===========================
Section 1 - Version History
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Version 1.0 - 13,745 bytes
This is the first version of this FAQ. The *Skills* and *Star Signs*
sections
are yet to be added. First version to be released.
Version 1.1 - 14,968 bytes
Corrected Version No. Added base points for female characters. Again, the
*Skills* and *Star Signs* sections are yet to be added.
Version 1.2 - 21,317 bytes
Added *Star Signs* section. *Skills* section still not added.
Version 1.3 - 28,697 bytes
Corrected some of the star sign comments and ratings. *Skills* section to be
completed in the next version. I've had some e-mails concerning skill
advancement, and that information will be added once I have completed the
bulk
of the FAQ.
There are 10 playable races in Morrowind, each has its own strengths, and in
some cases, weaknesses too. The 10 playable races are:
Argonian
Breton
Dark Elf
High Elf
Imperial
Khajiit
Nord
Orc
Redguard
Wood Elf
Each race has a predefined set of attribute base points, skill bonuses and
specials. Each race gains a total of 310 attribute base points and 45 bonus
skill points. NOTE: Female character base points are different than male
base
points. Refer to section 4 for more information on skills. There are two
main
types of specials - constant effect (specials that are applied at all times
and
are not activated) and activated (specials that are cast as powers (can only
be
used once every 24 hours of in-game time)). These two types of specials are
indicated in the tables below.
Resist Disease (Constant) -- Resist Common Disease 75%
Immune to Poison (Constant) -- Resist Poison 100%
Water Breathing (Activated) -- Water Breathing for 120 secs on Self
Comments: The Argonians are a "Beast Race" and as such they will not be able
to
wear boots. On top of this they can only wear open-faced helms, which
narrows
down the selection a bit. This is a major disadvantage, as they will not be
able to wear the "Blinding Boots of Speed", an item which increases the
speed
of the wearer by 200 points. Because of this, they will travel around
Vvardenfell a lot slower than other races, a major time waster when
travelling
for all of the missions in Morrowind.
Aside from the obvious disadvantage that is mentioned above we can see that
Argonians have a 15 points bonus to their Athletics skill. For the same
reason
as above, other races are better because they can wear the Blinding Boots of
Speed to help them move faster, and as such will not need the athletics
skill.
To compensate, the "Beast Race" disadvantage we have this bonus, and male
Argonians also start out with at least 50 points in the Speed attribute.
Being immune to poison can be useful, as can the resist disease, but these
are
nothing special. The water breathing is certainly nothing to choose this
race
for.
The female Argonian starts with at least 50 intelligence an 40 willpower, so
she will make a good mage in any case. Argonians have a 5 points bonus to
the
Unarmored skill. This can be useful for mages to, and with a female
character
can make a very good combination. On top of all of this, Argonians have a 5
points bonus Illusion and Mysticism to make them even better spellcasters.
Summary: Argonians have several disadvantages as mentioned above, but also
have
several advantages. The male Argonian can make an excellent thief, whilst
the
female can be a brilliant mage. The sex you choose will be the ultimate
decider
in what path you will take in Morrowind.
Rating: D - Not as good as other races, but they look cool!
Magicka Bonus (Constant) -- Fortify Maximum Magicka 0.5x INT
Resist Magicka (Constant) -- Resist Magicka 50%
Dragon Skin (Activated) -- Shield 50 pts for 60 secs on Self
Comments: Quite obviously, the breton is a mage. But that is all he is. The
male Breton can make a fairly good battle mage, but lacks the Endurance that
is
needed to be a real battle mage. Bretons come along with a nice 50% resist
magicka, useful for anyone, especially for a mage. The fortify magicka isn't
as
high a magnitude as the High Elven one, but Bretons don't have that horrible
magicka weakness, infact, Bretons have resistance to magicka! A 50%
resistance
to magicka really is something to choose this race for, since you will need
to
enchant a lot of clothing to get yourself up to that coveted magicka
immunity
later on in the game.
The skill bonuses that Bretons have are quite nicely matched. They don't
have
any pointless ones like athletics and acrobatics. If you are going to fault
anything, it would have to be that there isn't a skill there that has all 15
bonus points, so you won't be a master of any particular school of magic too
soon, but this does, however, give you a nice opportunity to decide for
yourself what you want to excel in early on.
Well, now we come to the special abilities. Aside from the two mentioned
above,
there is only one other - Dragon Skin. Certainly not the most powerful
special
ability, but could be useful in some situations nevertheless.
The female Breton starts off with more speed, but less strength than the
male.
I would say that the speed advantage is better than the strength one for a
mage, but I wouldn't say it is anything too prominent.
Summary: Bretons are excellent all-round mages, but just don't cut it as
anything else. If you want to be a mage, then you should seriously consider
being a Breton, but otherwise, stay well clear.
Ancestor Guardian (Activated) -- Sanctuary 50 pts for 60 secs on Self
Resist Fire (Constant) -- Resist Fire 75%
Comments: At first glance, the Dark Elf appears to be a good mage, but I
would
sat otherwise. Compared to the Bretons and High Elves they just don't seem
very
appealing. A lot of the skills here, you should note are well suited to
thieves
(for example the light armor and short blade skills), so that becomes a
prominent factor in determining whether or not you choose them.
Again, there aren't any 15 point skill bonuses, which is a shame, but the
skills in which there are bonuses are very useful. Since you will probably
be being a thief (with good spellcasting abilities as backup) these skills
are
almost perfectly suited.
The Dark Elvish special abilities are very good. Constant effect resist fire
75% and a very strong sanctuary spell for 60 seconds. The latter could be
life
saving in many situations as could the first. If you play as a Dark Elf for
very long, then these abilities will be missed.
The male Dark Elf gets more Endurance that the female, however the female
gets
a higher personality rating. Personality is better suited to thieves, so
that
would be useful, however, the aesthetic choice might sway your choice of
gender.
Summary: Dark Elves can be excellent in any area, provided you start with
the
right array of skills. They are particularly adept at thievery, and don't
lack
any magic skill. A wise choice in any case.
Magicka Bonus (Constant) -- Fortify Maximum Magicka 1.5x INT
Weakness to Magicka (Constant) -- Weakness to Magicka 50%
Weakness to Fire (Constant) -- Weakness to Fire 50%
Weakness to Frost (Constant) -- Weakness to Frost 25%
Weakness to Shock (Constant) -- Weakness to Shock 25%
Resist Disease (Constant) -- Resist Common Disease 75%
There are three ways to choose your class in Morrowind. The first and most
interesting is by answering a set of prewritten questions to automatically
choose a class to suit your personality, the second is by choosing you class
from a list (you way wish to refer to"RBryant"s "Pre-Generated Character
Class
List" (Hosted on GameFAQs) for further details on this), and the third, and
most decisive choice is to generate your own class by choosing a
specialization
(from Combat, Magic or Stealth), two favourite attributes (from Strength,
Intelligence, Willpower, Agility, Speed, Endurance, Personality and Luck)
and 5
Major and 5 Minor skills (see skills section for more details).
When creating a custom class (the third choice) you should remember the
following things:- Special Thanks to Z-Force for the following tips.
If you choose Acrobatics, Athletics or Sneak you will advance in levels too
quickly and this might make the game less enjoyable. So, don't!
You should choose skills with a mix of attributes (i.e. choose skills that
are
governed by various attributes). This will give you an easier time getting
multipliers when you level up.
Choose at least 1 weapon skill, 1 armour skill and 2 magic skills
(preferably
one offensive and one defensive).
In the land of Morrowind there are 8 different attributes. The 2 attributes
that you choose to be your favourite attributes get a +10 points bonus. Each
attribute affects different aspects of the game. Some attributes govern
skills,
while some do not. Attributes also affect your starting health, fatigue,
magicka, and the stat. bonuses that you acquire when you level up. One
attribute - luck - does none of these, however it effects some other things
within Morrowind. The various attributes in Morrowind are:-
Affects your ability to dodge and hit targets in melee as well as your
maximum
fatigue.
Comments: Archers and thieves alike will use this skill well. Light armour
is,
by far, the most useful armour specialisation early in the game. Sneak is an
essential skill for thieves as is Marksman for an archer.
---------
Endurance
---------
Governs: (3) Heavy Armour, Medium Armour, Spear
Affects your starting Health, your Health gain per level, and your maximum
Fatigue.
Comments: This skill is ideal for combat specialized characters. The extra
health gains and extra starting health can give you a kick start when
playing
a combat orientated run-through of Morrowind.
Comments: This skill can be very useful when you are a high level mage. This
skill makes it much easier to create enchantments and potions.
----
Luck
----
Governs: (0) NONE
Affects every action you do in a small way.
Comments: Luck affects things such as what you will find in randomly spawned
crates and the chances of finding items of value. This is a handy attribute,
but it is sometimes a waste because it does not really affect the game as
much
as the other attributes
Affects your ability to deal with other characters and how much they like
you.
Comments: Personality is one of the least useful attributes, Illusion,
however,
can sometimes be useful when becoming a mage.
-----
Speed
-----
Governs: (4) Athletics, Hand-to-hand, Short Blade, Unarmored
Determines how fast you can move.
Comments: This attribute governs the Short Blade skill. The Short Blade is,
without doubt, the most common and easy-to-come-by weapon in Morrowind.
Also,
the Unarmoured attribute is quite important for those who wish to become
Mages.
Affects your starting Health, how much you carry, your maximum Fatigue, and
how
much damage you do in melee.
Comments: This attribute is well-suited for those who wish to join the
Fighters
Guild early on in the game. Strength governs 5 attributes, most importantly
-
the Long Blade.
Affects your ability to resist magic, and your maximum Fatigue.
Comments: This attribute governs only magic, so, unless you wish to join the
Mages Guild, I suggest that you do not choose this attribute. Likewise, this
attribute is very well suited for those who wish to join the Mages Guild so
if
you wish to join the Mages Guild, you should choose this.
There are a total of 27 skills that each fall into one of three categories.
The
categories are Combat, Magic and Stealth. When creating a custom class you
must
choose one of these categories as a specialisation. Each skill that falls
within that category gets a +5 bonus. Here are the various skills, their
governing attributes, in game comments and some extra information:-
**To be added in a later version**
======================
Section 6 - Star Signs
======================
Every character you create must have a star sign. Each Star Sign has some
powerful advantages but also, in some cases, some strong disadvantages. It
is
usually best to pick a Star Sign suited to your character, i.e. a mage
should
choose Either "The Apprentice" or "The Mage" to give him some strong magicka
bonuses. For each star sign I have given a rating between A+ and E- and some
comments. An A+ grade is the best rating and E- is the worst.
--------------
The Apprentice
--------------
Rating: B+
Comments: This star sign is well suited for experienced mages who can defeat
opponents quickly and effectively. With the huge Magicka bonus an
experienced
player can kill their opponent without suffering any considerable damage,
and
hence, the disadvantage is not so bad. The Apprentice is a very nice sign
for
Bretons, but not so for High Elves. Picture a high elf with 100% magicka
weakness. That means that if hit with a paralyzation spell or a damage
strength
spell, that it will have up to twice the normal duration or magnitude. It
would
make bonewalkers and jinksblades a nightmare to fight.
Ability == Elfborn -- Fortify Maximum Magicka 1.5x INT
Weakness to Magicka 50%
------------
The Atronach
------------
Rating: A+
Comments: You get a massive magicka bonus from this sign, but you also have
stunted magicka. This means that you cannot regain your magicka from
resting,
so instead, you must regain your magicka through spell absorbtion. The
Atronach, most people agree, is the best sign in the game. The 50% spell
absorption is crazy, you take no damage from traps/spells half of the time!
That's an effect you CANNOT constant effect enchant yourself in the game.
The
huge magicka bonus is great, and the stunted magicka can be overcome with
Summon Ancestral Ghost for quick refill with spell absorption, or just use
alchemy. If you choose Conjuration as a Major skill, then you get "Summon
Ancestral Ghost" as a spell when you start the game.
Ability == Wombburn -- Spell Absorption 50 pts
Fortify Maximum Magicka 2.0x INT
Stunted Magicka
--------
The Lady
--------
Rating: B+
Comments: You get a 25 pts bonus for both personality and endurance, that's
2.5
times bigger bonus than you get from choosing either of these as favourite
attributes. This is, overall, quite an unbalanced sign and the resulting
endurance and personality bonuses can be more than helpful for any
character,
giving increased health and better mercantile and speechcraft skills
respectively. The Lady, to the newbie, is a great sign. However, it's really
easy to train your endurance up to 100 by level 12 / 13 from 40 at level 1.
That early in the game, you'd have already lost any benefit from the lady
Star
Sign. Anyone who can manage their levelling multipliers should stay away
from
Attribute raising signs.
Comments: Firstly, the weakness to fire makes you take twice as much damage
from any fire spells or weapons, and the spell you get in return for this
disadvantage is far from brilliant. The Blood of the North is not such a
great
spell when your dead from fire damage! Plus, you can just buy yourself a
spell
of this magnitude for a reasonable price.
Ability == Trollkin -- Weakness to Fire 100%
Spell == Blood of the North -- Restore Health 2 pts for 30 secs on Self
---------
The Lover
---------
Rating: B-
Comments: This sign can give your Wood Elf 85 pts Agility and a 50 marksman
skill, (achieved by choosing Marskman as a Major skill and specialisation in
Stealth) thus creating an extremely powerful marksman. The power "Lover's
Kiss"
is far from brilliant, but can be very useful in some situations. A good
choice
for all stealth orientated players. For the same reasons as with The Lady,
you
can easily train your agility skill up to 100 so the agility bonus is lost
when
you get a little way through the game. When there are ample paralyzation
weapons
in the game and it's easier to just enchant a weapon with damage strength
(permanent paralyzation).
Ability == Mooncalf -- Fortify Agility 25 pts
Power == Lover's Kiss -- Paralyze for 60 secs on Target
Damage Fatigue 200 pts on Self
--------
The Mage
--------
Rating: B+
Comments: Gives a fairly good and straight-forward bonus to magicka. Quite
good,
but I'd rather choose a more powerful sign such as "The Apprentice". This is
a
good choice for less experienced players as you suffer no disadvantages.
Ability == Fay -- Fortify Maximum Magicka 0.5x INT
----------
The Ritual
----------
Rating: B-
Comments: Mara's Gift is a very strong power to have, especially for
fighters.
But as for Blessed Word and Blessed Touch it, they can't be used very often,
only on undead creatures, and the effects still aren't too great even on
undead
creatures. I'd prefer choosing a magicka bonus sign, and buying a strong
heal
spell from a spell-maker, that way, you can cast the spell as many times as
you
like in a day.
Spell == Blessed Word -- Turn Undead 100 pts for 30 secs on Target
Spell == Blessed Touch -- Turn Undead 100 pts for 30 secs on Touch
Power == Mara's Gift -- Restore Health 100 pts on Self
-----------
The Serpent
-----------
Rating: E-
Comments: Quite simply, you do 90 pts damage and you take 30 pts of damage
in
30 seconds. You could much easier kill your opponent with a good weapon, or
buy
a spell that does this much damage to your opponent. There are better signs
than this for any character. I strongly advise you not to choose this star
sign.
Spell == Star-Curse -- Poison 3 pts for 30 secs on Touch
Damage Health 1 pt for 30 secs on Self
----------
The Shadow
----------
Rating: D-
Comments: Well, this sign would probably get a C if it was a spell instead
of a
power. But invisibility isn't that great, you become visible again as soon
as
you touch/steal/attack anything.
Power == Moonshadow -- Invisibility for 60 secs on Self
---------
The Steed
---------
Rating: C+
Comments: This can come in quite handy when you want to flee from a battle,
and
you get a nifty little bonus to your Short Blade and Unarmoured skills. All
in
all, this is a pretty good star sign.
Ability == Charioteer -- Fortify Speed 25 pts
---------
The Thief
---------
Rating: C+
Comments: Basically, you've just got 10 pts added onto your chance-to-dodge
ratings. You can, however, enchant an with an equal magnitude constant
effect
on something. Better suited for mages and thieves.
Comments: You can buy Ondusi's Open Door in Balmora Mages Guild right at the
beginning of the game, and if you start with Alteration of around 40 or 45,
then you have a 81% chance at 15 magicka cost to open any 50pt lock in the
game.
And that's not once a day. Better suited for thieves and possibly mages.
Spell == Beggar's Nose -- Detect Animal 200 ft for 60 secs on Self
Detect Enchantment 200 ft for 60 secs on Self
Detect Key 200 ft for 60 secs on Self
Power == Tower Key -- Open 50 pts on Touch
-----------
The Warrior
-----------
Rating: c
Comments: This means that your attacks have a 10% higher chance of hitting
your
opponent. This is, really, the opposite of The Thief. Pointless for those
who
do not wish to use many weapon (instead of magic). An average sign for a
fighter. A bad sign for anyone else.
The most up-to-date version of this FAQ can always be found at GameFAQs
(http://www.gamefaqs.com)
(c) This document is copyright 2002-2003 gritta
This FAQ may be published by anyone who wishes to do so, as long it is
posted
unaltered and as long as I receive an e-mail saying where it is to be
posted.
By doing this, I am also able to send you any updates to this FAQ.
My e-mail address is:- adamgritt@hotmail.com
You may not seek to gain profit by redistributing this FAQ either on the
internet, on paper or in any other form.
This FAQ was written using the PC version of Morrowind. Although it is very
likely that some, if not all, of the information in this FAQ is correct for
the
X-Box version of Morrowind as well.
This FAQ was written entirely by gritta unless otherwise noted.
I would like to give credit and a special thanks to the following people:
Lord Tenebrae - For correcting some of the star sign comments and ratings.
Z-Force - For allowing me to put some of his tips in this FAQ.
CJayC - For making such a great website, and hosting this FAQ.
Bethesda - For making a truly amazing game.
If you would like to add to this FAQ or ask a question about it, please
e-mail
me at adamgritt@hotmail.com