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    Character Creation FAQ by gritta

    Version: 1.5 | Updated: 11/15/06 | Printable Version | Search This Guide

    0000000000000000000000000000000000000000000000000000000000000000000000000000000
    --- Game: The Elder Scrolls III: Morrowind ---
    --- Designer: Bethesda (Softworks) ---
    --- Genre: Role Playing Game (RPG) ---
    --- Platform: PC ---
    0000000000000000000000000000000000000000000000000000000000000000000000000000000
    --- FAQ Type: Character Creation FAQ ---
    --- FAQ Version: 1.4 ---
    --- By: gritta ---
    --- My E-mail: strategy_fan@hotmail.com ---
    0000000000000000000000000000000000000000000000000000000000000000000000000000000
    
    =========
    Contents:
    =========
    
    Section 1 - Version History
    Section 2 - Races
    Section 3 - Classes
    Section 4 - Attributes
    Section 5 - Skills
    Section 6 - Starsigns
    Section 7 - Legal Notes
    Section 8 - Credit
    
    ===========================
    Section 1 - Version History
    ===========================
    
    Version 1.0 - 13,745 bytes
    
    This is the first version of this FAQ. The *Skills* and *Star Signs* sections
    are yet to be added. First version to be released.
    
    Version 1.1 - 14,968 bytes
    
    Corrected Version No. Added base points for female characters. Again, the
    *Skills* and *Star Signs* sections are yet to be added.
    
    Version 1.2 - 21,317 bytes
    
    Added *Star Signs* section. *Skills* section still not added.
    
    Version 1.3 - 28,776 bytes
    
    Corrected some of the star sign comments and ratings. *Skills* section to be
    completed in the next version. I've had some e-mails concerning skill
    advancement, and that information will be added once I have completed the bulk
    of the FAQ.
    
    Version 1.4 - 34,876 bytes
    
    Added several comments to the races section and various other small additions.
    Will finish the rest in the very near future. Once that is done you can expect
    the FAQ to have the bulk completed in the next update (1.6?). *Skills* section
    to be done for version 1.5. Sorry for the huge gap (1 year+) in updates, I
    really lost interest in morrowind but now I have an X-Box and Morrowind: Game
    of the Year edition which has renewed my interest in Morrowind. Don't worry
    though, this guide is still written for the PC version.
    
    Version 1.5 - 34,942 bytes
    
    Changed e-Mail address.
    
    =================
    Section 2 - Races
    =================
    
    There are 10 playable races in Morrowind, each has its own strengths, and in
    some cases, weaknesses too. The 10 playable races are:
    
    Argonian
    Breton
    Dark Elf
    High Elf
    Imperial
    Khajiit
    Nord
    Orc
    Redguard
    Wood Elf
    
    Each race has a predefined set of attribute base points, skill bonuses and
    specials. Each race gains a total of 310 attribute base points and 45 bonus
    skill points. NOTE: Female character base points are different than male base
    points. Refer to section 4 for more information on skills. There are two main
    types of specials - constant effect (specials that are applied at all times and
    are not activated) and activated (specials that are cast as powers (can only be
    used once every 24 hours of in-game time)). These two types of specials are
    indicated in the tables below.
    
    --------
    Argonian
    --------
    
    Attribute Base Points:
    
    Strength:       40  /  40
    Intelligence:   40  /**50**
    Willpower:      30  /  40
    Agility:      **50**/  40
    Speed:        **50**/  40
    Endurance:      30  /  30
    Personality:    30  /  30
    Luck:           40  /  40
    
    Skill Bonuses
    
    Alchemy - 5 Points
    Athletics - 15 Points
    Illusion - 5 Points
    Medium Armor - 5 Points
    Mysticism - 5 Points
    Spear - 5 Points
    Unarmored - 5 Points
    
    Specials
    
    Resist Disease (Constant) -- Resist Common Disease 75%
    Immune to Poison (Constant) -- Resist Poison 100%
    Water Breathing (Activated) -- Water Breathing for 120 secs on Self
    
    Comments: The Argonians are a "Beast Race" and as such they will not be able to
    wear boots. On top of this they can only wear open-faced helms, which narrows
    down the selection a bit. This is a major disadvantage, as they will not be
    able to wear the "Blinding Boots of Speed", an item which increases the speed
    of the wearer by 200 points. Because of this, they will travel around
    Vvardenfell a lot slower than other races, a major time waster when travelling
    for all of the missions in Morrowind.
    
    Aside from the obvious disadvantage that is mentioned above we can see that
    Argonians have a 15 points bonus to their Athletics skill. For the same reason
    as above, other races are better because they can wear the Blinding Boots of
    Speed to help them move faster, and as such will not need the athletics skill.
    To compensate, the "Beast Race" disadvantage we have this bonus, and male
    Argonians also start out with at least 50 points in the Speed attribute.
    
    Being immune to poison can be useful, as can the resist disease, but these are
    nothing special. The water breathing is certainly nothing to choose this race
    for.
    
    The female Argonian starts with at least 50 intelligence and 40 willpower, so
    she will make a good mage in any case. Argonians have a 5 points bonus to the
    Unarmored skill. This can be useful for mages to, and with a female character
    can make a very good combination. On top of all of this, Argonians have a 5
    points bonus Illusion and Mysticism to make them even better spellcasters.
    
    Summary: Argonians have several disadvantages as mentioned above, but also have
    several advantages. The male Argonian can make an excellent thief, whilst the
    female can be a brilliant mage. The sex you choose will be the ultimate decider
    in what path you will take in Morrowind.
    
    Rating: D - Not as good as other races, but they look cool!
    
    ------
    Breton
    ------
    
    Attribute Base Points:
    
    Strength:       40  /  30
    Intelligence: **50**/**50**
    Willpower:    **50**/**50**
    Agility:        30  /  30
    Speed:          30  /  40
    Endurance:      30  /  30
    Personality:    40  /  40
    Luck:           40  /  40
    
    Skill Bonuses
    
    Alchemy - 5 Points
    Alteration - 5 Points
    Conjuration - 10 Points
    Illusion - 5 Points
    Mysticism - 10 Points
    Restoration - 10 Points
    
    Specials
    
    Magicka Bonus (Constant) -- Fortify Maximum Magicka 0.5x INT
    Resist Magicka (Constant) -- Resist Magicka 50%
    Dragon Skin (Activated) -- Shield 50 pts for 60 secs on Self
    
    Comments: Quite obviously, the breton is a mage. But that is all he is. The
    male Breton can make a fairly good battle mage, but lacks the Endurance that is
    needed to be a real battle mage. Bretons come along with a nice 50% resist
    magicka, useful for anyone, especially for a mage. The fortify magicka isn't as
    high a magnitude as the High Elven one, but Bretons don't have that horrible
    magicka weakness, infact, Bretons have resistance to magicka! A 50% resistance
    to magicka really is something to choose this race for, since you will need to
    enchant a lot of clothing to get yourself up to that coveted magicka immunity
    later on in the game.
    
    The skill bonuses that Bretons have are quite nicely matched. They don't have
    any pointless ones like athletics and acrobatics. If you are going to fault
    anything, it would have to be that there isn't a skill there that has all 15
    bonus points, so you won't be a master of any particular school of magic too
    soon, but this does, however, give you a nice opportunity to decide for
    yourself what you want to excel in early on.
    
    Well, now we come to the special abilities. Aside from the two mentioned above,
    there is only one other - Dragon Skin. Certainly not the most powerful special
    ability, but could be useful in some situations nevertheless.
    
    The female Breton starts off with more speed, but less strength than the male.
    I would say that the speed advantage is better than the strength one for a
    mage, but I wouldn't say it is anything too prominent.
    
    Summary: Bretons are excellent all-round mages, but just don't cut it as
    anything else. If you want to be a mage, then you should seriously consider
    being a Breton, but otherwise, stay well clear.
    
    --------
    Dark Elf
    --------
    
    Attribute Base Points:
    
    Strength:       40  /  40
    Intelligence:   40  /  40
    Willpower:      30  /  30
    Agility:        40  /  40
    Speed:        **50**/**50**
    Endurance:      40  /  30
    Personality:    30  /  40
    Luck:           40  /  40
    
    Skill Bonuses
    
    Athletics - 5 Points
    Destruction - 10 Points
    Light Armor - 5 Points
    Long Blade - 5 Points
    Marksman - 5 Points
    Mysticism - 5 Points
    Short Blade - 10 Points
    
    Specials
    
    Ancestor Guardian (Activated) -- Sanctuary 50 pts for 60 secs on Self
    Resist Fire (Constant) -- Resist Fire 75%
    
    Comments: At first glance, the Dark Elf appears to be a good mage, but I would
    sat otherwise. Compared to the Bretons and High Elves they just don't seem very
    appealing. A lot of the skills here, you should note are well suited to thieves
    (for example the light armor and short blade skills), so that becomes a
    prominent factor in determining whether or not you choose them.
    
    Again, there aren't any 15 point skill bonuses, which is a shame, but the
    skills in which there are bonuses are very useful. Since you will probably
    be being a thief (with good spellcasting abilities as backup) these skills are
    almost perfectly suited.
    
    The Dark Elvish special abilities are very good. Constant effect resist fire
    75% and a very strong sanctuary spell for 60 seconds. The latter could be life
    saving in many situations as could the first. If you play as a Dark Elf for
    very long, then these abilities will be missed. 
    
    The male Dark Elf gets more Endurance that the female, however the female gets
    a higher personality rating. Personality is better suited to thieves, so that
    would be useful, however, the aesthetic choice might sway your choice of
    gender.
    
    Summary: Dark Elves can be excellent in any area, provided you start with the
    right array of skills. They are particularly adept at thievery, and don't lack
    any magic skill. A wise choice in any case.
    
    --------
    High Elf
    --------
    
    Attribute Base Points:
    
    Strength:       30  /  30
    Intelligence: **50**/**50**
    Willpower:      40  /  40
    Agility:        40  /  40
    Speed:          30  /  40
    Endurance:      40  /  30
    Personality:    40  /  40
    Luck:           40  /  40
    
    Skill Bonuses
    
    Alchemy - 10 Points
    Alteration - 5 Points
    Conjuration - 5 Points
    Destruction - 10 Points
    Enchant - 10 Points
    Illusion - 5 Points
    
    Specials
    
    Magicka Bonus (Constant) -- Fortify Maximum Magicka 1.5x INT
    Weakness to Magicka (Constant) -- Weakness to Magicka 50%
    Weakness to Fire (Constant) -- Weakness to Fire 50%
    Weakness to Frost (Constant) -- Weakness to Frost 25%
    Weakness to Shock (Constant) -- Weakness to Shock 25%
    Resist Disease (Constant) -- Resist Common Disease 75%
    
    Comments: Don't be put off by the ridiculous amount of weaknesses for this
    race. You can cut those weaknesses in half for a start by using the Atronach as
    your star sign (you'll absorb instead of taking the damage for all those
    spells). Instead you should turn your eyes to the Magicka bonus - 150%!!! In
    other words, if you would normally recieve 50 magicka points, you'll recieve
    125 instead with this. Couple that with the atronach sign as mentioned above
    and you'll start the game with no less than 225 magicka points. Choose
    intelligence as a favourite attribute aswell and you should start off with an
    enormous 270 magicka. Quite a bit I think you'll agree.
    
    Looking at the skill bonuses for high elves, we can see that all of the skills
    listed are for magic orientated. Have no doubts about it - high elves are
    incredible mages, but all this specialisation (which you don't have a lot of
    choice over) stops high elves from being much else. Starting off with 50
    intelligence helps that magicka to be as high as it is, and with 40 willpower
    to top it all off you have the perfect combination.
    
    I would suggest choosing all of the magic skills for your chosen skills, except
    perhaps 'Unarmoured', and instead choose a *real* armour type. Then, choose a
    weapon. I prefer long blade, but the choice is yours. You may even prefer
    marksman, but I find that my array of spells leaves me with quite enough
    options to use from a range. It is only when I am at close range that I have
    problems.
    
    The difference between the male and female high elf is that the male has +10
    endurance, and the female has +10 speed. I would go for the endurance, because
    you need that extra health being a mage. Though if your chosen weapon, and/or
    armour will be governed by speed, you may want to choose the female high elf.
    
    Summary: High Elves are one of the best choices for magic, but they really
    aren't good at much else. If you wish to be a mage you should strongly consider
    choosing a High Elf as your race.
    
    --------
    Imperial
    --------
    
    Attribute Base Points:
    
    Strength:       40  /  40
    Intelligence:   40  /  40
    Willpower:      30  /  40
    Agility:        30  /  30
    Speed:          40  /  30
    Endurance:      40  /  40
    Personality:  **50**/**50**
    Luck:           40  /  40
    
    Skill Bonuses
    
    Blunt Weapon - 5 Points
    Hand-to-hand - 5 Points
    Light Armor - 5 Points
    Long Blade - 10 Points
    Mercantile - 10 Points
    Speechcraft - 10 Points
    
    Specials
    
    Star of the West (Activated) -- Absorb Fatigue 200 pts on Target
    Voice of the Emperor (Activated) -- Charm 25 to 50 pts for 15 secs on Target
    
    Comments: Imperial's are only really suited to fighting. We can see from the
    skill bonuses that there are several weapons that Imperial's can handle well. A
    lot of persuasion skills have been thrown in here - we have a very high
    personality rating, aswell as 10 points in each of speechcraft and mercantile.
    You might to well in the thieves guild as an Imperial due to this, though you
    would need to add a lot of thief orientated skills during character creation.
    
    Turning to the skill bonuses we can see there are three weapons that Imperial's
    are suited to. I personally only like to specialise in one weapon, which means
    that two of those will go to waste. Blunt weapons are generally useless, and
    hand to hand is only good if you have already beaten your opponent to the
    ground and want to keep them there. Therefore, 10 skill points are wasted here
    (out of 45). Mercantile is largely a pointless skill, since you can do just as
    well by stealing and then selling things, also you don't save much from it.
    
    For skill selection, you should definately choose heavy armour as your skill if
    you plan to use your Imperial as a fighter. Other things you should consider
    are restoration, conjuration, long blade and illusion seems to be well suited
    to the high personality rating aswell. If you are looking for a thief, then you
    can take advantage of the 5 additional skill points and choose light armour as
    a major. Sneak and security are also obviously vital here, and marksman or
    short blade would be good choices for a weapon.
    
    The difference between the male and female imperial's is that males have +10
    speed and females have +10 willpower. The male seems to be well suited to the
    thief class, however if you are going to be a fighter then neither will help
    you.
    
    Imperial's have two activated specials, neither of which should persuade you to
    choose this race. 'Voice of the Emperor' seems to be a complete waste of an
    ability largely because the skill would be very easy to cast as a spell. 'Star
    of the West' does not fit this description and would be very useful for a
    fighter class. It would also be very helpful if you are going for a boxer class
    (you should only try this if you have mastered the game) because it can greatly
    speed up the time it takes to start damaging an opponent.
    
    Summary: Imperial's are bested in every field they aspire to by other races.
    You may however want to use them as a boxer class (you should only try this if
    you have mastered the game) due to several of the aspects of this class that
    they are suited to. The best class choices that you can make with Imperial's
    are Heavy Figher and Figher/Thief.
    
    -------
    Khajiit
    -------
    
    Attribute Base Points:
    
    Strength:       40  /  30
    Intelligence:   40  /  40
    Willpower:      30  /  30
    Agility:      **50**/**50**
    Speed:          40  /  40
    Endurance:      30  /  40
    Personality:    40  /  40
    Luck:           40  /  40
    
    Skill Bonuses
    
    Acrobatics - 15 Points
    Athletics - 5 Points
    Hand-to-hand - 5 Points
    Light Armor - 5 Points
    Security - 5 Points
    Short Blade - 5 Points
    Sneak - 5 Points
    
    Specials
    
    Eye of Night (Activated) -- Night Eye 50 pts for 30 secs on Self
    Eye of Fear (Activated) -- Demoralize Humanoid 100 pts for 30 secs on Target
    
    ----
    Nord
    ----
    
    Attribute Base Points:
    
    Strength:     **50**/**50**
    Intelligence:   30  /  30
    Willpower:      40  /**50**
    Agility:        30  /  30
    Speed:          40  /  40
    Endurance:    **50**/  40
    Personality:    30  /  30
    Luck:           40  /  40
    
    Skill Bonuses
    
    Axe - 10 Points
    Blunt Weapon - 10 Points
    Heavy Armor - 5 Points
    Long Blade - 5 Points
    Medium Armor - 10 Points
    Spear - 5 Points
    
    Specials
    
    Immune to Frost (Constant) -- Resist Frost 100%
    Resist Shock (Constant) -- Resist Shock 50%
    Woad (Activated) -- Shield 30 pts for 60 secs on Self
    Thunder Fist (Activated) -- Frost Damage 25 pts on Touch
    
    ---
    Orc
    ---
    
    Attribute Base Points:
    
    Strength:       45  /  45
    Intelligence:   30  /  40
    Willpower:    **50**/  45
    Agility:        35  /  35
    Speed:          30  /  30
    Endurance:    **50**/**50**
    Personality:    30  /  25
    Luck:           40  /  40
    
    Skill Bonuses
    
    Armorer - 10 Points
    Axe - 5 Points
    Block - 10 Points
    Heavy Armor - 10 Points
    Medium Armor - 10 Points
    
    Specials
    
    Resist Magicka (Constant) -- Resist Magicka 25%
    Beserk (Activated) -- Fortify Health 20 pts for 60 secs on Self
                          Fortify Fatigue 200 pts for 60 secs on Self
                          Fortify Attack 100 pts for 60 secs on Self
                          Drain Agility 100 pts for 60 secs on Self
    
    --------
    Redguard
    --------
    
    Attribute Base Points:
    
    Strength:     **50**/  40
    Intelligence:   30  /  30
    Willpower:      30  /  30
    Agility:        40  /  40
    Speed:          40  /  40
    Endurance:    **50**/**50**
    Personality:    30  /  40
    Luck:           40  /  40
    
    Skill Bonuses
    
    Athletics - 5 Points
    Axe - 5 Points
    Blunt Weapon - 5 Points
    Heavy Armor - 5 Points
    Long Blade - 15 Points
    Medium Armor - 5 Points
    Short Blade - 5 Points
    
    Specials
    
    Resist Disease (Constant) -- Resist Common Disease 75%
    Resist Poison (Constant) -- Resist Poison 75%
    Adrenaline Rush (Activated) -- Fortify Agility 50 pts for 60 secs on Self
                                   Fortify Strength 50 pts for 60 secs on Self
                                   Fortify Speed 50 pts for 60 secs on Self
                                   Fortify Endurance 50 pts for 60 secs on Self
                                   Fortify Health 25 pts for 60 secs on Self
    
    --------
    Wood Elf
    --------
    
    Attribute Base Points:
    
    Strength:       30  /  30
    Intelligence:   40  /  40
    Willpower:      30  /  30
    Agility:      **50**/**50**
    Speed:        **50**/**50**
    Endurance:      30  /  30
    Personality:    40  /  40
    Luck:           40  /  40
    
    Skill Bonuses
    
    Acrobatics - 5 Points
    Alchemy - 5 Points
    Light Armor - 10 Points
    Marksman - 15 Points
    Sneak - 10 Points
    
    Specials
    
    Resist Disease (Constant) -- Resist Common Disease 75%
    Beast Tongue (Activated) -- Command Creature 5 Levels for 600 secs on Target
    
    ===================
    Section 3 - Classes
    ===================
    
    There are three ways to choose your class in Morrowind. The first and most
    interesting is by answering a set of prewritten questions to automatically
    choose a class to suit your personality, the second is by choosing you class
    from a list (you way wish to refer to"RBryant"s "Pre-Generated Character Class
    List" (Hosted on GameFAQs) for further details on this), and the third, and
    most decisive choice is to generate your own class by choosing a specialization
    (from Combat, Magic or Stealth), two favourite attributes (from Strength,
    Intelligence, Willpower, Agility, Speed, Endurance, Personality and Luck) and 5
    Major and 5 Minor skills (see skills section for more details).
    
    When creating a custom class (the third choice) you should remember the
    following things:- Special Thanks to Z-Force for the following tips.
    
    If you choose Acrobatics, Athletics or Sneak you will advance in levels too
    quickly and this might make the game less enjoyable. So, don't!
    
    You should choose skills with a mix of attributes (i.e. choose skills that are
    governed by various attributes). This will give you an easier time getting
    multipliers when you level up.
    
    Choose at least 1 weapon skill, 1 armour skill and 2 magic skills (preferably
    one offensive and one defensive).
    
    ======================
    Section 4 - Attributes
    ======================
    
    In the land of Morrowind there are 8 different attributes. The 2 attributes
    that you choose to be your favourite attributes get a +10 points bonus. Each
    attribute affects different aspects of the game. Some attributes govern skills,
    while some do not. Attributes also affect your starting health, fatigue,
    magicka, and the stat. bonuses that you acquire when you level up. One
    attribute - luck - does none of these, however it effects some other things
    within Morrowind. The various attributes in Morrowind are:-
    
    -------
    Agility
    -------
    Governs: (4) Block, Light Armour, Marksman, Sneak
    
    Affects your ability to dodge and hit targets in melee as well as your maximum
    fatigue.
    
    Comments: Archers and thieves alike will use this skill well. Light armour is,
    by far, the most useful armour specialisation early in the game. Sneak is an
    essential skill for thieves as is Marksman for an archer.
    
    ---------
    Endurance
    ---------
    Governs: (3) Heavy Armour, Medium Armour, Spear
    
    Affects your starting Health, your Health gain per level, and your maximum
    Fatigue.
    
    Comments: This skill is ideal for combat specialized characters. The extra
    health gains and extra starting health can give you a kick start when playing
    a combat orientated run-through of Morrowind.
    
    ------------
    Intelligence
    ------------
    Governs: (4) Alchemy, Conjuration, Enchant, Security
    
    Determines your maximum amount of Magicka.
    
    Comments: This skill can be very useful when you are a high level mage. This
    skill makes it much easier to create enchantments and potions.
    
    ----
    Luck
    ----
    Governs: (0) NONE
    
    Affects every action you do in a small way.
    
    Comments: Luck affects things such as what you will find in randomly spawned
    crates and the chances of finding items of value. This is a handy attribute,
    but it is sometimes a waste because it does not really affect the game as much
    as the other attributes. You can only ever increase luck by 1 point every level
    so it will take you till at least level 60, (level 50 if you choose luck as a
    favourite attribute) to max out luck.
    
    -----------
    Personality
    -----------
    Governs: (3) Illusion, Mercantile, Speechcraft
    
    Affects your ability to deal with other characters and how much they like you.
    
    Comments: Personality is one of the least useful attributes, Illusion, however,
    can sometimes be useful when becoming a mage.
    
    -----
    Speed
    -----
    Governs: (4) Athletics, Hand-to-hand, Short Blade, Unarmored
    
    Determines how fast you can move.
    
    Comments: This attribute governs the Short Blade skill. The Short Blade is,
    without doubt, the most common and easy-to-come-by weapon in Morrowind. Also,
    the Unarmoured attribute is quite important for those who wish to become Mages.
    The Blinding Boots of Speed will increase your speed by 200 points, which makes
    choosing this attribute pointless.
    
    --------
    Strength
    --------
    Governs: (5) Acrobatics, Armorer, Axe, Blunt Weapon, Long Blade
    
    Affects your starting Health, how much you carry, your maximum Fatigue, and how
    much damage you do in melee.
    
    Comments: This attribute is well-suited for those who wish to join the Fighters
    Guild early on in the game. Strength governs 5 attributes, most importantly - 
    the Long Blade.
    
    ---------
    Willpower
    ---------
    Governs: Alteration, Destruction, Mysticism, Restoration
    
    Affects your ability to resist magic, and your maximum Fatigue.
    
    Comments: This attribute governs only magic, so, unless you wish to join the
    Mages Guild, I suggest that you do not choose this attribute. Likewise, this
    attribute is very well suited for those who wish to join the Mages Guild so if
    you wish to join the Mages Guild, you should choose this.
    
    ==================
    Section 5 - Skills
    ==================
    
    There are a total of 27 skills that each fall into one of three categories. The
    categories are Combat, Magic and Stealth. When creating a custom class you must
    choose one of these categories as a specialisation. Each skill that falls
    within that category gets a +5 bonus. Here are the various skills, their
    governing attributes, in game comments and some extra information:-
    
    **To be added in a later version**
    
    ======================
    Section 6 - Star Signs
    ======================
    
    Every character you create must have a star sign. Each Star Sign has some
    powerful advantages but also, in some cases, some strong disadvantages. It is
    usually best to pick a Star Sign suited to your character, i.e. a mage should
    choose Either "The Apprentice" or "The Mage" to give him some strong magicka
    bonuses. For each star sign I have given a rating between A+ and E- and some
    comments. An A+ grade is the best rating and E- is the worst.
    
    --------------
    The Apprentice
    --------------
    
    Rating: B+
    
    Comments: This star sign is well suited for experienced mages who can defeat
    opponents quickly and effectively. With the huge Magicka bonus an experienced
    player can kill their opponent without suffering any considerable damage, and
    hence, the disadvantage is not so bad. The Apprentice is a very nice sign for
    Bretons, but not so for High Elves. Picture a high elf with 100% magicka
    weakness. That means that if hit with a paralyzation spell or a damage strength
    spell, that it will have up to twice the normal duration or magnitude. It would
    make bonewalkers and jinksblades a nightmare to fight.
    
    Ability == Elfborn -- Fortify Maximum Magicka 1.5x INT
                          Weakness to Magicka 50%
    
    ------------
    The Atronach
    ------------
    
    Rating: A+
    
    Comments: You get a massive magicka bonus from this sign, but you also have
    stunted magicka. This means that you cannot regain your magicka from resting,
    so instead, you must regain your magicka through spell absorbtion. The
    Atronach, most people agree, is the best sign in the game. The 50% spell
    absorption is crazy, you take no damage from traps/spells half of the time!
    That's an effect you CANNOT constant effect enchant yourself in the game. The
    huge magicka bonus is great, and the stunted magicka can be overcome with
    Summon Ancestral Ghost for quick refill with spell absorption, or just use
    alchemy. If you choose Conjuration as a Major skill, then you get "Summon
    Ancestral Ghost" as a spell when you start the game.
    
    NOTE: For those who wonder how you can use Summon Ancestral Ghost for refilling
    magicka, the answer is simple if you think about it. Attack the ancestral ghost
    and it will attack you back by casting spells. As long as you are strong enough
    to survive the damage when and if you may take it, you will gain a lot of
    magicka points back. You have a 50% chance of absorbing 50% of a spell, 0%
    chance of absorbing 100% of a spell, 90% chance of absorbing 10% of a spell and
    so on. You can use constant effect charms to increase your spell absorption.
    
    Ability == Wombburn -- Spell Absorption 50 pts
                           Fortify Maximum Magicka 2.0x INT
                           Stunted Magicka
    
    --------
    The Lady
    --------
    
    Rating: B+
    
    Comments: You get a 25 pts bonus for both personality and endurance, that's 2.5
    times bigger bonus than you get from choosing either of these as favourite
    attributes. This is, overall, quite an unbalanced sign and the resulting
    endurance and personality bonuses can be more than helpful for any character,
    giving increased health and better mercantile and speechcraft skills
    respectively. The Lady, to the newbie, is a great sign. However, it's really
    easy to train your endurance up to 100 by level 12 / 13 from 40 at level 1.
    That early in the game, you'd have already lost any benefit from the lady Star
    Sign. Anyone who can manage their levelling multipliers should stay away from
    Attribute raising signs.
    
    
    Ability == Lady's Favor -- Fortify Personality 25 pts
    Ability == Lady's Grace -- Fortify Endurance 25 pts
    
    --------
    The Lord
    --------
    
    Rating: D
    
    Comments: Firstly, the weakness to fire makes you take twice as much damage
    from any fire spells or weapons, and the spell you get in return for this
    disadvantage is far from brilliant. The Blood of the North is not such a great
    spell when your dead from fire damage! Plus, you can just buy yourself a spell
    of this magnitude for a reasonable price.
    
    Ability == Trollkin -- Weakness to Fire 100%
    Spell == Blood of the North -- Restore Health 2 pts for 30 secs on Self
    
    ---------
    The Lover
    ---------
    
    Rating: B-
    
    Comments: This sign can give your Wood Elf 85 pts Agility and a 50 marksman
    skill, (achieved by choosing Marskman as a Major skill and specialisation in
    Stealth) thus creating an extremely powerful marksman. The power "Lover's Kiss"
    is far from brilliant, but can be very useful in some situations. A good choice
    for all stealth orientated players. For the same reasons as with The Lady, you
    can easily train your agility skill up to 100 so the agility bonus is lost when
    you get a little way through the game. When there are ample paralyzation weapons
    in the game and it's easier to just enchant a weapon with damage strength
    (permanent paralyzation).
    
    
    Ability == Mooncalf -- Fortify Agility 25 pts
    Power == Lover's Kiss -- Paralyze for 60 secs on Target
                             Damage Fatigue 200 pts on Self
    
    --------
    The Mage
    --------
    
    Rating: B+
    
    Comments: Gives a fairly good and straight-forward bonus to magicka. Quite good,
    but I'd rather choose a more powerful sign such as "The Apprentice". This is a
    good choice for less experienced players as you suffer no disadvantages.
    
    Ability == Fay -- Fortify Maximum Magicka 0.5x INT
    
    ----------
    The Ritual
    ----------
    
    Rating: B-
    
    Comments: Mara's Gift is a very strong power to have, especially for fighters.
    But as for Blessed Word and Blessed Touch it, they can't be used very often,
    only on undead creatures, and the effects still aren't too great even on undead
    creatures. I'd prefer choosing a magicka bonus sign, and buying a strong heal
    spell from a spell-maker, that way, you can cast the spell as many times as you
    like in a day.
    
    Spell == Blessed Word -- Turn Undead 100 pts for 30 secs on Target
    Spell == Blessed Touch -- Turn Undead 100 pts for 30 secs on Touch
    Power == Mara's Gift -- Restore Health 100 pts on Self
    
    -----------
    The Serpent
    -----------
    
    Rating: E-
    
    Comments: Quite simply, you do 90 pts damage and you take 30 pts of damage in
    30 seconds. You could much easier kill your opponent with a good weapon, or buy
    a spell that does this much damage to your opponent. There are better signs
    than this for any character. I strongly advise you not to choose this star sign.
    
    Spell == Star-Curse -- Poison 3 pts for 30 secs on Touch
                           Damage Health 1 pt for 30 secs on Self
    
    ----------
    The Shadow
    ----------
    
    Rating: D-
    
    Comments: Well, this sign would probably get a C if it was a spell instead of a
    power. But invisibility isn't that great, you become visible again as soon as
    you touch/steal/attack anything.
    
    Power == Moonshadow -- Invisibility for 60 secs on Self
    
    ---------
    The Steed
    ---------
    
    Rating: C+
    
    Comments: This can come in quite handy when you want to flee from a battle, and
    you get a nifty little bonus to your Short Blade and Unarmoured skills. All in
    all, this is a pretty good star sign.
    
    Ability == Charioteer -- Fortify Speed 25 pts
    
    ---------
    The Thief
    ---------
    
    Rating: C+
    
    Comments: Basically, you've just got 10 pts added onto your chance-to-dodge
    ratings. You can, however, enchant an with an equal magnitude constant effect
    on something. Better suited for mages and thieves.
    
    Ability == Akaviri Danger-Sense -- Sanctuary 10 pts
    
    ---------
    The Tower
    ---------
    
    Rating: D-
    
    Comments: You can buy Ondusi's Open Door in Balmora Mages Guild right at the
    beginning of the game, and if you start with Alteration of around 40 or 45,
    then you have a 81% chance at 15 magicka cost to open any 50pt lock in the game.
    And that's not once a day. Better suited for thieves and possibly mages.
    
    Spell == Beggar's Nose -- Detect Animal 200 ft for 60 secs on Self
                              Detect Enchantment 200 ft for 60 secs on Self
                              Detect Key 200 ft for 60 secs on Self
    Power == Tower Key -- Open 50 pts on Touch
    
    -----------
    The Warrior
    -----------
    
    Rating: c
    
    Comments: This means that your attacks have a 10% higher chance of hitting your
    opponent. This is, really, the opposite of The Thief. Pointless for those who
    do not wish to use many weapon (instead of magic). An average sign for a
    fighter. A bad sign for anyone else.
    
    Ability == Waywyrd -- Fortify Attack 10 pts
    
    =======================
    Section 7 - Legal Notes
    =======================
    
    The most up-to-date version of this FAQ can always be found at GameFAQs
    (http://www.gamefaqs.com)
    
    (c) This document is copyright 2002-2004 gritta
    
    This FAQ may be published by anyone who wishes to do so, as long it is posted
    unaltered and as long as I receive an e-mail saying where it is to be posted.
    By doing this, I am also able to send you any updates to this FAQ.
    
    My e-mail address is:- strategy_fan@hotmail.com
    
    You may not seek to gain profit by redistributing this FAQ either on the
    internet, on paper or in any other form.
    
    This FAQ was written using the PC version of Morrowind. Although it is very
    likely that some, if not all, of the information in this FAQ is correct for the
    X-Box version of Morrowind as well.
    
    ==================
    Section 8 - Credit
    ==================
    
    This FAQ was written entirely by gritta unless otherwise noted.
    
    I would like to give credit and a special thanks to the following people:
    
    Lord Tenebrae - For correcting some of the star sign comments and ratings.
    Z-Force - For allowing me to put some of his tips in this FAQ.
    CJayC - For making such a great website, and hosting this FAQ.
    Bethesda - For making a truly amazing game.
    
    If you would like to add to this FAQ or ask a question about it, please e-mail
    me at strategy_fan@hotmail.com