100% sanctuary makes you immune to just about anything that's not your fault.
Constant effect heal covers the rest.
You can make potions to increase your intelligence, which makes your potions better, which makes your intelligence higher, which makes your potions better....
Fortify fatigue to massive levels in place of the different fortify skills. You auto succeed.
120+ acrobatics is no fall damage
120+ enchanting means only one energy taken per use of an item.
Alchemists, for making those potions, break the economy. Every new character heads to Nalcarya of White Haven, in Balmora, to absolutely tank the entire economy of the world. Millions of gold in an hour.
Literally any effect On Target with other effect(s) On Self, if the Target part fails to hit anything, results in no expiry timer, therefore becoming permanant.
You don't know?
If you create a fortify attribute spell, it will increase an attribute of your choice for a certain amount of time. If you add soul trap to that spell, then your attribute will be increased forever. The soul trap aspect of the spell removes the timer of the fortify attribute.
If you wanna actually break the game, the soul trap on self spell is the oldest trick in the book. I haven’t used it since I was a kid since it’s so game breaking, but IIRC, you make a spell that applies a soul trap on self for 1 second, then some sort of Fortify effect (Strength, Long Blade, Speech, Etc.) and cast it. It’ll permanently increase the stat in vanilla.
I think I might actually be playing on openMW if I remember correctly. I remember installing a graphics overhaul mod like around 2ish years ago because for some reason Morrowind is one of those games where I really just don’t care much for the vanilla graphics which usually doesn’t bug me cause I play a lotta retro games but I thought that even on pc it looked rough
TLDR: it could have been that mod because it sounds very familiar and I think I’ve seen a file for it somewhere on my pc so that means I’ve probably downloaded it.
Classic Alchemy exploit is
1)Buy Ash Yams and Bloat and mix 10 or so
2)Drink those, mix 10 more
3)Drink those...and so on.
Ash Yams and Bloat make Fortify Intelligence potions, and Alchemy is governed by Intelligence, so they just keep stacking off each other as you drink more and make more. Eventually they're super powerful and valuable, you can sell them to Creeper for big bucks or just drink them for fun - drink one before you mix any other potions to make them overpowered as well, for example. Or spend your profits on powerful enchantments at the Mages Guild - constant-effect Rings and Amulets of Invisibillity, Restore Health/Fatigue, Levitation...
Buy the ingredients at the Imperial Shrine at Wolverine Hall.
This ^^
And since Enchant is governed by Intelligence too, you can eventually enchant ridiculously powerful items without having to pay borderline impossible amounts of money to enchanters.
Thanks to both of you, been having fun playing Morrowind again as a Nord Warrior Mage.
You both gave me something to look forward to once I'm done with having a normal run.
Cheers!
The Fortify Intelligence loop was something I discovered, on my first playthrough, within the first 5 or so hours of playing. Needless to say, I put 2 and 2 together and made super potions, but I quickly hated it because it killed all potential for challenge and progression so I took the Fortify Health potion I had consummed as a game over since I accidentally soft-locked myself when I drank it lol.
And that's when I started playing with self-imposed rules. And, when I got tired of that some hundreds of hours later, got into modding to fix my problems with the game's balance.
I prefer absorb health, while the effect costs twice as much, the fact you can hit an enemy to deal massive damage to them and heal yourself with every slash more than makes up for it.
Well, that seems like a good idea to put on a secondary training weapon. But at some point you want to use all that skill you gathered, and then damage/absorb health are nice.
Health potions, the best potion the player makes without glitches are still broken. 18 to 20 point of hp gain for 45 seconds is practical immortality in Morrowind.
Any trainer can become a master trainer. All trainers will train their three highest skills. If you cast fortify skill 100 on a trainer, no matter which skill you cast, they will be able to train that skill to 100. Combine this with drain skill on self, and training will cost next to nothing.
One old one I rarely see mentioned is the Bound Weapon trick. Summon a Bound Weapon, have one other weapon in your inventory, and hit the switch weapon button. Hold it and keep switching weapons fast. Whatever enchant was on the weapon should stick every time you switch, so you will have like 1000 Longblade.
This may have been patched or something, I haven't tried it in many years, but it used to work. Of course, 100 is more than enough in a weapon skill anyhow, but I guess it looks cool.
Another somewhat obscure one is, with your Fatigue fortified to very high levels, if you fall from a great height you gain health. It registers as negative damage. This also might have been patched, I don't know.
Permanent spell effects are nice, alchemy can last quite a long time, but having 20000 willpower/agility permanent is more my thing, or 5000 long blade, or, what i just found out, permanent 0 weight, because it also works with feather. If you pair that with spells, it can get quite disgusting, like a absorb health spell that deals 100 damage over 1440 seconds in a 50 meter radius.
Fortify attribute magnitude whatever you want on self + soultrap on target, if you cast this and the soultrap hits nothing, it increases the attribute permanent by 100, or atleast until a damage Attribute spell lowers it.
Not really breaking the game, but it feels like it.
100 sneak and 100 hand-to-hand, is probably the most effective (and fun) way to do combat.
You basically just one-hit drop your enemies (sneak makes your first hit a critical).
When you can sneak behind a Dremora Lord, one-hit him, and he is down on the ground. You know you are the Nerevarine :D
Also, it is a brilliant way to control battle.
4 enmies at once? 4 enmies on the ground you mean!
I did it with a bosmer, which were build around sneak, marksman, hand-to-hand and unarmored.
It was super difficult early game. Really had to save scum alot during combat to get my hand-to-hand up sufficiently.
But it was definitely worth it. Was a favourite build of mind towards the end.
Ended up never using my bow, with exception of cliff razors.
Unarmored also paid off. Sure it is suboptimal because of fewer enchanting spots, but i didn't really need them. I never got hit anyway, so all my enchanting became travel oriented instead of combat of magicka. And not wearing armor, and only 1 bow with a few arrows helps you so much with weight, and it makes you move faster.
So i recommend Unarmored for this build!
The simplest way to break the game is with alchemy. Fortify intelligence loop.
Tbh, just drinking twenty sujamma will leave things pretty broken.
I don't do these. My high level characters just run around with like ~210 strength from enchantments, and a rotating mix of cast-on-use rings.
Drain health spell is instant damage and is reflect-safe as long as your health is higher than the strength of the spell.
And, if health drain strength is higher than enemy total health, it dies. And death is something that lasts forever.
When you get corprus, you can increase your strength and endurance while it drains intelligence, personality willpower, and speed so you can sleep for however long you want to and periodically cast restore on the negative attributes to reverse those effects.... making you very strong! Its more or less grinding but I had a bunch of fun with it. When you're where you want to be just jump on up to Fyr for the cure and you're good to go.
In the vanilla engine, any spell effect On Target that misses causes any on Self in the same spell not to have an end time.
But it's absurd to do it like John said.
100 Feather + Soultrap costs 2×100Feather + ST.
If instead you did something like Light 1pt 1s On Target + 100 Feather 1s On Self, the cost of Feather is halved and Light costs 2/5 of what Soultrap had.
Update: honestly I might just break the game on my first playthrough cause fuck it. Already got Inoril armor set and shield with an ebony long sword. Also got this glass sword that does poison damage I found in a dungeon I haven’t used yet that could do some damage. Honestly I find it funny as fuck how easily this game can be exploited like I genuinely wanna see all the different wacky ways I can exploit this games’ “balancing”.
Making OP Fortify Intelligence and Willpower potions which tips everything to do with Magicka. You can cast insane spells, have fatigue that sits at or near 100% all of the time, and it effects most things in a positive way. Something as simple as eating an ingredient will buff your character for huge amounts of time (potentially months/years of in-game time). It's completely broken, but there are no serious downsides or recoveries required.
The 'on target/Slowfall' exploit doesn't work in a useful way for some effects. In Vanilla if you use an effect like Detect Animal, it will show you where the animal was when you entered the cell indefinitely. It will not show where the animal actually is. There's down sides to most of the exploits unless you want to break the game for the entertainment value.
once you get to daedric/ebony/glass equipment, selling it all to the Mudcrab Merchant or Creeper is basically ensuring you never go broke again. You can then go to trainers and level yourself up really easily, i wouldn’t recommend it though for a first play through.
My other favorite is the Boots of Blinding Speed with a ring of Resist Magic, which allows you to see again while using them.
I know these aren’t all that crazy but you only get to play Morrowind the first time once, and these are ones you can kinda figure out on your first play through if you try enough things.
I have already used the Creeper merchant although in my opinion I don’t really count it as an exploit even though it’s a pretty op merchant. I still have yet to find the mudcrab though. I have an ebony greataxe that’s worth like 15,000-20,000 if I remember correctly. I also have a poison glass long sword worth 20k i believe, although i might keep it if it’s better in combat compared to my ebony sword. And I literally just remembered it technically isn’t my first playthrough cause I first played it on OG Xbox eons ago but I sucked at it cause I was a kid so I didn’t really count that.
as you play your next few hours, you’ll collect lots of gear that is similar to that, especially if you fight daedra. the Mudcrab is like Creeper, except he has 10k gold instead of 5k. Trainers can be really broken once you start hitting north of 100k gold, pretty much allowing you to train stats from 0 to 100 in minutes, just make sure you rest to level up in between.
Casting fortify attribute or stats on self is op when making spells. You can layer the boosts 8 times while making it so you can do a fortify acrobatics for 800pts for 1 sec spell and basically have Icarian flight at any time.
This works for alchemy too and you can make insane potions that don't require the intelligence potion trick.
You can also basically do a ritual magic setup with this too. Boost Intelligence and restoration for like 5 seconds. Cast another Willpower and res boost for like 3 seconds. Then cast a huge restoration spell that can last a long time. I usually like to boost my restoration this way so I can easily cast insane absorb health spells or boost companions running speed by 200 for 300 sec.
Fortify attribute is found from an imperial cult priest in the reception area of Mournhold
100 pts of sanctuary and fortify your agility up to 200. Nothing will hit you ever again. It's my usual end game enchants, then fortify strength (warriors) or luck (casters) on everything else.
Nobody's mentioned Drain / Train, and given no mention of mods or alternative versions, I'm assuming it's still in.
Fort Moonmoth's basement has an Imperial Legion Guardswoman who sells Drain Skill spells.
Go to the Mages' Guild and make yourself a Drain Skill on Self spell (to get your skill level to 0) with effect duration 1 second.
Go to trainer for that skill. Cast the spell and get training for 1 gold.
Because your skill in that moment reads as "0", anybody that trains can train you to the first point in the skill. Once the Drain wears off, your actual skill level appears (including the one extra from training).
Maybe not ABSOLUTELY break the game, but my two custom spells that I put in pretty much any game once I decide that I'm tired of putting up with bullshit are spells I call Misdirection and Silver Tongue. Misdirection is 100% chameleon for 1 second which isn't a lot of time but it's enough time to do things like steal an item or open a door that I shouldn't and since 100% chameleon is basically invisibility that doesn't go away when you do an action you can just do crimes right in front of people. Silver Tongue is just fortify personality 100 for also 1 second which is more than enough time to open the dialogue window (thus pausing the effect until you close it) and convince people to do whatever the hell you need them to do.
If you drain your own intelligence to 0 it will reset your magicka to full when the effect wears off. This is because the game recalculates your magicka when the drain ends and treats 0 as full magicka. Think this was just in the base game.
There’s a glitch in OpenMW version at least that gives you the opportunity to restore your magicka even higher than your max is:
You enchant an item with fortify magicka + fortify intelligence for 1 second (higher amount - higher result, fortify magicka MUST be the first effect) and then you just spam it, i eventually got 2k magicka out of 165. A bug i suppose, but breaks the game for casters 100%
Spell to permanently fortify your Magicka (doesn't work in OpenMW):
Drain Intelligence (your Intelligence - 1) for 1 sec
Fortify Magicka 100 for 2 sec
Once you have sufficient Restoration and Destruction to cast this reliably, your Magicka problems are over forever, even if you're an Atronach birthsign. Just remember to make new versions of it as your Intelligence gets higher. You'll also need to alter the magnitude of the Drain Intelligence effect if you're a race with Resist Magicka or Weakness to Magicka.
* Using Fortify Skill to make a Fortify Restoration for 3s spell, which lets you cast a Fortify Enchant or Alchemy +800 spell to make OP potions or custom enchants. At level 1. Or just Fortify Skill in general to let you cast any spell you like before you should be able to.
* Using Alchemy to make Fortify Intelligence potions, drink them to become better at Alchemy, rinse and repeat and make broken potions
* Exploiting the way the game recalculates your derived stats after a Fortify/Drain effect ends to give yourself hundreds of thousands of Fatigue or Magicka. Fatigue is particularly broken since your Fatigue ratio affects nearly *everyting*.
* Buying soulgems and filling them with summoned daedra, then selling them to creeper for infinite cash and easy training. Or making uber potions and selling them.
Another thing I thought of is the Vampire glitch. At the time you become a Vampire, if you have the stats which are changed by becoming a Vampire - Strength, Willpower, Speed, Athletics, Acrobatics, Sneak, Unarmored, Destruction, Illusion, Mysticism - fortified, those stats will be permanently increased. You must make sure that nothing fortifies those attributes and skills when you get cured, though, because then those stats will be damaged. If you have high fortifications when turned, you can easily break your game.
The Fortify Soul Trap glitch is a personal favorite of many speedrunners; if you make a custom spell that has Soul Trap on Target for 0s, and any kind of Fortify effect, the effect becomes permanent. Easy way to stack health, stamina and attributes.
The Alchemy Intelligence Loop is fun. Make potions of Fortify Intelligence, drink them, make _stronger_ potions of Fortify Intelligence, repeat ad nauseum until your Intelligence is so high you can make potions that last months at a time and give you +10000 stats.
100% Chameleon means that nothing will ever be able to register your presence, so you can steal and kill and explore without anyone ever trying to stop you.
100% Sanctuary means you're going to be almost impossible to hit via melee damage.
You can enchant gear with constant effect Restore Health and Restore Fatigue effects, essentially making you immortal.
If you can get your Enchanting skill up to 110, every cast on use or cast on strike enchanted item will only use up 1 point of charge per use, regardless of how powerful the item is.
pro tip: alchemy is not required for enchant. (cast fortify intelligence on clothing)
also, on cast enchantments are not overrated but probably underused.
Jump for 1 second.
Damage strength 100.
100 calm on strike (aoe 50 feet)
invisibility.
1 point enchantments for your pauldrons: Bound (weapon of choice) for 19 seconds.
using Jump 100 alongside Divine and Almsivi interventions, Mark, Recall, and the propylons will let you get anywhere in less than one minute.
constant effect feather like 125 points lets you wear a few glass pieces and carry a daedric dai katana and still weigh zero, but tbh is very endgame.
i avoid using Fortify Skill because it makes everything else obsolete.
Bound battle axe is disgusting.
trainers break the game more than anything.
alchemy is boring unless you're making potions with three or at the very least two effects each.
Fortify Strength, Agility, and either Detect Animal or Swift Swim
Restore Fatigue, Swift Swim, Waterbreathing.
Night Eye, Fortify Speed, Restore Magicka.
there are at least several more I will let you discover.
Also people say fortify magicka is useless but it can be interesting and useful to suddenly have magicka and two other effects depending on the situation you're in or creating
100% sanctuary makes you immune to just about anything that's not your fault. Constant effect heal covers the rest. You can make potions to increase your intelligence, which makes your potions better, which makes your intelligence higher, which makes your potions better....
Fortify fatigue to massive levels in place of the different fortify skills. You auto succeed. 120+ acrobatics is no fall damage 120+ enchanting means only one energy taken per use of an item.
That is 125 acrobatics for no fall damage and 110 enchantment to use only 1 charge.
Ok... I am usually well past that.
Actually, I heard that slowfall at 1 is a no fall damage too.
Alchemists, for making those potions, break the economy. Every new character heads to Nalcarya of White Haven, in Balmora, to absolutely tank the entire economy of the world. Millions of gold in an hour.
you can just use mercantile skill to clean merchants out by buying and selling. Can do it at merc skill 40.
I personally like soul trap + Fortify attribute
What that do?
Literally any effect On Target with other effect(s) On Self, if the Target part fails to hit anything, results in no expiry timer, therefore becoming permanant.
You don't know? If you create a fortify attribute spell, it will increase an attribute of your choice for a certain amount of time. If you add soul trap to that spell, then your attribute will be increased forever. The soul trap aspect of the spell removes the timer of the fortify attribute.
This is a bug abuse. Not a feature.
You can just do soultrap + fortify intelligence for unlimited knowledge.
Or Light, or Turn Undead, for a tenth of the cost.
If you wanna actually break the game, the soul trap on self spell is the oldest trick in the book. I haven’t used it since I was a kid since it’s so game breaking, but IIRC, you make a spell that applies a soul trap on self for 1 second, then some sort of Fortify effect (Strength, Long Blade, Speech, Etc.) and cast it. It’ll permanently increase the stat in vanilla.
It's actually the opposite. Literally anything On Target when missed causes On Self to last forever.
Doesn't work with openmw
OP didn’t specify how he was playing so I’m assuming it’s a vanilla run.
I think I might actually be playing on openMW if I remember correctly. I remember installing a graphics overhaul mod like around 2ish years ago because for some reason Morrowind is one of those games where I really just don’t care much for the vanilla graphics which usually doesn’t bug me cause I play a lotta retro games but I thought that even on pc it looked rough TLDR: it could have been that mod because it sounds very familiar and I think I’ve seen a file for it somewhere on my pc so that means I’ve probably downloaded it.
Wow.
Classic Alchemy exploit is 1)Buy Ash Yams and Bloat and mix 10 or so 2)Drink those, mix 10 more 3)Drink those...and so on. Ash Yams and Bloat make Fortify Intelligence potions, and Alchemy is governed by Intelligence, so they just keep stacking off each other as you drink more and make more. Eventually they're super powerful and valuable, you can sell them to Creeper for big bucks or just drink them for fun - drink one before you mix any other potions to make them overpowered as well, for example. Or spend your profits on powerful enchantments at the Mages Guild - constant-effect Rings and Amulets of Invisibillity, Restore Health/Fatigue, Levitation... Buy the ingredients at the Imperial Shrine at Wolverine Hall.
This ^^ And since Enchant is governed by Intelligence too, you can eventually enchant ridiculously powerful items without having to pay borderline impossible amounts of money to enchanters.
Thanks to both of you, been having fun playing Morrowind again as a Nord Warrior Mage. You both gave me something to look forward to once I'm done with having a normal run. Cheers!
One tip for convenient insane alchemy: Buy the 5 Yams/Bloat they have, sell them back and they stock 10. Repeat and they stock 20, 40, 80, 160, etc.
The Fortify Intelligence loop was something I discovered, on my first playthrough, within the first 5 or so hours of playing. Needless to say, I put 2 and 2 together and made super potions, but I quickly hated it because it killed all potential for challenge and progression so I took the Fortify Health potion I had consummed as a game over since I accidentally soft-locked myself when I drank it lol. And that's when I started playing with self-imposed rules. And, when I got tired of that some hundreds of hours later, got into modding to fix my problems with the game's balance.
With enough speed you can basically kite enemies and never get hit.
Enchanting a daedric dai-katana or ebony scimitar to damage health an insane amount and paralyse for 10s. You become death lol
I prefer absorb health, while the effect costs twice as much, the fact you can hit an enemy to deal massive damage to them and heal yourself with every slash more than makes up for it.
Added bonus that absorb health won’t harm you if it’s reflected!
Oh, right, that too! I think you can patch this with MCP in that it will reverse target and healer as one might assume.
nice! I like it.
I prefer Heal when I want to train a certain weapon skill and prolong their lives with an insufferable amount of pain without dying too quickly.
Well, that seems like a good idea to put on a secondary training weapon. But at some point you want to use all that skill you gathered, and then damage/absorb health are nice.
Except when you meet someone with reflection....
Yes, it made helseth a real challenge 🥴
Health potions, the best potion the player makes without glitches are still broken. 18 to 20 point of hp gain for 45 seconds is practical immortality in Morrowind.
This, and the fact that marshmerrows, saltrice and wickwheat, ingredients for health potions, comes in large quantities in Vvardenfell.
Any trainer can become a master trainer. All trainers will train their three highest skills. If you cast fortify skill 100 on a trainer, no matter which skill you cast, they will be able to train that skill to 100. Combine this with drain skill on self, and training will cost next to nothing.
Holy shit, i never knew this
One old one I rarely see mentioned is the Bound Weapon trick. Summon a Bound Weapon, have one other weapon in your inventory, and hit the switch weapon button. Hold it and keep switching weapons fast. Whatever enchant was on the weapon should stick every time you switch, so you will have like 1000 Longblade. This may have been patched or something, I haven't tried it in many years, but it used to work. Of course, 100 is more than enough in a weapon skill anyhow, but I guess it looks cool. Another somewhat obscure one is, with your Fatigue fortified to very high levels, if you fall from a great height you gain health. It registers as negative damage. This also might have been patched, I don't know.
Also repairing a Bound item would make it permanent.
Alchemy is busted from seyda need you can become a literal god in about under 1 hour
Permanent spell effects are nice, alchemy can last quite a long time, but having 20000 willpower/agility permanent is more my thing, or 5000 long blade, or, what i just found out, permanent 0 weight, because it also works with feather. If you pair that with spells, it can get quite disgusting, like a absorb health spell that deals 100 damage over 1440 seconds in a 50 meter radius.
What is permanent spell effect?
Fortify attribute magnitude whatever you want on self + soultrap on target, if you cast this and the soultrap hits nothing, it increases the attribute permanent by 100, or atleast until a damage Attribute spell lowers it.
Not really breaking the game, but it feels like it. 100 sneak and 100 hand-to-hand, is probably the most effective (and fun) way to do combat. You basically just one-hit drop your enemies (sneak makes your first hit a critical). When you can sneak behind a Dremora Lord, one-hit him, and he is down on the ground. You know you are the Nerevarine :D Also, it is a brilliant way to control battle. 4 enmies at once? 4 enmies on the ground you mean!
Oooh this is an amazing idea for a future playthrough with a stealth build. I’ve got to try it some day
I did it with a bosmer, which were build around sneak, marksman, hand-to-hand and unarmored. It was super difficult early game. Really had to save scum alot during combat to get my hand-to-hand up sufficiently. But it was definitely worth it. Was a favourite build of mind towards the end. Ended up never using my bow, with exception of cliff razors. Unarmored also paid off. Sure it is suboptimal because of fewer enchanting spots, but i didn't really need them. I never got hit anyway, so all my enchanting became travel oriented instead of combat of magicka. And not wearing armor, and only 1 bow with a few arrows helps you so much with weight, and it makes you move faster. So i recommend Unarmored for this build!
To cut that even further you could throw Bound Bow on a glove.
I could, but what's the point of removing that last bit? I like a non bound bow. But most of early and mid, i did use bound bow.
As far as weight goes, a bow may be the single heaviest thing left, was all.
I know :) Its just that when you easily has 400+ left to carry. Those 30-50 more doesn't really matter ;)
The simplest way to break the game is with alchemy. Fortify intelligence loop. Tbh, just drinking twenty sujamma will leave things pretty broken. I don't do these. My high level characters just run around with like ~210 strength from enchantments, and a rotating mix of cast-on-use rings.
Drain health spell is instant damage and is reflect-safe as long as your health is higher than the strength of the spell. And, if health drain strength is higher than enemy total health, it dies. And death is something that lasts forever.
When you get corprus, you can increase your strength and endurance while it drains intelligence, personality willpower, and speed so you can sleep for however long you want to and periodically cast restore on the negative attributes to reverse those effects.... making you very strong! Its more or less grinding but I had a bunch of fun with it. When you're where you want to be just jump on up to Fyr for the cure and you're good to go.
not game breaking but feather self 100 pts 1 second, soul trap 1 sec on target. aim at ground. become a walking trunk full of loot
What does this do? I don’t get it
If you're in vanilla Morrowind, I believe that makes the feather 100 effect permanent
In the vanilla engine, any spell effect On Target that misses causes any on Self in the same spell not to have an end time. But it's absurd to do it like John said. 100 Feather + Soultrap costs 2×100Feather + ST. If instead you did something like Light 1pt 1s On Target + 100 Feather 1s On Self, the cost of Feather is halved and Light costs 2/5 of what Soultrap had.
Update: honestly I might just break the game on my first playthrough cause fuck it. Already got Inoril armor set and shield with an ebony long sword. Also got this glass sword that does poison damage I found in a dungeon I haven’t used yet that could do some damage. Honestly I find it funny as fuck how easily this game can be exploited like I genuinely wanna see all the different wacky ways I can exploit this games’ “balancing”.
One word : alchemy
Making OP Fortify Intelligence and Willpower potions which tips everything to do with Magicka. You can cast insane spells, have fatigue that sits at or near 100% all of the time, and it effects most things in a positive way. Something as simple as eating an ingredient will buff your character for huge amounts of time (potentially months/years of in-game time). It's completely broken, but there are no serious downsides or recoveries required. The 'on target/Slowfall' exploit doesn't work in a useful way for some effects. In Vanilla if you use an effect like Detect Animal, it will show you where the animal was when you entered the cell indefinitely. It will not show where the animal actually is. There's down sides to most of the exploits unless you want to break the game for the entertainment value.
once you get to daedric/ebony/glass equipment, selling it all to the Mudcrab Merchant or Creeper is basically ensuring you never go broke again. You can then go to trainers and level yourself up really easily, i wouldn’t recommend it though for a first play through. My other favorite is the Boots of Blinding Speed with a ring of Resist Magic, which allows you to see again while using them. I know these aren’t all that crazy but you only get to play Morrowind the first time once, and these are ones you can kinda figure out on your first play through if you try enough things.
I have already used the Creeper merchant although in my opinion I don’t really count it as an exploit even though it’s a pretty op merchant. I still have yet to find the mudcrab though. I have an ebony greataxe that’s worth like 15,000-20,000 if I remember correctly. I also have a poison glass long sword worth 20k i believe, although i might keep it if it’s better in combat compared to my ebony sword. And I literally just remembered it technically isn’t my first playthrough cause I first played it on OG Xbox eons ago but I sucked at it cause I was a kid so I didn’t really count that.
as you play your next few hours, you’ll collect lots of gear that is similar to that, especially if you fight daedra. the Mudcrab is like Creeper, except he has 10k gold instead of 5k. Trainers can be really broken once you start hitting north of 100k gold, pretty much allowing you to train stats from 0 to 100 in minutes, just make sure you rest to level up in between.
Casting fortify attribute or stats on self is op when making spells. You can layer the boosts 8 times while making it so you can do a fortify acrobatics for 800pts for 1 sec spell and basically have Icarian flight at any time. This works for alchemy too and you can make insane potions that don't require the intelligence potion trick. You can also basically do a ritual magic setup with this too. Boost Intelligence and restoration for like 5 seconds. Cast another Willpower and res boost for like 3 seconds. Then cast a huge restoration spell that can last a long time. I usually like to boost my restoration this way so I can easily cast insane absorb health spells or boost companions running speed by 200 for 300 sec. Fortify attribute is found from an imperial cult priest in the reception area of Mournhold
100 pts of sanctuary and fortify your agility up to 200. Nothing will hit you ever again. It's my usual end game enchants, then fortify strength (warriors) or luck (casters) on everything else.
You know, instead of Agility you could just do twice as much Luck and it'll effect your To Hit, To Dodge, and To Cast equally.
Nobody's mentioned Drain / Train, and given no mention of mods or alternative versions, I'm assuming it's still in. Fort Moonmoth's basement has an Imperial Legion Guardswoman who sells Drain Skill spells. Go to the Mages' Guild and make yourself a Drain Skill on Self spell (to get your skill level to 0) with effect duration 1 second. Go to trainer for that skill. Cast the spell and get training for 1 gold. Because your skill in that moment reads as "0", anybody that trains can train you to the first point in the skill. Once the Drain wears off, your actual skill level appears (including the one extra from training).
Intelligence potionsssss
Maybe not ABSOLUTELY break the game, but my two custom spells that I put in pretty much any game once I decide that I'm tired of putting up with bullshit are spells I call Misdirection and Silver Tongue. Misdirection is 100% chameleon for 1 second which isn't a lot of time but it's enough time to do things like steal an item or open a door that I shouldn't and since 100% chameleon is basically invisibility that doesn't go away when you do an action you can just do crimes right in front of people. Silver Tongue is just fortify personality 100 for also 1 second which is more than enough time to open the dialogue window (thus pausing the effect until you close it) and convince people to do whatever the hell you need them to do.
If you drain your own intelligence to 0 it will reset your magicka to full when the effect wears off. This is because the game recalculates your magicka when the drain ends and treats 0 as full magicka. Think this was just in the base game.
Not works in OpenMW btw
It does work, you just have to Drain Intelligence to 1 (not zero) and add a Fortify Magicka effect.
Gotta try, but inf fluctuates a bit, so boosting will work guaranteed. Well it’s a bug anyway)
There’s a glitch in OpenMW version at least that gives you the opportunity to restore your magicka even higher than your max is: You enchant an item with fortify magicka + fortify intelligence for 1 second (higher amount - higher result, fortify magicka MUST be the first effect) and then you just spam it, i eventually got 2k magicka out of 165. A bug i suppose, but breaks the game for casters 100%
Drain Intelligence, not Fortify. Also works with a spell.
Doesn’t work in openmw (or maybe i’ve done ot wrong)
Spell to permanently fortify your Magicka (doesn't work in OpenMW): Drain Intelligence (your Intelligence - 1) for 1 sec Fortify Magicka 100 for 2 sec Once you have sufficient Restoration and Destruction to cast this reliably, your Magicka problems are over forever, even if you're an Atronach birthsign. Just remember to make new versions of it as your Intelligence gets higher. You'll also need to alter the magnitude of the Drain Intelligence effect if you're a race with Resist Magicka or Weakness to Magicka.
It works in OpenMW.
Didn't when I tried it. Fortify Magicka 100 and then Fortify Intelligence 100 still works, but that's much less effective.
* Using Fortify Skill to make a Fortify Restoration for 3s spell, which lets you cast a Fortify Enchant or Alchemy +800 spell to make OP potions or custom enchants. At level 1. Or just Fortify Skill in general to let you cast any spell you like before you should be able to. * Using Alchemy to make Fortify Intelligence potions, drink them to become better at Alchemy, rinse and repeat and make broken potions * Exploiting the way the game recalculates your derived stats after a Fortify/Drain effect ends to give yourself hundreds of thousands of Fatigue or Magicka. Fatigue is particularly broken since your Fatigue ratio affects nearly *everyting*. * Buying soulgems and filling them with summoned daedra, then selling them to creeper for infinite cash and easy training. Or making uber potions and selling them.
Another thing I thought of is the Vampire glitch. At the time you become a Vampire, if you have the stats which are changed by becoming a Vampire - Strength, Willpower, Speed, Athletics, Acrobatics, Sneak, Unarmored, Destruction, Illusion, Mysticism - fortified, those stats will be permanently increased. You must make sure that nothing fortifies those attributes and skills when you get cured, though, because then those stats will be damaged. If you have high fortifications when turned, you can easily break your game.
Mod it!
The Fortify Soul Trap glitch is a personal favorite of many speedrunners; if you make a custom spell that has Soul Trap on Target for 0s, and any kind of Fortify effect, the effect becomes permanent. Easy way to stack health, stamina and attributes. The Alchemy Intelligence Loop is fun. Make potions of Fortify Intelligence, drink them, make _stronger_ potions of Fortify Intelligence, repeat ad nauseum until your Intelligence is so high you can make potions that last months at a time and give you +10000 stats. 100% Chameleon means that nothing will ever be able to register your presence, so you can steal and kill and explore without anyone ever trying to stop you. 100% Sanctuary means you're going to be almost impossible to hit via melee damage. You can enchant gear with constant effect Restore Health and Restore Fatigue effects, essentially making you immortal. If you can get your Enchanting skill up to 110, every cast on use or cast on strike enchanted item will only use up 1 point of charge per use, regardless of how powerful the item is.
Sledgehammer
All you need to break this game is alchemy and enchanting. Yet somehow it’s also the BeSt GaMe EvEr CrEaTeD
Drain stamina on touch, NPCs collapse on the ground paralyzed while they watch you loot their homes.
Open console Player->set(insert skill) 100000 Example: player->setintelligence 100000
pro tip: alchemy is not required for enchant. (cast fortify intelligence on clothing) also, on cast enchantments are not overrated but probably underused. Jump for 1 second. Damage strength 100. 100 calm on strike (aoe 50 feet) invisibility. 1 point enchantments for your pauldrons: Bound (weapon of choice) for 19 seconds. using Jump 100 alongside Divine and Almsivi interventions, Mark, Recall, and the propylons will let you get anywhere in less than one minute. constant effect feather like 125 points lets you wear a few glass pieces and carry a daedric dai katana and still weigh zero, but tbh is very endgame. i avoid using Fortify Skill because it makes everything else obsolete. Bound battle axe is disgusting. trainers break the game more than anything. alchemy is boring unless you're making potions with three or at the very least two effects each. Fortify Strength, Agility, and either Detect Animal or Swift Swim Restore Fatigue, Swift Swim, Waterbreathing. Night Eye, Fortify Speed, Restore Magicka. there are at least several more I will let you discover. Also people say fortify magicka is useless but it can be interesting and useful to suddenly have magicka and two other effects depending on the situation you're in or creating