The Elder Scrolls III: Morrowind
Author's Foreword
Creating Your Character (An Overview)
The Skills
The Races
The Signs
Controls
Magic & Combat
Crime & Punishment
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Coming Soon
Version History, Credits, & Contact Information
Morag Tong Guild
Power Leveling Skills
Starting Stats by Race
Male Stats
Female Stats
Skill Bonuses
Argonian
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
40
40
30
50
50
30
30
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
40
50
40
40
40
30
30
Alchemy
Athletics
Illusion
Medium Armor
Mysticism
Spear
Unarmored
5
15
5
5
5
5
5
Breton
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
40
50
50
30
30
30
40
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
30
50
50
30
40
30
40
Alchemy
Alteration
Conjuration
Illusion
Mysticism
Restoration
5
5
10
5
10
10
Dark Elf
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
40
40
30
50
40
40
30
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
40
40
30
40
50
30
40
Athletics
Destruction
Light Armor
Long Blade
Marksman
Mysticism
Short Blade
5
10
5
5
5
5
5
High Elf
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
30
50
40
40
30
40
40
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
30
50
40
40
40
30
40
Alchemy
Alteration
Destruction
Enchant
Illusion
10
5
10
10
5
Imperial
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
40
40
30
30
40
40
50
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
40
40
40
30
30
40
50
Blunt Weapon
Hand-to-Hand
Light Armor
Long Blade
Mercantile
Speechcraft
5
5
5
10
10
10
Khajiit
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
40
40
30
50
40
30
40
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
30
40
30
50
40
40
40
Acrobatics
Athletics
Hand-to-Hand
Light Armor
Security
Short Blade
Sneak
15
5
5
5
5
5
5
Nord
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
50
30
40
30
40
50
30
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
50
30
50
30
40
40
30
Axe
Blunt Weapon
Heavy Armor
Long Blade
Medium Armor
Spear
10
10
5
5
10
5
Redguard
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
50
30
30
40
40
50
30
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
40
30
30
40
40
50
40
Athletics
Axe
Blunt Weapon
Heavy Armor
Long Blade
Medium Armor
Short Blade
5
10
5
5
15
5
5
Orc
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
45
30
50
35
30
50
30
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
45
40
45
35
30
50
25
Armorer
Axe
Block
Heavy Armor
Medium Armor
10
5
10
10
10
Wood Elf
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
30
40
30
50
50
30
40
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
30
40
30
50
50
30
40
Acrobatics
Alchemy
Light Armor
Marksman
Sneak
5
5
10
15
10
Abilities, Powers, and Summary by Race
Argonian
Abilities:
Immunity to Poison (100% resistance to poison damage)
Resist Disease (50% resistance to common disease)
Powers:
Water Breathing (Water breathing for 120 seconds on self)
The Argonians are a reptilian race that don't lean towards being tailored towards any one particular type of character. In their case, this is mostly a disadvantage, since combat-types and magic-types both have a few powerful races catering specifically to their needs to choose from. Really shitty racial abilities and the inability to don headgear or boots doesn't really help this race's case any, either. Their stats tend to look a bit nicer than those of the Dark Elf, but the Argonians are probably a worse choice in the long run.
Breton
Abilities:
Magicka Bonus (Fortify maximum magicka 0.5x intelligence)
Resist Magicka (50% resistance to magicka)
Powers:
Dragon Skin (Shield 50 points for 60 seconds on self)
Unlike the other humanoid races in the game, it's tough to say exactly which, if any real-life nationality the Breton are based upon. But that's pretty irrelevant, I guess. The Breton are a people with a natural affinity for magicka, or "Magicka Warriors" as I like to call them. Their inherent abilities make this an ideal class for magicians, both on the offensive and defensive fronts. Dragon Skin is a welcome bonus, as well, to a class with minimal physical defense. Aside from that, their stats are nothing special, but decidedly sufficient for the mage-type character.
Dark Elf
Abilities:
Resist Fire (75% resistance to fire)
Powers:
Ancestor Guardian (Santuary 50 points for 60 seconds on self)
Dark Elves are the native inhabitants of Morrowind, and you will thusly see more of them than any other race in the game. What makes this a rather important fact to know is that they all possess a rather large natural immunity to fire, which is actually pretty useful (to them, anyways). Ancestor Guardian is also a good power to have, as it's a notably potent version of a difficult spell to cast. Statistically speaking, Dark Elves are pretty average, although a bit weak on the defense. They're probably the best choice you've got for a stealth-type character, but regardless of your class type, you can't go wrong with a Dark Elf if you're looking for a good all-around race.
High Elf
Abilities:
Magicka Bonus (Fortify maximum magicka 1.5x intelligence)
Resist Disease (75% resistance to common disease)
Weakness to Magicka (50% resistance to magicka damage)
Weakness to Fire (50% resistance to fire damage)
Weakness to Frost (25% resistance to frost damage)
Weakness to Shock (25% resistance to shock damage)
High Elves are somewhat of an extreme choice as far as magic-type classes are concerned. A very large magicka boost is countered by some pretty serious weaknesses to pretty much everything. Combining this race with The Atronach birthsign creates an impossibly large magicka pool and does a lot to offset the otherwise-debilitating weaknesses imposed by this race. Aside from creating a ridiculously overpowered mage, however, there's not too much else you can do with this race except see how fast you can get yourself killed.
Imperial
Powers:
Voice of the Emperor (Charm 25 to 50 points for 15 seconds on target)
Star of the West (Absorb fatigue 200 points on target)
Imperials are the ruling class of Morrowind, so to speak. A better way to describe them is as the Roman knockoffs who moved in and conquered the place. Their stats are pretty middle-of-the-road with an emphasis on personality and personality-based skills. Their powers can be useful from time to time- not the best around but certainly not the worst, either. Still, unless you're interested in the personalty bonuses, there's absolutely no reason to select this race.
Khajiit
Powers:
Eye of Fear (Demoralize humanoid 100 points for 30 seconds on target)
Eye of Night (Night Eye 50 points for 30 seconds on self)
The Khajiit are creepy cat people with an affinity for drugs and a habit of talking about everyone in the third person. A quick look at the stats and skill bonuses of this race identifies it as one best suited as a stealth-type character, but poor overall stats and generally useless powers really aren't helping this race out too much. And I should probably also mention that like the Argonians, Khajiit are unable to equip boots or headgear. I'd recommend a Dark Elf for a more well-balanced stealth-type character, but I'd still pick a Khajiit over a Wood Elf.
Nord
Abilities:
Immunity to Frost (100% resistance to frost damage)
Resist Shock (75% resistance to shock damage)
Powers:
Woad (Shield 30 points for 60 seconds on self)
Thunder Fist (Frost damage 25 points on touch)
Nords are pasty, white-skinned folk that, much like the Vikings of our world, enjoy beating things up and not much else. The resistances to frost and shock are a really sweet bonus to this race, though Thunder Fist and Woad are only as useful as you make them. If you're looking for a powerful race that can hold its own in melee combat with a sizzling side of sexy, then look no farther.
Redguard
Abilities:
Resist Disease (75% resistance to common disease)
Resist Poison (75% resistance to poison damage)
Powers:
Adrenaline Rush (Fortify endurance, strength, agility, and speed 50 points for 60 seconds on self and health 25 points for 60 seconds on self)
Redguards are the negro race of Morrowind, and are set up a lot like Nords in that fighting is pretty much the only thing they're good for. Whereas the most appealing aspect of the Nordic race might have been the base resistances or the maximum strength, the best thing that the Redguards have going for them is their Adrenaline Rush power, which essentially allows them to go apeshit for 60 seconds a day. It kicks a quite a bit of ass, though the fortification to your health is kind of a double-edged sword in that it can kill you if it wears off while your health is still too low. It's also probably the only reason why anyone would want to play as a member of this race instead of an Orc or a Nord.
Orc
Abilities:
Resist Magicka (25% resistance to magicka)
Powers:
Berserk (Fortify fatigue 200 points for 60 seconds on self, fortify attack 100 points for 60 seconds on self, fortify health 20 points for 60 seconds on self)
Orcs are somewhat of an alternative combat-based race. They tend to be much more focused on defense than the other races, and the females can even make for halfway decent mages. That is unfortunately the extent of the nice things that can be said about Orcs, since their lone power is a real let-down. Berserk seems like it almost wants to be the Redguard's Adrenaline Rush, but it's not like fortifying your fatigue or your health was ever horribly useful. Therefore, what Berserk really boils down to is a 60-second accuracy enhancer. That being said, Orcs are still a powerful choice of race for the combat-based character, if nothing else than on the power of the 25% resistance to magicka.
Wood Elf
Abilities:
Resist Disease (75% resistance to common disease)
Powers:
Beast Tongue (Command creature 5 levels for 600 seconds on target)
Wood Elves are the closest thing Morrowind has to a traditional elf-like character, except that they're shorter, dumber, and weaker than you'd probably expect. They get knocked around a lot since they entirely lack anything in the department of strength or defense. The hefty bonus to their Marksman skill and maximum starting agility would be wisely observed by anyone who chooses to play as a Wood Elf. Still, it's not like this race has too much going for it except for a mildly useful power. You know, there's probably a reason that nobody likes Wood Elves- it's because they suck.
Last Update: December 10, 2005
Contributors: BTB