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Morrowind Starter's Guide
by Kevlar
 
     
 


Introduction

I'm Redguard level 14 right now and serving as the Fighters Guild Guildmaster. Combat is incredibly easy for me as Redguard - now let me explain why.
If you're interested in a combat class, Redguards are very helpful early in the game to keep you competitive. They have the biggest single-weapon specializiation of any race which gives you a great boost and aid in Long Blade which is my preferred weapon type. All their other skills are appropriate but marginal.
With a combat class, you will level your weapon proficiency quickly anyway (I'm maxed) due to all your fighting, so if you want substantial gains in other areas than a starting weapon helper go for Imperial, Nord, or Orc. Imperials get a large Speechcraft and Mercantile boost, and those two do not level so easily. However, their natural abilities are lacking. In that sense, Redguards have natural disease resistances AND Adrenaline Rush ability which I find to be better than the other combat races. Nords are naturally built for combat as well, but their starting gains lean more towards a general weapon proficiency and you won't get a great boost in any one field to help you early in the game. Orcs are the opposite of the Nord theory; they have about 4 attributes and each is very pumped, leading to a nice specialization but not allowing you to cross-train your character without wasting all those specific points in what you're obviously "meant" to use as an Orc. Orcs also have low Personality which means you're going to need a good Speechcraft skill to counteract it and get people to like you, or you'll be paying for it for the whole game. However, Orcs have VERY good magic resistance and I'd call them my second choice for a combat race (starting at 50 Willpower and having a natural 25% resist magicka ability).
In short, for combat races, Redguard = very good all-around, Orc = very good specialized Axe and Berserk barbarian, Nord = strong all-around weapon specialist, and Imperial = good all-around class but no good benefits in abilities or starting bonuses relating to Combat.

Starting Attributes
As for starting attributes, as a combat race let me break it down.
You NEED to have Strength as one of your favorite skills (controls max carrying capacity, starting health, and damage partly?), for with all the toe-to-toe fighting you'll do you need Light or Heavy armor, and armor is a pretty hefty item set. For your other skill it's more open, but I recommend Agility or Endurance - Agility controlling your chances of hitting (equivalent of Dexterity in DII) and Endurance controlling health and fatigue. I chose Strength and Agility for my character, because Endurance and Personality can be fixed up with your Sign - but more on that later. Your Major skills as a combat race should be the following: 1 Weapon type (make a decision early on what you want and stick with it), Block (if applicable), Light or Heavy armor (I highly recommend Light [glass]), and for the last 2 you have a chance to shore up the deficiencies in your character - I'd pick between Armorer (!), Athletics, Acrobatics, Speechcraft, Mercantile, Sneak, and Security depending on what you want. Minor skills should be anything out of the above list you didn't already put into Major and want.
(Note: I feel picking one weapon type only is very important because a high weapon proficiency makes combat much easier. Picking 2 or 3 weapon types for skills wastes points you could use on other important attributes. A general weapon type that has both one and two-handed weapons is best so that you can use a shield with it. Think carefully before you choose a weapon type; most short of the Blades [long and short] are very good with only one type of attack - chop, swing, or thrust - and not good with the others.)

Stealth vs. Combat
Interested in stealth? Well, much of my advice is the same in general, but the races and attributes will change.
The Elven or Dwemer (or Dunmer, I forget) races are best for Stealth. The Wood Elf, if I remember correctly, has a big starting bonus to Sneak and Marksman and can fit into most overhead storage bins, so he's a good "fit" to be a sneaking type of character. Sneak and Security will obviously be your two biggest attributes to consider, bar none, when choosing a Stealth-oriented character. However, if you'd like to take a different path and consider a more mobile and combat-stealth hybrid, I might consider the Khajjit race. Their Acrobatics (I think) starts at +15, which allows them to be very mobile and get into high places. That is a skill also useful for a thief - but more on that later. I would narrow the choice for a thief or assassin down into a few races - the Wood Elf (good starting boosts), the Dark Elf, and the Khajjit.
As a thief or assassin, I wouldn't be confident in the toe-to-toe combat abilties of a stunted Elf. Therefore I recommend Marksman and Speed as the preferred method of combat - fire arrows, run as fast as you can, repeat. So Strength and Speed or Agility as your second attribute are key. You don't HAVE to have Strength in the picture for a stealth or magic user, but it helps when you're carrying back a 50,000 gold item that weighs more than you do. If you don't have Strength as a choice, automatically limit yourself to Light armor (recommended). Your Major skills should follow in the same vein - one weapon proficiency, preferably Marksman, one Armor class (Light), Sneak, Security, and an attribute of your choice (I might go for Acrobatics). Minor skills should be combat or magic-centric skills you'd like to have on the side as backup or Stealth skills you haven't tagged yet - for instance, Armorer, Block, Athletics, Enchanting, Mercantile, Speechcraft.

Magicka
I'm not going to go into Magicka users because there's too much to cover and I don't know enough about them.
In other words, I don't touch magicka with a ten-foot pole... (Well, only when I'm ramming the pole up some orc's ass that's firing fireballs at me from across a room or a Dremora punk trying to take me out ;)) However, my general recommendations still apply with race changes: This time, look into Dark Elf, High Elf, and Breton (sp?). Major attribute distribution should be based on one main armor choice, but this time more than one college of magicka because magicka users deal with a great variety of spells on the fly and need cross-training. Minor skills would shore up all the magicka and stealth/combat skills discussed previously (Security, Stealth, Mercantile, Speechcraft, Enchanting) that weren't on the Major list.

Attributes Cont.
Let me go into what some of these Attributes do, since you shouldn't take what I say exactly but should find what works for you based on your own personality and understanding the important skills in Morrowind.
Skills: Strength is maximum carrying capacity and starting health, Agility is chance to hit, Endurance is maximum fatigue and health gain per level, Intelligence is maximum Magicka, Willpower is resistance to Magicka and partly maximum fatigue (calculated on some formula I don't know), Speed is overall movement speed, Personality is general disposition of characters towards you, and Luck AFAIK gives you slightly better chances of everything (as in successful hit, bribe, block, anything you do) with a higher stat. Attributes are much the same... Weapon attributes control your proficiency with any specific weapon, armor attributes control your proficiency with types of armor (for example, if my character picked up light Glass armor and it's AC 10 since I have no experience in it it would probably only add 2 armor to my overall count instead of 10 or more), Block controls chance to block, Sneak is chances of successfully sneaking while holding the Sneak button down, Security is proficiency with using lockpicks and probes to disarm and open doors/chests, Speechcraft controls chances of successfully bribing, intimidating or etc. to gain standing with a NPC, Mercantile controls chances of having an offer you make on items accepted (you ALWAYS get screwed on selling items even if your standing is 100/100 with a seller, so this is important for cash in the game - use Speechcraft to get your standing to 100 and then sell items at higher prices - both your standing and your mercantile skill affect if an offer will be accepted or not!), Athletics controls running and swimming proficiency (I think that means speed AND less fatigue drain), Acrobatics controls jump height, Enchanting controls the ability to enchant your own items (although this can be done by certain merchants so it's not necessary, but costly if you pay someone else to do it), Armorer is important because it allows you to repair your own items out in the field using Repair drongs and Armorer's hammers, and the other stuff I won't get into - Magicka is too detailed.

Signs
I almost forgot the Signs - a very important component of a character.
Your Sign should reflect your playing style to a degree, but there are some signs that are certainly better than others. For combat races, you'll need look no further than The Atronach and The Lady. The Atronach has a natural 50% resist Magicka so half the shots fired at you are blocked as far as I've heard. However, it stunts your Magicka recharge so mages might want to think about something else. The Lady is my personal favorite Sign, as it gives a +25 permanent boost to Endurance and Personality, which helps to cover one weakness of the combat races (Personality) and enforce a strength as well (Endurance). If you're playing as a Stealth race, I might recommend any one of the following: The Shadow, The Steed, or The Lover. The Shadow gives a once-a-day skill of becoming invisible or nearly so I guess, but if you're already a Stealth character you shouldn't need it. The Steed is like The Lady, giving a permanent boost to Speed which is essential to keep out of harm's way, and The Lover gives a permanent boost to Agility along with a once-a-day skill that paralyzes an enemy. What could be better for running away? The only Signs I haven't covered are the ones I consider to be useless by comparison - however, an honorable mention is The Tower. It has 2 different detect skills and an Open skill - but nothing you shouldn't already be able to do as a Thief.

Gameplay Tips
I think that covers everything in character creation, so let's move beyond that.
Good starting stats are only the beginning - you need to be an effective player to take full advantage of a good character. Don't go on the main quest too quickly - you should explore, learn the towns, and join an Imperial Guild or House. The Guilds are as follows - Fighters, Mages, Thieves, and "Assassins" (I won't say the name, you have to go find it because it's a secret ;)). You can work for any and gain experience, money, standing, and Guild benefits as you progress. VERY important; in fact, your job when you first start the main quest is to join a guild and establish an identity. I'm not kidding on this one - I'm only on the 3rd job on the main quest on game day 42 because I spent all my time with the Fighters Guild houses. Different Guild houses have different leaders and different jobs, along with other equipment in their chests and services. Great Houses also need the occasional dirty work done, and you can side with House Hlaalu, House Redoran, or House Telvanni - and I'm probably forgetting others. You also need very good items, and depending on what type of character you are you'll need to look for them because they're not easily bought. For a combat character, look through Dwemer and Daedric ruins for items and slaughter anything in your way to find the good armor and weapons (I'm talking the 10,000+ gold stuff). For a Thief, you can enter the ruins also but it's less likely the items will apply to you. Check around Guild houses, Great Houses (Hlaalu, Telvanni, Redoran, etc.), and manor houses for artifacts and items more suited to you. Obviously, you'll be doing more stealing to get your stuff. Mages - I have no idea. It's a toss-up as to where you can find good robes and spells.

Wrapup
That's about all I can think to say about getting the game started on the right foot. If you need further help, look at the pre-made classes during character generation and see if you can get ideas about what the character would be about. Good luck.

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