The Elder Scrolls III: Morrowind

The Elder Scrolls III: Morrowind

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A Newb's Guide To Character Builds
By Jar-Jar Gaming
Want to know how to build a character which doesn't suck? Gotcha covered.
   
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Intro
Morrowind, like every other Elder Scrolls, is an RPG where you can play just about any kind of character you want. You can be a Fighter, Mage or a Thief, or any combination of the three. Heck, you can be a jack of all trades if you so desire.

However, a lot of newcomers to Morrowind (especially the ones that played Oblivion or Skyrim beforehand) tend to get hamstrung by the more unforgiving difficulty. This is because Morrowind puts more emphasis on your character's stats than in those games. The chance of success in everything you do is determined by your skills and attributes. This can lead to some absurd situations as your character swinging away at an XBOX HUEG enemy, but failing because they're not skilled in the weapon they're using. Hence, you may need to have some sort of plan on what kind of character you want to play before starting.

This guide is written with newcomers in mind; people who picked this up after playing Skyrim or Oblivion and know little about Morrowind's game mechanics. As of this writing, there doesn't seem to be any guides on Steam that talk about character building in a holistic, newb-friendly manner. I hope to change that with this guide.

Don't feel overwhelmed about the breadth and detail of this guide. This isn't Oblivion, you don't need to build a perfectly streamlined, optimised and well thought out character just to survive. I'm just going in depth to help you make more informed decisions when creating your character. If you just want to get in the game, just skip to the end for some good character ideas for beginner players.
Races
Regardless of what some people will tell you, your choice of race when building a character isn't that important. Just about any class/race combo will be effective, so pick whatever one looks the best. If you're indecisive, or just want to make a more informed choice, I'll elaborate on the races, anyway.

Argonians
The Water Breathing spell is rather handy and the 75% Disease Resistance is a plus if you find diseases to be as annoying as i do. Males start with 50 Agility, which will make melee a tad easier in the early game. Their low Endurance means that you won't get as much Health, so keep that in mind. They also can't wear full face helmets or boots.

Bretons
My personal favourite race to play in any Elder Scrolls game. They have a 50% Magicka Resistance, which means that all spells do half their original damage. The extra Magicka is great if you're a Mage or plan on using magic at some point. The Dragon Skin power will be very handy early on when fighting enemies that would otherwise wreck you. Again, the low Endurance can limit your potential health gain, though

Dark Elves
A good all-round race. The Ancestor Guardian power is always useful, regardless of class or level. Dark Elves also get a 75% Fire Resistance which I find is a tad situational compared to the Magicka resistances that Bretons and Orcs get, but it means you're nigh immune to all fire damage, so there's that.

High Elves
Okay, I probably stretched the truth earlier on when I said *any* class/race combination will be effective. High Elves have harsh weaknesses to Fire, Frost, Shock and Magicka and their only bonuses being a 150% increase in Maximum Magicka and 75% Resist Disease. This means that unless you are a pure mage or otherwise heavily rely on magic, you'll be crippling yourself. Keep this in mind when playing one.

Imperials
Another jack-of-all-trades race. Since they start off with 50 personality, a +10 bonus to Speechcraft and the Voice of the Emperor power, it becomes rather trivial to raise disposition with NPCs. The Speechcraft bonus is handy, because that skill is difficult to raise at a low level. The Star of the West power is good for melee fighters, as you can refill your fatigue when it runs out and get back to whacking things.

Khajiit
Eye of Fear might be good for a pacifict playthrough, although Eye of Night isn't terribly useful as it's a cheap spell and isn't a great help to begin with. Stat-wise, Argonians may be a better choice if you want to play a thief, as they have stronger abilities and the only thing Khajiit have over them is 10 points in Personality and (for female Khajiit) Endurance.

Nords
A good choice for beginners. They have a natural immunity to Frost and 50% Shock resistance. Their combat skill bonuses and the Woad power (30% Shield) will make the early game a bit easier for melee characters. Males start with 50 Endurance, so they have the highest potential Health increases.

Orcs
Best race for tank builds. They get 50 Endurance like Nords and Redguards, but they also have high Willpower, and 25% Magicka resistance, so they have some defense against magic attacks. They also get +10 to Block, Heavy Armor and Medium Armor. All this makes them the least squishy race when starting out. Also, due to some weirdness with how the game handles movement speed, Orcs have the fastest movement speed. So, if you have an Orc with 100 Speed and a Wood Elf with 100 Speed, the Orc will be faster. Hence why everyone uses Orcs in Morrowind speedruns.

Redguards
Redguards start with 50 Endurance and Strength and they have a +15 bonus to Long Blade, making them good damage dealers right out the gate. They also get the Adrenaline Rush ability, which gives a hefty boost to Strength, Speed, Endurance, and Agility for a minute. The tradeoff is that they start with no defensive abilities, making them more vulnerable than Nords or Orcs. They have 75% resistance to poison and disease, though.

Wood Elves
If you want to play an archer, consider playing a Wood Elf, as they start off with +15 to Marksman.
They have 50 Agility and Speed, so they make good thieves or rogues. The Beast Tongue power is the worst racial power of the lot, as it only works on low level creatures, so it won't work on anything you'll care to use it on.
Attributes
Attributes are Morrowind's representation of a character's innate abilities. These influence a lot of variables that your skills don't cover. Here's what you should know about them.

Strength
Increase this if you feel like you're not doing enough damage with your weapons, or if you're getting too close to your encumbrance limit. If you wear Heavy Armor and/or carry a lot of equipment, investing in Strength is a must. Having 0 Strength will mean you do half the listed damage with all weapons and having 100 Strength will mean you do 150% of the listed damage.

There are two things about Strength that not a lot of people know: Marksman weapons (that's bows, crossbows and throwing weapons) do damage based on your Strength, so archer characters have as much of a good reason to train Strength as melee characters.

The second thing is that your weapons will degrade faster with a higher Strength (thx to Freeasabird). This is because the rate of weapon degradation is based entirely on the damage you do. From what I've seen, it uses a tenth of the damage you do, rounded down at a minimum of 1 point of degradation (e.g. Doing 34 damage will degrade your weapon by 3 points).

If you want to increase Strength, then train:
Acrobatics, Armorer, Axe, Blunt Weapon and Long Blade.

Intelligence
A necessity for Mage characters. Not only does it determine how much Magicka you can have, but it determines the quality of the potions and enchanted items you craft.

The formula for determining Magicka is one point of intelligence = one point of Magicka. If you are a Breton or High Elf, and/or you have taken the Mage, Apprentice or Atronach as your birthsign, then your Magicka will be multiplied.

For example: A High Elf with the Mage birthsign will have 200% of their base magicka added to their total and the formula will be 1 Intelligence = 3 points of Magicka.

If you want to increase Intelligence, then train:
Alchemy, Conjuration, Enchant and Security.

Willpower
This is a priority for hybrid mage-fighter or mage-thief classes, as there are benefits to both playstyles. It increases the chance of successfully casting spells, and increases your fatigue.

The only magical effects it defends you from are Paralyze and Silence.

If you want to increase Willpower, then train:
Alteration, Destruction, Mysticism and Restoration.

Agility
Having a high Agility makes you more likely to hit enemies with melee and ranged weapons, so it's good to train this if you plan on using multiple weapon types.

It also decreases the chance of you getting staggered when hit, so if that happens too often for your liking, increase this.

Agility is used in the calculations to determine sucess when blocking and picking locks, and increases your jump height.

If you want to increase Agility, then train:
Block, Light Armor, Marksman and Sneak.

Speed
This stat just increases your movement speed.

Increasing Speed doesn't offer much practical value, but if you find the movement speed to be agonisingly slow, it may be worth increasing just for the sake of convenience.

If you want to increase Speed, then train:
Athletics, Hand-to-hand, Short Blade and Unarmoured.

Endurance
This is *the* most important stat to increase early on.

I say this because of the way Health increases work in this game. Basically, whenever you level up, your Health increases by a tenth of your Endurance (rounding down). Since you can't increase your Health retroactively, it's a good idea to try to maximise your Endurance early on to get the maximum Health boosts.

If you want to increase Endurance, then train:
Heavy Armor, Medium Armor and Spear.

Personality
This stat increases your disposition with NPCs, makes them more likely to respond positively to speechcraft attempts and increases the chance that traders will accept your haggling attempts.

This is a bit situational, as the only reason you'll care about someone's disposition is if they're a trader or a quest-related NPC or something, and it's easier to rely on Charm spells or Fortify Personality potions than to seriously train this.

If you want to increase Personality, then train:
Illusion, Mercantile and Speechcraft.

Luck
Luck is special in that it has no governed skills, but increases the success chance of pretty much everything. Unlike Oblivion, it is still very useful in the late game due to a lot more things being based on chance. To my knowledge, it is taken into account in most skill checks if not all of them.

The caveat is that it is the most difficult attribute to raise since it has no governed skills and therefore can never get a multiplier upon leveling up. Choosing a custom class and setting it as a favoured attribute is advised if you want to level it.

Favoured Attributes

If you create a custom class, you can pick two attributes as your "favoured attributes". They can be any attribute, but generally the best choices for long term viability are Endurance and Luck. It's beneficial for any character to start off with a high Endurance to maximise their potential Maximum Health in later levels. Luck is worth making a favoured attribute because of it's usefulness and because it's the most difficult attribute to raise.
Skills
Skills are representative of a character's learned talents and how well they can be performed.
There are 27 total skills divided into 9 for each specialization (Combat, Magic and Stealth). The specialization you pick will cause the skills under that specialization to increase faster.
Combat Skills
NOTE: Weapon skills (Long Blade, Axe, Marksman etc.) except Hand-to-hand only affect the hit chance with the weapon type in question. NOT the damage like in the later games. If you've wimped out and installed a cheat mod that gives you 100% hit chance, that will render those skills useless, as well as the Fatigue mechanic, the Attack effect, the Blind effect and the Sanctuary effect. So either tough it out, or play the game knowing that you have gutted the game's character development.

Athletics

Increasing Athletics takes a while and is quite tedious. It isn't all that practical either, as it just increases movement speed. If you want to level this, it may be better to invest in trainers rather than through grinding.
Has Speed as its governing attribute.

Armorer

This skill is good to have for any class that isn't a pure mage. It's generally cheaper to repair your equipment yourself instead of relying on NPCs to repair your stuff for you. Leveling it also gives you a bigger Endurance multiplier when you level up, so it's good to invest in this early on. If you care about efficient leveling, you may want to keep it a Misc skill.
Has Strength as its governing attribute.

Axe

This is the middle ground between Long Blades or Blunt Weapons. Pick this if you mainly use a shield, but want damage over speed.
Has Strength as its governing attribute.

Block

Good for tanky melee characters who want to sacrifice damage for some extra protection. This skill is unusual in that the higher the skill is, the faster it levels up. For this reason, if you want to get a lot of use out of it, set it as a Major skill and/or see a trainer to get it to a reasonable level first.
Has Agility as its governing attribute.

Blunt Weapon

The slowest, but most powerful of the melee weapon types. It's the best weapon type if you want to maximize your damage output. Again, it's more of a personal choice if anything.
Has Strength as its governing attribute.

Heavy Armor

The best choice for melee fighters. It slows you down, but it's worth it for the extra protection. Light Armor isn't very protective and Medium Armor is just laughable.
Has Endurance as its governing attribute.

Long Blade

The most varied of the melee weapon types. If you're unsure on what to pick, pick this. There are more unique Long Blade type weapons than any other type.
Has Strength as its governing attribute.

Medium Armor

Not worth it. On paper, Medium Armor is lighter than Heavy Armor, stronger than Light Armor, but it's actually a worse choice than either of them. The best Medium Armor set (the Indoril armor, that Ordinators wear) is actually LESS protective than the best Light Armor. On top of that, if any Ordinators see you wearing that armor, they will all attack you for the rest of the game. Go with Heavy Armor or Light Armor instead.
Has Endurance as its governing attribute.

Spear

If you want to increase Endurance, try leveling this. Otherwise, spears are much weaker than the other melee weapons, so they're not good for much else.
Has Endurance as its governing attribute.
Magic Skills
Alchemy

This skill is very, very broken. The quality of the potions you craft depend on this and your Intelligence. Using this to craft a Fortify Intelligence potion, drinking what you make and crafting more Fortify Intelligence potions to drink can allow you to temporarily increase your intelligence into the thousands. Doing that will allow you to create potions with stupidly powerful effects that last for several days. Other than that, it's useful as a cheap source of potions if you're willing to invest in it.
Has Intelligence as its governing attribute.

Alteration

The Alteration spell effects are quite utilitarian. A few of these spells can reduce or eliminate the need for certain skills, such as Shield, Open and Jump. Others are very practical regardless of playstyle, such as Feather, Levitate and Water Breathing. This skill is especially important if you are a pure mage.
Has Willpower as its governing attribute.

Conjuration

Conjuration allows you to summon Bound equipment and daedra, or turn the undead (which is akin to Demoralize but for undead). Bound weapons can be handy if you have invested in weapon skills, as they are as powerful as Daedric weapons but are also weightless, saving you inventory space. Summoned creatures are useful for mages and archers, as they give enemies another target to attack instead of you.
Has Intelligence as its governing attribute.

Destruction

For most mages, this will be your primary means of dealing damage. Destruction magic is very versatile, with close range spells, long range spells and area of effect spells. However, it may be a good idea to have a backup weapon in case you run out of Magicka or you come across an enemy with significant magic resistance.
Has Willpower as its governing attribute.

Enchant

This is a good skill to have for any kind of character. Unlike spells, activating enchanted items will always succeed, regardless of skill. Using enchantments, you can utilize any You could pay NPCs to enchant your items for you, but that is prohibitively expensive, so it's easier to invest in Enchant for your enchanted items. Also, that way it is also cheaper to recharge your items.
Has Intelligence as its governing attribute.

Illusion

This is a good magic school for stealthy characters. The spell effects can help you avoid combat (Calm Humanoid, Chameleon and Invisibility) and weaken spellcasters (Sound and Silence). The Charm spell can eliminate the need for Speechcraft entirely and the Frenzy spells can be quite fun to muck around with.
Has Personality as its governing attribute.

Mysticism

Some of these spells are useful for any kind of character. Almsivi/Divine Intervention, Mark and Recall are great for teleporting to your house or a nearby settlement to offload your stuff. Telekinesis can help you steal objects without getting caught. The best reason to consider investing in this is the Soultrap spell. Soul gems are incredibly expensive in Morrowind, so there is a lot more incentive to trap your own souls instead of buying pre-filled ones.
Has Willpower as its governing attribute.

Restoration

Fighter characters will benefit most from Restoration, as the Restore Health spell is much more cost effective than potions and the Restore Fatigue spell will keep your hit chance high while still allowing you to whack things with impunity.
Has Willpower as its governing attribute.

Unarmored

Unarmored isn't as useless as Medium Armor, but it still isn't that good. On the plus side, you don't have to repair your armor if you're not wearing any, and going without armor frees up inventory space that can be taken up by something else and doesn't slow you down. However, you'll have a really low Armor Rating, even if your Unarmored skill is 100. Also, not wearing armor will mean you can't wear as much enchanted items, so keep this in mind when choosing to play and Unarmored character. If the Morrowind Code Patch is not installed, then this skill is completely worthless unless you're wearing at least one piece of armor.
Has Speed as its governing attribute.
Stealth Skills
Acrobatics

Jumping is much faster than running. With a high Acrobatics skill, you can cut your travelling time down significantly by jumping everywhere. You can also reach high places and climb steep slopes too. Also, having a high Acrobatics skill will also increase the distance you can fall before taking fall damage (thanks to | Moander for that tip). You can just use Levitation spells and potions instead if you don't feel like investing in this, though.
Has Strength as its governing attribute.

Hand-to-hand

Only invest in this if you're doing a gimmick playthrough or something. Trying to fight hand-to-hand against someone with a proper weapon is quite difficult and you'll need to resort to damaging your opponent's fatigue with spells in order to knock them out easier. Unlike the other weapon skills, Strength does not play a part in Hand-to-hand damage calculations, being entirely skill based. If you're doing a serious playthrough, you won't use this much.
Has Speed as its governing attribute.

Light Armor

Light Armor is less protective than Heavy Armor, but it's much lighter and doesn't slow you down as much. For characters with low Strength, it may be a better choice than Heavy Armor.
Has Agility as its governing attribute.

Marksman

Even though this is a stealth skill, Fighters and other high Strength builds will get more mileage out of Marksman than thieves will. This skill goes well with Conjuration; just summon a creature before the fight and let your summon tank for you while you fill the enemy with arrows. Otherwise, it's a good way to get a few hits in on an enemy before they close into melee range. Low Strength characters may want to use a crossbow instead of a full size bow so they still do a lot of damage, but at the cost of being slower.
Has Agility as its governing attribute.

Mercantile

All this skill does is make it easier to get better deals at traders. It's not that difficult to make money in Morrowind, so you don't have to specifically train this skill in order to get rich.
Has Personality as its governing attribute.

Security

I personally like to invest in this skill. I like to be able to clear out every dungeon I enter and pick ALL the locks. The only other ways to deal with locked doors and containers are the Open spell and scrolls. Even if I'm playing a mage, I take it as a Major skill anyway because of the Intelligence boosts.
Has Intelligence as its governing attribute.

Short Blade

Short Blade weapons are good for enchanting, but not much else. They don't do that much damage and the governing attribute is Speed, not anything useful like Strength or Endurance. Only use Short Blade weapons if you are a Mage and need a backup weapon.
Has Speed as its governing attribute.

Sneak

Stealth is a very difficult playstyle in Morrowind. If you want to be stealthy, get your Agility high as possible and perhaps invest in Luck and Illusion, too. I've rarely been able to consistently get sneak criticals, so if you're going the stealthy route, be sure to get a high weapon skill, a high Agility, a Fortify Attack effect or something. You don't want to miss the sneak attack.
Has Agility as its governing attribute.

Speechcraft

This is a skill that I usually have as a Minor skill. You don't want this to start off low, because then it's difficult to raise unless you use trainers. If you want, you can invest in Illusion or Fortify Personality potions instead to raise people's disposition if you don't want to bother with the terrible Speechcraft system.
Has Personality as its governing attribute.
Birthsigns
The Warrior

This birthsign gives the Warwyrd ability, which is a constant 10pt Fortify Attack (increases chance to hit with all weapons) effect.

If you plan on using more than one weapon type during your playthrough, taking this birthsign may be a good idea, as the attack bonus can counteract a low weapon skill.

The Mage

This birthsign adds the Fay ability, which is a constant 0.5x Fortify Maximum Magicka effect.

Good for mages who want more Magicka, but don't want to have to deal with the increased weakness to Magicka that comes with The Apprentice. Pick this if you don't have a strategy for dealing with other spellcasters.

The Thief

This birthsign adds the Akaviri Danger-sense ability, which is a constant 10pt Sanctuary (increases the chance of dodging attacks) effect.

Take this if you have a high Agility and are playing a rather squishy character.

The Serpent

This birthsign adds the Star Curse spell, which does 3 points of Poison on Touch and 1 point of Damage Health on Self for 30 seconds.

This is good for characters with a more defensive build. You can max out your Endurance, take the heaviest armor you can get, use a sword and a shield, use the Star Curse spell on everything that isn't immune to Poison and just turtle your enemies until they die.

The Lady

This birthsign adds the Lady's Favor and Lady's Grace abilities, which add a constant 25pt Fortify Personality effect and a constant 25pt Fortify Endurance effect, respectively.

Another one good for defensive players. You can potentially start with 85 Endurance by taking this birthsign and setting Endurance as a favoured attribute.

The Steed

This birthsign adds the Charioteer ability, which adds a constant 25pt Fortify Speed effect.

Rather useless unless you REALLY hate the slow movement speed.

The Lord

This birthsign adds the Blood of the North spell, which heals you 2 points a second for 30 seconds when you cast it. It also gives you the Trollkin ability, which has a constant 100% Weakness to Fire effect.

Another one for the "awesome for tank builds" pile. The Trollkin curse can be mostly mitigated by playing a Dark Elf, and the Blood of the North spell is good for slowly restoring your health in a fight, but you'll want to have a ton of Health to get much use out of it.

The Apprentice

This birthsign adds the Elfborn ability, which adds a constant 1.5x Fortify Maximum Magicka effect and a constant 50% Weakness to Magicka effect

Only serious min-maxers apply here. Combine with a High Elf character to get loads and loads of magicka to mess around with. Spellcasters will be quite a bit harder to deal with, of course.

The Atronach

This birthsign adds the Wombburn ability, which adds a constant 50% Spell Absorption (getting hit with spells restores your magicka) effect, a constant 2.0x Fortify Maximum Magicka effect and a constant Stunted Magicka (can only restore magicka with potions) effect.

A rather gimmicky birthsign. You'll have to rely on potions much more if you pick this. Consider investing in alchemy to offset your potion budget. Pick a Breton with this birthsign to make encounters with enemy mages become incredibly easy.

The Ritual

This birthsign gives adds the Blessed Word spell and the Blessed Touch spell, which both have a 100pt Turn Undead effect that lasts 30 seconds on Target and Touch, respectively. It also adds the Mara's Gift power, which instantly restores 100 points of health once per day.

The Turn Undead spells make killing undead creatures much easier. The Restore Health power is very powerful in the early game, but it becomes less and less useful over time, especially if you're a high Endurance character.

The Lover

This birthsign adds the Mooncalf ability, which adds a constant 25pt Fortify Agility effect. It also adds the Lover's Kiss power, which can Paralyze a target for 60 seconds at the cost of damaging 200pts of your Fatigue once per day.

A great choice for stealth characters, as the Agility bonus adds to both your dodge chance and your hit chance with all weapons. The Lover's Kiss power is always useful, as it Paralyzes your target for a full minute, which is long enough to kill almost anything.

The Shadow

This birthsign adds the Moonshadow power, which can turn you invisible for 60 seconds once per day.

Invisibility is of limited usefulness in Morrowind. The only reason you would want to take this is if you want to avoid combat as much as possible and sneak past every enemy you come across.

The Tower

This birthsign adds the Beggar's Nose spell, which detects animals, keys and enchantments for 200 ft for 60 seconds. It also adds the Tower Key power, which can open any 50 or lower difficulty lock once per day.

Beggar's Nose isn't terribly helpful, as it doesn't detect NPCs, and Tower Key becomes rather worthless once you've got a decent Open spell or increased Security to a high enough level.
Getting Perfect Levelups
If you have gained multiple levels in any of a particular attribute's "governed skills", you will gain multipliers, which will allow you to increase an attribute by 2, 3, 4 or 5 points at once.

For example, increasing Short Blade 5 times will give a 3x multiplier and allow you to increase Speed by 3 points.

Conversely, increasing no governed skills for a particular attribute will not give it a multiplier, hence you can only increase it by one point.

The required skill increases to get certain multipliers are as follows:

1 to 4 increases gives a 2x multiplier
5 to 7 gives 3x
8 to 9 gives 4x
10 or more gives 5x

Ideally, you'll want to get 5x multipliers on three skills and no multipliers on any other skills when you level up. If you want to increase Luck, then you only need two 5x multipliers.

This is not in any way necessary to enjoy the game, or build effective characters, but it's good for munchkins who want to build the most powerful character they can.

If you want to get perfect levelups, then be sure to pick your Major/Minor skills so you've got at least one skill of each attribute. Whenever you increase a skill, write it down on a piece of paper so you know exactly what skills you have increased. If you have increased your Major/Minor skills 10 times, then increase your Misc skills until you have increased 10 skills under three attributes, then rest.

Try not to increase skills you don't need to increase, as that can stop you from getting 5x multipliers at the endgame.

Providing in-depth information on efficient leveling techniques is beyond the scope of this guide, so if you want to learn more about it, check this page[www.uesp.net] for tips.

Good Beginner Characters
If in doubt, here are some character ideas for each playstyle that'll work well if you don't care about stats.

Fighter

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This build is designed to maximise hit chance and initial combat effectiveness while still providing long term viability.

For your race, I'd suggest a male Redguard. They start off with 50 Strength and Endurance, like Nords, but they start with a +15 bonus to Long blade and 40 Agility, so they won't have much trouble early on. In the event that you might lose a fight, their Adrenaline Rush can bail you out.

For your class, pick a custom class and take Combat as your specialization.

For Major skills, take Long Blade, Heavy Armor, Block, Armorer and Security.

For Minor skills, take Enchant, Restoration, Speechcraft, Marksman and Athletics.

For Favoured Attributes, take Agility and Endurance.

For your birthsign, take The Warrior. It is twice as powerful than the 25 Agility bonus The Lover gets you, (The Warrior adds a flat bonus of 10% to the hit chance calculations, where the 25 Agility bonus only adds 5%).
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Mage

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This build is a bit conservative, but it will still be effective and doesn't have any real weaknesses to manage.

For race, pick a Breton (gender doesn't matter)

For your class, pick a custom class and take Magic as your specialization.

For Major skills, take Destruction, Mysticism, Conjuration, Alteration and Security

For Minor skills, take Enchant, Restoration, Speechcraft, Alchemy and Illusion
(NOTE: If you have the Morrowind Code Patch installed, then replace Speechcraft with Unarmoured.)

For Favoured Attributes, take Willpower and Luck.

For Birthsign, take the Mage.
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Thief

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Be advised that stealth-based characters are quite underpowered in Morrowind, in a stark contrast to the later TES games. I do not recommend a beginning player to pick a thief character right away, but if you want to play one, here you go.

For race, pick a male Argonian (females are better for mages or mage hybrids)

For class, pick a custom class and take Stealth as your specialization.

For Major skills, take Sneak, Short Blade, Marksman, Light Armor and Security

For Minor skills, take Acrobatics, Athletics, Alchemy, Speechcraft and Mercantile

For Favoured Attributes, take Agility and Luck.

For Birthsign, take the Lover.
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12 Comments
lainya 2 Oct, 2024 @ 5:04pm 
Even as a mages I would say high elves are pretty weak as you really do have to play around those weaknesses when facing daedra and other reflect heavy enemies. If you play as a Nord with the Atronach sign you can become basically immune to elemental attacks with the dragonbone cuirass equipped and still be quite good at absorbing other magic attacks plus you get to have some decent starting physical bulk.
Jar-Jar Gaming  [author] 20 Oct, 2014 @ 8:35pm 
@Freeasabird
Strength does have an impact on weapon degredation, as it is possible to break a weapon in a single swing with a massively boosted Strength. However, I don't know how big an impact it is without cheating or abusing the alchemy system, so I'll try to figure out how it works to see if it's worth taking precautions.
Freeasabird🕊 20 Oct, 2014 @ 7:55pm 
@Handsome Jack Sparrow

"Strength
Increase this if you feel like you're not doing enough damage with your weapons, or if you're getting too close to your encumbrance limit. If you wear Heavy Armor and/or carry a lot of equipment, investing in Strength is a must."

You should probably add a small tip under this.

The more strenth you have, the more damage you will do to your enemys AND your weapon. if your strenth is too high you will break your weapon in one or two swings. and having a high strenth with a pugalist character (useing his fists) you will only knock them out you won't kill them reguardless if your strenth is at 100 or 5000(if you cheat) it doesnt matter. so dont raise your strength TO high.
| umgak 20 Oct, 2014 @ 3:22am 
I also have to thank you listing the skills in alphabetical order, which for some reason the game does not much to my despair and confusion
Jar-Jar Gaming  [author] 19 Oct, 2014 @ 6:24pm 
@| Moander
I already did, and credited you for the tip anyway.
| umgak 19 Oct, 2014 @ 11:18am 
Oh I'm not saying it's worth to take as a minor/major skill, I just thought you could add that snippet of information since that's cool to know for those who just started playing.
Jar-Jar Gaming  [author] 17 Oct, 2014 @ 7:26pm 
@GeeTee
OK, i'll add descriptions for the birthsigns, if you'll find it helpful.
Jar-Jar Gaming  [author] 17 Oct, 2014 @ 7:23pm 
@Moander
I find it a bit situational, myself. Why go to the effort of training that skill, when you can just use a Slowfall or Levitate potion/spell whenever there's a spot you can't reach?
Frost Moon 17 Oct, 2014 @ 2:11pm 
And i chose meduim armor, what have I done...
If only i had known
| umgak 17 Oct, 2014 @ 8:50am 
You should add that Acrobatics also increases the distance before you take fall damage, which I find very useful.