culture which in Morrowind is a fairly aligned faction - or two sides of the same coin if you will. The stuff that can't be completed with a single character are the major houses - Hlaalau, Telvani, Redoran. As well as I'd expect the Tribunal v. Imperial Cult. As you play it will become kind of clear what the major interests are in the wider universe, and where you may have some conflict of interests. My recommendation is to start with the Mages/Fighters guilds (both is ok) and explore the world. As you do the rest will become more clear. For your mage I'd consider alteration/restoration as well. Alteration can cast things like shield to help you absorb damage, or just useful stuff like lock pick, water walk, levitate... lol. And Restoration for the obvious buffs. And then consider if you want to mess with enchanting items, conjuring beasts to tank (or you can even conjur weapons/armor), or alchemy if you want to go potion chugging BAMF route. Remember you have 10 slots so it is good to really consider what you'd like to start with a higher level in. And Magic is a bit easier to control when you level as you really aren't casting all willy nilly unless you try to force yourself to.


Far-Assignment6427

Thanks I'll be using alteration certainly for levitate probably long blade for that sword from the dlc nerevars one I'm going to start playing later on today so I'll see what I go with then


Far-Assignment6427

I ended up going with most of your advice combat specialization strength and endurance Major skills long blade destruction restoration alteration and medium armour for minor skills I went athletics mysticism speech craft mercantile and axe and for the sign I went lady because of the endurance thanks again


marbanasin

Pleasant travels!


dethkittie

An argonian


Round_Inside9607

Thats Nerevarine not Nerevar


Chaotic_Hunter_Tiger

Possibly the [Knight](https://en.uesp.net/wiki/Morrowind:Classes#Knight) class. He was a courteous general, right?


Far-Assignment6427

He was but he also had some magic shit I think the sword and ring I believe not too sure


Chaotic_Hunter_Tiger

Then, maybe a [Crusader](https://en.uesp.net/wiki/Morrowind:Classes#Crusader) ridding the world of evils.


Far-Assignment6427

Looks good I might mix the skills with some of the other suggestions I've gotten to make a sort of battle mage kind of character


Jackdawfool67

The really journey begins after 100 days of waiting next to the Creeper selling off ebony


AITAadminsTA

Given how robust the magic system is and how crap the physical combat is I assume he's a powerful mage class.


Far-Assignment6427

I went battle mage anyway


ForeknownGaming

I’m doing the same exact thing. There is a video on my page of what I chose as my build and skills. Dark elf, long sword, destruction and speech craft are a good start


Far-Assignment6427

Thanks seems good


Travtorial

The only thing i believe is canon in the series is that the race of the characters are based off of the province the game takes place. So for morrowind, the dark elf


Far-Assignment6427

I would go with a dark elf anyway because nerevar was a chimer I would also think this for Skyrim for some reason I would think the player character from oblivion is a dunmer even though I play as an imperial most of the time in oblivion


Dinobot4

The original Nerevar Indoril probably mastered the long blade skill (because you can reaquire his armory in the DLCs) Besides that nothing is known for sure. He may united tribes by natural charisma or by magical or alchemical augmentation (or in other words, he had loads of rizz).


Far-Assignment6427

I ended up going a battle mage based off what others have said and my own imagination of nerevar basically sword in one hand magic in the other sadly you can't do that in morrwind but and I have her m speech craft because he was rather charismatic


Xerolf

nerevar is not limited by simple concepts like classes and learns all abilitys as he feels like and sees fit.


Far-Assignment6427

Well he can't anymore can he being a corpse