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Sponsors:
Marksman - 15 Points
Sneak - 10 Points
Specials
Resist Disease (Constant) -- Resist Common Disease 75%
Beast Tongue (Activated) -- Command Creature 5 Levels for 600 secs on Target
===================
Section 3 - Classes
===================
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).
======================
Section 4 - Attributes
======================
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:-
-------
Agility
-------
Governs: (4) Block, Light Armour, Marksman, Sneak
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.
------------
Intelligence
------------
Governs: (4) Alchemy, Conjuration, Enchant, Security
Determines your maximum amount of Magicka.
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
-----------
Personality
-----------
Governs: (3) Illusion, Mercantile, Speechcraft
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.
--------
Strength
--------
Governs: (5) Acrobatics, Armorer, Axe, Blunt Weapon, Long Blade
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.
---------
Willpower
---------
Governs: Alteration, Destruction, Mysticism, Restoration
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.
==================
Section 5 - Skills
==================
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.
Sneak - 10 Points
Specials
Resist Disease (Constant) -- Resist Common Disease 75%
Beast Tongue (Activated) -- Command Creature 5 Levels for 600 secs on Target
===================
Section 3 - Classes
===================
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).
======================
Section 4 - Attributes
======================
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:-
-------
Agility
-------
Governs: (4) Block, Light Armour, Marksman, Sneak
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.
------------
Intelligence
------------
Governs: (4) Alchemy, Conjuration, Enchant, Security
Determines your maximum amount of Magicka.
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
-----------
Personality
-----------
Governs: (3) Illusion, Mercantile, Speechcraft
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.
--------
Strength
--------
Governs: (5) Acrobatics, Armorer, Axe, Blunt Weapon, Long Blade
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.
---------
Willpower
---------
Governs: Alteration, Destruction, Mysticism, Restoration
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.
==================
Section 5 - Skills
==================
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.
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Mage's Guild Guide






