Morrowind Tips and Strategies FAQ By John Bowens (cynic_diogenes@myfastmail.com) June 21, 2002 Version 0.8 ***THIS GUIDE CONTAINS MINOR SPOILERS, PROCEED AT YOUR OWN RISK*** {***I DO NOT LIKE GETTING E-MAIL, EXCEPT FOR CORRECTIONS OR CONTRIBUTIONS TO THE GUIDE ITSELF. IF YOU SEND SOME, DO NOT BE SURPRISED IF I DO NOT REPLY. I APOLOGIZE IF THIS CAUSES ANY INCONVIENCE, BUT I SIMPLY DON'T GIVE OUT HELP OUTSIDE THE GUIDE***} ______________________________________________________________________ Copyright Notice: This file is copyrighted by John Bowens as of May 17, 2002. It may be distributed and reproduced via any medium, as long as the contents of this file remain unchanged, there is no price charged in association with this file, and proper credits are given to all that deserve them. (In other words; Bethesda Softworks Inc., ZeniMax Media, any contributors mentioned, and me) ______________________________________________________________________ ______________________________________________________________________ Distribution Notice: Due to several e-mails asking me permission about whether they can distribute this guide to other sites, I have added this section to the FAQ. This file may be distributed to any site, it is effectively public domain as far as I am concerned. The copyright notice is only there to deter those who seek to make a profit from this work, change it, or pass it off as their own. If you don't fall into any of those categories, do whatever you want with this file. (By the way, I would appreciate it if you are a web-master posting this guide that you keep it fairly current. I make mistakes, and I don't want others to suffer for it.) ______________________________________________________________________ ______________________________________________________________________ E-mail Notice: As my namesake suggests, I am not one for socializing. I rarely check my e-mail, and when I do it is only for important information such as my account status. Any contributions or corrections to the FAQ are welcome, but they may not make it into the guide, depending on my mood. If I do accept a contribution or correction, full credit will be given to the best of my ability. This means that if someone sends me information without his or her name/handle/e-mail address, I can't properly credit that person. So include that information! ALL OTHER E-MAILS WILL BE DELETED. ______________________________________________________________________ ______________________________________________________________________ Version History May 17, 2002 0.1 = First version May 22, 2002 0.2 = Small update concerning some errors I made, a few formatting changes, and a distribution notice. (Which I should have added earlier) I also added a contributor's section as well. From now on any significant information that has been changed, added, or clarified on will be enclosed in these symbols {}. This information will remain marked until one revision has been made from the first version the information appeared in, at which point the symbols will be dropped. Any outdated or erroneous information from a previous version will not be marked as such; it will simply be deleted. If you are reading this to see what changes have been made, use the find command, under the edit button near the top of your browser window, and type in this {. (Without the period of course.) May 28, 2002 0.3 = Pretty big update, corrected a few more errors and added the HUGE monster section. This guide is really starting to come along in my oh so humble opinion. Considering this is my first guide, or written work submitted online for that matter, I think its pretty good. :) June 2, 2002 0.4 = Added a bug section where I point out some known bugs that might mess with your game. This section of course is subject to change in a patch; so don't take all the information as gospel. I also added some more to the ranged attacks section, and the thievery section, as well as a completely new section called general hints and tips. This section deals with stuff I couldn't fit in anywhere else, but remains useful nevertheless. If you are planning on training, I highly recommend you look at it. June 7, 2002 0.5 = Added the skills section where I go over each skill, its relative speed to level, and overall usefulness. June 16, 2002 0.6 = Medium update, concerning the general tips section. Added one particularly cool trick concerning unlimited high quality weapons and shields. Read the section for the juicy details. I also added a lot about Creeper, enjoy. June 19, 2002 0.7 = Made a few little errors here and there that needed fixing. I also made some mistakes in the leveling section, according to the "leveling mechanics guide" by SThakur. I will put in a note concerning the discrepancies between my information and his. I am unlikely to confirm his information, but it is probably correct, as I never did any detailed investigation of the leveling system. Finally, I added another large section dealing with spells and their effects. I decided I wouldn't give a rating to each one, like I did with the skills, and instead simply discuss the advantages of each one. I will however point out whether one effect is obviously superior to another, similar one. June 21, 2002 0.8 = Ok, I relented; I addressed a few of the questions I get in the e-mails. I added in some information that isn't covered or done poorly in the manual, a sort of how to guide, as per the suggestion of David Warner. I also made it a bit more clear about my dislike for e- mail in general so no more individuals will be disappointed by my lack of action in that regard. I added some corrections and contributions as well, check the contributions section for details. ______________________________________________________________________ ---------------------------------------------------------------------- Table of Contents: 1) Introduction 2) {How to... (A section for the less obvious commands)} 3) Creating your character a) Race b) Class c) Birth Sign d) Other 4) Travel a) Ways of getting from A to B a) Places to see, and loot to plunder b) Things to watch out for 5) Combat a) Melee, or the Art of Sticking Pointy Objects into Bad Things b) Magic, or the Art of Turning Bad Things into Crispy Strips c) Ranged, or the Art of Changing Bad Things into Pincushions 6) Monsters a) How to prevent the loss of one's internal organs b) Types of monsters 7) Leveling 8) Skills 9) Spell Effects a) Conjuration b) Illusion c) Destruction d) Restoration e) Mysticism f) Alteration 10) Guilds a) Why being a member is a good idea b) Guild services I) Spells and spell making II) Enchanting III) Guild Guides IV) Training V) A place to call home 11) Property acquisition without really trying 12) General tips and hints 13) Bugs! (not in the bunny sense either) 14) {Contributor's section} 15) {Credits and closing thoughts} ---------------------------------------------------------------------- 1) Introduction Morrowind is a vast place. It is difficult to make it through in one piece, much less as an adventurer of power, prestige, and wealth. This guide is designed to provide the traveler with general information about the world and its inhabitants. This guide is NOT designed to provide quest details, nor is it a primer for those unfamiliar with the world of fantasy or the manual that came with the game. If you don't know what strength/combat arts/magicka/etc. is, look it up in the manual, as I won't explain what it is. In addition, I will not give out directions to specific places, as that information is beyond the scope of this guide. As much as I can, I will try to ensure the following information is accurate. However I may make mistakes, and Bethesda may change the information with a patch, so be careful. Any information that I got from a specific person I will put a star like this * by said information. Read the credits section though for complete information regarding the sources of my information. At times I can also be extremely long-winded, so if you feel the need to flee from this file, I understand. With all that said, let's get on with the show! 2) {How to guide} Before you begin as an adventurer, you need to know a few things that are not so obvious about the interface and the game. I will cover these things under this section... How do I delete spells? Open up the panel containing the list of all your spells by left clicking on the icon that shows your active magic. Now hold down shift and left click on the spell you want to delete. A confirmation box should pop up, click ok to delete the spell. I lost my inventory\map\spell\stats panel! How do I get it back? Make sure you are in the mode that allows you to look at such things in the first place and brings up the movable cursor. Now click on the corresponding icons to bring up the panels. For example, click on the mini-map in the bottom right corner will bring up the map panel, clicking on the icon that identifies your current weapon will bring up your inventory, and so on. I move so slowly, how do I move faster? Press the key that corresponds with the run toggle. This key is by default the caps lock key. Remember you will have to press it every time you load your game. If that doesn't fix your problem, make sure you are not very close to your encumbrance limit or under the effects of a damage speed spell. If you still move too slowly, more likely then not you are suffering from a lack of patience, try making a mod that increases the walk/run speed. Don't ask me how to do this; it shouldn't be that hard if you tinker with the editor a bit. Some of my attributes are red! How do I fix this problem? Attributes turn red when a disease or a spell effect has damaged them. For drain type effects, this damage is temporary, for damage attribute or disease effects, this is permanent until you get it fixed. To restore your attributes, you need to get the disease cured, have your attributes restored, or both if you should be so unlucky as to have a disease and be hit by a damage attribute spell. You can restore your attributes by buying the appropriate spell or potion, or you can visit a shrine in either the Imperial Cult or the Temple, though the Cult is probably easier as their shrines always have restore attributes as an option. The same goes for disease, but spells and potions for curing them are a little harder to come by, try either the Temple or the Cult as they do good jobs in curing them. How do I enchant by myself/use alchemy equipment/equip stuff/etc. Most of the interactive objects in the game that have some purpose outside of looking pretty can be dragged onto your character to perform various actions. A filled soul gem that is dropped on your character for example will open up the enchantment menu, a mortar and pestle that is dropped on your character will open the alchemy menu, and so on. If you can't drop it on your character and get some useful effect, or you can't sell it for gold, then it is more likely then not worthless to your character. One exception is keys, they weigh nothing and can open their corresponding locks with a 100% success rate, so be sure not to drop them. 3) Creating your character The first action that any adventurer will make is the creation of his or her character. This event is critical in how much enjoyment you will derive from the game. Think about what you want to do in the game. Do you want a thief character, which steals everything he sees? Or perhaps a mage, with the ability to conjure undead to do his bidding? Whatever you want to do, within reason, it can be done in Morrowind. Note however that some things are more difficult then others to do, I will note these throughout the guide. After choosing a name for yourself, you must choose a race that your character belongs to. Here are the various races and their benefits and disadvantages. Note that M is shorthand for males and F is shorthand for females. a) Race Argonian Attributes -Strength (STR) M = 40 F = 40 -Intelligence (INT) M = 40 F = 50 -Willpower (WIL) M = 30 F = 40 -Agility (AGI) M = 50 F = 40 -Speed (SPD) M = 50 F = 40 -Endurance (END) M = 30 F = 30 -Personality (PER) M = 30 F = 30 -Luck (LUC) M = 40 F = 40 Skill Bonuses -Alchemy +5 -Athletics +15 -Illusion +5 -Medium Armor +5 -Mysticism +5 -Spear +5 -Unarmored +5 Specials (all duration numbers are in seconds, DUR stands for duration, MAG stand for magnitude, and CONST stands for constant duration. The first number of the magnitude stands for the minimum, and the last number the maximum. Cost stands for the casting cost in magicka. If a special has more then one effect, the casting cost and type are the same for each effect.) Name Effect Cost Type Range Area DUR MAG Argonian Water Breathing 5 Spell Self 0 120 1 to 1 Breathing Immune to Resist Poison 0 Ability Self 0 CONST 100 to 100 Poison Resist Resist Common 0 Ability Self 0 CONST 75 to 75 Disease Disease Other -Beast Race Breton Attributes -Strength (STR) M = 40 F = 30 -Intelligence (INT) M = 50 F = 50 -Willpower (WIL) M = 50 F = 50 -Agility (AGI) M = 30 F = 30 -Speed (SPD) M = 30 F = 40 -Endurance (END) M = 30 F = 30 -Personality (PER) M = 40 F = 40 -Luck (LUC) M = 40 F = 40 Skill Bonuses -Alchemy +5 -Alteration +5 -Conjuration +10 -Illusion +5 -Mysticism +10 -Restoration +10 Specials Name Effect Cost Type Range Area DUR MAG Dragon Skin Shield 0 Power Self 0 60 50 to 50 Magicka Bonus Fortify Maximum 0 Ability Self 0 CONST 5 to 5 Magicka Resist Magicka Resist Magicka 0 Ability Self 0 CONST 50 to 50 Dark Elf Attributes -Strength (STR) M = 40 F = 30 -Intelligence (INT) M = 50 F = 50 -Willpower (WIL) M = 50 F = 50 -Agility (AGI) M = 30 F = 30 -Speed (SPD) M = 30 F = 40 -Endurance (END) M = 30 F = 30 -Personality (PER) M = 40 F = 40 -Luck (LUC) M = 40 F = 40 Skill Bonuses -Athletics +5 -Destruction +10 -Light Armor +5 -Long Blade +5 -Marksman +5 -Mysticism +5 -Short Blade +10 Specials Name Effect Cost Type Range Area DUR MAG Resist Fire Resist Fire 0 Ability Self 0 CONST 75 to 75 Ancestor Sanctuary 0 Power Self 0 60 50 to 50 Guardian High Elf Attributes -Strength (STR) M = 30 F = 30 -Intelligence (INT) M = 50 F = 50 -Willpower (WIL) M = 40 F = 40 -Agility (AGI) M = 40 F = 40 -Speed (SPD) M = 30 F = 40 -Endurance (END) M = 40 F = 30 -Personality (PER) M = 40 F = 40 -Luck (LUC) M = 40 F = 40 Skill Bonuses -Alchemy +10 -Alteration +5 -Conjuration +5 -Destruction +10 -Enchant +10 -Illusion +5 Specials Name Effect Cost Type Range Area DUR MAG Resist Resist Common 0 Ability Self 0 CONST 75 to 75 Disease Disease Weakness to Weakness to 0 Ability Self 0 CONST 25 to 25 Shock Shock Weakness to Weakness to 0 Ability Self 0 CONST 25 to 25 Frost Frost Weakness to Weakness to 0 Ability Self 0 CONST 50 to 50 Fire Fire Weakness to Weakness to 0 Ability Self 0 CONST 50 to 50 Magicka Magicka Magicka Fortify Maximum 0 Ability Self 0 CONST 15 to 15 Bonus Magicka Imperial Attributes -Strength (STR) M = 40 F = 40 -Intelligence (INT) M = 40 F = 40 -Willpower (WIL) M = 30 F = 40 -Agility (AGI) M = 30 F = 30 -Speed (SPD) M = 40 F = 30 -Endurance (END) M = 40 F = 40 -Personality (PER) M = 50 F = 50 -Luck (LUC) M = 40 F = 40 Skill Bonuses -Blunt Weapon +5 -Hand-to-Hand +5 -Light Armor +5 -Long Blade +10 -Mercantile +10 -Speechcraft +10 Specials Name Effect Cost Type Range Area DUR MAG Voice of the Charm 0 Power Target 0 15 25 to 50 Emperor Star of the Absorb Fatigue 0 Power Target 0 1 200 to 200 West Khajiit Attributes -Strength (STR) M = 40 F = 30 -Intelligence (INT) M = 40 F = 40 -Willpower (WIL) M = 30 F = 30 -Agility (AGI) M = 50 F = 50 -Speed (SPD) M = 40 F = 40 -Endurance (END) M = 30 F = 40 -Personality (PER) M = 40 F = 40 -Luck (LUC) M = 40 F = 40 Skill Bonuses -Acrobatics +15 -Athletics +5 -Hand-to-Hand +5 -Light Armor +5 -Security +5 -Short Blade +5 -Sneak +5 Specials Name Effect Cost Type Range Area DUR MAG Eye of Fear Demoralize 0 Power Target 0 30 100 to 100 Humanoid Eye of Night Night Eye 0 Spell Self 0 30 50 to 50 Other -Beast Race Nord Attributes -Strength (STR) M = 50 F = 50 -Intelligence (INT) M = 30 F = 30 -Willpower (WIL) M = 40 F = 50 -Agility (AGI) M = 30 F = 30 -Speed (SPD) M = 40 F = 40 -Endurance (END) M = 50 F = 40 -Personality (PER) M = 30 F = 30 -Luck (LUC) M = 40 F = 40 Skill Bonuses -Blunt Weapon +10 -Axe +10 -Heavy Armor +5 -Long Blade +5 -Medium Armor +10 -Spear +5 Specials Name Effect Cost Type Range Area DUR MAG Thunder Fist Frost Damage 0 Power Touch 0 1 25 to 25 Woad Shield 0 Power Self 0 60 30 to 30 Resist Shock Resist Shock 0 Ability Self 0 CONST 50 to 50 Immune to Resist Frost 0 Ability Self 0 CONST 100 to 100 Frost Orc Attributes -Strength (STR) M = 45 F = 45 -Intelligence (INT) M = 30 F = 40 -Willpower (WIL) M = 50 F = 45 -Agility (AGI) M = 35 F = 35 -Speed (SPD) M = 30 F = 30 -Endurance (END) M = 50 F = 50 -Personality (PER) M = 30 F = 25 -Luck (LUC) M = 40 F = 40 Skill Bonuses -Armorer +10 -Axe +5 -Block +10 -Heavy Armor +10 -Medium Armor +10 Specials Name Effect Cost Type Range Area DUR MAG Berserk Fortify Health 0 Power Self 0 60 20 to 20 Fortify Fatigue Self 0 60 200 to 200 Fortify Attack Self 0 60 100 to 100 Drain Attribute Self 0 60 100 to 100 (Agility) Resist Resist 0 Ability Self 0 CONST 25 to 25 Magicka Magicka Redguard Attributes -Strength (STR) M = 50 F = 40 -Intelligence (INT) M = 30 F = 30 -Willpower (WIL) M = 30 F = 30 -Agility (AGI) M = 40 F = 40 -Speed (SPD) M = 40 F = 40 -Endurance (END) M = 50 F = 50 -Personality (PER) M = 30 F = 40 -Luck (LUC) M = 40 F = 40 Skill Bonuses -Blunt Weapon +5 -Axe +5 -Heavy Armor +5 -Long Blade +15 -Medium Armor +5 -Short Blade +5 -Athletics +5 Specials Name Effect Cost Type Range Area DUR MAG Adrenaline Fortify 0 Power Self 0 60 50 to 50 Rush Attribute (Agility) Fortify Self 0 60 50 to 50 Attribute (Strength) Fortify Self 0 60 50 to 50 Attribute (Speed) Fortify Self 0 60 50 to 50 Attribute (Endurance) Fortify Health Self 0 60 25 to 25 Resist Poison Resist Poison 0 Ability Self 0 CONST 75 to 75 Resist Resist Common 0 Ability Self 0 CONST 75 to 75 Disease Disease Wood Elf Attributes -Strength (STR) M = 30 F = 30 -Intelligence (INT) M = 40 F = 40 -Willpower (WIL) M = 30 F = 30 -Agility (AGI) M = 50 F = 50 -Speed (SPD) M = 50 F = 50 -Endurance (END) M = 30 F = 30 -Personality (PER) M = 40 F = 40 -Luck (LUC) M = 40 F = 40 Skill Bonuses -Acrobatics +5 -Alchemy +5 -Light Armor +10 -Marksman +15 -Sneak +10 Specials Name Effect Cost Type Range Area DUR MAG Beast Tongue Command 0 Power Target 0 600 5 to 5 Creature Resist Resist Common 0 Ability Self 0 CONST 75 to 75 Disease Disease b) Class The second step is choosing either a pre-made class or making your own. I won't go into the pre-made classes, as the information about each one can be found simply by selecting it. Instead I will focus on custom made classes and some hints I have for them. I HIGHLY recommend you look at the leveling section first before choosing your class, as I include information in that section that is critical to making wise choices for your class. In fact, that section is so critical that I will make assumptions about what you know in regards to modifiers and what-not; if you haven't read the section, you won't understand what I am talking about. Anyways, after picking your race and talking the excise agent inside the building, you will be presented with some options for the custom class... Primary Attributes This option allows you the choice of two attributes to give a +10 bonus to. Since Luck is an attribute that has no corresponding skills to get the x5 modifier, I would choose it for one of primary attributes. The other choice is up to you but note that Endurance is a fairly good choice if you get stuck. Endurance modifies your starting hit points, how many hit points you get per level, and fatigue. All of these are important in the day to day life of the adventurer. Specialization This choice is fairly important, as it gives a +5 bonus to all skills that of that type, (Combat, Magic, Stealth), and also makes it easier to advance in that field. Note that the +5 bonus will also be a limitation on the max level you can attain. Personally I don't believe that having a very high maximum level is important, as certain attributes like willpower and personality have a relatively minor role in the game and as such don't need to be maxed, but if you are going for the highest level possible, choose to specialize in an art that has few if any skills you will place in the major and minor slots. Major Skills and Minor Skills Speaking of major and minor skills, this option allows you to choose the skills you will use the most throughout the game. At least, in theory that is what is supposed to happen. In reality, you might use these skills rarely, often, or never; depending on where you are at, what your goals are, and how you are playing. Note too that these skills will rise the fastest and start off at the highest levels. I recommend you choose a balanced skill set that contains as many different attribute associations as possible. I also recommend against choosing Athletics as a major skill, or minor skill for that matter. It goes up fairly quickly to begin with, even as a miscellaneous skill. There is also little control over when to raise it, and gaining levels too soon because of it can be an annoyance. Your character will be a lot easier for you to level if you choose skills that can be "cheesed". Certain skills can be raised fairly quickly simply by repeating the same actions over and over. Magic casting skills such as alteration and illusion, the sneak skill, and acrobatics are examples of skills that can be raised simply through a lot of repetitive clicking. (Or in the case of sneak, can be raised by simply holding a button down in certain spots) However be aware that you should place at least one weapon skill as a primary, as combat is a large part of the game for most, and one armor skill as a major or minor. Also, every cheese skill you add to the primary and minor slots is one less skill you can use to get x5 modifiers without leveling. Remember that before you act, as those modifiers can be a source of great frustration if you don't plan your character correctly. Also remember that levels are not always beneficial to your character, you will know why if you have read the leveling section. c) Birth Sign This aspect is totally up to you. I would personally choose the lady for the whopping 50 total attribute points, but the other choices are pretty good. Note however that the tower, shadow, and the lord signs are fairly limited, especially the lord, but there are instances where they come in handy. There is only one choice I would recommend against totally and that is the Serpent. I don't know what Bethesda was smoking when they came up with this sign, but the disadvantages alone outweigh the advantages. The loss of 30 hit points over 30 seconds per cast is pretty serious, and in return all you get is a spell that costs 5 magicka and does a total of 90 damage over 30 seconds. Sure that creature will probably die from the poison if given enough time, but you will be hurting from the blows it will be inflicting on you before it does plus the drain from the spell. If your target resists then they won't even feel the effects of the poison, while you suffer with the consequences. Thankfully it can be cast without "fizzles", or when the spell doesn't get cast at all because of a lack of skill on the part of the caster, but there are a lot better choices available in comparison. Also be careful of the Atronach, it will totally change the way you play the game. If you are prepared to put up with the hassle of magicka that cannot be restored by resting, or you are not going to cast spells at all, then by all means choose the sign. Otherwise choose something a little more conventional. d) Other Now that you have created your character, you should be aware of what is in store for him or her. For many people, ugly occurrences of crashes, bugs, and failed character plans do occur. Crashes and bugs are not really too much of an issue if you save often and in multiple slots at important junctures in the game. Failed character plans are a totally different matter. Whether it is a misplaced primary skill or a bad choice in birth sign, if you rush the creation process you will probably be displeased with the way your character is turning out. There are console cheats to fix this problem, but such actions take away from the game in my opinion. The best option is to simply take a lot of time in creating the character, to try and ensure that it will be enjoyable to play. You will be investing a lot of time with this character and it is best to make it what you want it to be rather then let the game force you to turn him or her into something else. If this is your first time creating a character in Morrowind, especially if it is your first in a fantasy game, then more likely then not you will fail. If so, then I recommend starting over early on, rather then waiting and becoming increasingly dissatisfied. Try not to get discouraged, as the rewards of a fully developed character are great, and if you are like me, you will feel a sense of pride in the amount of effort you have put into your character. Above all have fun with the game, even if it means totally ignoring the stats of the game and just goofing off. 4) Travel At some point in the game you are going to want to get out of the first town and explore the world. There are a variety of ways to go about doing just that, and a variety of ways to get killed while doing so. This section will deal with the various travel options available to you and what to be aware of while traveling. a) Ways of getting from A to B The first method most travelers will undertake to get around in the world of Morrowind is by silt strider. A silt strider is a giant tick-like creature that is handled by a driver, who, if spoken to, will take you where you want to go. However silt striders don't go everywhere, they only travel to towns that have other silt striders. Almost all major towns have silt striders, and some minor ones do. You must pay a small fine to travel by one, but after the beginning of the game the amount is nothing. The second method is the use of guild guides, which will be covered in detail in the guild section. The third method is via boat. The choice of destinations is limited when traveling by boat, and only a few towns have them. This option also costs money. However, for small towns with seaports, it is often the only fast travel option available. The fourth method is travel by foot. This method costs nothing, and offers much in the way of excitement, but offers much in the way of danger as well. The fifth method is a combination of foot travel and spell casting abilities. After some time in the game, your character will have access to levitate potions (called rising force potions) and spells. Imposing mountains and dizzying towers will no longer present an obstacle once you have some of these. Note however the potions cost a fair bit of money and the spells are rather expensive in terms of magicka cost. Finally, some locations require that you swim to get around. The character handles it a lot like traveling over land, only you can move in three dimensions instead of two. b) Places to see, and loot to plunder If you are traveling by foot, you will come across some interesting places. Bandit caves, egg mines, and Daedric ruins are just some of the various places you will find in your adventures. Most are dangerous, but then again most have booty for you to take as well. In particular, Daedric ruins, ebony mines, and raw glass mines can solve your money problems quickly. These places however are not open to the public, and if you are caught stealing by the inhabitants, they WILL punish you for your transgression. Some might kill you anyways, just because you are crunchy and taste good with ketchup. If in doubt, run for the exit as none can pass through the magical portal of cell transition. If you don't know what a cell is, just remember they generally can't follow you to another area that requires a loading bar, except outdoors, and take advantage of that fact. c) Things to watch out for Despite your beautiful face and suave manner, the monsters of Morrowind you will find on your travels would like nothing more then to eat you alive. Even other sentient creatures might take offense to your continued existence. Either run or engage these creatures to the death, as they don't care about the 50+ hours you have committed to raising your Personality to 100. In addition, if you are going to fight them, be wary of fighting with a low fatigue meter, worn armor, or dull weapons. All of these factors will lower your combat effectiveness, sometimes dramatically, and ensure your death. Repair your stuff often, and try to fight with the fatigue bar at least 1/4 full. (Note that your effectiveness falls gradually as your stamina drops, so you would really want a full bar of stamina at all times. However you may not want to fool with such things, so keeping fatigue at least 1/4 full or more is a good rule of thumb instead.) The other thing you need to be aware of is that despite what the Discovery channel and PETA contends, Mother Nature is...a not nice female dog. If you are underwater for long periods of time,(excluding water breathing spells or effects) falling from any significant height, or touching lava, you WILL be hurt, and possibly killed. 5) Combat Conflict is the spice of life, and Morrowind adopts this principle readily. The combat system is fairly simple, but engaging enough to remain interesting for the entire game, provided you are not ultra- powerful or god-like. This section will deal with how to get the most out of the three methods of doing combat: melee, magic, and ranged. a) Melee, or the Art of Sticking Pointy Objects into Bad Things By far the most popular activity in Morrowind, melee fighting is the bread and butter of most characters. Even the arch mage needs to occasionally fight something up close when he is out of magicka. In order to be effective, you will need a melee weapon of some sort or your fists if your hand-to-hand is good, some decent armor of the type you are most prolific in, and preferably some healing potions or spells. As pointed out in the traveling section, you need to make sure your equipment is repaired, and you are not fatigued. Since you want to fight in an opponent's face, make sure that you close with spell casters and ranged attackers. Your sword doesn't do you any good if you can't reach your opponent with it. To aid you in this regard, keep autorun on in battle, usually toggled by the caps key. Also if you need to run autorun will help you get away. Remember that even if you have completely depleted your fatigue meter, you can still run and jump at the same effectiveness. Remember as well that you must FACE your opponent, so that the crosshair is in close proximity to a part of your opponent. You can't attack specific parts of a creature's body, so just whack away in your opponent's general direction. Generally speaking, if your opponent is flying, running is not an option. Also if you are in the water, swimming faster then the critter in the water is also generally not an option. Certain land monsters are naturally quick, they will also make escape difficult. If you venture outside, be prepared to fight, that way if you do encounter a monster you can't run away from you have a good chance of killing it. If you are fighting a spell slinger, you don't have to absorb the spells like a sponge. Monsters have magicka reserves just like you do and can run out. So make them run out. Get them to start casting their spell, stand still, and wait until the monster actually throws the spell at you. When he does this, move out of the way. Why don't you just constantly move left and right you ask? Well critters that can do any sort of ranged attack can also lead their target, so if you are moving in a constant direction at a constant speed they can predict where you will be when the spell hits. However they don't take obstacles into account, so if you have a pillar or other such object nearby, move in the direction of the pillar until the spell has been cast, then move away again. One final tip, keep the best attack option on in the options menus. While you can fight using a variety of thrusts, chops, and overhead blows, there is rarely an occasion where the best attack option is not the best option for combat. You will always deal the most damage with your weapon and you don't have to deal with so much moving around, which, if you are running, drains your fatigue. b) Magic, or the Art of Turning Bad Things into Crispy Strips Another option available to the combatant is the use of spells to kill or incapacitate foes. Obviously you will need to keep a high magicka reserve before engaging any enemies with this method. In addition, you need to actually purchase or make spells that can kill, charm, incapacitate, or summon things to slay for you. This method is the most destructive, but also the most risky. If your opponent has resistances to your attacks, spell absorption, or spell reflection, life can suddenly become very difficult for the mage. Conjuring a creature is the safest method, but the creature will not automatically attack. You must either attack first or be hit for the creature to step in to fight. Of course, if you are stepping in to fight in the first place, you might as well be good at fighting in melee. This, the possible resistances, and the constant resting required to recharge magicka, are the reasons why this method is really not as great as it first appears. It is certainly a viable approach to combat, but it is far better to simply apply magic to melee, rather then use magic itself directly. I will explain how to do just that in the enchanting section under guild services. c) Ranged, or the Art of Changing Bad Things into Pincushions ---------------------------------------------------------------------- I am not very familiar with this method. I will tell you what little I know, and hope that you are wise enough to decide whether this path is for you. If you are using a bow or crossbow, arrows and bolts respectively are required to use them. Copies of handheld items are another option that needs no items to use. For those that are seeking to enchant your bow, note that you can't enchant bows and crossbows with cast on strike enchantments.* My overall impression of this way of doing combat is that melee and magic have much better results. If I get any more information I will update this section to reflect my enlightenment... ---------------------------------------------------------------------- Ok, I got some more information. This method is a lot better then I initially thought, and certainly an option to combat. I prefer melee or spells, but at later marksman levels you can start dishing some significant damage consistently. Note I said at later marksman levels, early on you will miss all the time, and die very easily if you rely on ranged alone. Melee attacks hit a lot more often, or they seem to, then ranged, at least early on. This might have something to do with the relatively low speed of the bow. I recommend you train the skill up to about 50, then practice the rest of the way up if you are going for agility modifiers. Also note that most guys that sell arrows and bolts refresh their supply at least every day, so you can amass quite a collection in a relatively short amount of time if you visit several merchants. Just make sure you can carry them all, as they get quite heavy in bulk. Finally, if you do use a bow, make sure you hold it back all the way before you fire! The damage from a weak bow attack is pathetic at best, so make sure you hold the fire button until the animation is complete. 6) Monsters I've mentioned them enough, I might as well explain them in a little more depth. Everywhere you go in Morrowind, with the exception of towns for the most part, you will find beasts, supernatural creatures, and other nasties that want to kill you. They usually engage you in melee combat, however as you level you will encounter a lot more spell casting creatures. These can kill you VERY quickly; even my uber character with 100's in all stats, and high combat skills, can fall quite easily to these jokers. So how do you prevent yourself from getting killed by both types? Well you can try this... a) How to prevent the loss of one's internal organs Hit points. You can't die if your hit points don't reach 0. So how do you keep your hit points up then? Well the expensive method is getting a constant effect restore health item. This method isn't very practical to the novice adventurer, not to mention you will have to get a grand soul gem and kill a Golden Saint to get this item. (With the exception of the UNGODLY Robe of St. Roris. Don't ask, I won't tell you how to get it, as the game is effectively over in terms of challenge when you get this.) A far more cheaper, and practical, method is the use of restore health potions. While you can use spells to recover health, they require that you switch out of the use of the weapon you currently have, cast the spell, and switch back all the while being beat up by the monster. Healing items that cast on use operate on the same principle. Potions however don't require any time, simply open your inventory, which pauses the game, and gulp one. The higher the quality, the better the effect. Note that all healing potions operate on a healing over time basis, so the effects are not instant. Also note that use of potions outside of combat, in areas where you can rest easily, is almost always INCREDIBLY STUPID. Simply press the R button, or whatever button you have configured rest to be, and select rest until healed. Magically your wounds will disappear, your fatigue will be restored, and your magicka reserves will fill up. There is a chance that a creature will attack you in your sleep, but more likely then not this creature will not be a problem to fight, even in your weakened state. If the potions don't help, and the critter is still tearing you apart, then you need to prepare with spells and items that protect you from the creature's weapon. For example, if the creature is using a melee attack, the sanctuary effect improves your odds of dodging blows. The higher the level of the effect, the higher chance you have of dodging. If you should ever reach 100%, you will become invincible to their attacks.* If they are using spells, figure out what spell effect they are using and employ the appropriate countermeasure. For example, if they are using spells that deal fire damage, buy a resist fire potion or spell, and use it during or preferably right before battle. Finally, if you must flee like the coward you are, and you can't outrun the creature, you can cast a spell or use an item that produces the "divine intervention" or "almsivi intervention" effect. These effects will instantly teleport you to the closest temple or shrine. They are also quite useful outside of combat as time savers. b) Types of Monsters First thing, be aware that this list is not exhaustive, I have tried to be as complete as possible but some things about the critters might have slipped by me. I will also avoid listing boss creatures, as the Dagoth types alone have more then 20 different varieties. Note that by the various parts of each listing, I will add some comments to relieve the boredom. Note also that much of this information may not make sense to you, much less me, but I want to be complete so I am adding it anyways. Alit Level 3 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 40 -Agility (AGI) = 50 -Speed (SPD) = 42 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 30 Spell Points = 75 Fatigue = 400 Soul = 20 (Number of charges you get if you soultrap this critter) Skills Combat = 30 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 9 (I believe this is physical damage, not spell damage) Attack 2 = 1 to 9 Attack 3 = 1 to 9 Other Creature Type: Creature (creature, daedra, undead, or humanoid) Loot: Alit Hide Disease: None (if the critter gives a disease, I will list it here) Alit, Blighted Level 7 Attributes -Strength (STR) = 75 -Intelligence (INT) = 30 -Willpower (WIL) = 30 -Agility (AGI) = 65 -Speed (SPD) = 42 -Endurance (END) = 30 -Personality (PER) = 200 (horrible disfigurement = lady's man/sexy bas#%^$) -Luck (LUC) = 30 Secondary Characteristics Health = 105 Spell Points = 75 Fatigue = 1000 (might wanna reconsider hand-to-hand...) Soul = 25 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 7 to 21 Attack 2 = 7 to 21 Attack 3 = 7 to 21 Other Creature Type: Creature Loot: Alit Hide Disease: Black-Heart Blight Alit, Diseased Level 3 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 40 -Agility (AGI) = 50 -Speed (SPD) = 42 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 30 Spell Points = 75 Fatigue = 400 Soul = 25 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 9 Attack 2 = 1 to 9 Attack 3 = 1 to 9 Other Creature Type: Creature Loot: Alit Hide Disease: Ataxia Ancestor Ghost (if you have the Atronach birthsign, this guy is your friend) Level 1 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 30 -Agility (AGI) = 50 -Speed (SPD) = 18 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 23 Spell Points = 400 Fatigue = 400 Soul = 100 (low level creature, but high number of charges) Skills Combat = 30 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 5 Attack 2 = 1 to 5 Attack 3 = 1 to 5 Other Creature Type: Undead Loot: Ectoplasm (maybe you can make a potion of Slimer summoning...) Disease: None Ascended Sleeper (AKA Bad Ass Tentacle Head) Level 25 Attributes -Strength (STR) = 100 -Intelligence (INT) = 100 -Willpower (WIL) = 100 -Agility (AGI) = 100 -Speed (SPD) = 20 -Endurance (END) = 100 -Personality (PER) = 100 -Luck (LUC) = 100 Secondary Characteristics Health = 300 Spell Points = 300 Fatigue = 400 (hand-to-hand might work well on this guy) Soul = 400 (only soul besides Golden Saint that grants constant effect) Skills Combat = 80 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 25 to 75 Attack 2 = 25 to 75 Attack 3 = 25 to 75 Other Creature Type: Humanoid (under those rags lies a ravishing beauty queen) Loot: Ash Salts Disease: Able to inflict ALL blight diseases Ash Ghoul Level 15 Attributes (these ash critters have some easy to type stats...) -Strength (STR) = 100 -Intelligence (INT) = 100 -Willpower (WIL) = 100 -Agility (AGI) = 100 -Speed (SPD) = 30 -Endurance (END) = 100 -Personality (PER) = 100 -Luck (LUC) = 100 Secondary Characteristics Health = 220 Spell Points = 280 Fatigue = 400 Soul = 250 Skills Combat = 70 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 15 to 45 Attack 2 = 15 to 45 Attack 3 = 15 to 45 Other Creature Type: Humanoid Loot: Ash Salts (cheap ingredient stuff really gets old, ::sigh::) Disease: Ash Woe Blight Ash Slave (otherwise known as Mr. Constipated) Level 5 Attributes -Strength (STR) = 100 -Intelligence (INT) = 100 -Willpower (WIL) = 80 (wow, < 100 outside of SPD; bravo Bethesda) -Agility (AGI) = 100 -Speed (SPD) = 30 -Endurance (END) = 100 -Personality (PER) = 100 -Luck (LUC) = 100 Secondary Characteristics Health = 60 Spell Points = 100 Fatigue = 400 Soul = 100 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 5 to 15 Attack 2 = 5 to 15 Attack 3 = 5 to 15 Other Creature Type: Humanoid Loot: Ash Salts Disease: Ash Woe Blight Ash Zombie Level 8 (this guy is higher in level then the Ash Slave, but much easier) Attributes -Strength (STR) = 100 -Intelligence (INT) = 20 (come on Bethesda, these stats are BAD!) -Willpower (WIL) = 60 -Agility (AGI) = 20 -Speed (SPD) = 25 -Endurance (END) = 20 -Personality (PER) = 90 (that's better, I guess...naked gray torsos OH MY!) -Luck (LUC) = 20 Secondary Characteristics Health = 90 Spell Points = 100 (INT is at 20, but has 100 spell points...no cheats here) Fatigue = 400 Soul = 100 Skills Combat = 80 Magic = 60 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 20 Attack 2 = 1 to 20 Attack 3 = 1 to 20 Other Creature Type: Humanoid Loot: Spiked Club (iron I think), Ash Salts Disease: None Atronach, Flame Level 7 Attributes -Strength (STR) = 50 (their strength lies not in stats...) -Intelligence (INT) = 50 -Willpower (WIL) = 70 -Agility (AGI) = 50 -Speed (SPD) = 32 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 75 Spell Points = 105 Fatigue = 600 Soul = 105 Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 7 to 21 (nor does it lie with the physical...though these hurt...) Attack 2 = 7 to 21 Attack 3 = 7 to 21 Other (but in their spells, dodge them or die...this applies to all atrocs) Creature Type: Daedra Loot: Fire Salts Disease: None Atronach, Frost Level 9 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 80 -Agility (AGI) = 50 -Speed (SPD) = 14 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 105 Spell Points = 135 Fatigue = 600 Soul = 138 Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 9 to 27 Attack 2 = 9 to 27 Attack 3 = 9 to 27 Other Creature Type: Daedra Loot: Frost Salts Disease: None Atronach, Storm (start running...) Level 15 (don't look back...) Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 90 -Agility (AGI) = 50 -Speed (SPD) = 9 (I dare you to laugh in his face about it...) -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 200 (yeah, this means he can take a beating, so keep running...) Spell Points = 195 Fatigue = 600 Soul = 150 Skills Combat = 70 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 15 to 45 (and he can dish the pain in melee, run faster...) Attack 2 = 15 to 45 Attack 3 = 15 to 45 Other (got away? good, you missed out on some void salts though...never mind) Creature Type: Daedra Loot: Void Salts (purpose: uh...alchemy, usefulness: next to nil) Disease: None Bonelord (AKA The Very Dead Dude With Half A Mouth) Level 8 Attributes -Strength (STR) = 100 -Intelligence (INT) = 100 -Willpower (WIL) = 80 -Agility (AGI) = 50 -Speed (SPD) = 40 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 90 Spell Points = 400 Fatigue = 500 Soul = 100 (same as the ancestor ghost?! I'd tweak this a little more...) Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 8 to 24 Attack 2 = 8 to 24 Attack 3 = 8 to 24 Other Creature Type: Undead Loot: Bonemeal, Lesser or Common Soul Gem Disease: None Bonewalker (otherwise known as zombie) Level 4 Attributes -Strength (STR) = 100 -Intelligence (INT) = 50 -Willpower (WIL) = 50 -Agility (AGI) = 50 -Speed (SPD) = 12 (If a spell made this 0, could he move? Hmmm...) -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 60 Spell Points = 80 Fatigue = 400 Soul = 75 Skills Combat = 50 Magic = 90 Stealth = 20 (a pattern is forming here, but I can't put my finger on it...) Attacks and Damage Dealt Attack 1 = 4 to 12 Attack 2 = 4 to 12 Attack 3 = 4 to 12 Other Creature Type: Undead Loot: Bonemeal, Petty or Lesser soul gem Disease: Brown Rot Bonewalker, Greater Level 7 Attributes -Strength (STR) = 100 -Intelligence (INT) = 50 -Willpower (WIL) = 60 -Agility (AGI) = 50 -Speed (SPD) = 18 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 100 Spell Points = 75 Fatigue = 400 Soul = 75 (still less then the ancestor ghost, isn't worth it) Skills Combat = 50 Magic = 90 Stealth = 20 (my psychic sense told me what this number would be, honest!) Attacks and Damage Dealt Attack 1 = 5 to 15 Attack 2 = 5 to 15 Attack 3 = 5 to 15 Other Creature Type: Undead (keep in mind spell effects like turn undead...) Loot: Bonemeal, Common or Lesser soul gem Disease: Brown Rot Bonewalker, Lesser Level 3 Attributes -Strength (STR) = 80 -Intelligence (INT) = 40 -Willpower (WIL) = 40 -Agility (AGI) = 40 -Speed (SPD) = 12 -Endurance (END) = 40 -Personality (PER) = 40 -Luck (LUC) = 40 Secondary Characteristics Health = 45 Spell Points = 60 Fatigue = 300 Soul = 65 Skills Combat = 40 Magic = 80 Stealth = 10 (FIRE, FIRE! DANGER WILL ROBINSON DANGER! WE HAVE AN EMERGENCY!) Attacks and Damage Dealt Attack 1 = 1 to 10 Attack 2 = 1 to 10 Attack 3 = 1 to 10 Other Creature Type: Undead Loot: Bonemeal Disease: Brown Rot??? (unconfirmed, has the spell but not the script) Centurion, Sphere Level 5 Attributes -Strength (STR) = 75 -Intelligence (INT) = 25 -Willpower (WIL) = 70 -Agility (AGI) = 75 -Speed (SPD) = 70 -Endurance (END) = 75 -Personality (PER) = 10 (common animals have more charisma then this...) -Luck (LUC) = 50 Secondary Characteristics Health = 75 Spell Points = 70 Fatigue = 800 Soul = 0 (yep, that's a zero) Skills Combat = 50 Magic = 90 Stealth = 20 (the universe is stable once more, thank god...) Attacks and Damage Dealt Attack 1 = 5 to 15 Attack 2 = 5 to 15 Attack 3 = 5 to 15 Other Creature Type: Creature Loot: Scrap Metal Disease: None Centurion, Spider Level 3 Attributes -Strength (STR) = 25 -Intelligence (INT) = 25 -Willpower (WIL) = 60 -Agility (AGI) = 75 -Speed (SPD) = 7 -Endurance (END) = 50 -Personality (PER) = 25 (even mechanical spiders have more charisma...) -Luck (LUC) = 50 Secondary Characteristics Health = 38 Spell Points = 20 Fatigue = 400 Soul = 0 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 9 Attack 2 = 1 to 9 Attack 3 = 1 to 9 Other Creature Type: Creature Loot: Scrap Metal Disease: None Centurion, Steam Level 10 Attributes -Strength (STR) = 100 -Intelligence (INT) = 25 -Willpower (WIL) = 70 -Agility (AGI) = 50 -Speed (SPD) = 12 -Endurance (END) = 100 -Personality (PER) = 25 -Luck (LUC) = 50 Secondary Characteristics Health = 150 Spell Points = 30 Fatigue = 1000 (no hand-to-hand here either) Soul = 0 Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 10 to 30 Attack 2 = 10 to 30 Attack 3 = 10 to 30 Other Creature Type: Creature Loot: Scrap Metal Disease: None Everyone's favorite creature is coming up soon...right after this one... Clannfear (where did they come up with this name?) Level 7 Attributes -Strength (STR) = 110 (hmm...just a little over...wait a sec...) -Intelligence (INT) = 20 -Willpower (WIL) = 70 -Agility (AGI) = 80 -Speed (SPD) = 14 -Endurance (END) = 255 (we have a problem...does this even make sense?) -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 113 (especially with this amount of hitpoints?) Spell Points = 100 Fatigue = 500 Soul = 100 Skills Combat = 60 Magic = 90 Stealth = 100 (AH HA! the conspiracy has been revealed! END=STEALTH! yeah...) Attacks and Damage Dealt Attack 1 = 6 to 18 Attack 2 = 6 to 18 Attack 3 = 6 to 18 Other Creature Type: Daedra Loot: Daedra's Heart Disease: None Cliff Racer (NO NO NO! WHY DID YOU DO IT BETHESDA?! WHY?!) Level 4 (don't let the level fool you, I and many others HATE THIS GUY) Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 30 -Agility (AGI) = 50 -Speed (SPD) = 255 (and you thought you were safe at 100 SPD...) -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 45 Spell Points = 20 Fatigue = 400 Soul = 20 (his soul isn't even worth much...ARGHHH!) Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 3 to 8 (it isn't the damage really...) Attack 2 = 3 to 8 Attack 3 = 3 to 8 Other (the #$^$ flies! he gets you even in town! and they are EVERYWHERE!) Creature Type: Creature Loot: Racer Plumes Disease: None Cliff Racer, Blighted (well...it could be worse you know...) Level 8 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 40 -Agility (AGI) = 50 -Speed (SPD) = 255 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 90 (he could have more hitpoints...) Spell Points = 20 Fatigue = 400 Soul = 20 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 6 to 18 (deal more damage...) Attack 2 = 6 to 18 Attack 3 = 6 to 18 Other Creature Type: Creature Loot: Racer Plumes Disease: Ash Chancre Blight (and make you ugly, so be thankful...) Cliff Racer, Diseased Level 4 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 30 -Agility (AGI) = 50 -Speed (SPD) = 255 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 45 Spell Points = 20 Fatigue = 400 Soul = 20 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 3 to 8 Attack 2 = 3 to 8 Attack 3 = 3 to 8 Other Creature Type: Creature Loot: Racer Plumes Disease: Hell Joint (my finger joints ache enough when I see him...ugh) Corprus, Lame (these are the corprus victims to watch out for) Level 8 Attributes -Strength (STR) = 100 -Intelligence (INT) = 100 -Willpower (WIL) = 70 -Agility (AGI) = 100 -Speed (SPD) = 10 -Endurance (END) = 100 -Personality (PER) = 100 -Luck (LUC) = 100 Secondary Characteristics Health = 90 Spell Points = 160 Fatigue = 400 Soul = 160 Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 8 to 24 Attack 2 = 8 to 24 Attack 3 = 8 to 24 Other Creature Type: Humanoid Loot: Corprus Weepings Disease: Black Heart Blight (because of this: - to strength = very bad) Corprus Stalker Level 5 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 60 -Agility (AGI) = 50 -Speed (SPD) = 7 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 60 Spell Points = 50 Fatigue = 300 Soul = 100 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 5 to 15 Attack 2 = 5 to 15 Attack 3 = 5 to 15 Other Creature Type: Creature Loot: Corprus Weepings Disease: None (yep, this critter doesn't give you corprus, so don't worry) Daedroth (AKA Lockjaw) Level 12 Attributes -Strength (STR) = 75 -Intelligence (INT) = 75 -Willpower (WIL) = 80 -Agility (AGI) = 75 -Speed (SPD) = 14 -Endurance (END) = 75 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 180 Spell Points = 195 Fatigue = 600 Soul = 195 (39000 value in a grand soul gem, pretty cool) Skills Combat = 70 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 12 to 36 Attack 2 = 12 to 36 Attack 3 = 12 to 36 Other Creature Type: Daedra Loot: Daedra's Heart Disease: None Dremora Level 9 Attributes (modest stats for a fairly powerful creature) -Strength (STR) = 55 -Intelligence (INT) = 50 -Willpower (WIL) = 70 -Agility (AGI) = 50 -Speed (SPD) = 50 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 160 Spell Points = 100 Fatigue = 400 Soul = 100 (yep, same as ancestor ghost) Skills Combat = 80 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 9 to 27 Attack 2 = 9 to 27 Attack 3 = 9 to 27 Other Creature Type: Daedra Loot: Daedra's Heart, (Dreugh, Dwarven, Ebony, or Daedric weapon) Disease: None Dremora Lord Level 12 Attributes -Strength (STR) = 75 -Intelligence (INT) = 70 -Willpower (WIL) = 80 -Agility (AGI) = 70 -Speed (SPD) = 50 -Endurance (END) = 75 -Personality (PER) = 70 -Luck (LUC) = 70 Secondary Characteristics Health = 280 Spell Points = 200 Fatigue = 500 Soul = 200 Skills Combat = 90 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 12 to 36 Attack 2 = 12 to 36 Attack 3 = 12 to 36 Other Creature Type: Daedra Loot: Daedra's Heart, (Dreugh, Dwarven, Ebony, or Daedric weapon) Disease: None Dreugh (look at that vaguely human crab thing! isn't it cute?) Level 5 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 70 -Agility (AGI) = 50 -Speed (SPD) = 60 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 60 Spell Points = 75 Fatigue = 400 Soul = 75 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 5 to 15 Attack 2 = 5 to 15 Attack 3 = 5 to 15 Other Creature Type: Creature Loot: Dreugh Wax Disease: None Dwarven Spectre Level 5 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 50 -Agility (AGI) = 50 -Speed (SPD) = 30 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 60 Spell Points = 75 Fatigue = 400 Soul = 200 (!!!) Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 5 to 15 Attack 2 = 5 to 15 Attack 3 = 5 to 15 Other Creature Type: Undead Loot: Ectoplasm Disease: None Golden Saint (also known as Happy Fun Female of Good Loot and Souls) Level 20 (oh yeah baby) Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 100 (so she doesn't get soul trapped so easily) -Agility (AGI) = 50 -Speed (SPD) = 50 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 250 Spell Points = 755 Fatigue = 700 Soul = 400 (GET THIS SOUL! she can dispel soul trap, but only so many times) Skills Combat = 80 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 20 to 60 (yes she does do good damage in melee, be careful) Attack 2 = 20 to 60 Attack 3 = 20 to 60 Other Creature Type: Daedra Loot: Daedra Heart, (random shield and weapon, including Daedric items) Disease: None Guar (all rpgs must have a cute critter somewhere in them) Level 3 Attributes -Strength (STR) = 255 (ummm...maybe he is not all that cute and cuddly) -Intelligence (INT) = 50 -Willpower (WIL) = 40 -Agility (AGI) = 50 -Speed (SPD) = 50 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 38 Spell Points = 5 Fatigue = 400 Soul = 20 Skills Combat = 30 Magic = 90 (why do they make this skill so high?) Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 9 Attack 2 = 1 to 9 Attack 3 = 1 to 9 Other Creature Type: Creature Loot: Guar Hide Disease: None Wild Guar Level 3 Attributes -Strength (STR) = 255 -Intelligence (INT) = 50 -Willpower (WIL) = 40 -Agility (AGI) = 50 -Speed (SPD) = 50 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 38 Spell Points = 5 Fatigue = 400 Soul = 20 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 9 Attack 2 = 1 to 9 Attack 3 = 1 to 9 Other Creature Type: Creature Loot: Guar Hide Disease: None Hungry...err...Hunger Level 11 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 80 -Agility (AGI) = 50 -Speed (SPD) = 45 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 170 Spell Points = 250 Fatigue = 400 Soul = 250 Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 11 to 33 Attack 2 = 11 to 33 Attack 3 = 11 to 33 Other (make sure you have an armorer's hammer, or you will regret it) Creature Type: Daedra Loot: Daedra's Heart Disease: None Kagouti Level 4 Attributes -Strength (STR) = 90 -Intelligence (INT) = 30 -Willpower (WIL) = 50 -Agility (AGI) = 75 -Speed (SPD) = 45 -Endurance (END) = 67 (an uneven number except 5! Beth is getting frisky) -Personality (PER) = 100 (don't even think to ask about this one) -Luck (LUC) = 30 Secondary Characteristics Health = 45 Spell Points = 10 Fatigue = 400 Soul = 20 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 4 to 12 Attack 2 = 4 to 12 Attack 3 = 4 to 12 Other Creature Type: Creature Loot: Kagouti Hide Disease: None Kagouti, Blighted Level 3 Attributes -Strength (STR) = 90 -Intelligence (INT) = 30 -Willpower (WIL) = 40 -Agility (AGI) = 75 -Speed (SPD) = 45 -Endurance (END) = 67 -Personality (PER) = 100 -Luck (LUC) = 30 Secondary Characteristics Health = 90 Spell Points = 10 Fatigue = 400 Soul = 20 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 8 to 24 Attack 2 = 8 to 24 Attack 3 = 8 to 24 Other Creature Type: Creature Loot: Kagouti Hide Disease: Chanthrax Blight Kagouti, Diseased Level 4 Attributes -Strength (STR) = 90 -Intelligence (INT) = 30 -Willpower (WIL) = 50 -Agility (AGI) = 75 -Speed (SPD) = 45 -Endurance (END) = 67 -Personality (PER) = 100 -Luck (LUC) = 30 Secondary Characteristics Health = 45 Spell Points = 10 Fatigue = 400 Soul = 20 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 4 to 12 Attack 2 = 4 to 12 Attack 3 = 4 to 12 Other Creature Type: Creature Loot: Kagouti Hide Disease: Yellow Tick Kwama, Forager Level 2 Attributes -Strength (STR) = 30 -Intelligence (INT) = 50 (pretty smart for a maggot) -Willpower (WIL) = 10 -Agility (AGI) = 20 -Speed (SPD) = 5 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 30 Secondary Characteristics Health = 23 Spell Points = 15 Fatigue = 300 Soul = 15 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 3 Attack 2 = 1 to 3 Attack 3 = 1 to 3 Other Creature Type: Creature Loot: Kwama Cuttle Disease: None Kwama, Blighted Forager Level 6 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 20 -Agility (AGI) = 50 -Speed (SPD) = 5 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 45 Spell Points = 100 Fatigue = 400 Soul = 15 Skills Combat = 70 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 6 to 18 Attack 2 = 6 to 18 Attack 3 = 6 to 18 Other Creature Type: Creature Loot: Kwama Cuttle Disease: Ash Chancre Blight Kwama, Warrior Level 3 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 50 -Agility (AGI) = 50 -Speed (SPD) = 18 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 45 Spell Points = 12 Fatigue = 400 Soul = 20 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 3 to 9 Attack 2 = 3 to 9 Attack 3 = 3 to 9 Other Creature Type: Creature Loot: Kwama Cuttle Disease: None Kwama, Blighted Warrior Level 7 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 50 -Agility (AGI) = 50 -Speed (SPD) = 18 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 60 Spell Points = 30 Fatigue = 400 Soul = 30 Skills Combat = 70 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 7 to 21 Attack 2 = 7 to 21 Attack 3 = 7 to 21 Other Creature Type: Creature Loot: Kwama Cuttle Disease: Ash Chancre Blight Kwama, Worker Level 2 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 30 -Agility (AGI) = 50 -Speed (SPD) = 14 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 30 Spell Points = 8 Fatigue = 300 Soul = 8 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 6 Attack 2 = 1 to 6 Attack 3 = 1 to 6 Other Creature Type: Creature Loot: Kwama Cuttle, Kwama Egg either large or small Disease: None Kwama, Blighted Worker Level 6 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 40 -Agility (AGI) = 50 -Speed (SPD) = 14 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 60 Spell Points = 8 Fatigue = 400 Soul = 8 Skills Combat = 50 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 6 to 18 Attack 2 = 6 to 18 Attack 3 = 6 to 18 Other Creature Type: Creature Loot: Kwama Cuttle Disease: Ash Chancre Blight Kwama, Diseased Worker Level 2 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 30 -Agility (AGI) = 50 -Speed (SPD) = 14 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 30 Spell Points = 8 Fatigue = 400 Soul = 8 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 2 to 6 Attack 2 = 2 to 6 Attack 3 = 2 to 6 Other Creature Type: Creature Loot: Kwama Cuttle Disease: Droops (the dreaded disease of all senior citizens) Mudcrab (::jumps around in delight:: mudcrabs! I wrote this guide for them) Level 1 (they are so cuddly with their little brown shells) Attributes (and those tiny pinchers, classic!) -Strength (STR) = 15 -Intelligence (INT) = 15 -Willpower (WIL) = 0 (sorry Mr. Mudcrab, no mage's guild for you) -Agility (AGI) = 15 -Speed (SPD) = 6 -Endurance (END) = 15 -Personality (PER) = 75 (yes Mr. Mudcrab, you ARE sexy to the bone) -Luck (LUC) = 30 Secondary Characteristics Health = 15 Spell Points = 5 Fatigue = 400 (yes Mr. Mudcrab, those monks have a hard time with you!) Soul = 5 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 1 (no Mr. Mudcrab, you are just muscularly disenfranchised) Attack 2 = 1 to 1 Attack 3 = 1 to 1 Other Creature Type: Creature Loot: Crab Meat Disease: None Mudcrab, Diseased Level 1 Attributes -Strength (STR) = 15 -Intelligence (INT) = 15 -Willpower (WIL) = 10 -Agility (AGI) = 15 -Speed (SPD) = 6 -Endurance (END) = 15 -Personality (PER) = 75 -Luck (LUC) = 50 Secondary Characteristics Health = 15 Spell Points = 5 Fatigue = 400 Soul = 5 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 5 Attack 2 = 1 to 5 Attack 3 = 1 to 5 Other Creature Type: Creature Loot: Crab Meat Disease: Swamp Fever Netch, Betty Level 10 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 30 -Agility (AGI) = 50 -Speed (SPD) = 80 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 113 Spell Points = 75 Fatigue = 500 Soul = 75 Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 10 to 30 Attack 2 = 10 to 30 Attack 3 = 10 to 30 Other Creature Type: Creature Loot: Netch Leather Disease: None Netch, Bull Level 4 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 50 -Agility (AGI) = 50 -Speed (SPD) = 100 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 45 Spell Points = 100 Fatigue = 400 Soul = 50 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 4 to 12 Attack 2 = 4 to 12 Attack 3 = 4 to 12 Other Creature Type: Creature Loot: Netch Leather Disease: None Nix-Hound Level 2 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 30 -Agility (AGI) = 50 -Speed (SPD) = 28 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 23 Spell Points = 10 Fatigue = 400 Soul = 10 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 6 Attack 2 = 1 to 6 Attack 3 = 1 to 6 Other Creature Type: Creature Loot: Hound Meat Disease: None Nix-Hound, Blighted Level 6 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 40 -Agility (AGI) = 50 -Speed (SPD) = 28 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 68 Spell Points = 10 Fatigue = 400 Soul = 10 Skills Combat = 70 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 6 to 18 Attack 2 = 6 to 18 Attack 3 = 6 to 18 Other Creature Type: Creature Loot: Hound Meat Disease: Black-Heart Blight Ogrim (fat guy + nipple rings = fashion statement of the year) Level 11 Attributes -Strength (STR) = 100 -Intelligence (INT) = 50 (Ogrims supposed to be really dumb, not cool Beth) -Willpower (WIL) = 80 -Agility (AGI) = 50 -Speed (SPD) = 20 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 170 Spell Points = 165 Fatigue = 1000 (sorry monks...) Soul = 165 Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 11 to 33 Attack 2 = 11 to 33 Attack 3 = 11 to 33 Other Creature Type: Daedra Loot: Daedra's Heart Disease: None Ogrim Titan Level 15 Attributes -Strength (STR) = 100 -Intelligence (INT) = 50 -Willpower (WIL) = 90 -Agility (AGI) = 50 -Speed (SPD) = 20 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 220 Spell Points = 180 Fatigue = 1000 Soul = 70 (typo on Bethesda's part?) Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 12 to 40 Attack 2 = 12 to 40 Attack 3 = 12 to 40 Other (The NIF file is called Clannfear_Daddy, hmmm...) Creature Type: Daedra Loot: Daedra's Heart Disease: None Rat Level 2 Attributes -Strength (STR) = 20 -Intelligence (INT) = 25 -Willpower (WIL) = 0 -Agility (AGI) = 20 -Speed (SPD) = 8 -Endurance (END) = 70 -Personality (PER) = 100 (I give up...) -Luck (LUC) = 30 Secondary Characteristics Health = 23 Spell Points = 10 Fatigue = 300 Soul = 10 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 2 Attack 2 = 1 to 2 Attack 3 = 1 to 2 Other Creature Type: Creature Loot: Rat Meat Disease: None Rat, Blighted Level 4 Attributes -Strength (STR) = 25 -Intelligence (INT) = 25 -Willpower (WIL) = 0 -Agility (AGI) = 30 -Speed (SPD) = 8 -Endurance (END) = 70 -Personality (PER) = 100 -Luck (LUC) = 75 (do I feel lucky...well...do ya punk?!) Secondary Characteristics Health = 30 Spell Points = 75 Fatigue = 400 Soul = 20 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 4 to 12 Attack 2 = 4 to 12 Attack 3 = 4 to 12 Other Creature Type: Creature Loot: Rat Meat Disease: Black-Heart Blight Rat, Diseased Level 3 Attributes -Strength (STR) = 25 -Intelligence (INT) = 25 -Willpower (WIL) = 0 -Agility (AGI) = 40 -Speed (SPD) = 8 -Endurance (END) = 70 -Personality (PER) = 100 -Luck (LUC) = 30 Secondary Characteristics Health = 23 Spell Points = 10 Fatigue = 400 Soul = 40 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 2 to 6 Attack 2 = 2 to 6 Attack 3 = 2 to 6 Other Creature Type: Creature Loot: Rat Meat Disease: Witbane Scamp Level 5 Attributes -Strength (STR) = 20 -Intelligence (INT) = 20 -Willpower (WIL) = 70 -Agility (AGI) = 20 -Speed (SPD) = 6 -Endurance (END) = 20 -Personality (PER) = 20 -Luck (LUC) = 20 Secondary Characteristics Health = 45 Spell Points = 100 Fatigue = 400 Soul = 100 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 5 to 15 Attack 2 = 5 to 15 Attack 3 = 5 to 15 Other Creature Type: Creature Loot: Scamp Skin Disease: None Scrib Level 1 Attributes -Strength (STR) = 20 -Intelligence (INT) = 30 -Willpower (WIL) = 0 -Agility (AGI) = 20 -Speed (SPD) = 13 -Endurance (END) = 30 -Personality (PER) = 30 -Luck (LUC) = 30 Secondary Characteristics Health = 8 Spell Points = 12 Fatigue = 300 Soul = 10 Skills Combat = 30 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 2 Attack 2 = 1 to 2 Attack 3 = 1 to 2 Other (these critters can inflict paralysis, don't underestimate them) Creature Type: Creature Loot: Scrib Jelly Disease: None Scrib, Blighted Level 4 Attributes -Strength (STR) = 30 -Intelligence (INT) = 30 -Willpower (WIL) = 10 -Agility (AGI) = 30 -Speed (SPD) = 13 -Endurance (END) = 30 -Personality (PER) = 30 -Luck (LUC) = 30 Secondary Characteristics Health = 30 Spell Points = 12 Fatigue = 400 Soul = 20 Skills Combat = 50 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 4 to 12 Attack 2 = 4 to 12 Attack 3 = 4 to 12 Other Creature Type: Creature Loot: Scrib Jelly Disease: Ash Chancre Blight Scrib, Diseased Level 1 Attributes -Strength (STR) = 30 -Intelligence (INT) = 30 -Willpower (WIL) = 0 -Agility (AGI) = 30 -Speed (SPD) = 13 -Endurance (END) = 30 -Personality (PER) = 30 -Luck (LUC) = 30 Secondary Characteristics Health = 8 Spell Points = 12 Fatigue = 400 Soul = 10 Skills Combat = 30 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 3 Attack 2 = 1 to 3 Attack 3 = 1 to 3 Other Creature Type: Creature Loot: Scrib Jelly Disease: Droops (NOT AGAIN! RUN AWAY AS FAST AS YOU CAN!) Shalk Level 6 Attributes -Strength (STR) = 30 -Intelligence (INT) = 30 -Willpower (WIL) = 25 -Agility (AGI) = 30 -Speed (SPD) = 20 -Endurance (END) = 30 -Personality (PER) = 30 -Luck (LUC) = 30 Secondary Characteristics Health = 38 Spell Points = 30 Fatigue = 400 Soul = 30 Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 6 to 18 Attack 2 = 6 to 18 Attack 3 = 6 to 18 Other Creature Type: Creature Loot: Shalk Resin Disease: None Shalk, Blighted Level 10 Attributes -Strength (STR) = 30 -Intelligence (INT) = 30 -Willpower (WIL) = 40 -Agility (AGI) = 30 -Speed (SPD) = 20 -Endurance (END) = 30 -Personality (PER) = 30 -Luck (LUC) = 30 Secondary Characteristics Health = 80 Spell Points = 30 Fatigue = 400 Soul = 30 Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 10 to 30 Attack 2 = 10 to 30 Attack 3 = 10 to 30 Other Creature Type: Creature Loot: Shalk Resin Disease: Ash-Woe Blight Shalk, Diseased Level 6 Attributes -Strength (STR) = 30 -Intelligence (INT) = 30 -Willpower (WIL) = 30 -Agility (AGI) = 30 -Speed (SPD) = 20 -Endurance (END) = 30 -Personality (PER) = 30 -Luck (LUC) = 30 Secondary Characteristics Health = 38 Spell Points = 400 (more sleeping on the job Bethesda?) Fatigue = 400 Soul = 30 Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 6 to 18 Attack 2 = 6 to 18 Attack 3 = 6 to 18 Other Creature Type: Creature Loot: Shalk Resin Disease: None Skeleton (the true Bonewalker) Level 3 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 50 -Agility (AGI) = 50 -Speed (SPD) = 50 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 38 Spell Points = 30 Fatigue = 1000 Soul = 30 Skills Combat = 40 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 9 Attack 2 = 1 to 9 Attack 3 = 1 to 9 Other Creature Type: Undead Loot: Iron Shield, Iron weapon, Bonemeal Disease: None Skeleton, Archer Level 3 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 50 -Agility (AGI) = 50 -Speed (SPD) = 50 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 38 Spell Points = 30 Fatigue = 1000 Soul = 30 Skills Combat = 50 Magic = 90 Stealth = 90 (for marksman no doubt) Attacks and Damage Dealt Attack 1 = 3 to 9 Attack 2 = 3 to 9 Attack 3 = 3 to 9 Other (don't underestimate them, they can kill you quickly) Creature Type: Undead Loot: Long Bow, Arrows Disease: None Skeleton, Champion Level 10 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 50 -Agility (AGI) = 50 -Speed (SPD) = 50 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 150 Spell Points = 30 Fatigue = 1000 Soul = 200 Skills Combat = 80 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 10 to 30 Attack 2 = 10 to 30 Attack 3 = 10 to 30 Other Creature Type: Undead Loot: Iron Shield, Silver weapon, Bonemeal Disease: None Skeleton, Crippled Level 3 Attributes -Strength (STR) = 40 -Intelligence (INT) = 40 -Willpower (WIL) = 40 -Agility (AGI) = 40 -Speed (SPD) = 50 (If I was crippled I would move a lot slower...) -Endurance (END) = 40 -Personality (PER) = 40 -Luck (LUC) = 40 Secondary Characteristics Health = 30 Spell Points = 20 Fatigue = 1000 Soul = 10 Skills Combat = 30 Magic = 70 Stealth = 10 Attacks and Damage Dealt Attack 1 = 1 to 8 Attack 2 = 1 to 8 Attack 3 = 1 to 8 Other Creature Type: Undead Loot: Iron Shield, Iron weapon, Bonemeal Disease: None Skeleton, Warrior Level 7 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 40 -Agility (AGI) = 50 -Speed (SPD) = 50 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 80 Spell Points = 30 Fatigue = 1000 Soul = 30 Skills Combat = 70 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 7 to 21 Attack 2 = 7 to 21 Attack 3 = 7 to 21 Other Creature Type: Undead Loot: Iron Shield, Steel weapon, Bonemeal Disease: None Slaughterfish (fishies! make mine to go captain n'wah) Level 2 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 30 -Agility (AGI) = 50 -Speed (SPD) = 50 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 23 Spell Points = 10 Fatigue = 400 Soul = 10 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 6 Attack 2 = 1 to 6 Attack 3 = 1 to 6 Other Creature Type: Creature Loot: Scales Disease: None Slaughterfish, Small (for those that like their seafood in little portions) Level 2 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 20 -Agility (AGI) = 50 -Speed (SPD) = 50 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 15 Spell Points = 10 Fatigue = 300 Soul = 10 Skills Combat = 40 Magic = 80 Stealth = 10 Attacks and Damage Dealt Attack 1 = 1 to 5 Attack 2 = 1 to 5 Attack 3 = 1 to 5 Other Creature Type: Creature Loot: Scales Disease: None Winged Twilight Level 15 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 100 -Agility (AGI) = 50 -Speed (SPD) = 8 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 220 Spell Points = 210 Fatigue = 800 Soul = 300 Skills Combat = 70 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 15 to 45 Attack 2 = 15 to 45 Attack 3 = 15 to 45 Other Creature Type: Daedra Loot: Void Salts Disease: None I can't help myself, I have to put in the most powerful guy in the game... Vivec Level 100 Attributes -Strength (STR) = 100 -Intelligence (INT) = 100 -Willpower (WIL) = 100 -Agility (AGI) = 100 -Speed (SPD) = 70 -Endurance (END) = 100 -Personality (PER) = 100 -Luck (LUC) = 100 Secondary Characteristics Health = 3000 Spell Points = 10000 Fatigue = 2000 Soul = 1000 (yes you can trap his soul, constant enchantment also possible) Skills Combat = 100 Magic = 100 Stealth = 100 Attacks and Damage Dealt Attack 1 = 100 to 400 Attack 2 = 100 to 400 Attack 3 = 100 to 400 Other Creature Type: Creature Loot: Wraithguard Disease: None 7) Leveling If you have read through the guide to this point, without looking at this section first, I feel for you. Leveling is a major part of the game that on the surface seems under whelming. Morrowind implements a somewhat confusing leveling system, different from just about every game out there, that can take some time getting used to. The basic premise is simple, 10 levels in either a major or minor skill will ensure that you level, provided you rest. For example, if I have long blade and armorer as my major skills, and acrobatics as a minor, and I gain three levels in long blade, three levels in armorer, and four levels in acrobatics, I can then gain a level. All I need to do at this point is rest for an hour or more, and I can get my level. Training also counts towards this count, so if I did the same thing through having someone train me as opposed to going up through constant use, the same effect would occur. After you level, the obvious effect is you gain hit points (equal to one/tenth of your END), and you gain three points to distribute to your attributes, with the exception that you can add only one of these points to any particular attribute. For example I can raise STR, END, and LCK by one point, but I can't raise LCK by three points. Here is where things get tricky though; you can have modifiers next to the various stats. These modifiers multiply the point by their base, so if you have a x5 multiplier by STR, and you put a point in STR, then you will gain 5 total points in STR. You get these modifiers by raising the skill with the associated attribute you want a certain number of times. The highest multiplier is x5, and you need to raise a skill by 10 levels or a combination of skills that share that attribute association to 10 levels. For example, if I wanted to get a x5 multiplier to STR, I could raise my long blade skill whose associated attribute is STR to 10 levels, or I could raise long blade 6 levels and armorer which also has STR associated with it to 4 levels to achieve the same effect. All skills, whether they are major, minor, or miscellaneous, will contribute to modifiers. However, misc. skills cannot be trained if you want the modifiers. Major and minors, on the other hand, will still add multipliers if they are trained. (Ok, the information about misc. skills not being able to be trained to get the modifiers is only partly correct according to the "Leveling Mechanics Guide" written by SThakur on Gamefaqs. Apparently you need to raise a misc. skill once naturally and you can then train that skill to get the modifier in its associated attribute. For example if you have axe as a misc. skill, and you raise it naturally by whacking someone enough to gain a skill point, you can then train it nine times to get the strength multiplier. Also pointed out in the guide is that you can get modifiers after you reach the leveling point. I got an e-mail saying the same thing, so this is most likely true. As for the info on the misc. skills, I really don't know, as I haven't confirmed it. Take this information at your own risk.) So that's it to leveling right? Well not quite, as Bethesda added a few little quirks to the effects of leveling that they don't reveal in the manual. Monster types found both outdoors and indoors, with exceptions, get a LOT harder as you level. Whether you encounter a mud crab or a blighted cliff racer is also dependant in part on where you are. Even at high levels there are examples of fixed monsters that don't change. Either that or the game implements a range of monsters that include very low level ones, but I'm leaning towards the former. Perhaps both exist, so I might be partially right. Anyways, if I'm right, then these monsters don't necessarily have to be anywhere important, they could simply be somewhere in the countryside. So the mud crabs you encountered early on could still be near the same location 30 levels later. However this scenario is unlikely, as such locations are rather hard to find and keep track of since the creatures move around. Of course, almost all NPC's like Fargoth will still be where they always were, and they will have the same stats. Only the common monsters that inhabit the various dungeons of the world and the outdoors regions grow stronger, not any of the "named" group. Another aspect that changes is the loot in certain chests. These chests will contain better items at later levels. However it is my experience that these chests are not fantastically common, nor are they generally worth waiting 20 something levels to finally loot. I have heard of people finding great things in them though, so be on the lookout for these kind of things later on. You might be asking yourself what this all means, and why leveling is so important. Simply put, you will find it difficult to survive if you have not properly equipped yourself before gaining a lot of levels. Getting to level 20 by cheesing skills to 100 before you even leave Seyda Neen might sound like a good idea, but IT IS NOT! When you leave town, you will encounter a LOT of blighted creatures that will give you nasty diseases, provided you are strong enough to kill them in the first place. My advice is to level cautiously and slowly; planning on what modifiers you need and raising the appropriate skills until you get what you want. Remember there is no time limit to this game, so take your time and plan carefully what you want to do. Morrowind rewards those who plan their character and punishes the stupid, so don't fall into that trap. 8) Skills Your skills are what keep you alive and prosperous in Morrowind. From the combat arts like heavy armor and long sword, to the ancient magic schools of Destruction, Alteration, and Illusion, to the simple art of running itself, nearly everything you do will be affected in some way by a skill. I will try to go over the various skills, their relative worth, and how easy it is to level them on a 1 to 10 scale, with 1 being easiest and 10 being hardest. (This scale does not take into account trainers). I also put usefulness on a scale, with 1 being useless to 10 being critical. Please be aware that for the most part on skills that have a success/fail chance armorer, failures do not count towards raising the skill. Also note throughout this section I will include information related to the skill that falls more under the classification general information. You might want to look over this section even if you are not interested in my opinions on the skills, as it contains some helpful information. Acrobatics Difficulty Scale - 2 (simply pressing a button is easy, but the skill does take a long time, thus the two.) Usefulness - 9 (You can actually move faster while jumping then you can while running at later levels. Definitely work on this skill) Affects how long you can stay in the air while jumping, and how high and far you can go. Raise by jumping around a lot. Alchemy Difficulty Scale - 7 (Eating ingredients is somewhat risky, and its time consuming as well. Making potions is faster, but again it takes time to raise, as failed attempts don't count.) Usefulness - 2 (You can make some helpful potions and drink them, or sell them for a profit in certain instances, but for the most part this skill is more trouble then its worth.) Affects the quality and success rate of mixing ingredients to make potions, using a mortar and pestle. Raise by making potions and eating ingredients. Alteration Difficulty Scale - 2 (Easy to raise with a cantrip, otherwise known as a low cost practice spell, but time consuming. Since you can cast the cantrip on the run though, this value remains low.) Usefulness - 8 (one of the more versatile schools, the spells it contains will be used quite a bit if you are any kind of mage.) Affects the success rate of casting spells in the Alteration school. Raise by casting Alteration spells. Armorer Difficulty Scale - 9 (very easy to raise, just keep clicking when you bring up the repair menu, but since it takes a while before you can repair a lot of times in a row, and you can't exactly damage your own stuff on purpose, this skill ends up rising VERY slowly.) Usefulness - 7 (being able to repair your own stuff is very handy in this game, and you don't have to have a high skill in it either to do good repairs. Note however the various repair tools weigh quite a bit as a whole, so its not that useful to characters with low STR.) Affects the success rate of a repair attempt, and its effectiveness. Raise by repairing stuff. Athletics Difficulty Scale - 7 (While this skill is easy to raise, as all you have to do is run around, it takes FOREVER to level up naturally at the later levels.) Usefulness - 9 (Getting this high is a definitely not a bad idea. You will run faster and take less time doing things in the game, which will give you more time to have a life outside the game. I would make it a 10, but it is not absolutely essential to survive, so it gets a 9 instead.) Affects how fast you run. Raise by running around. Axe Difficulty Scale - 5 (I rate this a five because it really depends on what the player is doing as to whether this skill gets raised quickly or not. If you do a lot of fighting, this skill will go up on its own quite quickly, if you don't, then it will creep along. Note that many weapon skills are the same way, so my comments for the most part will be sparse on this category.) Usefulness - 6 (Since you are really better off using a weapon in melee, the usefulness rating in this case reflects these types of weapons in comparison to others. A five means this skill is not good or bad in contrast to the other weapon skills, just different. Anything else, as in this case, means the weapon type is better or worse then others in some way. The axe itself is big, powerful, and slow. The weapon types are pretty balanced from a straight fighting perspective, but there are some differences in the enchantment department. If you enchant something with paralyze, the most useful cast on strike enchantment IMNSHO, you probably want to make it an axe if it is over or at two seconds. If you are going for damage or some other effect, you probably want a weapon that can strike many times as quickly as possible, like the short bladed weapons. The reason for the axe being a good candidate for paralyze is that it will take fewer charges each battle. The dagger for example will quickly use the paralyze charges because of its speed, and will kill the monster in about the same time as the axe. The axe on the other hand will take less, because it does more damage per swing and needs less swings to kill a foe, thus fewer total charges used and more for the next monster. Damage effects you will want to use as quickly as possible to kill the monster before it hurts you too bad, thus the reason for enchanting a dagger with fire damage or some other harmful effect besides paralyze. Keep in mind that paralysis strikes do not stack.) Affects the chance of hitting with an axe. Raise by hitting things with an axe. Block Difficulty Scale - 6 (goes up very slowly in normal combat, but if you stand there in front of a weak enemy, and get beat on for a long time, then it will go up quite quickly.) Usefulness - 7 (completely nullifying the damage done by a melee attack is pretty cool, but since you require a shield, and even at high levels the block often doesn't work, this skill gets a seven.) Affects whether you block attacks in combat with a shield. Raise by successfully blocking an attack. Blunt Weapon Difficulty Scale - 4 (The reason for the four is that blunt includes fast swing weapons like spiked clubs, but the modifier to blunt weapons is the standard 1.0, not 0.75 as in the case of the quick short-blades. Since you can swing as fast or nearly so as the quick daggers, and with a normal modifier, this skill will rise faster then other weapons in comparison.) Usefulness - 5 (the only thing of note here is that the ebony staff has an insanely high number of enchantment points on it. I could put a cast on strike enchantment with 100 points of frost damage, two seconds of duration, and an area of 50 feet on the staff, and I still had 9 points left over. Clearly you might want to train this skill to at least decent proficiency for this weapon alone. I didn't bump up the usefulness though because as a whole blunt weapons are nothing special.) Conjuration Difficulty Scale - 4 (While this skill is similar to the other spell skills, there are a few notable differences that make this school harder to raise. Any summoning done in town will call attention to yourself from the guards, thus requiring you to either go outside or a place in town with no guards in the area. In addition, there are several bugs with bound items that make using spell effects from that line hazardous. Finally, when you use a bound weapon effect, the new weapon will automatically equip when you cast the spell, forcing you to bring up your "hands" again to recast the spell. I'm not too sure about bound armor, so if there is a spell line to practice with, it would be the bound armor line. All the others are quite annoying and make raising the skill a pain.) Usefulness - 5 (For the most part I don't use this school. The monster you summon has a rather low level of AI; it is a bit limited without some pet commands. The bound items are nice, but my weapons and armor tend to be adequate anyways. This school is good for beginners, but after a while its usefulness wanes. Note however that players with the Atronach birthsign should have some competency with this school, as ancestor ghosts are a good way of refreshing your mana.) Affects the success rate of casting spells in the Conjuration school. Raise by casting Conjuration spells. Destruction Difficulty Scale - 2 (Same as other schools besides Conjuration.) Usefulness - 5 (If you are even remotely interested in frying your enemy with spells, then this school is your only option. For some, this school will be used more often then any other school, for others, this school might never be used. Affects the success rate of casting spells in the Destruction school. Raise by casting Destruction spells. Enchant Difficulty Scale - 10 (By far the hardest skill in the game to raise naturally, as every single time you want to raise it you will need to use magic items ALL THE TIME, or use up souls in enchanting something. Training is the only practical way of raising this skill.) Usefulness - 6 (Creating your own enchanted items without worrying about the cost is definitely cool, but the failure rate is very high as a whole and therefore you will lose a lot of soul gems in the process. This skill really is more useful for being able to recharge your magic items more quickly as the level of the skill increases) Affects the success rate of custom enchantments and the rate at which charges replenish themselves. Raise by using magic items, recharging magic items with soul gems, or creating enchanted items by yourself. Hand-to-Hand Difficulty Scale - 4 (A little easier then normal weapons to raise because hand-to-hand takes longer to deal the death blow. Monsters and NPC's regenerate fatigue, making the fights last longer and thus more improvement to this skill.) Usefulness - 6 (If you knock an NPC down, you can take most of their stuff without actually killing them. In addition, hand-to-hand is your only backup weapon in case your prime weapon reaches 0 in condition and you don't have any other weapons with you. Note that this situation doesn't happen much, but it is nice to know you can fight back.) Affects the chance of hitting an opponent with hand-to-hand and possibly increases the damage done with each blow. Raise by punching things successfully. Heavy Armor Difficulty Scale - 5 (In normal combat, this skill goes up quite slowly. However, in a similar way to block, you can stand in front of an enemy for a long time and get pummeled while wearing armor and your skill will go up quickly.) Usefulness - 7 (Out of all the armors, this one will offer the most rewards. You get more enchantment points with heavy armors, and at the high-end scale like Daedric you get higher AR values. The tradeoff is heavy armor is REALLY heavy, leaving you little room for other things. However, since enchantment points are high for armor types like Daedric, you can enchant your stuff with fortify strength and make up the difference somewhat with a higher total weight limit. DO NOT ENCHANT WITH FEATHER, IT TAKES UP THE SAME AMOUNT OF ENCHANTMENT POINTS BUT WITH A SIXTH OF THE EFFECTIVENESS AS FORTIFY STRENGTH.) Affects the armor rating (AR) of all heavy armors. Raise by wearing heavy armor and getting hit by enemies. Illusion Difficulty Scale - 2 (Same as other spell schools besides Conjuration) Usefulness - 7 (Being able to turn invisible or cast a paralysis spell are nice abilities. You won't necessarily be using this school all the time, unless you are a thief, but it is nice to be proficient in it as the spells are definitely useful.) Affects the success rate of casting spells in the Illusion school. Raise by casting Illusion spells. Light Armor Difficulty Scale - 5 (Same as other armor skills) Usefulness - 6 (Only a little behind heavy armor, as the high end armors of this type have some nice characteristics. Glass armor for example has a nice AR as well as a very low weight, and relatively easy to find at a certain location. This location is where the undead, or I should say undead spirits, have a hole in their ranks.) Affects the AR rating of all light armors. Raise by getting hit while wearing light armor. Long Blade Difficulty Scale - 5 (Comparable to other weapon skills) Usefulness - 5 (Comparable to other weapon skills, though it is my personal favorite. Seems like the most abundant weapon type in Morrowind.) Affects the chance to hit with long bladed weapons. Raise by hitting things with long blades. Marksman Difficulty Scale - 6 (Comparable to other weapon skills, only you have to carry around arrows, bolts, or handheld copies around with you. This makes it a little harder to raise this skill.) Usefulness - 5 (Ultimately comparable to other weapon skills, however with some nice arrows this skill can do more damage then melee weapons, and at a longer range. Since you can't enchant the actual weapon like a bow with a cast on strike enchantment, nor the ammo, this characteristic is balanced with the melee aspect.) Affects the chance to hit with ranged weapons. Raise by hitting opponents with ranged weapons. Medium Armor Difficulty Scale - 5 (Same as other armor skills) Usefulness - 5 (The choice in between heavy and light. However, the armor is a little too heavy to be truly better then light armor, and doesn't have the AR rating to match heavy armor or even glass armor itself. My suggestion is to make a choice between light or heavy, and stick with that instead of this watered down armor choice.) Affects the AR rating of all medium armor. Raise by getting hit while in medium armor. Mercantile Difficulty Scale - 8 (This skill is simply hard to raise. You need to either sell many times in individual pieces, or bribe many times. Not nearly as hard as enchant though, so it can be raised naturally.) Usefulness - 9 (Getting better deals on just about everything that costs money is really nice. This skill really comes in handy when you are enchanting, as the price drops dramatically with a high skill. The only drawback is the low selling price, but this can be remedied for the most part by using Creeper as your merchant.) Affects the price of goods you sell or buy. Also affects the price of other services. Raise by successfully bribing or bargaining with merchants by raising or decreasing the initial price when selling or buying something. Mysticism Difficulty Scale - 2 (Comparable to the other spell schools besides Conjuration.) Usefulness - 7 (Some useful spells are in this school. I personally use the intervention spells and recall all the time. In addition this school includes soul trap, for trapping souls into soul gems.) Affects the success rate of casting spells in the Mysticism school. Raise by casting Mysticism spells. Restoration Difficulty Scale - 2 (Comparable to the other spell schools besides Conjuration.) Usefulness - 8 (Being able to restore health, fatigue, and attributes; as well as curing disease, are nice abilities. Definitely practice this skill if you don't have the patience to travel back to a temple or rest in the wilderness.) Affects the success rate of casting spells in the Restoration school. Raise by casting Restoration spells. Security Difficulty Scale - 7 (Takes a fair number of locked and/or trapped stuff to raise this skill, and locked and/or trapped stuff is limited in quantity.) Usefulness - 6 (Most traps are not that deadly, and all locks can be opened with a sufficiently powerful open spell. Nice skill though for those without the spell or fortitude for a trap spell. Also note that it helps you with pick pocketing.) Affects the chance of successfully disarming a trap or opening a locked door. Also affects how much you see on a mark when pick pocketing. Raise by disarming traps and opening locked doors with picks and probes respectively. Short Blade Difficulty Scale - 5 (Comparable to other weapon skills) Usefulness - 5 (Comparable to other weapon skills, see note about this type under Axe.) Affects the chance of successfully hitting something with short bladed weapons. Raise by hitting things with short blades. Sneak Difficulty Scale - 5 (Normal use of the skill will cause it to rise very slowly, certain locations behind NPC's however will cause to rise quite quickly on its own over time.) Usefulness - 7 (Being able to steal stuff is always useful. This skill helps quite a bit but its not full proof even at the highest levels.) Affects the chance of the being undetected when stealing something, or moving unnoticed around the area. Also affects the ability to pickpocket. Raise by successfully pick-pocketing or remaining undetected in certain cases.) Spear Difficulty Scale - 5 (Comparable to other weapon skills) Usefulness - 5 (Comparable to other weapon skills) Affects the chance to hit with spear-like weapons. Raise by hitting things with spear-like weapons. Speechcraft Difficulty Scale - 6 (Takes a while to raise, but if you use persuasion a lot it shouldn't be too hard.) Usefulness - 7 (Useful for taunting and raising your influence with a person. Definitely a skill that you will want to train up to at least 50.) Affects the chance of a successful persuasion technique. Raise by using persuasion techniques including bribes. Unarmored Difficulty Scale - 4 (Comparable to other armor skills, but a little easier since you don't have to worry about the condition of the armor nor carrying it with you. {Roger Clarke pointed out that the beast races always seem to be training this skill up, making it a bit easier for them to raise it naturally. Read the contributions section for complete details.}) Usefulness - 4 (Nice to have an AR rating without armor, but since the AR rating is so low this skill turns out to be pretty weak.) Affects the AR rating while not wearing any armor. Raise by getting hit while not wearing any armor. 9) Spell Effects The various spells, enchanted items, and potions in the game all have one or more spell effects to them that define what they do. Some of these effects are of very limited use; while others are so useful you should have a spell, item, or potion with you at all times even if you are not much of a magic-oriented character. Under this section I will list the various spell effects and their advantages, as well as pointing out the really good ones and the crappy ones. All the effects here are simply the ones listed in the manual, so if there is a mistake in the existence of a particular effect it's the manual's fault not mine. a) Conjuration Turn Undead - I suppose there are uses for this, but my opinion is that its better to cast a spell that can kill the undead rather then simply make them run away. Summon Creature - This is really more of a category then a specific spell effect. Summon Golden Saint, Summon Ancestral Ghost, Summon Scamp, etc. are all examples of this category. Summons can definitely be useful, but the cost in magicka to summon a strong monster is high, not to mention difficult to do skill-wise. The Ancestral Ghost summon on the other hand can help those with the Atronach as their birthsign, and the Golden Saint summon can be useful for filling soul gems and doing the unlimited weapons and shields trick. Command - Unfortunately I don't know much about this effect. It sounds useful, being able to make creatures fight for you could come in handy for sure, but from what I remember it is another high magicka cost spell. Bound Item - Another category for a number of spell effects. This effect summons a daedric item for a certain length of time, which has a skill or attribute bonus as an additional plus. The item has no weight as well, so it won't interfere with weight limits. This is a nice spell line; I would recommend it heartily if it wasn't for a number of bugs that are associated with this line. Don't make a spell with a duration of 0 in this category, nor should you unequip the item you get and drop it on the ground. b) Illusion Invisibility - Quite nice for sneaking by enemies, as no monster in the game can see through invisibility. Only problem is that you can't do anything or you will lose the invisibility. However there is another spell effect that will solve that problem... Chameleon - The same effect as invisibility, only you can do anything you want without breaking the effect. The only problem is that it is extremely expensive magicka wise and difficult to cast. If you ever attain 100% though, your abilities will make the ring of Sauron look like a children's toy. Light - A projectile that gives off light. What more can I say? Sanctuary - Another expensive effect but one that can become extremely useful. At 100% you are invincible to any kind of physical attack, including ranged weapons. Even at lesser values, you still dramatically improve your chances of avoiding damage. I recommend this effect if you can afford the costs. Night Eye - A generally useful ability, but of limited practical application. The problem is that it works regardless of the light level of your surroundings, so if you are outside then it might be far too bright. Still if you are having trouble seeing in the dark areas of the game this is your best bet. Charm - Don't confuse this spell effect with command, as it doesn't make the target fight for you. This effect simply raises the disposition of the target by the magnitude for a limited amount of time. Since it is pretty easy to make friends in this game, this spell is of limited usefulness. Paralyze - This effect is probably one of the most useful combat effects in the game. What it does is simple, freezes your enemy so they can't do anything, but the practical applications of the effect are numerous. A monster is much easier to hit if he can't move, he also can't chase after you if you decide to run away. In addition, if you make a fairly low duration version of this spell it doesn't cost that much to cast, and you can take advantage of your opponent's weakness. Definitely get this effect, if just for enchanting weapons with it. Silence - I suppose this is useful, but it costs a lot to cast for any appreciable duration, not to mention it takes quite a bit of skill. If you can cast a high duration version of this effect easily, then by all means get it. Blind - Well...it's a cheap version of sanctuary, only you apply it to the enemies. I don't have much information on this spell, but I'm willing to bet 100% blindness costs a bit too much to cast on a regular basis. Not only that, but you have to worry about resist rates and you have to cast the spell on each monster you don't want to hit you with physical attacks. I recommend sanctuary instead; it will do more for you then this. Sound - A cheap version of Silence, but at 100% where it matches silence in terms of effectiveness, it costs more then silence itself. Don't get this unless you simply can't cast silence because of a low skill level. Calm Humanoid or Creature - This effect is much better then the impression you get from reading the description in the manual. Even a relatively low magnitude version of this spell will make the enemy stop attacking, and what's better is that you can attack this enemy and not get attacked back for at least as long as the duration lasts. While I haven't confirmed this concretely, it appears that the effect lasts even after the duration is over, so that enemies will remain friendly towards you. I don't believe you can whack them after the duration is over though and not have them attack you, but you might even be able to do that. I definitely recommend keeping this spell handy, as it will prove its worth sometime in your adventure. Frenzy Humanoid or Creature - Piss people off in other words. The duration doesn't seem to matter, so if you want to make someone mad forever use this spell. I don't think this effect counts as a crime against the person, so it's especially useful if you can't taunt. Demoralize Humanoid or Creature - Makes critters and people run away. Usefulness is similar to turn undead, i.e. not much. Rally Humanoid or Creature - Makes critters and people stop running away...ummm...yeah this is cool. c) Destruction Damage - Category for spell effects that damage an attribute or secondary attribute like health or fatigue permanently and are magicka based. Depending on what is being damaged, these effects are fantastic or they are some of the worst you can possibly use. Damage luck or personality for example does absolutely nothing, while damage strength of a sufficient magnitude will prevent your enemies from even moving. Damage health works much like the elemental damage spells only its magicka based, so if your opponent has a low resistance to it but high resistances to the elements use it instead. Fire, Frost, and Shock Damage - Deals damage relating to the corresponding element. Pretty straight forward, and the bread and butter of the offensive mage. I can't really say which is the best because the monsters have such a wide variety of resistances. I'd go with shock though if I had to choose, as the only monster I know that resists it 100% is the Storm Atronach. Drain - Another category for spell effects, drain simply lowers attributes or secondary attributes for the duration. Don't see how this is all that useful but it is cheaper then damage, so you might want to use this instead if you plan on killing the critter quickly. Poison - What I call the fourth elemental effect, but less useful then the others. The problem is that it costs more, and more monsters resist it then the other elemental spells. Some critters of course have a lower resistance to poison and a high resistance to the other elements, but its pretty rare to encounter such a critter. Note that the game treats poison as separate from the elemental forces, despite a lot of similarities, so keep that in mind when you see spells that talk about the elements. Weakness - Yet another category, this dealing with effects that lower resistances to just about everything you can think of, including diseases. I'd say this is a pretty useful line overall, as you can pretty much guarantee the next spell after casting this will connect provided you lowered the resistance enough. Note however that I have no idea how to inflict disease upon an opponent, so no clue as to the use of that line under this category. Disintegrate Weapon or Armor - Damages the condition of armor or weapons. Disintegrate weapon doesn't seem to work, or at least it doesn't if you cast it on yourself. Disintegrate armor does but it only seems to affect one piece of armor until that armor is destroyed, (reaches 0 condition), then it moves on to the next. In other words this is the armorer's cantrip, as you can damage your own armor then repair it to gain skill in armorer. However this is still a REALLY slow method of gaining points to armorer, but better then the alternative of natural fighting and repairing. As for use offensively, why bother? d) Restoration Cure - Category for any effect that removes disease or a state like poison or paralysis. Useful only if you are diseased or have that state. Restore - Category for any effect that will restore attributes, secondary attributes, or skills that have been damaged. Pretty useful as there are a number of attribute damaging spells in the game that are INCREDIBLY ANNOYING, in particular strength damaging spells. Diseases however have a permanent duration until they are cured, so don't try to use restore strength if a disease is the cause of the drain. Note that restore skill X does not exist in the game, so don't bother looking for it. Fortify Attribute - Category for any effect that adds to or fortifies a particular primary or secondary attribute. These spells only last for the duration, but are pretty useful nevertheless. Note that fortify strength is much more useful then feather, as it costs the same in magicka and skill terms but gives a lot more benefits, including how much additional weight you can carry. The only reason to use feather instead is because it's in the school of alteration, which you might be better at casting in. The other fortify effects are not really necessary, unless you are visiting a trainer and want to go over the attribute cap. Fortify Attack - Raises the chance of hitting an opponent with a weapon. Frankly this effect is only useful if you are still a newbie, because at later levels you almost never miss with a weapon you are proficient in. Resist - Category for any spell effect that increases resistances to the following: fire, frost, shock, and poison damage, magicka-based spell effects, normal weapons, any of the diseases, and paralysis. Remove Curse - Uhhh...last time I checked I have never been affected by a curse. I know ghosts and what not cast something called grave curse, but I don't think that counts, as the effects are temporary. Come to think of it I haven't even seen this effect for sale. This is possibly a mistake on the part of the manual. e) Mysticism Dispel - Remove magicka based effects from a target. Not bad, but usually if an enemy casts something on you that is magicka-based it won't last that long anyways. Still the theory behind it is sound enough that you should probably carry a spell that recreates the effect just in case. Soul Trap - This is a utility effect; that is it is only useful when you need to do something very specific, such as capture souls into a soul gem. As this effect is the only means of doing that, then you should get this effect in some form. Soul gems with critters inside them are the only way of creating custom made enchanted equipment, and such equipment can be quite powerful. Telekinesis - Allows you to take and open things from a distance. I don't know if this applies to picking locks, but I do know it's a safer way to steal then just out and out taking things from the front of a chest. Unless you are stealing though, it's generally not worth keeping with you. Mark - Ideally, this spell will only be used once. It is designed in association with recall to provide you faster travel. This effect places a beacon on the area you are currently at that you will warp back to using recall. Pretty useful effect if you ask me. Recall - Warps you back to the beacon set by Mark, used often by me and definitely an effect you want to have in some form or another. Divine and Almsivi Intervention - Warps you to the nearest Imperial Shrine or Temple respectively. Pretty useful, especially in combination with recall as you can set a beacon somewhere without any temple or shrine nearby, then uses this spell to get to a town with one. I personally use a beacon at Ghostgate, and then when I arrive using Recall, I cast Almsivi Intervention. This gets me to Ald'ruhn which is a hub for travel to just about anywhere. Definitely keep these two, as they will come in handy on a regular basis. Detect - places critters, enchanted items, or keys on the mini map. I am a bit skeptical about the practical value of this effect, but I suppose it is useful in certain cases. Spell Absorption - Absorb an attacking spell so that you get more mana in your pool of magicka. Definitely an effect worth having, but very expensive skill wise and in terms of magicka. If you can afford the costs then by all means get the spell, otherwise avoid it. Reflect - Similar in cost to Spell Absorption and has an effect related to it, stopping enemy spells from affecting you. However it doesn't add anything to your magicka pool, it simply reflects the spell back at the sender. I'd choose this over spell absorption myself, but that's my personal preference. Absorb - A category of spell effects that are essentially a combination of the drain, damage, and fortify effects. Essentially you get whatever attribute you target, whether it be primary attributes such as strength and luck or secondary ones like health and fatigue. The increase in primary attributes can go over the limit, but they only last for the duration. The changes in the secondary attributes remain. Cool effect, especially if you use it in combination with cast on strike weapons. f) Alteration Water Breathing - Breathe underwater for the duration. What more can I say? Swift Swim - Swim faster then normal for the duration. Nice to have as there is a lot of water in this game, but I don't know if it's worth magicka to go a little faster in the water. Maybe an enchanted item would be better and more suited for this type of enchantment. Water Walking - Walk on the water for the duration. Pretty nice as water monsters won't attack you while you are on the surface. (At least, I don't think they will.) If you need to get somewhere and it requires crossing water but not entering the water, then this spell is a better choice then water breathing or swift swim. Shield - This category includes the elemental shields and the regular shield spell. The only difference is that the elemental shields give a bonus to resistances against that particular element, in addition to the AC bonus. Not a bad spell to have, but not all that great either. Burden - Stupid effect: causes more weight to be added to the target, but most creatures can carry more then the maximum allowed on this effect. It is far better to use Damage Strength and stop them altogether. Feather - Another stupid effect: decreases the weight that you are currently carrying by the magnitude. However a simple fortify strength effect is more effective and it has more benefits then this effect does. Jump - Pretty useful effect that increases jump height and distance. Get this to 100 and its like a mini scroll of icarian flight. I recommend this to anyone who would like to spend less time traveling and more time doing stuff. Slowfall - Slows you down while falling. Not particularly useful when compared to levitate, which stops you from hitting the ground as soon as you cast it. Levitate - Otherwise known as the fly spell. Very useful ability that you will want, regardless of what type of character you have. Magnitude plays a pretty big part in how fast you move, so a spell with a low magnitude might actually be slower then walking. However the effect is too useful to pass up even at a low magnitude, so get it. Lock - This effect is the Security cantrip, as it locks doors and containers so you can pick them. It also prevents monsters from getting out of a room. Not that useful overall but the effect is worth having in the later levels when you are bored. Open - Opens a locked door or container, where the magnitude is the level of the lock. Definitely get a 100-magnitude version of this spell, as there are quite a number of high-level chests that are difficult to open without the spell. 10) Guilds What's a guild? Well a guild is a collection of individuals who specialize in a particular trade and offer services to their members. The Mage's Guild, for example, is a group of mages that offer spell making, guild guides, enchanting, and other services to their members, depending on rank. So what? Well... a) Why being a member is a good idea The services that guilds offer are bordering on the essential to survive type. They offer training, which can save DAYS (As in 24 hours, plural, no joke) of real-life effort, a bed to sleep in most of the time, and various other services, with enchanting in the mages guild being so important that you should join simply for that benefit alone. Note that you can use most of the various services of the guilds without actually being a member, but they tend to charge quite a bit more, and you miss out on the quests they offer, so my advice is to join as many guilds as you can. The only warning I have to give is to be careful of guild-to-guild conflicts. If you don't rise too high in a guild, then you shouldn't have much of a problem with this however. The Fighters guild and the Mages guild, maybe others though I haven't checked, also give some nice goodies to members for free in an equipment chest. These chests are definitely refreshed, but I'm not sure how long you will have to wait till they do. My estimate is about two weeks. Still not convinced about joining? You will be, after you see the enchanting section and what it can do for you after a little effort, even if you are not a mage. b) Guild services The reason you join and you keep coming back. Remember that being kicked out of the guild for stealing from and killing fellow guild members can be a painful experience, so if you want these services, be a good little boy and keep your nose clean. I) Spell making A service of the Mages guild, this option allows you to create your own custom made spells. Unfortunately you need to actually know the effect of the spell you are going to create. Buying spells on the other hand, and thereby buying the knowledge of the effects of those spells, is pretty easy in the mages guild as many of the members themselves sell them. Remember that cheap spells count just as much as expensive ones in terms of knowledge, so if you want to use the levitate effect in the spell maker, buying the 6gp spell with the same effect is the way to go. After you have the effect, you set the duration, magnitude, area, and range. (self, touch, or target) You will notice that as you tweak the settings, the cost of the spell in terms of septims (drakes) and in terms of magicka will increase and decrease. My suggestion early on is to create a practice spell from each school that costs one magic point to cast, called cantrips, and use those to raise your magic-casting skills. Any effect will do, but be careful with conjuration magic. If you create a bound item effect with a duration of 0, the bonus you get with the item will stay with you. This might sound cool, but if you create bound boots for example, and are not watching what you are doing you can have a speed attribute of over 1000. Essentially you will teleport everywhere you go, with little control over how fast you move. Also be careful with conjuring creatures. If you conjure some in town the guards get mad at you. Anyways try not to spend too much money on spell making, as the next option is even better... II) Enchanting One of the first things I looked forward to in Daggerfall, a game that was Morrowind's predecessor, was the spell making component. Creating custom spells of destruction was just so...cool. I still enjoy that component immensely as it is presented in Morrowind today, but I love one component more then any other now, that of the wonderous art known as enchanting... Essentially enchanting is the practical application of spell making to creating items of mystical power. You can choose the effect(s) to place on the item, the duration, the magnitude, and just about anything else you can edit with the spell maker. However there are some exceptions not present in the spell maker... First, and most importantly, you need souls. As in the spiritual parts of all living creatures. In order to get these souls, you must have a soul gem, a spell, item, or weapon of some sort that can produce the effect of soul trap on another creature, and a weak sense of ethics. You must kill the creature after soul trap has been cast, thereby trapping the soul of the creature, and use it to power the item you enchant. The soul gem you have must be empty, and it must be large enough for the creature to "fit" in. There are varying sizes of soul gems, from petty to grand, and small creatures can fit easily in the large ones. Once you enchant an item using a soul gem it is used up. (except Azura's Star, which is a special grand soul gem that is reusable and can be found at Azura's Shrine. Talk to the statue and get the quest, complete it, and you will have a reusable soul gem.) Secondly, you need an item to enchant. Any clothing type item that is of the quality "exquisite" is a good choice. High quality weapons are also good; even if they don't have as much room for enchantment as clothes they can still hold some fairly potent enchantments, namely cast on strike paralysis and damage effects. Thirdly, you need to know that magic items don't require magicka from you, but instead rely on an internal power supply called charges. These charges regenerate over time, but the time to recharge is fairly significant, so you don't want to go overboard with the power of the enchantment. The higher the level of the soul, the more charges you get with it. Fourthly, you can't simply add a unlimited amount of powerful effects to an object. A certain number of enchantment points are present in each item, and as the quality of the item goes up so does the number of enchantment points. Exquisite rings and amulets have some of the highest, so use those if you want a powerful enchantment. Each time you increase the power of the effect or add new ones, some enchantment points are used up. Again just be reasonable with the amount of power you place in an enchantment. Finally, you can either do the enchanting yourself, or have someone do it for you, which is the recommended method. If you screw up while enchanting an item by yourself, you will destroy the soul gem. If you pay someone to do it, then the enchantment will always succeed. Note however that enchanting by yourself is free, so if your skill is high enough then you might want to do that instead. Also note that there are other people then Mages Guild members that can enchant, but they are somewhat hard to find. One more thing, there are different types of enchantments. Cast on strike is one, which drains a certain number of charges and casts the effect every time your weapon hits an enemy. The most common type though is cast on use, where you switch to it like a spell and use the item for its effect. The final type is constant, which as its name implies remains in effect constantly and doesn't need charges to work. Only Golden Saint and Ascended Sleeper souls can give you this type though, so you won't be seeing these until you have grown in power. Once you do though, constant effects are what will give you the edge in combat. This type is incredibly powerful, and well worth the effort to get. Restore health rings, amulets, or other items, with a constant type enchantment, can single-handedly allow you take on any monster in the game. Even some bosses can be taken down with crappy equipment and skills with one of these items. III) Guild guides In the Mages guild you will have the option of using guild guides to get around. They will teleport you to any other Mages guild for a very small fee. Since they are teleporting you, no time transpires, so if you need to get to a town with a Mages guild in a certain time, use the guild guide. (Note that they teleport any friends you have with you as well) IV) Training At one point or another you will get tired or impatient about raising skills on your own. This is where guilds really shine, as they offer training in a wide variety of skills, depending on which guild you join. If you join the Mages guild for example, you can expect to receive training in the magic-related skills like alchemy, enchant, destruction, and others. The Fighters guild would offer training in skills like spear and block, and so on and so fourth. Keep in mind though that they can't train you to 100 in skills, only certain experts scattered around Morrowind can do that. Usually they will train you to around 50 in any particular skill, but when you start with 5 in a misc. skill, that's pretty good. V) A place to call home One of the more minor benefits to joining a guild is a place to sleep in town. Most guilds have beds that you can sleep on, so you can rest inside town legally. Remember to save first though before you sleep on a bed for the first time, especially if someone else is nearby, as they might take offense. 11) Property acquisition without really trying In other words, stealing stuff. This is probably one of the easiest ways to get good items. As long as no one is around, you can take whatever you want from a place. Just remember if you steal from a merchant, don't try to sell his own stuff back to him, as he will know it was stolen. Enchanters in particular are very suspicious if you have stolen from them, if you try to enchant something while you have a gem of theirs on your possession, even if you are not using that gem in the enchantment, they will go bananas. If you want something that is within eyesight of someone else, you will have a more difficult time. The sneak skill will allow you to take stuff without being seen, but you have to practice the skill. Note that taking something from behind someone's back is MUCH easier then taking it from where they can see it. I suggest walking up to them so they start talking, wait till they finish, then back away a bit, and go around them so their back is turned. You can also try the chameleon effect, which will also help you avoid being seen. (If you do use chameleon, SNEAK AT THE SAME TIME! You are not undetectable even at 100% chameleon apparently.) The invisibility effect, according to my many and varied secret intelligence agents, doesn't work.* (Well ok, some say it does, and some don't. According to Bruno, there are instances where it does, read the contributor's section for details.) 12) General hints and tips 1] Sooner or later you are going to get the urge to see a master trainer. If you do, keep these things in mind... - Master trainers charge more then normal, or they sure seem to from my experience with them, so keep a lot of cash on hand. - Master trainers offer some pretty good training in other skills then the master one. Herc-something or the other, the guy in Balmora that trains security to 100, can train the other skills he teaches to about 65. I haven't confirmed that the other trainers can do the same thing, but considering the cost of training I'd say yes. - You can only train a skill up to the corresponding attribute level. If you have an INT of 67 for example, you can only train security to 67. HOWEVER, there is a way around this limit. Get any fortify attribute spell, then either make a spell or create an enchanted item that can bring the desired attribute up to 100. (buying one fortify attribute spell buys the ability the create any fortify attribute spell.) Make the duration of the effect extremely short, like two seconds, because you only need to have the effect active when you talk to the trainer. You will have to recast it every time you want to train, so keep a stock of mana potions handy. If you create an enchantment, this doesn't apply of course, and the charge will refresh because every training session takes two hours. 2] Being a bookworm might help you in this game... 3] Some of the quests that you do will give you a reputation point. These points help make persuasion have more of an impact. They might also affect the likelihood of such tactics succeeding. 4] Want a way of getting unlimited high-quality weapons and shields? You will need a Golden Saint summoning spell, which can be learned in Tel Branora. You will also need to be fast with the interact button, a bit of luck, good enough combat skills to kill a Golden Saint, enough skill to cast a low duration version of the spell, and a place to rest to refresh mana. Once you get the spell, go to the local spell-maker, either in the mage's guild or somewhere else, and create a lower duration Golden Saint summoning spell that you think you can kill before it unsummons. Now, go outside into the wilderness, or if you are in town go inside a place that you have access to a bed, and cast the spell. Kill the Golden Saint, and QUICKLY activate the corpse when it hits the ground. If you do it right you should see an inventory menu pop up. If you can't see the Golden Saint during this part, then don't take anything and hit cancel. If you can, then take each weapon and shield individually from the corpse. If you dispose of the corpse, or you take something from the corpse after it has disappeared, then the game will crash. This trick should work with a Dremora as well, or any monster that carries loot with them for that matter. If you have trouble with this trick, you are not alone. It is hard to do but the rewards are pretty good in my not so humble opinion. Do keep in mind that many would consider this an exploit. Personally though, the trick is difficult to pull off in the first place, and requires enough combat skill to kill one of the toughest monsters in the game. I consider it saving time roaming the wilderness for Golden Saints to slay. By the way, you should be able to get the soul while you are doing this trick, but I haven't done it yet so I don't know if it will cause any crashes. 5] Are you tired of carrying around sixty something spells just so you can use the effects in spell making or enchanting? Well there is a way of reducing the clutter of these spells; all you need is access to the spell-maker. Make a new spell, and add the effects you want to memorize into the new spell. You can have up to eight effects in one spell, and you don't need any kind of minimum duration or magnitude to be able to use the effect with a service. Give it an appropriate and fantastic sounding name like Zen's 1st Grimore. Once done, purchase the new spell and you can now delete all the individual spells that gave you the effects. While this trick doesn't eliminate the clutter completely, it does make it manageable even for a large number of effects. 6] If you have high valued items, but no idea where to sell them, then you need to visit Creeper. Go to Caldera, and find Ghorak Manor. In order to sell your stuff, you are going to have lower valued junk in great abundance. The higher the value of the item, the more junk Creeper has to be carrying. I will give you a simple example using Dwemer coins, the ideal means of trading with Creeper. Let's assume you have the following items in your inventory. 100 Dwemer coins (base value 50 gold pieces per coin) = 5000 gold Ebony Shortsword (base value 10000) = 10000 gold 0 gold So how do I get the maximum amount of gold without waste? Sell the coins first for 5000, and then you have... Ebony Shortsword 5000 gold Now rest 24 hours... Talk to Creeper and sell the Shortsword, then buy the coins back. When you do this you should now have... 100 Dwemer coins 10000 gold Now rest 24 hours... Talk to Creeper again, and sell the coins again. Now you should have this in your inventory. 15000 gold No waste, no problem. Remember to pick up items that are plentiful but are worth significant amounts of money in nice even amounts. A helm for example worth 236 gold would be rather hard to use as a bartering tool. However skooma, which is worth 500, would be very easy to calculate when trading with Creeper. Also keep in mind weight, which will be a big factor in your trading. The sixth house bell hammer for example is worth a nice 5000 gold, seemingly perfect for trading. However it weighs in excess of 65 pounds, far more then you can lug around comfortably. Keep in mind that you can increase the price a little over what he offers you if you want to sell something. However we are talking about maybe 50 coins max for this type of thing, so don't rely on getting 5000 gold from an item worth 4500. If you have sold 4976 coins worth of stuff on the other hand, and want an even 5000, you can probably get it without selling crap merchandise worth 30 gold. Keep in mind that Creeper DOES NOT BUY ALCHEMY INGREDIENTS OR APPARTUSES. He also doesn't buy a few other miscellaneous items, which I have forgotten. Having said that, you might be surprised at just how much other stuff he will buy. One final thing, Creeper keeps what you sell him FOREVER, provided you don't buy it back. You can always come back and get the stuff if you change your mind, though of course he will charge the full value of the item. So you can use him as a means of storing items provided the item isn't worth too much and you know you can get some goodies fairly easily to barter with him over it. 7] Sooner rather then later you are going to need some storage space. Now you could just throw it on the floor, like an animal, and come back later and pick it up. That is the barbaric way, not to mention it's a bit hard to separate the junk when you want it again. Instead, do what I, the hugely successful Morrowind adventurer, does and put it in a crate. "But where can I find a good crate?" You might ask; well Balmora is just such a place. Right in front of the entrance to the Mage's Guild is some crates with a few things in them. Go right ahead and take the stuff in them, no one cares. Now place the junk you picked up in some other crate in the area, as there are lots, or just keep it and sell it. Now that you have an empty crate, start sticking your things in it. Eventually you will reach the weight limit of the crate, and you then move on to the next crate. Repeat the same procedure of taking the junk out, and placing your own stuff in there. If you wish, you can even place the stuff in the various urns and other containers, the only problem is I'm not sure whether the guards will dislike you taking things out of them or whether stuff will disappear in them. I know the crates work, so stick with them if you are timid. 13) Bugs! Unfortunately, Morrowind is not flawless. There are problems that will crop up from time to time, and they can be extremely annoying. This section deals with bugs I have personally experienced, and my workarounds to them. Note that to open the console you must press the ` key; it usually has a ~ as a symbol above it as well. The Blue Void Trap of DEATH - Essentially, you enter the area outside the area so to speak, so that you are trapped in a blue nothingness. That is, you are trapped until you mysteriously hit some kind of invisible floor and instantly die. I HATE THIS BUG! - Almost always a result from jumping around in the wrong spots. - Particularly bad in Balmora's Mages Guild on the lower level. - Try using Almsivi or Divine intervention before you hit the "ground". Fly or slowfall might also work to keep you from being killed before you reach the bottom. If you want to stop yourself and you don't have the time to cast spells, use the console and type fixme. - SAVE OFTEN NPCs and the Amazing Disappearing Trick - NPCs are GONE, and they don't look like they are coming back anytime soon. - Again, bad on the bottom floor of the Balmora's Mages Guild, with Sharn Gra-Muzgob. - Only solution if ra doesn't work is a placeatpc command, the syntax is as follows: placeatpc "some guy" 1,1,1 remember the quotes, unless it is a name without a space in it, then you can simply type: placeatpc Fargoth 1,1,1 - This bug happened in my game, and I lost Sharn Muzgob. However, after entering the command she showed back up at a much later time in the game. I had two copies of the same NPC running around, so naturally I killed one and disposed of the corpse. If you have already done the main quest part dealing with Sharn Muzgob, then you can safely put the clone out of her misery without worrying about that message that will pop up. The so-called mercantile bug - As you raise your mercantile skill, the price you get for selling items goes down, so those fire salts that sold for 80 at 30 mercantile might sell for 50 at 60 mercantile. - Others have called this a bug, but personally I think this was intentional. If you notice, you can buy items at a much lower value then the base value if your mercantile is really high. If you could then sell items back at the base price or above, then it doesn't take a rocket scientist to figure out you could make a profit. Note however that Creeper in Caldera doesn't care what your mercantile skill is, as he always buys at the full base price of the item. :) Stationary NPC's moving around - If you enter and exit the same area many times, you will begin to notice a gradual rearrangement of the NPC's in the area. This is especially true in places like guilds. Sometimes these NPC's will even block doors or hinder your progress in some other way with their bulk. There is a very simple fix to this bug... ra yes that's it...type it in the console in case you didn't recognize that it is a console command. 14) {Contributor's section} This section is a bit unorganized, my apologies if it is hard to read. If you have survived to this point though, you can make it through this. :) This information is unconfirmed by me as well, so take the advice contained within at your own risk. ---------------------------------------------------------------------- Bruno de Vries I just read your FAQ on gamefaqs.com and saw you wrote that invisibilty doesn't help you steal items. Since I see this written more in forums on the Net I wanted to react to your FAQ. My experience is, that it does help, only with the following restrictions: - When activating invisibility you shouldn't be in the line of sight of anyone. - You have to press the sneak button while stealing something. - The moment you have stolen something you become visible. So, you have to do this routine for every separate item. When stealing stuff out of a crate you can pickup multiple items though. The character I'm playing with isn't a Thief and has virtually no points in Sneak but still I got some really great items right under the nose of salesmen using my Ring of Aversion. ---------------------------------------------------------------------- ---------------------------------------------------------------------- C-Type You said you didnt know where to find much arrows, well if you need much, go to the 1st city, and pick door of the cencus office warehouse thingy. ---------------------------------------------------------------------- ---------------------------------------------------------------------- Graceland Two tips and a lengthy opinion for your Morrowind FAQ. Acrobatics can be raised MUCH more quickly by falling from a height and taking damage than by jumping. I particularly like Sadith Mora as a training ground - lots of stairs and harsh falls. Athletics goes up much more quickly by swimming than by running. Can be very helpful. Enchantment is perhaps the single more useful skill in the game. The trader in Tel Brannora has unlimited petty through common soul gems, and with a bound weapon, soul trap, and summon ancestor ghost spell you can make both a TON of money and a lot of powerful artifacts. Early on, they are hard to make powerful, but soul trap everything into petty or lesser gems and recharge with them to train up easy. Enchant has the following advantages over regular spells - 1) One skill instead of six - use any spell under the same skill. 2) Rapid casting - normal spellcasting has a lot of handwaving, while enchantment spells go off as quick as you pull the trigger. This makes weaker Destruction items much more useful (Shock is particularly cheap), able to fire at pseudo-machine gun speed. 3) Once an item is made, you never fail to use the item correctly. Granted, making an item is difficult at the beginning, but it gets a lot easier later on. 4) Portable spellmaker. Every time you make an item, you get to set new parameters. As long as you have spare items to enchant (rings and amulets are very light) and spare soul gems to fill, you can essentially make up new spells on the spot. For regular spells you need to visit a mages guild. Also, once the effects are known (generally by buying the worst spells possible with these effects), the cost of making an item (raw materials) remains the same regardless of the power of the spell, unlike normal spellmakers which become prohibitively expensive for very powerful spells. 5) Enchanted items have their own magicka pools for each item, and they recover these pools without resting. Finally, summoning and irritating spellcasting monsters for short durations (Ancestor Ghost 16 seconds) allows those born under the Atronach to bypass their primary weakness. If you have a Ghost summoning item you never need to worry about overspending your magicka. However, Enchantment is probably at its best when you don't use other magic skills, or at least don't spend a lot of effort on them. ---------------------------------------------------------------------- ---------------------------------------------------------------------- David Haacke In your FAQ, which is a very useful document IMHO, you stated: "Difficulty Scale - 10 (By far the hardest skill in the game to raise naturally, as every single time you want to raise it you will need to use magic items ALL THE TIME, or use up souls in enchanting something. Training is the only practical way of raising this skill.)" I made a ring with a 300 charge soul gem from the enchanter in the Balmora mage guild. It had a wimpy two point water walking spell which could be cast 150 times on a full charge. It is easier to practice with an item than a cantrip because you don't have to wait through the animation and sound effects. Of course you only practice enchanting, not the school of the effect. I got about half a point of enchanting a day by running down the ring before resting. It also gave me a means of crossing water by repeated uses. No doubt it would be possible to double the advancement with a one point effect, but I have not tried that. The water walking ring is fine so far. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- Billy Ray Have you considered using telekineses for opening trapped doors and chests? I found it to be by far the most useful mystic spell available, considering my usual stragedies are summon atronach, shoot fireball, let it npc and summon creature duke it out, and occasionally shield self and paralyse whats left and use poison. You didn't give great ratings to destruction either, I can understand that if you want to be less direct as a magic user, but it does have a great amount of usefullness to me at least. At around 60 skill, you can successfully cast a spell using less than half mana that can wipeout the entire Balmora mage guild in a single cast ( cept for maybe a half Ranys). Spells like that are quite useful for taking out a smuggler den. ---------------------------------------------------------------------- ---------------------------------------------------------------------- Roger Clarke I hope I'm not telling you something you've heard far too often already, but I've been playing a Khajiit character. (No, that isn't what I'm worried you've heard before, though I'm sure it's in my FBI file.) As the Khajiit is a beast race, my character can't wear shoes (including boots) or full helmets (so far including everything except that silly hat in the Balmora Fighters Guild equipment chest--but I haven't been playing this character very long), and this, I think, explains why my unarmored skill seems to be practicing itself. Since some parts of my Khajiit's body are unarmored, my unarmored skill must be affecting my AR, even though I'm wearing light armor over everything else. Anyway, maybe you knew this, maybe you don't care, maybe the moon is made of green cheese, but maybe in the next version of your FAQ, you'll put an asterisk beside this skill's usefulness score for those of us with beastly characters. ---------------------------------------------------------------------- 15) {Credits and closing thoughts} Mochan's cheap ass guide pointed out a few things that I acquired. The information that you can't enchant bows and crossbows with cast on strike is pulled from his guide. Also the information about sanctuary and invisibility is also used in this guide. I appreciate the info... Shantanu Thakur has an explicit leveling mechanics guide on Gamefaqs.com that I used to correct some information regarding modifiers after getting enough points to level and raising attribute modifiers through training misc. skills. See the note in the leveling section for more information. Since Gamefaqs wants me to add everyone that had a part in this guide, I have to say thanks to every person I ever met for shaping me into the person I am today, every writer for their inspiration, and all the people on the Gamefaqs Morrowind Board for the wealth of information about the game. I can't properly credit these individuals, as it is hard for me to remember the names and what not, not to mention this section would take up twenty pages, but rest assured that much of my information is a direct result of their contributions to the boards. Thanks also goes to Gamefaqs for posting this guide, I appreciate the assistance in getting my work out to the public. Finally, I would like to thank everyone who sent me e-mail, despite my repeated attempts to warn them not to send it except for contributions or corrections. I do appreciate the time and effort it takes to write out those things, though I'm sorry I couldn't help. Rest assured, they were deleted as per my message in the e-mail notice, but your efforts are duly noted. :)