The Elder Scrolls III: Morrowind
Author's Foreword
Creating Your Character (An Overview)
The Skills
The Races
The Signs
Controls
Magic & Combat
Crime & Punishment
Goods & Services
Coming Soon
Version History, Credits, & Contact Information
Morag Tong Guild
Power Leveling Skills
  
  
And so the journey begins. You awaken in an imperial prison ship shortly before you are released into Morrowind to fulfill your destiny, whatever that might be. The game will take these first few minutes of the game to explain the bare basics of the game's interface to you. That much it does a good job of, but there are a number of things it does leave you to figure out for yourself. But that will all be discussed in detail later. For now, we'll focus on the fact that one of the first things the game will direct you to do is create your character.

The first and most important thing to realize about character creation is that you must expect to try several, if not many times before you finally end up with a character that you will be satisfied with. Assuming you are just starting playing the game, your knowledge of what combinations of skills are in any way useful is practically zero. Even if you read this guide several times over for my personal take on every aspect of character creation, there is no substitute for your own experiences and tastes. I strongly suggest you spend some time experimenting with a variety of skills, races, and birthsigns before continuing much further into the game. Verily, few things suck worse than playing for 20 or 40 hours before realizing that you would rather have chosen a different skillset, race, or birthsign.

Your name, at the very least, is a rather inconsequential decision to make (unless you end up making a guy named Lisa, I suppose). For everything else, however, the decision you make will go far towards defining the character you will soon become. My purpose here is to guide you not towards the character I would personally choose, but moreso the character that works best for you- YOUR character. And before we go about creating that character, there are several things I would like to explain in this section of the FAQ that should help you to understand just what that character might look like, so please keep reading.

First, let's go over the basics. Your choice of race and sex will determine your character's initial statistics, as well as some of your abilities or powers. Next, you are given a choice of three possible ways to determine your class. One of them (creating your own) actually doesn't suck. Your class will determine your major and minor skills (we'll talk a lot more about skills in a minute), and will also grant a 10-point bonus to two stats of your choosing- your class's "favored attributes". Lastly, you will be prompted to choose a birthsign. The constellation that governs your character will grant your character further abilities, powers, spells, and/or stat bonuses.

Before moving on to the issue of skills, let's take a minute to discuss the differences between abilities, powers, and spells. Abilities are inherent attributes, such as a natural immunity, that doesn't have to be actively used in order to work. A power, on the other hand, is a special bonus or attack which your character may use once per day, a day in this case being 24 hours from when it was last used. Spells, lastly, can be used as often as you wish, providing you have enough magicka (Morrowind's version of MP) to cast them. Spells given by birthsigns will always succeed when cast, and do not belong to any particular school of magicka.

When creating your class, you are to appoint 5 of the game's 27 total skills as major skills, and 5 of them as minor skills. Your character will still be able to use and level up all 27 of them, but major and minor skills will start at significantly higher levels (30 and 15, respectively) than the miscellaneous ones (5). Major and minor skills will also level up faster than the other skills will. Most important, however, is the fact that your character gains levels by leveling his or her major and minor skills. The skills you appoint as major skills needn't be the ones you use most often, merely the ones you need to have at a higher initial level, and to a lesser extent, which ones you want to level up faster.

You might have also noticed that each of the game's races, which I discuss in detail in section I.C. of the FAQ, convey bonuses to certain skills. These bonuses will be added to a skill's initial level at the outset of the game. Additionally, each class is instructed to select a specialization: combat, magic, or stealth. Of the 27 skills in the game, 9 belong to each category. All skills that fall under a character's specialization receive a 5-point initial bonus, and will also be noticeably easier to level up throughout the course of the game. Your specialization doesn't necessarily have to be the category that most of your major or minor skills fall under- just the ones you'd like to receive the bonus.

Skills in Morrowind level up by using them. Your axe skill goes up by hitting things with axes. Your armor skills go up by getting hit with the armor on. The sneak skill levels up by sneaking. It's a bloody brilliant system when you think about it. My point, in any event, is that some skills, such as enchant, are significantly more difficult to level up than others are. Others, like athletics, level up at a highly uncontrollable pace. I'll remind you again that your character will level up as a direct result of leveling up your major and minor skills. Ergo, you must decide which skills you would feel comfortable having tied to your character's growth.

For every 10 levels you gain in any combination of major and/or minor skills, you will be prompted to rest and meditate on what you've learned. In short, your character will level up. Of course, you won't level until you actually rest, meaning you can very possibly gain many, many levels in various skills before you actually level up. The game keeps track of your advancement towards and past that level up, and you can see it by hovering your mouse over the "level" statistic in your character's stat menu. This same method, by the way, can also be used to view your advancement towards gaining a level in any particular skill.

When you level up, in addition to the gain to your maximum health, you will be prompted to allot three "points" to three separate stats, which will cause them to grow. The system works a bit deeper than that, however, by introducing multipliers to the mix. Every skill in the game has a "governing" stat, and when you level that skill up, you gain a multiplier for that stat. If said stat is one of the stats you choose to allot a point to at level up, then it will rise by more than one point, depending on how many times you leveled up any skill which cited that stat as a governing attribute. Any advancement of any combination of skills will add to the multiplier "pool", meaning that leveling one skill five times is just as effective as leveling two or even three skills of the same governing attribute any combination of times that add up to five. The chart below details how many levels are required to gain each multiplier:

Levels Multiplier
1 - 4 2x
5 - 7 3x
8 - 9 4x
10+ 5x
 
As you can see, the highest possible multiplier to achieve for a single level up is 5. But as you know, it only takes 10 levels of major or minor skills in order to earn a level up. I would at this point like to remind you that miscellaneous skills, while not contributing to a level up, do count towards modifiers. And, as I will discuss in section II.D. of the FAQ, it is possible to "train" your skills up by paying a certain amount of money for each level. Ergo, you could train the miscellaneous skill "Long Blade" 10 levels prior to your level up and earn a x5 multiplier for it. And, as you might have guessed, training skills from very low levels (such as 5, where all of your miscellaneous skills will start) is pretty cheap. And what this all amounts to is an easy way to increase your stats in the early game.

The drawback of exploiting this system is that it can often cause you to get way ahead of yourself attempting to reach a certain multiplier before leveling up. Too many times, I've actually found myself with enough skill levels gained for more than one character level gain. In this event, you will only level up once per rest, which will allow you the opportunity to gain more multipliers for your next level. Another complication involves actually needing to rest for one reason or another (for example, you are leveling up a magic skill and need to rest to restore your magicka), in which case you are sadly out of luck. What this kink in the system is meant to do is discourage the player from this sort of behavior in the first place.

I most certainly do not condone the abuse of this system, but the knowledge is noteworthy, nonetheless. The primary reason I make this point is to address a number of misguided individuals who have reached a rather inappropriate conclusion from the knowledge that we have garnered thus far. As we have mentioned before, your character will gain 1 level for every 10 levels you gain on major and minor skills. These skills, as you might have expected, cap at 100. Logically then, these folks assume that the lower these skills start, then the higher level they can eventually reach. But if you've been paying attention to what I've been saying, then you might have already begun to see how this thinking is flawed.

Typically, a higher level indicates higher stats. This is the norm in just about any RPG I could name. But as we've already discussed, you can level your stats as quickly or as slowly as you wish in Morrowind, meaning that the highest level you can possibly reach should not necessarily be one of your highest concerns. By keeping the information I've given you in mind, you can play through the game with the comfort of knowing that you will be very able to max out your stats if you so choose. Even luck, which is the most difficult stat to level due to the fact that it will never gain any multipliers (as luck governs no skills), can be maxed out if you dedicate 1 point per level to it starting no later than around level 10 or so.

The only further benefit that leveling up conveys upon your character is an increase in maximum health, the increase being roughly equal to about 1/5 of your character's endurance stat at the time. Your health will indeed continue to rise with each level you gain, but if maximum health is a concern of yours, then the most reasonable course of action is to work towards increasing your endurance stat as much as possible early in the game. Maximum magicka, on the other hand, is a direct result of your intelligence stat, which will be capped at 100. This fact demonstrates just how useful races or birthsigns which fortify your maximum magicka can be.

Moving away from the subject of leveling up, I'd like to focus now on the game's skills, and the concept of choosing ten of them as the major and minor skills of your class. Now, I've gone over some general information concerning skills in this section already, and the next section of the FAQ (section I.B.) goes over all 27 skills in a bit more detail. Before continuing along to that, however, I'd like to go over some advice concerning skills that will apply to any player, regardless of class type.

There are basically four different kinds of skills (excepting Athletics and Acrobatics, which seem to resist categorization): weapon skills, armor skills, magicka skills, and everything else. Weapon skills govern the use of a particular style of weapon, such as Axe or Long Blade, and your accuracy with them. Damage dealt depends only on the equipped weapon and your character's strength stat. On the other hand, the agility stat is a factor in determining accuracy, and can help compensate for a low weapon skill. Next, armor skills dictate the magnitude to which armors of its type will add to your defense (read: NOT your evasion). Evasion, or dodging attacks is purely a result of your character's agility, and curiously has nothing to do with the weight of the armor currently equipped.

A magicka skill will determine how likely a spell that falls under its particular school is to be successfully cast. The chance-of-success percentage is listed for each spell in your spell menu next to that spell's casting cost like so: "casting cost/success %". A spell with a 100% success rate will never fail when cast. Spells with a higher casting cost are less likely to succeed when cast, and another major factor in spell success will be your character's current amount of fatigue (fatigue is discussed in more detail in section II.B. of the FAQ). You should also bear in mind that spells are not necessarily the only method of brandishing spell effects in Morrowind. Section III.C. of the FAQ discuss the art of enchantment, which essentially allows you to imbue an item or piece of equipment with magicka. It is a fact to seriously consider when deciding which schools of magicka you'd like specialize in, as many spell effects tend to be more useful and readily available as actual spells.

All other skills in the game (besides Athletics and Acrobatics, as I have already mentioned before) will have an effect on your chances of successfully performing the action controlled by that skill. Block, though technically an armor skill, falls under this category since it affects your chances of successfully blocking an attack with a shield as opposed to the amount of defense offered by that shield.

The relative natures of each of the four different types of skills are your first tier of consideration as far as choosing your major and minor skills go. On the subject of armor skills, for example, you're better off picking one type and sticking with it as opposed to selecting multiple types. The same can also be said for weapons, though it bears mentioning that the Unarmored and Marksman skills are both meant to serve moreso as supplementary skills rather than primary ones, and thus can sensibly be chosen as major/minor skills in conjunction with others of their respective types. These rules tend not to apply to magicka or other skills, thus you should find quite a few of either type in just about any character's major/minor skillset.

Weapon skills (aside from Marksman) tend to level very quickly as a result of everyday melee combat. Even the less combat-oriented characters must resort to duking it out every once in awhile, so this should be pretty universal. As major skills, weapons level extremely, perhaps even uncontrollably fast- a fact which might influence your decision. Minor weapon skills still level at a good pace, but much less so than they would as major skills. However, the initial 15-point difference between a major and minor skill tends to have a noticeable and significant impact on your character's accuracy, which is compounded by the slower rate of experience gain a weapon skill would possess as a minor skill. It is for this reason that I personally recommend that any player select his or her chosen weapon skill as a major one if possible.

Armor skills naturally gain experience a lot slower than your weapons do unless you spend a significant amount of time in the game getting your ass kicked. However, armor skills can be raised far more easily than weapon skills can by simply putting a bunch of that kind of armor and then letting a rat or slaughterfish beat the shit out of you for awhile. Block and Restoration, for obvious reasons, are two skills that level up great alongside any armor skill. And given how easy they are to level, I've found that armor skills can fare just as well as minor skills as they do as major ones, so that's where I usually put 'em.

Magicka skills are also notoriously simple to level up. Since a spell need only be successfully cast in order for you to gain experience from it, all you need is a spell with a casting cost of one (available from any spellmaker) and a place to rest and you're in business. The only real disadvantage to this is that the frequent resting might cause an unwanted premature level-up, to which I reply "tough shit". Before you go making all of your magicka skills minor ones, however, you should note that even the easiest spells to cast demand a fairly high skill level to be cast with much consistency. Around 30 or so is sufficient for simple spells, while more advanced ones may require levels of around 40 to 60 to be of any use at all. Therefore most, if not all of your magicka skills should probably be set to major slots if at all possible.

The rest of the game's skills vary greatly in terms of how they are best managed. Some are impossibly difficult to level, and are probably best left out of your top ten. Others level quite easily, and may be chosen as minor (or major) skills based on that fact alone. And then there are skills like Athletics, which you're going to make use no matter what, but they level at such an uncontrollable pace that you couldn't pay me to select 'em as major or minor skills.

And finally, there's the type of character you choose to play through the game as. Different skills work better for different characters, as should be obvious. But although the game directs you to choose only one specialization for your class (combat, magic, or stealth), you should in no way feel confined to that description. In fact, it is virtually impossible for anyone to create a character focused entirely on a lone category. In the coming sections, I'll be talking quite a bit about what skills, races, and birthsigns work best for combat-oriented, maicka-oriented, and stealth-oriented character types, which is why I mention this. Attempting to focus your character on a single class category tends to make selecting a full set of major and minor skills at the very least exceptionally difficult. So with that in mind, try to keep an open mind about skills, races, and birthsigns that you think may not apply to your character type, because they just might.

    
Last Update: December 10, 2005 Contributors: BTB