Hints and Tips by Giegue

Version: 2.1 | Updated: 09/10/02 | Printable Version

Morrowind Better-Play Guide
Version 2.1
2002 Giegue

Don't steal this info from this guide without my permission. I mean 'steal' as
insist that you made it up and I copied you. You can take innforamtion from
this guide and use it in yours to a degree below plagarism if you credit me and
you can use a fwe things if you admit you read it somewhere but can't remember.
I have read lots of guides on Morrowind and I really don't want to try to guess
what info I got from which one, but it's safe to say that most guide writers
from GameFAQ's will find something of theirs in here. I do not claim that all
of this guide is my own discovery, but most of the general tips are. Item
locations are partially borrowed from Stevmill's guide and everyone he got info
from in other sections as well. Sorry for not being more specific to all of you
whose info I unknowing borrowed but I wsa very unorganized writing this guide.
Personal and free use (ex: morrowind fan pages) of this document is acceptable.
Please notify me if you post this doc at another web site so I can keep track.
Use of this info in pay-based media (i.e. Ziff-Davis magazines, pay-per-view,
greedy ex-Ziff Davis employees on the street corner, etc.) is not allowed
without a written agreement from me determining the amount of royalties I
receive from each sold copy (approximately 1,000,000,000%)

1) General tips
2) Pros and Cons of all the choices you can make involving your character
3) Glitiches and how to avoid/abuse them
3.5) Cheats that are actually cheats intentionally made to be cheats not
4) There is no section 4. Don't try to read it.
5) Just for fun stuff
5.5)Things that would have made Morrowind better than having sex while high on
crack. Not that I know anything about what that's like or anything. Why are you
staring at me like that?
6) Where to find some rare items


Chapter 1: Basic thoughts to help you survive the huge island of many
unfriendly deaths.
In no particular order:

¥ Before we get into the general game tips, I want to take the time to say
"Read ALL of the guide. Not just where the good armor and spells are, not just
the fun stuff. Every stinkin byte of text. Why? Because it'll help both of us.
You, because you'll know everything, and me, because you wont have to go online
and ask me stupid questions I already answered. Maybe not all the stupid
questions were answered, but I tried real hard to. Read the guide before you
ask me anything online."
¥ When trying to decide which clothes to steal from rich victims of yours, or
from a shop, notice that Exquisite clothes cost more than Extravagant.
Exquisite items also have more enchantment points, so they are useful to
enchanters that way. Plus, people will notice your taste in garments and often
remark about them. People often like players dressed similiar to them.
¥ For most skills, you will need at least 60 points before you can reap all its
benefits. Alchemy needs 60 points before you can see all 4 properties of the
ingredients. Weapons do better at about 80. Magics vary mostly by the spell,
not the skill, so 30 will do for easy spells (like Hearth Heal) but 60 or 80 is
better for more difficult spells (like Vivic's Tears).
The best way to determine what skills should go into your custom class is
discussed in chapter 2, if you were wondering what my thoughts on the various
skills were.
¥ Savants and Publists can be your best friends. They know lots of information
and topics to talk about. A glitch was found by me, and probably other people,
but I will mention it here since it is relevant. AVOID talking about "Morrowind
law". It is an endless loop unto itself (that is, it says the same stuff over,
and over etc.)
¥ Don't try to rip merchants off. Every refused offer you make lowers their
disposition by 1 point. That applies to every time you push the A button. Read
the last sentence again. Not price, each and every time you offer. So, don't
try to sell a potion of certain death for 1000 G if it's only worth 10G.
¥ Speaking of potions, merchants WILL buy potions with negative effects at the
price of other potions you make at the same time. So, carrying 10 potions of
drain luck/health/whatever can be a good thing.
¥ There is a trader named Creeper who will buy any object (sans alchemy
ingredients) for full price regardless of your Mercantile skill. He has 5K
gold, so try buying a lot of stuff off him when selling really expensive items.
¥ Containers in this game often contain random items. Some of them seem to
refill occasionally.
¥ Enemies with the Blight are much stronger than regular enemies of the same
kind. Diseased emenies are not notably stronger than regular enemies of the
same kind. Corprus infected enemies are typically seperate monsters, and are
more likely to give you the Blight than corprus.
¥ 'Sleepers' are annoying. Ask them about the Sixth House enough, and they will
have a disposition of 0. Then they will attack you regardless of surroundings
or witnesses.
Normal people will usually not attack you if too many other people can see them
beat you to a pulp. Some might, most don't.
¥ Use the map that came with the game. Reread that sentence many times. That
map is your best friend if you don't like roads, and why would you? There is
way more empty land than road, usually hiding interesting secrets and
structures. You will miss a lot of cool stuff if you stick to the roads only.
¥ The odd font and metallic rusted buildings on the map are usually Dwemer
ruins. But, lots of ancestral tombs, Dwemer ruins, smuggler caves, and other
places are not marked. Find them. Meet interesting people there. Kill them.
¥ 'Fortify Health' potions and spells seem nice, but they are to be avoided.
They increase you max and current HP by an amount, but when the effect wears
off, you lose the extra max AND CURRENT HP you gained from it. This has killed
me more times that I care to admit or understand until I finally traced it.
Benefit from my experience. If you understand, scroll down; if not, keep
reading this. If you have 60/60 HP, and use a potion of fortify health, you
will then have, as an example number that is not necessarily what you will use
in the game every time, 96/96 HP. You fight a....Insanely Strong Hampster (NOT
a real enemy, just a joke. It is not a hidden enemy. There is no way to unlock
it. Maybe the PC version has an add on for them. I don't know or care.) After a
long fight, your HP is now......35/96.(It was insanely strong). That's all
good, until the potion wears off putting you back to 60 max HP. The math says
you would have.......carry the 18 trillion,.........-1/60HP. Look! You were
killed by a potion of certain death, I mean, fortify health. Use RESTORE HEALTH
effects only.
¥ You cannot naturally increase your stats or skills over 100, but they can be
fortified over that amount artifically by items and vampirism. This means if
your strength goes over 100 as a vampire, you will not be able to increase it,
but if it is at 100 when youbecome a vampire, it will go to 130 or so, and the
extra bonus is figured into calculations.
¥ Vampirism, which does exist but mostly in side quests, can strengthen a
character. Look in section 2 for more details on whether or not to become
embraced by the dark side. Look for people called 'cattle' that signify that
vampires are near.
¥ Make multiple saved games of one character. It helps you make decisions,
gives you a backup, and opens up more possibilities. You could have 1 save be a
vampire dedicated to killing everyone on Vvardenfell, 1 going on the storyline,
and 1 making a killing by trading illegal items. Lockups happen infrequently,
even on the Xbox, but can ruin your mood and destroy unsaved accomplishments.
Play Lunar: Silver Star Story Complete and you'll fall into the habit of saving
every 3 minutes. It's not necessarily a bad habit.
¥ Approximately 1/10th to 1/5th of you endurance is put into your health every
time you level up, giving some more incentive to increase that skill.
¥ If you summon a creature, cast Soul Trap on it and kill it. When it dies, you
wil have it's soul.
¥ Only Ascended Sleepers and Golden Saints will let you enchant an object with
a constant effect.
¥ Use the Mark and Recall spells to the fullest. Mark a location just outside
of a town you get a mission from. Go there, finish the mission, and Recall
back. Saves lots of time.
¥ Go ahead and find some commoner in a house and kill him and take his house.
The game was designed for this kind of action and it is practically expected of
you. It can help to keep a base in each city to hold stuff in.
¥ Use all the repair hammers and tongs you find. They can help extend your
armor's life by a few fights.
¥ In jail, you will lose 1 skill point per day you are in captivity. Increasing
your misc. skills will help increase the probability that your more important
skills stay where they are.
¥ If you play Morrowind long enough to max out your characters major and minor
skills, meaning you cannot go up levels anymore, kill someone and go to jail.
Your skills will go down, and you can raise them up again to boost your level
¥ By doing some math, you can figure out that the max. level you can obtain in
Morrowind is 77. And if any of your races' skill bonuses are in a major or
minor skill, your max level drops some more. Make sure not to ruin that by
boosting your stats until you get 3 5X multipliers as some guides reccomend.
You can still hit the max level, since stat points carry over from level to
level (at least in the Xbox version) but you'll lose those extra multipliers
over 10 points. The jail technique above could help a bit, but you'd eventually
run out of people to kill. And getting more than 5K of bounty on your head
means a death warrant is issued for you. Ohhhhh.
¥ Boosting your misc. skills will contribute a max. of a 2X multiplier to a
skill. Wait, let me fully explain this; each misc. skill will boost a point to
a 2X max. multiplier. Other misc. skils with the same governing attribute
contribute another multiplier, to 3X, and so on. That is the best way to boost
your stats at level up.
¥ Glass armor is the best light armor and Ebony is the best heavy armor.
Daedric armor is really rare, but way more powerful. Dwemer armor is almost
always heavy, and a close second in strength.
¥ Potions will add their effects together when used, wven if they are the same
name. Drinking lots of Sujamma will give you a huge Strength level, able to
kill most anything with any weapon (except maybe bows).
¥ If you find some other adventurer with a full set of the same kind of armor
you prefer, kill them and take it. A partial glass set (minus bracers and helm)
can be found in Druscashti, a shrine in the Ashlands. The owner is Valrina
Quarra, a vampire who is pretty good with magic. A more complete set can be
found on several people in Ghostgate. Full ebony armor belongs to Seanwen in
the Arena Training room in Vivec. The House Vaults in Vivec have a good amount
of strong armor. The key to one room in Redoran is held by someone near them,
and the other is in a closet at the top floor of a manor.
¥ Using multiple potions that have the same effect adds the effect together for
the overlapping duration of the potions. I like to use this to regenerate
health faster than the entire city's guards can get rid of it.
¥ Turning yourself in for a crime will give you a 10% discount on the fees you
¥ If you have multiple items/spells that have the same effect but different
names, you can use them and the effects will be added together, so making
multiple spells with the same effect is a good thing.
¥ Bound items have extra effects wile they are worn, usually relevant to the
bound item's type.
¥ Recharge enchanted items rather than enchant new ones if you are looking to
gain skill points in Enchant. It saves time and works more often.
¥ The Ashlands and Red Mountain have few roads. Use the map.
¥ Since you can read books without stealing them, look at all of them. Only
ones with a value over 100 or so gold actually boost stats, but a lot have some
helpful info anyways.
¥ There are 3-6 copies of each book that will increase your skills, so don't
worry about not being able to find one.
¥ In large areas (especially shrines and larger Dwemer ruins), use levitate
effects to search areas you cannot walk to. You might find some nifty
treasures. I did.
¥ If you lock in sneak mode, and put a rubber band or something on the
controller, and walk into a wall where no one can see you (shown by the sneak
icon that appears beside your magic), you will effectively build up your sneak
skill without doing anything. Shut off the TV and wait a few hours before
coming back. You could gain a few levels if Sneak is a major or minor skill
this way, plus your sneak skill will be higher.
¥ For weapons, use a rapid fire 3rd party controller and attack a ghost with a
weapon that cannot kill them. Back them into a corner so they can't escape.
Wait until desired level obatined. If it breaks, get another one or have it
¥ For magic, buy a weak spell with an effect in the school you wish to
increase. Have a spell made with that effect at the weakest levels you can
(damage 1-1, area 1, time 1, etc). They won't cost much in gold or magic, but
they will be an effective way to build you skill. They will be realtively
reliable, and they don't need to hit to increase you skill, just be cast
¥ For armor, put on all the armor you can wear in the desired weight level. Get
lots of healing potions/scrolls or spells. Make sure the armor is the strongest
of the weight class you can get. Go to a group of weak enemies, like a mudcrab
gathering or rat party. Get them all to attack you. Stand there and heal when
necessary. Wait until desired level obtained. If one or more spots is open or
becomes open by the armor breaking, it will begin to affect your unarmored
skill more and your armor skill less. The curias (body) makes up 40% of the
armor, and the other parts make up 10%, so you should be ok unless the curias
breaks or you happen to be a perfectionist. (if you are, I wouldn't reccomend
Morrowind. You can't be perfect at it.)
¥ Mercantile skill increases by selling and buying things. Sell your entire
inventory of potions one by one to a very rich person or for very little gold.
¥ To increase your Armorer skill, just buy and use all the hammers and tongs
you can buy or find. But, use them on the spot. They are really heavy and can
take up space for other items.
¥ You increase your Athletics skill quicker by swimming rather than running.
¥ Acrobatics can be easily increased by jumping all the time while traveling.
Use 1st person view, 'cause you look really stupid jumping across the world.
After Acrobatics hits 50 or so, it becomes faster than walking or running.
¥ For Enchant, capture all the rats and cliff racers you can in gems. Then make
weak enchantments on old armor or paper, and recharge it after you use it with
the remaining gems.
¥ Alchemy can be increased smply by making potions over and over. Just get lots
of ingredients and mix them together into working potions. Your succes rate
increases as your skill rises, and you skill rises when you make working
potions. Kinda like a catch-22, huh?
¥ Disarm traps and pick locks to increase your Security skill. Hard to increase
in mass numbers.
¥ Speechcraft can be incresed by persuading people and getting the desired
¥ Emenies respawn every 6 hours of game time or so. Resting near a respawn
point will result in interruptions every 6 or 5 hours, rounding.
¥ Don't kill people arbitrarily if possible, as a few people may be important
to the story and their death will destroy the threads of prophecy. Most people
are fair game, but watch some Blades and travel merchants.
¥ Using X instead of A when resting will automatically set the hours to the
exact number you need to fully heal.
¥ This is a big game, and not all the people in it have a great sense of
direction. If you know someone is lost because you just came from the direction
you came from or already explored it, go the other direction. The Ashlanders
occasionally misinterprit thier compass when looking for Dwemer ruins and Sixth
House shrines.
¥ You hear a lot about corprus, but it really doesn't affect you too badly.
Plus, you get it in the main storyline and later get cured. After you are
cured, you can not get any kind of disease, common, blight, or corprus. By the
way, hemophilia is a 'common' disease in this game, so after you are cured you
cannot become a vampire.
¥ If you fight a mage that summons a creature to help it, ignore it and focus
on the mage. When he or she dies, so will the summoned creture. Some spells
also go away when the caster dies.
¥ Or, as an alternative to the above, cast Soul Trap on the summoned monster
and kill it, giving you a powerful filled soul gem.
¥ Soul Trap does not work on named NPCs, and probably does not work on 'cattle'
or 'egg miners' either. Apparantly people don't have souls. Hmm...
¥ Intervention scrolls take you away to the nearest kind of temple the scroll
is associated with. Almsivi takes you to the tribunal temples and Divine takes
you to the Imperial temple nearest you.
¥ Find a Necromancer's amulet. They give you a few constant effects that are
about 1/2 the power of the same effects you would have as a vampire.
Necromancers might have them.
¥ Disposing of corpses will help reduce the size of your save file somewhat, if
you are concerned.
¥ If an enemy is running from you, and they stop, you can attack them with
magic or projectiles from a distance and they will not run more or attack you.
¥ Being a vampire automatically increases some creatures' inclination to run
from you, espically slaves.
¥ If you do kill someone in the thread of prophecy, you can still most likely
beat the game. (WARNING: SPOILER ALERT) If you kill the last surviving dwarf in
the Corprusarium, you can beat the game as long as you got the boots off him.
If you kill anyone before you needed them, you will have to 1)Kill Vivic. Yes,
he's God here, but he can be killed. Just bring lots of enchanted weapons,
healing items, and luck, or, as those of us who don't rely on luck call it,
skill. 2)Take the 'Unique Dwemer item' to the last living dwarf in the
Corprusarium. He will identify it. 3) Kill Dagoth Ur and his followers in Red
Mountain. This is a bit of a simplification, but that's the emergency backup
plan to save the world.(END SPOILER)
¥ If you are being attacked by multiple monsters, or more likely guards, using
an area effect spell can save some time since you hit multiple targets for some
¥ In relation to the above, many items are found in obscure places, like behind
or under beds, the middle of forests and arenas. They don't belong to anyone
¥ All weapons can knock opponents down, but heavier weapons have a higher
chance of doing so. If the target (or you) is wearing heavy armor, they are
more likely to be knocked down than normal. High Endurance and Willpower can
prevent you from getting knocked down.
¥ Armor will offer greater protection as you skill in that armor class
increases. Glass/Ebony offer 2X your skill level in that class, and Unarmored
sections are equal to your unarmored rating.
¥ Levitating and using a bow/crossbow will let you hit targets from out of
range above them.
¥ Merchants regain their base level of money and goods after 24 hours. Narcalya
in Balmora is really helpful to alchemists, since you can sell 3K's worth of
potions, make some more, and sell them again after some time passes. They also
keep all the items you sell them if they aren't wearing it themselves.
¥ Once you join a Guild, you can take stuff from the equipment chests for your
own personal use without punishment.
¥ Once you Speechcraft is around 30, you can probably endlessly Admire a person
with the right frequency to keep them from hating you permanently but not so
that it won't go up. It fluxuates perfectly around 50-80. If it's not working,
find an Orc or Nord orsomeone easily confused like that.
¥ Do not kill any ashlander in a camp of more than 4 people if you want to
finish the game the mormal way. Killing one will make the whole camp hate you.
¥ If you insist on living a criminal life, be careful. When your bounty goes
over 5K gold, a death warrant is issued for you. Guards will not allow you to
turn yourself in, and proceed to make your innards into your outards, if
outards is a real word.
¥ If you have lots of Petty soul gems to fill, head to an egg mine. Lots of
Kwama creatures there, all will fit in a petty gem except the queen, who
manages in a lesser gem.
¥ Looking at the statues of the 7 Daedra can occasionally give you extra
quests. Each has  different mission for you, and each has a good reward. Azura
will give you a reusable soul gem.
¥ Alchemists looking for lots of items with 'Restore Health' should head for
the Grazelands and nothern Azura's coast. Wickwheat, marshmerrow, and saltrice
¥ Some ashlander merchants have lots of gold, but at the same time won't give
you much for even the most expensive items. You definitely want more than 10%
of that 120K gold Daedric Katana, right?
¥ Powerful enemies like Golden Saints and the Atronatchs will usually have a
weak Reflect spell on them, so try not to use that sword you enchanted with
Paralyze or Absorb Health on them.
¥ Just so you know, there are over 3K NPCs, 316K hand placed objects, and 27
billiion possible playable characters in the game. Don't believe it? Go count
yourself. The first person to give me a list of all the NPC's names and their
locations gets a prize. You like emulators? (Hint, hint.)
¥ When determining which items to take and sell and which to leave, try using a
weight:value ratio. If it's over 1/2 (if it weighs half of what it's worth or
more), leave it. There are lots more valuable items, some of which weigh .1
like emeralds and diamonds and such.
¥ Although Marksman wepaons are exhausted eventually, you can reclaim approx.
1/20th of your ammo and 1/5 of thrown weapons from dead enemies. Smarter ones
will throw them back at you.
¥ If you start a guild or house side quest, finish it before you finish the
game if you can. They typically give sweet items, bigger discounts, and much
respect from the guild members. The Theives Guild quest earns you a 5X quality
lockpick with 50 uses. Very handy, although by the time you get it you may be
able to use Apprentice picks to open level 75 locks. I could.
¥ Creatues without sharp claws or teeth, like netches, will not reduce your
armor rating. Useful to increase your armor skill if you have the healing
potions for it.
¥ Shop around when training, buying, or selling goods. You can find Security
and Sneak cheaper from the female Khajiit downstairs in the South Wall than
from Sugar Lips most of the time.
¥ Don't be afraid to train a stat up. It still counts toward a level up and
speeds up development. It does not reset your current total toward a skill
point up, it decreases slightly due to the new necessary point total for a
point up. Confused? I'll explain it better.
If you look at a skill in the stat menu and hold Y, it'll show you th ecurrent
progress toward a point up. As an example, it might say 35/100. That indicates
you are 35% done toward a point up. Not necessarily 35/100 points. The needed
points go up quickly as you increase in levels. It could be 89/250 or
something. When you train a skill, you keep the earned points and the needed
points goes up. So, you might go from 56/75 points to 56/85 points after
training. Just an example, but you should understand now.
¥ If you elect to run the one side quest involving delivering clothes to a
merchant, and you have to swear an oath to the guy, be careful and make sure
you finish it. Otherwise, you wil get the 'mark of Zenithar'. No merchant will
sell of buy stuff from you. If you sell them to the wrong person, you will
probably have to kill them because they will likely wear one or the articles of
clothes themselves and not sell it back. Don't mess us and you will be ok.
¥ Check the Glitches chapter to find some more helpful tips you can use to
increase your skill and fun levels in the game.

Chapter 2: Decisions that you may want my opinion on now, or, more likely, when
you were making 	     your character for the first time but might still not be
too late to change.

¥ Pros and cons will be discussed later on, for now, just basic tips.
Immeadiately below are the tips for creating a custom class.
¥ Use only 1 armor and weapon skill in character creation. It saves room for
other skills.
¥ Make you armor type skill a Major skill and your Weapon type skill a Minor.
Both will go up quickly, but you gain weapon skill points faster than armor
normally. Good major/minor skill allotment corrects that rather well and keeps
them balanced.
¥ If you hunt down vampires, or stumble blindly into them, you may contract
some kind of hemophilia (the blood disease, not becoming a hemosexual). It can
be cured with a Cure Common Disease potion or spell, but left alone it will
make you a vampire. That might be good. All vampres gain 20 points in Strength,
and the 3 'bloodlines' of vampires gain other 20 point bonuses in other stats.
Each bloodline has 3 other stats it gets bonuses in. And it can be cured. You
will lose the bonuses of being a vampire, but you will keep the ones you earned
normally. Plus, the Vampire Touch spell does what you would expect: drains
target health, give you health. Once cured, by the way, you cannot become a
vampire again. That can be good too, since it is an awful long quest to get
cured. And most people hate vampires, so you almost cannot finish the main
quest. Almost. There is a backdoor style group of side quests that let you
finish the main quest if you, for example, kill a important person to the main
quest, or become a vampire and the people won't give you quests. The Mages
Guild, which is curious about vampires, will let you do quests as a vampire.
¥ More on vampires. All vampires gain 30 pts. in 9 skills, as well as 20 pts.
in 3 other skills, and 20 pts. in 4 attributes (Strength is always one of
them). The stats and skills are determined by the bloodline you enter. All
vampires have: Resist common disease and paralysis 100%, resist normal weapons
50%, weak to fire 50%, sun damage 5 pts., weird dreams after every rest, and
they no longer heal by resting.  The best way to avoid the sun is to wait
indoors until 8:00. 7:00 is too early. Resting outdoors will almost guarentee
your vampire death. Use potions and your new spell to counter nonregeneration.
Use fire shields to conter the other weakness.
¥ Luck is a factor mostly for negative results. My theory is that is a negative
result (not making a potion, geting caught pickpocketing, etc.) occurs, your
luck is rolled to see if it becomes a positive result before determining if it
happens or not. This means a luck of 100 would guarantee success in all
actions, but since luck can only go up 1 point per level, this is OK and mostly
unobtainable. Mostly (perfectionists, that means you).
¥ Athletics and Acrobatics are practically worthless. Putting them in you Major
or Minor skills may speed level development, but you would lose multipliers to
the Speed and Strength categories when you may be looking for other stats to
increase. Picking them also wastes a spot for another useful skill. Trust me,
every other skill is more useful than Atlhetics or Acrobatics. Unless you want
to be cheap.
¥ Classes with magic skills in Major start with a spell from each school of
magic in Major.
¥ 'Touch' range spells still have a decent range (5-7 ft. estimated)
¥ At level 5-10, diseased monsters start showing up. At level 10-20, blighted
monsters appear frequently. Over level 30, powerful monsters like Ogrims and
Golden Saint start appearing in the wild. This is one reason not to stay in
Seyda Neen and cheap-level up.


And now, the pro/con section on races, birthsigns, vampirism, skills, weapons,
and spells in that order.

Racial Profiles:

All races have 45 bonus points distributed to various skills, and special
abilities that may be constantly active or need to be activated. You also get
approximately a +5 bonus in dispostion when talking to another person of the
same race as you. The races are realtively well-balanced, I only marked them as
to how well they compare on paper to other races. Also, picking a race simply
because they are resistant to disease is a bad reason, as you eventually become
immune to all diseases anyway.

Argonians:  With +5's in Alchemy, Illusion, Med. Armor, Mysticism, Spear and
Unarmored, and a +15 in Athletics, Argonians have a decent set of bonuses that
fit well with magic/combat classes like Nightblade or Witch Hunter. They resist
common diseases 50%, can breathe above and below water, and are immune to
poison. Their special powers are not that great, but help early in the game as
well as against enemies with poison damage enchanted weapons. They cannot wear
shoes/boots, as they are a beast race.

Overall: 6/10--maybe as a second time around or for an advanced player,
especially as one of the more tricky classes like Nightblade. Not wearing boots
means that you will always have a uncovered body part, so pick Unarmored as a
skill if you can to make up for that.

Breton:  Bretons have strong 10 pt. bonuses in Conjurtion, Mysticism,
Restoration, and helpful +5s in Alchemy, Alteration, and Illusion. They make
good mages, but may be limited later in the game by not being able to utilize
those magical skills for level ups, essentially trading full development for
early power. They also have extra Magicka equal to 1/2 their Intelligence added
to their total, 50% resistance to all magical attacks on them, and a 50 pt.
shield that can be used once daily. These guys are definitely meant to be

Overall: 8/10--Good for starting players and hardcore mages. Not too many
downsides, although they aren't so good at combat until they gain some
experience with a weapon, and you're not limited to which weapon you can use as
they have no weapon bonuses, so all weapons are equally good at first.

Dark Elf (Dunmer): These people make up half of Vvardenfell's population. Being
one will help your reputation with other Dark Elves, but other people will be
sick of you. They have +5 bonuses in Long blade, Light Armor, Athletics,
Mysticism, Marksman, and +10's in Destruction and Short Blade. Ancestor
Guardian will make them harder to hit for 60 sec. per day by 50 pts.(Sanctuary
spell), and they are resistant to fire by 50%. Plus, they have more appearance
options that the other races, to cover the civilized and Ashlander Dunmer.

Overall: 7/10--Having 2 weapons skill bonuses is rather useless. Other than
that, they aren't too bad. Most characters will like you better, as 50% of the
island is Dunmer. They might make good Spellswords or Witchunters.

High Elf (Altmer): This race has a +10 bonus to Destruction, Enchant, Alchemy,
and +5 to Alteration, Conjuration, and Illusion. Another mage race, it seems.
They also have increased max. Magicka like the Bretons, and common disease
resistance like the Argonians, but Altmer are weak to Magicka spells, fire,
ice, and electricity. That makes them weak to other mages.

Overall: 4/10--Weaknesses to what they use most is bad, and no weapon or armor
bonus at least let you pick which one you want to use. These are also rare to
see, making the racial dispostion nearly useless. Their specials aren't that
great either. Take the Bretons instead, they are more common, not weak to
anything, and are resisitant to magicka.

Imperial: The pretty-boys of the game, Imperials have +10 pts. to Speechcraft,
Mercantile, Long Blade, and +5's in Blunt Weapon, Light Armor, and
Hand-to-Hand. Their specials help charm people and Star of the West absorbs
fatigue 200 pts.

Overall: 4/10--THREE weapon bonuses (H2H counts as weapon)? That's either 10 or
15 wasted points, depending on what you use, Blunt or Long Blades. If you use
H2H only, make sure the target only has 200 or less fatigue pts, as you will be
relying on Star of the West a lot, but it only works once per day. If you like
getting the occasional extra info most won't tell you, then maybe they're worth
it. Maybe.

Khajiit: The half-cats (no pussy jokes here) seem to be able to make do with
their bodies, having a +15 in Acrobatics, and +5's in Athletics, H2H, Light
Armor, Security, Short Blade, and Sneak. They can scare enemies and see in the
dark thanks to their specials.

Overall: 5/10--Acrobatics is not worth a +15 bonus (see below on which skills
to pick as Major and Minor.) Their specials are also tremendously useful, and
when I say 'tremendously useful' I mean 'They suck'. Plus, they look funny with
a tail sticking out of their armor and they cannot wear shoes or boots, so pick
Unarmored as a skill to cover low hits to the feet.

Nord: Violent people with +10 pts. in Axe, Blunt Weapon, Med. Armor, and +5's
in Long Blade, Spear, and Heavy Armor. The have 4 helpful specials, more than
any other race. They are Woad(30 pt. shield for 60 sec.), Thunder Fist (25 pts.
frost damage, maybe just a single bit change by accident), Resist Shock 50%
(electrical damage) , and Immunity to ice-based damage.

Overall: 6/10--Way too many redundant weapon and armor bonuses. If you plan to
use every weapon and armor in the game, then maybe this could be your race. The
4 bonuses do help more than most do, and they are the only race that is IMMUNE
to any kind of magick.

Orc: Big, slow, strong. +10 bonuses in Armorer, Heavy Armor, Med. Armor, and
Block. +5 in Axe. They are resistant to magicka 50%, and they can go berserk,
making them more accurate and damaging.

Overall: 7.5/10--Built to be warriors. Forget magic, screw stealth. Full
frontal assualt is the prescription from Dr. Orc. Heavy and Med. armor bonuses
take away 1/2 point, though.

Redguard: Another 1-super-bonus race, with a +15 in Long Blade, and +5's in
Short Blade, Heavy Armor, Axe, Blunt Weapon, Med. Armor, and Athletics. They
resist poison and disease 50%, and can increase all their physical attributes
(not skills) temporarily with Adrenaline Rush. Not too shabby, really.

Overall: 6/10--Still too many redundant bonuses (why aren't there any decently
built races?) for my taste, But Adrenaline Rush is useful EXCEPT it acts like a
Fortify Health potion as well (you did read about Fortify Health potions in
Chapter 1, right? I ain't gonna repeat myself.) Disesae resistance is common
among races, and you won't need it after Caius leaves. Plus, it should be
called Epinephrine Rush, if the programmers had ever taken Biology in high

Wood Elf (Bosmer): The Tree sap people have +15 in Marksman, +10 in Light Armor
and Sneak, and +5 in Alchemy and Acrobatics. They also Resist common diseases
50% and can command monsters 5 levels with Beast Tongue. And, they're midgets
compared to some of these races.

Overall: 6.5/10--At least this race is balanced decently with no redundant
bonuses. The specials aren't extremely useful and half the other races can
resist diseases as well. Good, but not too special. They are even rarer than
High Elves, though you probably won't want to be seen if you play as one

Best Races:
Mage/Wizard/Harry Potter/etc--Breton
Theif/Agent/Accountant/etc--Wood Elf
Green Goblin Trick-or-Treater--Orc
Prep trying to fit in--Dark Elf
Panicking Lunatic running from a fight--Imperial
School principal who thinks everything can be resolved by talking--Imperial
School principal who eats misbehaving kids--Orc
School principal who can't count to ten--Orc or Khajiit drug user.
Pain in the Ass--Khajiit
Pain Reliever--Imperial slaveowner
Slave--Khajiit and Argonians are used as slaves commonly, Elven races less
often. Human race slaves are almost impossible to find.
Missionary--Imperial (see a trend yet?)
Person who doesn't care about finishing the game in any realistic amount of
Person who intends to be cheap and level up to the max before starting the
game--Orc Fighter
Anyone named 'Red'--Redguard
Your mom--Have her read this and ask her
Psychic--Not in this game
Hippie--Wood Elf
Person with Gangrene and an overactive thyroid--Orc
Pop Star--Imperial
Vampire--Breton or Orc
Crappiest Vampire ever--Altmer
Roller Coaster fan--Redguard
Pokemon master--Breton, using Soul Trap and lots of soul gems. Keep one gem of
each monster.
Robin Hood--Bosmer
Your character--I have no idea, wait until we go over birth signs and skills
for classes, and maybe we'll get closer

Ok, now that you have an idea of what you want to be as a person, you need to
figure out what you want your sign to be. We'll determine the skills later,
assuming you will make a custom class, which is a good idea because it will fit
you nearly perfectly.


Your Birthsign AKA The Freebie Bonus

Look, I did it! No lame joke! A first in this FAQ. Anyway, like I said, the
birthsign is mostly a freebie bonus, but it does play a part in the story, and
giving you an option does not affect the story but is just a nice gesture to
the player. Plus, it adds more strategy to creating your character. Here they

Apprentance: Increased max. Magicka, but a weakness to it as well. Essentially
makes you a High ELf without a weakness to elements. Not recommended for High
Elves, Bretons, or Orcs, as it doubles or cancels their specials (and you do
not want to take 2X damage from magic as a High Elf.) 4/10

Atronatch: You cannot Regenerate Magicka by resting but you have a 50% chance
of absorbing all spells cast at you as MP. Not reccommended for players who
would consider becoming vampires, as not regenerating health or magicka by
resting is a very bad combo. 6/10

Lady: Gain 25 pts. in Endurance and Personality. THey would increase the health
you receive at the beginning of the game and at every level up. Hey, 50 bonus
stat. points is not a bad deal. Good for just about anyone except vampires (as
everyone hates them anyway, cutting away 1/2 the bonus), and players who would
rather use one of the other signs. If you cannot decide, pick the Lady. Makes
picking stats to raise at level up easier when 2 are already way up. 8/10

Lord: Your health regenerates naturally over time without resting, but you are
weak to fire. Not reccomended to Dark or High Elves, as this
counters/multiplies thier special powers respectively  (This would cause a
total of 300% damage from magical fire if a High Elf with this sign became a
vampire.) 5/10

Lover: Agility is increased by 10 pts and you can paralyze others at close
range. Not the best, not the worst. 5/10

Mage: Max. Magicka increased by 1/2 your intelligence, like the othe increased
max. magicka effects. Not recommended for Bretons, High Elves, (copies their
natural bonus), or Orcs (does any Orc player really want to use magic?). 5/10

Ritual: Heal yourself 100 pts/day and scare away monsters. 6/10

Serpent: Poison an enemy 3 pts. for 30 sec. and you lose 1 pt. health for 30
sec. Not as good as it should be. 3/10

Shadow: Turn invisible once a day for a minute. This would be better if it was
Chameleon. 5/10

Steed: 10 pt. bonus to Speed 6/10

Theif: Harder to hit (Sanctuary) by 10 pts. Dark Elves need not apply since
they have Ancestor Guardian. 6/10

Tower: Detect keys, animals, and enchantments for a minute once a day as well
as unlock anything at or under lock level 50 once a day. 5.5/10

Warrior: Accuracy increased by 10 pts. 6/10

So....Some of the birthsigns mimic innate racial powers. You could double an
effect of your race, gain some extra points in some stats, or get an unusual
handicap for the hell of it. This should give you a better idea of your
character. Now, pick your favorite sign and go compare the races again with
this new info. Your ideas may change. Don't worry if you just had a better idea
for a character while you were making one with this guide beside you, you'll
get a chance to change them all just before you are released.


Now let's take a quick look into the future. Your character (even though not
yet finished) is doing rather well and is taking a vacation inside some old
Dwemer ruins when s/he sees an odd looking person. They attack immeaditely with
a weird purple spell and strong weapons. They do not react very much to your
regular weapons, so you switch to magic (unless you suck at magic). After the
fight, you notice a message saying you have hemophilia. Before you freak out,
that means you have the possibility to become a vampire in the same bloodline
as the one who infected you (look at their last name). Should you stay as a
mortal or join the poorly-lit side? The expected help guide:

Vampires gain:									Total:
20 pts. in 4 attributes (strength is always one) 			80pts.
30 pts. in 9 skills 								350pts
20 pts. in 3 skills								410pts
Resist Paralysis + Common disease 100%					610pts
Resist normal weapons 50%							660pts
spell: Vampire Touch (absorb health 15-30pts)				690pts

Looks good, huh? Well;

Vampires lose:
Weakness to fire 50%								640pts
5 damage per sec. in sun							440pts (it's a major loss!)
Resting does not heal health							240pts (this too!)
Weird dreams after each rest							239pts (they're pretty cool)

So, it's not as good as it was at first. There are 3 bloodlines, each one
giving you different stat and skill bonuses. One you become a vampire, you are
the bloodline of the one that infected you. You cannot join the other
bloodline, and you can be cured, but you cannot become a vampire again after
you are cured, plus it's one helluva long quest to be cured. The 3 bloodlines
cover all the stats and skills. You can only get 1/3 of them increased at any
given time. Make sure if you want to become a vampire to do the vampire side
quests, don't kill the vampire with a last name. They give you the quests, and
without them, the only reason to be a vampire is to kill everybody.

An obscure fact to note is that it will be harder to level up as a vampire
since several of your skills will be enhaced by 30 or 20 pts, meaning you lose
2 or 3 levels for every vampire-enhanced skill you have in the Major or Minor

The best times to go out as a vampire are from 8pm-6am. This misses most or all
of the sun lit hours, avoiding damage. Plus, everyone that's not in the mages
guild or a vampire themselves from the same bloodline hates you. So, forget
Speechcraft and Personality as a vampire.

If you want to be a vampire, wait or rest for 3 days after you get hemophilia
and you will have the first of may weird dreams, and a bunch more icons at the
top of the screen. If not, just take a potion of cure common disease or scroll
or spell of the same effect.


Back to the current character development: It's time for skills pro and con.
This is to help decide which skills to make major and minor in your custom
class, or to help determine which premade class fits you best. Even though I
may reccommend multiple armor and weapons skills to the same spot, please use
only 1 for your character. That's so important I'll repeat myself: Remember to
pick only 1 armor and weapon type as Major or Minor skills, as it leaves room
open for more usefull skills.

Combat/Magic/Stealth skills in that order, and weapons will be discusses in
their skill spot:
Overall determines how good the skill is in general, and reccomended shows
where I think it should be put in a custom class based on if it is
Combat/Magic/Stealth based, in that order.

Block: Determines how well you use a shield to stop attacks. Blocked attacks do
not do damage, but do fatigue you more.  Shields are also calculated into your
total armor rating. You cannot use shields with 2 handed weapons.
Overall: 6/10 reccomended: Major/Misc/Misc.

Armorer: Repair your own stuff with hammers and prongs. Easier to carry around
multiple light weapons, but is slightly more useful if you use all heavy armor
and big weapons.
4/10 Minor in Heavy armor, Misc in Light/Med. Armor/Misc/Misc

Med. Armor: In between armor: More protective that light armor, less fatiguing
than heavy. It's all depends on your play style. Do not use it with other Armor
6/10 Major/Major/Misc.

Heavy Armor: Most protective, most exhausting armor. It all depends on what you
personally like, but don't pick more than 1 armor kind.
6/10 Major/Misc/Misc

Blunt Weapon: Maces, hammers, clubs, staves. Heavier weapons have higher max.
damage, all have low min. damage. Some are 2 handed. Larger blunt weapons can
knock down opponents.
4/10 Minor/Misc/Misc

Long Blade: Most races have a bonus to this skill, and it accumulates on top of
your choice in your class. These are usually 2 handed, leaving out the option
of using a shield. Quite strong.
7/10 Minor/Misc/Misc

Axe: Axes can be 1 or 2 handed, and do lots of chop-stlye damage but little
thrust-type damage, so remember that if you didn't turn or 'Always use Best
Attack' in the Options menu. Occcasionally knocks down opponents if a large axe
is used.
5/10 Minor/Misc/Misc.

Spear: Spears are always 2 handed, but have long range and do a lot of thrust
7/10 Minor/Minor or Misc/Misc.

Athletics: Quite useless, determines a small part of your speed. Builds up
naturally by walking, swimming, or running.
2/10 Misc/Misc/Misc

Destruction: Magic that damages others, drains, or absorbs their stats.
8/10 Misc/Major/Minor

Alteration: Alter yourself to meet the circumstances, like water walking or
breathing, and levitation
6.5/10 Misc/Minor or Misc/Minor

Illusion: Alter other creatures like blind and paralyze.
6/10 Misc/Minor or Misc/Misc

Conjuration: Summoning helpers and equipment.
7/10 Misc/Major or Misc/Misc

Mysticism: Odd spells like Soul Trap and Mark/Recall
6/10 Misc/Minor or Misc/Minor or Misc.

Restoration: Healing magic
8/10 Minor or Misc/Major or Minor/Minor or Misc.

Enchant: Make powerful magical equipment or recharge enchented equipment. Doing
it yourself if wayyyyyyy cheaper than paying for it, especially any kind of
powerful enchantment. 60 is good for recharging items and making cast on strike
weapons out of the powerful Daedric stuff you might have found by the time you
get that far. 80 is reccomended before you try to make a constant effect item,
but stock up on Golden Saint soul gems early.
6/10 Misc/Minor or Misc/Minor or Misc

Alchemy: Possibly the most useful skill, you can make potions for youself from
ingredients you find all around you. Practive and get good at it, and you can
sell the excess or negative potions for a large profit. But, get a warehouse or
something as you could end up carrying over 20 pounds of potions. Requires a
"'X's mortar and pestle" to be used. Other equipment help a lot too.
9/10 Minor or Misc/Anywhere/Minor or Misc

Unarmored: Not using armor. If you don't have every part of armor possible on
(about 9 pieces), this skill will be practiced anyways slowly. Clothes do not
count as armor.
6/10 Minor or Misc/Minor or Misc/Minor or Misc

Security: Pick locks with lockpicks, disarm traps with probes.
7/10 Misc/Minor or Misc./Major or Minor

Sneak: Goes around unnoticed, pickpockets by sneaking around a person a pushing
6/10 Misc/Misc/Minor or Misc

Acrobatics: Jumping, falling, landing, directing your fall.
3/10 Misc/Misc/Misc

Light Armor: Light armor is good for sneaking around in, and glass is light and
relatively common for being the strongest type of light armor. Again, it
depends on what you like.
7/10 Major or Misc/Major or Misc/Major or Misc

Short Blade: Can be 1 or 2 handed. Relatively strong for size. Stealthy
6/10 Minor or Misc/Minor or Misc/Minor

Marksman: Using bows, throwing stars, and other projectiles. Can be recycled by
taking from ground or carcass made into pincussion by you. Bows have set
6/10 Misc/Minor or Misc/Minor or Misc

Mercantile: Buy low, sell high. Get and make deals.
4/10 Misc/Misc/Misc -- If you want, go ahead and make a Minor skill, definitely
Minor if you also have Alchemy and plan to sell extra potions

Speechcraft: Persuasion techniques.
3/10 Misc/Misc/Misc -- Principals should consider this technique.

Hand To Hand: Fight w/o weapons. Usually useless, can be used to beat down a
person in their house, take their stuff, and run. They don't die, you don't get
fined. Useless for serious adventuring.
4/10 Misc/Misc/Minor or Misc.

I know, I left a lot of blanks in there, but that's for you to fill in, not me.
I help guide you to what's good and bad, you pick what you like to use. If I
made set guidelines, everyone would use my character, and that would suck for
you, because you're not me. I hope you're not me. If you were me, who would I
be? I hope not you. I like myself too much to be someone else.

That's all the skills, but feel free to pick the ones you think will be useful
in your game. Just pick one weapon and armor type, and make the armor Major and
the weapon Minor. It keeps things balanced. But, there is a bit more strategy

The class specialization also factors into this. Specialized classes gain +5
pts. in skills under that specilization and they go up really fast. If done
right, a character could have a skill of 50 in one skill at the start of the
game (Redguard (15)/Long Blade as a Major (30) /Combat specialized class(5)=50,
for example)

I won't go into how stats affect skills, but they do. Remember that having a
high governing attribute will slightly make up for a low skill.

Before the next section, I want to show you what skills should be bought early
on to increase it  and which you would be better off just training up. This is
to help you save money early on when you don't have much of it. Use this up
until the skill hits about 20, then reverse it. That way the ones that are hard
to train at first are bought so you can train decently by yourself and the easy
ones to train are bought to save time. They should all go up naturally by
playing anyways.

Train:	Enchant, Alchemy, Hand To Hand, Short Blade, Long Blade, Blunt Weapon,
Acrobatics, 		Destruction, Conjuration, Illusion, Security, Unarmored,
Mysticism, Athletics, 		Spear, Axe, Alteration, Restoration.
Buy:		Speechcraft, Mercantile, Marksman, Light Armor, Heavy Armor, Med. Armor,
Sneak, 		Armorer, Block.


OK, by now you should have decided either what your character will be, or that
you need to go over all that again. If you need an example, which I provide
just about all the way throughout this doc, here are a few

My Avatar:
Giegue:  Breton
Trickster(Custom Class--Major:Enchant/Alchemy/Restoration/Destruction/Short
Blade Minor:Security/Sneak/Unarmored/Light Armor/Mercantile Magic-specialized
class, Luck and INT favorite attributes) (Yes, I know I broke my own
armor/weapon rule, but I didn't make that until after I made this guy, and
realized how much better I could be.)
Birthsign: Tower
My avatar is made to be a good balance of combat, magic and stealth, taking the
better things in life and making the best. Enchant is used to recharge my many
stolen enchanted items unitl I can make my own more powerful items, and Alchemy
is both a lifesaver for recharging and fortifying stats and a money maker, as I
made so many potions I sold off most of the excess inventory. Magic is
supported by Restoration and Destruction, the 2 essesntial in my opinion
schools. Light Armor is ueful for protection and sneaking, and leaving more
room for stolen goods. Short Blade is the best for the situation, same as light
armor, and Unarmored helps when my armor breaks after about 5 ordinators get to
me. Mercantile helps sell the goods for a better price. Magic-Specialization
helps the other magic schools if I need an effect I cannot make in a potion,
like Soul Trap for Enchanting stuff, and favoring Luck and Intelligence boost
them up, and I feel a Luck of at least 40+ is essential. Everything balances
out, and all magical effects are at my disposal, whether as potion, spell, or
stolen scroll.

Cheap-ass Player's (you know who you are, don't deny it) example character:
Paulie or Petey or James Trafficant or some gangster-like name:	Nord
Cheapo(Custom class--Major:Destruction/Long Blade/Heavy Armor/Short
Minor:Athletics/Acrobatics/Sneak/Alchemy/Mercantile Stealth-Spec., STR and END
favorite att.)
Extras--Spells:(Restore Fatigue 1pt), (Fire Damage 1pt), etc.
This character is designed to level up as fast as possible, putting useful
skills in as Major Skills and quick advancing skills as Minors. The spells
mentioned are used to quickly and reliably increase the appropriate school's
skill. Every Minor skill can be easily 'rigged' to go up quickly. Multiple
mistakes as a character work together to make a character that is built from
the ground up to become as strong as possible, not wasting power into useless
(for this character anyway) stats like Luck and Endurance(which the birthsign
increased), and focusing on STR, INT, and AGI. This player may very well spend
some time just leveling up before leaving the first town, but will quickly
discover that at level 10 diseased and blighted monsters show up far too often
for someone not prepared for it. This kind of player would probably kill
someone real important to the story and end up eventually winning by taking the
'backdoor' plot by killing Vivic, and probably trying to way too early, if they
even bother trying to finish the game. The Nord's has more specials than other
races, so that's why they were picked. They would make a lot of potions to help
heal themselves while they get beat down and sell one at a time to merchants to
boost their level. In summary, this character is built to gain levels, and
therefore stat points, rapidly. They will not start out very well in combat,
but as their STR increases, they will be a force to reckon with eventually.

Ideal Straight Warrior/Barbarian:
(Straight means 'only one class', not the avatars sexual preference)
Brutus or Hulk or Hans or Vegeta or Ahnold or Sampson or similiarly beefy name:
Orc or Redguard
Premade classes: Barbarian/Warrior or custom class below--
Custom Class--Tiny Puppy Smasher(small in-joke for all the Sillhouette Mirage
fans there), Combat specialized, STR and END favoirte Attributes.
Major:Heavy Armor/Armorer/Block/Light Armor/Athletics
Minor:Weapon of your choice/backup weapon/Mercantile/Med. Armor/Unarmored
Birthsign:Atronatch or Lord
This guy is decked out to smash and bash. All 4 armor types and 2 weapon types
(Extremely redundant but most of the magic and stealth skills are left out by
principle) make sure you can use most any item you find on your travels. A lot
of options are left for you to decide but that's so you can choose if you
happen to like axes or spears better than blades. I do not recommend Marksman
for this class, again it goes against principle, a large muscular guy using a 
crossbow and ninja stars to kill evil. Real good look there (sarcasm). The
Atronatch lets you absorb magic (you're not really going to be using it much
anyway so not recharging it through rest is ok) or the Lord lets your health
regenerate but makes you weak to fire, some of that weakness if offset by the
health you can regenerate, and you will probably need lots of healing if you
fight a lot. Consider substituting one of the Armor types you don't like for
Alchemy, so you can make your own restore health and fatigue potions and save
money. And if you don't want to be a Tiny Puppy Smasher, or if you haven't
played Silouhette Mirage, you can call it something else cool, like 'Manly Man'
or 'Femi-nazi' or 'Arse-Kicker'. I really don't care. But, if you keep the name
I chose, you can go around screaming "I smash you like tiny puppy!" in a deep
voice. Yes, screaming is optiopnal, but you can't do it unless you choose this

Ideal Straight Mage/Wizard:
Copperfield or Houdini or Kenobi or Popeil or Gandolf or similiar magical
sounding name: Breton
Premade classes: Mage or Sorcerer or Custom Class below--
Custom Class--Arthur Anderson Accountant or Magic Man or Fairy, Magic
Specialization, INT and Willpower favorite attributes.
Major--Restoration/Destruction/Alteration/Alchemy/Light Armor or Unarmored
Minor--Short Blade/Enchant/Conjuration/Mysticism/Illusion
Birthsign: Mage or Apprentice
First, the birthsign. Choose Mage if you want extra Maigcka equal to half of
your current level. The Apprentice will give you an amount equal to your INT,
but you will have a 50% weakness to Magicka. Make your choice. Now, if you
notice, 8 or 9 Magic skills are used here, depending on if you use Unarmored.
The only one here that is not Magic based is Short blade, and using light armor
leaves more room in you small inventory, which is due to your probably low STR.
You will definitely be a formidable opponent to fight after you learn some
spells, which you will probably not have a problem mastering. You can make
potions for the spells you can't quite pull off easily, like levitation and
water walking. It may be better to enchant some spells you have a low
probability of casting successfully.

Non-typical Avatar:
Kyo or Shinobi or Ryu or any Asian name: Wood Elf
Custom Class--Ninja Stealth-Spec., Speed and Strength fav. attributes
Major--Light Armor/Unarmored/Destruction/Mysticism/Athletics
Birthsign: Lady
This one breaks a lot of ny rules, and here's my attempt at justification. This
characted relies on speed and strength to kill targets at long range, so as to
not to take too much damage. You will need more practice at Marksman than other
weapons, as it seems they are less accurate. Using higher quality arrows will
help with damage and accuracy. Light armor is the obvious choice here.
Unarmored is for when you are getting beaten down and your armor breaks or you
need more space for stuff. The magicks are the best here, inculding damaging
spells, invisibility, mark/recall, and healing. That's what you need for this
class. Security for lockpicking. Athletics and Acrobatics for faster levels
(you will need to get strong fast with this guy if you want to do anything good
with him). Bosmer have a big bonus to Marksman, and they're small, kinda like
Asian people. You will do a lot of stealing and killing. You should practice
Hand-to-Hand as well, for when you need to steal without killing someone (like
in early Theives' Guild missions.) This character doesn't have a bunch of
defining skills but uses many not selected as Major/Minor. Practicing magicka
with cantrips and jumping across the landscape are prescribed for ninjas.


Magic Spells, or How You can Benefit by Warping and Destroying Forces You Can
Never Hope to Understand and Never Will.

This section shows a variety of the different spell effects you can buy and how
they help you, and a rating of usefulness. When you buy a spell, you can use
it's effects in spellmaking from merchants. There are supposed to be over 500
base spellsyou can purchase, not counting variations in magnitude or duration,
which makes it more like 1.5 trillion total possible. I have approx. 60-80
different spells so far. Potions and scrolls can have the same effect as most
of the spells below. In the same order as in the instruction manual, more or

And before anyone gets confused, when you make a spell, you can choose to
target an enemy or yourself.

Turn Undead--Makes undead monsters want to run away in fear and not attack you.

Summon *Creature*--Creates a helper for you. Goes away when the caster dies.
Relatively large variety to choose from. Many mages use this on you. 3-7/10
You can summon: Atronatches(Fire, frost, shock), Bonewalkers, Skeletons,
Scamps, Ancestor ghosts, Dremora, Daedroth, Clanfear, Centurian, Golden Saints,

Command--Makes target work for you. Level of spell is max. level of
controllable creature or person. 3/10

Bound *Item*--Gives you a powerful, lightweight Daedric item temporarily.
Useful if you are a powerful Conjurer and don't like to carry excess armor or
weapons. Weapons are specified in the spell, but armor is typically light. Used
by a few select people, including the High Elf in Balmora who belongs to the
Theives Guild. 6/10
You can bound most if not all kinds of items that can be used as weapons or

Invisibility--You are unseen. Doing anything besides running or jumping will
probably cancel the effect. More useful than Chameleon to sneak around, less
useful to do stuff. 5/10

Chameleon--You blend in with the environment. You can perform actions while
under this effect, but if you are not at 100% Chameleon, you may be seen.
Rumors abound that even 100% isn't perfect. (actually, the magnitude determines
who can and can't see you. 100% means people about 10 level higher than you
can't see you, but people more than that can. The numbers aren't exact

Light--Lights the area, doesn't hurt targets. Not worth the gold unless your TV
is darker than a GBA screen or you're afraid of the dark. 1/10

Sanctuary--You become harder to hit. Dark Elves may use this occasionally, can
not confirm as they die too quickly. 4/10

Night-Eye--Light level raised. Like Light, but almost more useful. Does not
require a target. Eye of Night for the Khajiit is this spell. 1.5/10

Charm--Target likes you more. Temporarily. Voice of the Emperor for Imperials
is same spell. Semi-useful for selling things. 2/10

Paralyze--Target can't move. Useful against quick and powerful opponents at the
same time. Reduce the number of hits you take and increase the number of ones
you deal. Scribs can paralyze you for about 5 sec. If you hit a paralyzed
target with another paralyze spell (probably from a cast when strikes blade in
this example), and they resist it, they will be unparalyzed. 7/10

Silence--Target can't cast spells. Useful as a first attack against powerful
magic users. Some ash creatures use this. 6/10

Blind--Reduces target's chance of hitting you. So-so useful. Hard to tell when
it is on you unless you look closely. 4/10

Sound--Reduces target's chances of casting a spell. Less useful than Silence.
Some ash monsters and mages use this. 3/10

Calm Human/Creature--Drops the target's likeliness of attacking you. Useful in
some stealth missions if you it early enough. 4/10

Frenzy Human/Creature--Opposite of above. Useful for avoiding trouble in the
cities. 5/10

Demoralize Human/Creature--Same as Turn Undead but for living things. A few
mages use this on you. It looks like a skeleton appears over their body. If you
are truly a powerful fighter or a vampire, the attackers may run away without
using this spell.5/10

Rally Human/Creature--Opposite of above. They join you to fight temporarily.

Damage *Stat*--Decreases the target's health, magicka, fatigue, or attribute.
Useful in combination. Side effect of most diseases and since it's so useful
the game rarely uses it on you. That's a good thing. But when it does, you will
definitely want some restore stat potions or spells. Otherwise you may have to
restart because you can't move or move really slow. Greater Bonewalkers use
these spells among other powerful creatures and mages. Make sure you can
restore your stats later in the game. 6/10

Fire--Fire-based attack. Many monsters use this and fire is the most commonly
resisted attack as well as the most often found weakness. Several creatures and
mages use this. 6/10

Shock--Lighining damage. A few ash monsters use it and some others,
resistance/weaknesses are rare. 6/10

Frost--Ice damage. Nords completely immune to ice. Few mages and monsters use
this. 5/10

[Note--Atronatches can be associated with any of the above 3 elements, and will
use spells with their element.]

Drain--Temporarily decreases a target's attributes. Use Damage instead. Used by
many monsters, mages, and weapons have this a lot. Ordinators will drain your
agility and willpower, explaining why they can knock you down so ofter.3/10

Poison--Causes constant poison damage until it fades. Can be cured with a cure
poison spell or potion. Resistances are common. Quite a few monsters and
weapons use it. Can be stopped by potions or spells unlike elemental damage.

Stunted Magicka--Target cannot regenerate magicka from resting while the spell
lasts. Most likely going to be used on you rather than you using it, because it
isn't very useful to you.  Half of the Atronach birthsign effects. 1/10

Weakness--Drops target's resistance to elemental attacks, magickal effects,
normal weapons, diseases and poison. Hard to find, but a nice help in a pinch.
Apperars occsaionally in scrolls more often that spells, but great in a
combination spell. 6/10

Disintergrate Weapon/Armor--Weakens the items targeted on the target.
Semi-useless, as most targets will have perfect condition armor and wepaons
anyways. Hungers (enemies with suckers) use this. Make sure you buy
Disintegrate ARMOR. Disintegrate AMOR (no 1st r) would only ruin a
relationship.  2/10

Cure--Cures a given disease, poison, or paralysis. Necessary later when the
Blight becomes more prevalent. 7/10

Restore *Attribute*--Returns targets stats to normal if they were reduced by
damage/drain magic attacks. A necessity later in the game, specifically the
Nerevarine missions if not earlier. 8/10

Fortify *Attribute*--Temporarily increses an attirubte. Avoid using Fortify
Health for reasons mentiond above. 6/10
All 8 primary attributes, all 3 derived attributes, and all 27 skills can be
fortified, as well as attack by itself. Spells that fortify skills may not
exist as usable magic spells, you may need items enchanted with it.

Fortify Max. Magicka--Adds X to your max. magicka, where X is your Intelligence
times the magnitude. 5/10

Fortify Attack Bonus--Increases your chance of hitting and damage. 7/10

Resist--Increases resistances to fire, frost, shock, magicka attacks, normal
weapons, diseases, poison, or paralysis temporarily. OK in areas that you know
will have a certain element, like when you can see several Flame Atronatches.

Remove Curse--Never seen it in the game, or curses either, but the spell
removes curses from the target. It's in the instruction manual. ?/10

Dispel--Removes any spell effects you are under. Does not work for diseases,
innate abilities, or item effects. Some enemy mgaes will use this if you cast
spells on them. Golden Saints will use this if you cast Soul Trap on them, so
hurry up and kill them. 5/10

Soul Trap--If this is cast on a creature and then killed before the spell ends,
it's soul will be put into the smallest available soul gem that the soul fits
in. Necessary for enchanters. In the PC version, you can cast on a dead
creature and take their soul, for whatever reason. 8/10

Telekinesis--You can perform action on items farther away than normal. You
won't get caught stealing if you use telekinesis from far enough away. 7/10

Mark/Recall--Mark a spot, and then you can Recall yourself there later. Makes
return trips a lot shorter. 7/10

Almsivi/Divine Intervention--Teleports you to the closest Tribunal or Imperial
temple, respectively. 6/10

Detect *Key/Animal/Enchantment*--Detect the respective item/property from a
distance. Tower gives you Beggar's nose, which detectes all 3 from 200ft. Small
circles on your map show location of the objects. Animals are red, enchantments
are blue, and keys are green (I think). 4/10

Spell Absorption--Percentage is the likeliness that a spell used on you is
converted to Magicka points. Half of the Atronach Birthsign effect. 7/10

Reflect--Returns a spell to it's caster. Percentage is chance the spell will
reflect. Stronger, magicka based enemies like atronatches and golden saints can
use this. 6/10

Absorb *Attribute*--Target's attribute will decrease, caster's same attribute
will increase. Stats reset when effect ends. Some weapons have it. 6/10
The 8 primary stats and 3 derived stats can be absorbed. You cannot exceed your
maximum stat with this with the 3 derived stats. You can exceed your max. in
the 8 primary stats.

Water Breathing--Stay under water without losing air. Argonians can do this
naturally. 6/10

Swift Swim--Swin faster. 2/10

Water Walking--Walk on water like land. Saves time traveling across the islands
in the east coast. 5/10

Shield--Creates a defensive force field around you, reducing damage from
everything. Can be associated with any of the 3 elements, which increases it's
ability to deflect damage of that type. Bretons can do this as Dragon Skin for
50 pts. Bonelords, other undead enemies, and stronger mages and some famous
warriros use it. Items that can constantly make a shield exist. 8/10

Burden--Increases weight being carried by the target. Can make a target stand
still if they have more than they can carry. Many mages use this trying to stop
you. 2/10

Feather--Opposite of above. 4/10

Jump--Increases your ability to, well, jump. 3/10

Slowfall--Reduces speed of fall, and reduces damage taken on landing as a
result. 4/10

Levitate--Walk through the air by looking in the direction you want to go in.
Needed in some Telvanni towers and other places to get to cool hidded areas or
over mountains quickly. 8/10

Lock--Locks a door, chest, etc. The opposite of open, which is way more useful.
The only thing this spell is good for is lockinbg a chest at 5 pts. so you can
pick it open and increase your Security skill. 2/10

Open--Opens a door, chest, etc. Can open anything with a lower point value than
the spell. 7/10

There are more spells than this, and I will write about them when I find them.

Chapter 3: Xbox and PC game glitches and taming them for fun, profit, or
keeping the game working.

Note to all readers: Some of the below activities may constitiute what some
people call 'cheating'. Some may call it 'cheap'. Some call it 'totally
awesome'. Read it anyways, unless knowing how to 'cheat' will force you against
your will to cheat. Some of the below glitches should be read by everyone so
they know what to avoid doing to waste X amount of time due to a bug or lockup.

For the Xbox, the easiest way to identify lockups is the same as the way to
find out on the NES:
1) No disc actvity (DVD or Hard Disk)
2) Monotone Sound Output, or repeating sections of music approx. 1 sec. long.
3) No response to controller input
The game can lockup at a 'Loading Exterior' screen, but make sure there is no
disc activity before you eject/powerdown the console.
On the PC, you should know what to look for if you've used a PC for more than
an hour at a time.

¥ The game does occasionally lock up. They cannnot usually be detected,
prevented, or avoided. Save often is all you can do to minimize damages.
¥ You can stick to walls and ceilings by jumping into them. This helps a good
deal in some Dwemer ruins with pipes leading to upper floors.
¥ If you have a price on your head, and you are in the Theives Guild (which
usually go hand-in-hand), you can get rid of it for free! Talk to the bartender
in Balmora in the South Wall Cornerclub (it also works on any other
price-on-your-head person) to get rid of the price at a discount and without
losing your stolen items. But, try dropping you gold in the hall before you
talk to him. It says the gold is removed, but it's not! Go back in the hallway
and get your gold. It's all there, and you have no bounty.
¥ There are a lot of clipping glitches (that is, objects going through other
objects or walls). They don't hurt anything really, but are more common that
usual, and an examply of ported PC code brought to the Xbox. The Xbox (and a
decent PC, for that matter) should be able to mak a dead rat bend to a hill
rather than going through it. Just weird to look at.
¥ Whether a glitch or not, you do not automatically record your in game map
while in combat (when the dramatic music plays). This causes blacks spots to
appear, and can leave a map looking like swiss cheese if the area is heavily
populated. It also seems to go out at random by any kind of magical effect.
Checking the map in game every few seconds seems to help it.
¥ Talking with the wise women in the 1st ashlander group will get you a copy of
2 of the prophecies. Talk about it again and she will give you another copy of
¥ Mentioned in Chapter 1, avoid talking about 'Law of Morrowind' with people,
it is an endless loop glitch and you will have to reload your game.
¥ Spells set to activate on target and with a decent area rating can kill
people and enemies through walls and doors. This can be used to get rid of the
rats in the Mages Guild that has the rat infestation.
¥ Reading a book that enhances your skill points in a category that you have
already reached 100 in will not increase the skill, but it will count toward
your level up. Same goes for using the master trainers.
¥ If you enchant an item to have a constant effect of bound item, the bound
item will be permanent.
¥ Since the wise woman from the Ahenmussa camp can waterwalk without spells,
and M'Aiq the Liar can too, it's possible the game has a glitch that citizens
cannot swim, only waterwalking instead because they aren't programmed to do
anything else. But in Seyda Neen, Fargoth does not.
¥ If you cast Soul Trap on a named monster, like Rollie the Guar, the soul gem
will have it's name in the gem. Rollie offers no extra points compared to a
normal Guar.
¥ Your magic spell/item is occasionally deselected for no reason. This usually
happens in combat when you are attacked by a magic spell set to 'Target', but
occurs on other circumstances too.
¥ Tall characters may have a hard time navigating around Telvanni towers,
especially while levitating in the halls. This is one thing giving that .5 to
the Bosmer. Sneaking can help get around this.
¥ If you use your notebook and check under 'price on your head', it will show
you the current amount of gold you would have to pay to the person you talked
to first. It may be different if you go to a different person to remove the
¥ On the PC at least, talking to the woman who pays your 1K gold for solving
the murder of Ralen Hlaalu early in the game, keep talking to her and she will
keep paying you. Contributed by RichBomb12@aol.com
¥ If you have a bound weapon, and another weapon, quick switch by holding X and
pressing L AND R (Xbox). You'll hear the sound but the weapon won't change.
Keep doing it and it will cause the fortify weapon bonus associated with it to
become permanent and layered, and the extra bonus over 100 counts, so feel free
to give yourself a 230 in Marksman with a Fortified Long Bow.
¥ Your map shows the boat you come in on although it isn't there in the actual
¥ On the Xbox, pushing L and R at the "Loading..." screens at random may cause
a 'splash' sound to register. It seems to be some sort of signal or cheat, but
I can't figure out what it does. There may be multiple. The first person to
tell me one or more of these effects and a consistent way to activate it (the
exact button presses) will get a nice present from me (If you use emulators,
and are looking for something to play with them, you may get an idea of what
you'll get).
¥ Use a Golden Saint Soul Gem to start to make a item with "Constant effect".
Then, change the soul gem to something else. It should be kinda powerful, as
constant effects tend to use a lot of charge and points in their creation. When
you do this, the effect type should not change, letting you make constant
effects from most any soul gem.

Chapter 3.5: Real Cheat Codes

SPOILER ALERT: The following are actual confirmed cheat codes. They may spoil
the game for you or help you survive in tough areas in the early going. They
may make you into a sissy boy. Avoid the below if you do not want cheat codes
for fear you may actually use them.

Go to the stats menu. It is not necessary to highlight the desired stat to
activate the code, but it is to increase it. After putting in the code, hold
'A' until the stat reaches the desired level. If you want to be an extra big
cheater, keep holding 'A' and leave the menu, it will constantly go up.
Changing menu screens will deactivate the codes as will putting in another

Health:  Push Black, White, Black, Black, Black
Magicka: Push Black, White, White, Black, White
Fatigue: Push Black, Black, White, White, Black

Bah. Go to www.gamewinners.com if you want PC cheats. I decided there's too
many and they take up too much space. Get 'em yourself if you want. The xbox
owners really don't care about all of your mile long cheats. They have 3. I can
spare room for 3 cheats. 300 is kinda useless, and some were repeats too. I'd
rather not sort it all out.

Chapter 4: I told you this chapter didn't exist. I lied. But, there's nothing
in it anyway.



Chapter 5: Fun stuff to do sometime between the other 350 or so missions in the


¥ As an alternative to the first point in Chapter 1, avoid wearing armor or
clothes in a city just for fun. People will definitely notice that you are
nearly naked.
¥ In most of the Sixth House shrines, there are a lot of blighted and corprus
monsters. And, they like to have jam sessions. Check out the bell set. You can
play them by pressing A when 'bell' appears in the help text. Also, the hammer
next to them is probably the strongest blunt weapon in the game. Have not yet
confirmed that.
¥ Go ahead and try to pickpocket from slaves or cattle. They will not attack
you (or have any items of use), but they will try to tell their masters!
¥ Books can be used as stepping stones over lava.
¥ Kill everyone on the island, not necessarily counting yourself. Human, elf,
orc, khajiit, argonian and vampire. Do this in a seperate saved game, so you
can still beat the game.
¥ Alternately, be a pacifist. Try to finish the game without killing more
people or monsters tham necessary. You do need to kill at least 3, so don't
expect perfection. If you elect to finish the game the back way, you'll only
need to kill 2 max.
¥ Since I've mentioned it quite a bit in this guide, I suppose I should
elaborate on this 'backdoor' method of beating the game. The steps are as
0) [optional] Mess up the thread of prophecy and save so you can't undo it.
1) Break into the palace at the southern most part of Vivec. You'll need to
pick a 100-level lock and trap. Or kill the people in the area, and possibly in
High Fane until you find a 'Secret Palace Entrance Key' and use it to open the
2) Kill Vivic. He's a god, so you should be rather strong [level 30+] and/or
ready to cheat. Potions and enchanted weapons work well here, especially absorb
health enchanted weapons.
3) Take the 'unique dwemer device' from the corpse. No one knows you killed a
4) Go to the Corprusarium in Tel Fyr on the east coast islands.
5) Show the artifact to the last living dwarf.
6) Listen to Fatty yak for a while.
7) Go find the two books he asks for. I have no idea where they are besides in
some Dwemer ruins.
8) Return with the books to Señor Gordo.
9) Get the two artifact weapons Sunder and Keening from inside the Ghostgate
10) beat the game as if you finished the storyline normally. Reading Vivic's
copies of "Plan to Defeat Dagoth Ur" and other papers will help you here.

¥ Get a lot of restore health and fatigue potions, and magicka if you need
them, and go raid a treasury. There are at least 3 in Vivic and they have lots
of gold and powerful armor and weapons. Redoran Treasury/Vaults/Records in
Vivic has about 15K of gold, and a nearly complete set of glass armor,
including the rare glass helm--it looks really cool.
¥ A lot of people already know this, but there is a talking mudcrab merchant in
the game. It is southeast of Suran somewhere, it is supposed to buy anything
and has 10K gold.
¥ Free the slaves. There are about 170 total, but not all of them can be saved.
Free 30 and the game gives you a present from Jobasha in her rare book store as
a few books that increase a few stats.
¥ Find M'Aiq the liar and chat with him for a while. He has some really neat
stuff to say and he lives on a rock between Dragon Fel and Ald Daedroth,
slightly SE of Dagon Fel. You may need to lower his disposition toward you
before he has anything to say, and he can waterwalk.
¥ If you are a marksman, levitate in the air out of reach of swords and fire
arrows into helpless guards while screaming "I'm a Super Saiyan!" Screaming is
¥ Collect all the books in the world. Some are hard to find, some have over 90
copies in existance. Don't forget the gag books, like 'ABCs for Barbarians' and
'The Lusty Argonian Maid'.
¥ Kill an Ordinator,then wear his armor and talk to other Ordinators.
¥ Enchant all your stuff, so all of it glows in the 3rd person view. Impress
your friends. You have friends, right? Well, maybe before you started
¥ Find all the unique weapons on the island. A book somewhere in a building in
the ashlands (I think in a ruin or old Dunmer temple) lists a few unique
weapons and armors. One of them isn't too far from it.
¥ You CAN kill Vivic(in the temple at Vivec) and he is a god. He has lots of
power, so bring lots of healing items and powerful weapons you can swap, as you
might wear out some of them. Star of the West might help, as he has a few
thousand points in each category, missing 200 might make him slightly weaker.
¥ If you sell someone an enchanted item, they have a great tendency to wear it
¥ Other items has similiar effects to the Sanguine items, like Moon-and-Star
fortifies Speechcraft 5 pts, and you can enchant other items to have the same
effects once you get enough skill in Enchant.
¥ In Ald Daedroth, There is an Orc Boozer who thinks he's a Khajiit. First
thing he says is 'Meow'. Ask him about stuff. Don't expect good answers. And
tell him his tail looks good.
¥ After killing lots of innocent civilians, you may notice they have lots of
keys with no locks. There are also lots of locks with no keys. Hmm.....
¥ You may get to start your own city. One man in Ebonheart has a construction
permit for you. I assume he and the builder will both need to be alive in order
to start the city. More details when I get them.
¥ When you sell stuff to merchants, they hold it in their inventory. Sell stuff
to them unitl they can't possibly move from the weight, and them steal
everything in their house/store and they cant do anything about it. Or, sell
everything you own to a pawnbroker or outfitter for lots of cash, then kill
them, take your stuff back, and sell it again to a different merchant.
¥ I was certain I already put this in, but I can't seem to find it anywhere in
the FAQ (maybe it's too big). SO, I'll retype it here. Let me know if you see
it elsewhere in this huge mess of text. I think it is possible to use addons
and extras made for the PC version on the Xbox version. It requires some
knowledge of PCs, CD burners, and disc copying. Follow me on this.
1) Have a Morrowind Xbox and PC game, a PC with a CD-R or DVD-R, and an Xbox
with a modchip in it. It doesn't really matter which one.
2) Download the patch you want to put on the Xbox Version.
3) Make an ISO image of the Morrowind Xbox disc.
4) Play the new map/patch on the PC version.
5) Use the cheat code to make maps for the Xbox game. The cheat can be found
with the rest of the PC cheats in chapter 3.5.
6) Add the new Xbox map file to the ISO image you have.
7) Burn the new ISO image onto a disc.
8) Put disc in modified Xbox. (It won't work in a normal Xbox.)

If everything is done right (and I am correct on all assumptions made), then
you should be able to play PC maps on the Xbox version. I cannot confirm if it
works or not. I hope someone tries this and lets me know if it works or if
changes to my outline are needed.

Chapter 5.5: The list of stuff that had these ideas been implemented would be
guarenteed to make Morrowind a game nit-pickers couldn't complain about.
Idea for this chapter given by pgl@yoyo.org. This entire section is simply
opinional. You may not agree with some, or any, of it. It does't matter. If I
left something big off, let me know.

¥ Another generic script or 2 would have been nicer than getting the same
answer from half the city.
¥ Either more sound clips or a code sequence that kept people from using the
same line at the same time or close thgether. See Sadrith Mora Mages Guild and
stand between the 2 Breton women.
¥ Removal of those freakin' clipping problems! The most powerful gaming rigs in
the world can't make a frealin' rat bend to the ground? BAH!
¥ Some way to get yourself unstuck from areas you get into you aren't supposed
to be into. I got stuck inside indoor trees I jumped into, under a metal
platform with water underneith it in Arkingthand or something, and a few
ceiling I jumped into also.
¥ More of everything! The PC can swap discs and the Xbox has freakin' 9GB DVDs!
Use it up!
¥ Better balance in the number of enemies. I've killed about 10 Cliff Divers in
the same area I kill 1 other creature in in 15 minutes. Gangs of powerful
summoned creatures definitely suck. Attack someone in a Mages Guild and feel
the pain.
¥ Some kind of construction kit for us Xbox fans. Even a dumbed down one.
¥ Options to adjust the visual quality. Speed up the choppy framerate on the
Xbox or beautify the world in PC. Or load more of the map at once. That kind of
¥ The facial options would have been better if you could adjust each part
seperately like eyes, mouth, nose, ears, hair, etc. It isn't that much more
taxing that what's there.
¥ A bit more humor. I think this game takes itself a bit too seriously. Some
people are funny, but given a population of over 3,000, you should expect some
weridos. I'd like to see something really unexpected, like M'Aiq the Liar's
birthday or a Killer Rabbit. And M'Aiq should be a Breton Girl if he's gonna be
naked. One moon is already red in my game. When's his birthday?
¥ Merchants should have more gold. We get all these 10K, 12K, 120K at the top
end weapons, and most merchants only have 5K or less gold. And they don't have
enough items to buy enough off him to make up for it.
¥ A little bit more time in QC would have helped a lot. Fixed some of the weird
glitches like getting killed by entering a different area through a door
(Happened to me twice, both times at full health, others times they were not
¥ Make use of the analog buttons! Why hold it in when you could just hit it


Chapter 6: Items that are uncommon to find and that are powerful in comparison
to other nonpowerful items and where they can be located before you own them at
which point they will be in your inventory yada yada yada etc etc etc.


¥ 27 Sanguine items exist. Each one increases a given skill by 5 points. One
guild has  aquest to collect all 27 items. While you may not want all of them,
I will try to make a list of them and where they can be found:
Fleetness--Athletics--Caldera. Ahnassi tells you about the devil worshipper
girl upstairs who has it. Close the door, then kill her. Take this belt.
Silver Wisdom--Illusion--Some Dwemer ruin or shrine in the northern Ashlands.
One mage there has this ring. He attacks you, so don't feel guilty when you pry
it from his cold dead hand.(Guilt? Me? Never.)
Horny Fist(I think they meant horned or thorny, not horny)--Hand to Hand--The
Redoran section of Vivec has an inn called Flowers of Gold. The NPC named Guril
Retheran holds this glove.
Swift Blade--Short Blade--Severa Magia in Ald Sotha (the Dewmer ruins northeast
of Vivec) has this glove and the next two artifacts.
Nimble Armor--Light Armor--Severa Magia owns this amulet, see above.
Fluid Evasion--Unarmored--Severa Magia claims this ring to be hers, see above.
Transfiguring--Enchant--Llandrale Varam in Ald Sotha has this ring and 2 others
Transcendence--Conjuration--See above.
Red Wisdom--Destruction--Above again. Ald Sotha has 6 of 27 Sanguine items,
making 2/9 in 1 area.
Enterprise--Mercantile--Eno Hlaau in the Vivec Arena Hidden Area has this
Smiting--Blunt Weapon--Domba in Ald Daedroth (The northeastern most marked
Dwemer ruins on the paper map) owns this belt. He might already be dead by the
time you get there.
Green Wisdom--Restoration--Gnaw Tooth, Domba's apparant partner, owns this
ring. See above for location.
Sure Flight--Marksman (7 pts)--Barusi Venim in Tel Arun tower living quarters
will sell this to you, or you an steal it from him.
Denial--Block--Marvis Darys at the Ald Sotha mages guild owns it. Ask him to
join the Morag Tong (which you only need to have in your notebook to ask him,
you don't need to be assigned to get it from him) and he will give it to you if
you don't kill him. Or kill him and take it, just remember it's bad karma. Or
what goes around comes around. Actually, almost every religious has some
verse/line/etc about doing unto others as you would have done unto you. I'm
serious. And rambling. Shut up self. OK.
¥ Necromancers anulets can be found on necromancers, and one exists in the
Vivec Mages Guild, Foreign Quarter.
¥ A helmet that increases personality 30 pts. is owned by Sorkvold in his tower
near Dagon Fel, the northernmost large(?) city.
¥ The Lord's Mail, which is not the most powerful armor around despite what
they say, and a heavy curias as well, can be found on Furius Acilius in the
EBonheart Caves. There is a hidden door in one building that looks just like a
wall. Use your small map to find where it is.
¥ A powerful weapon called Temriki, Shackler of Souls is owned by Larius Varro
in Ft. Moonmoth. It casts Soul Trap and Paralyze. Unfortunately, I forgot to
take a note on exactly what kind of weapon it was. Sorry.
¥ The Erabenimsun ashlander Assu-Ahhe has a med. armor curias that always gives
a 10 pt. shield.
¥ Next door, Ranabi has a gauntlet that also gives the constant 10 pt. shield.
Wear em noth for a constant 20 pt. shield.
¥ The Bitter Cup, found in Ald Redrynia, will increase your best stat and lower
your worst. It is needed for the Theives Guild missions, so decide first whic
you would rather have.
¥ The Best clothes in the game belong to a man named Lenas Sarandas in
Ald-Runh. They have the highest enchant points of any items.
¥ In Addamasartus, you can find a Theif Ring around a partly complete skeleton
and a few single gold coins. It is almost invisible to the player, and the
cursor only shows it in a small spot.
¥ The Redas Robe of Deeds is a powerful item. It's effects are Feather 50 and
Detect Animal 10 feet constantly. It's in the Redas Ancestral Tomb far west of
Vivec, on some island in the south sea. There's also a rather powerful shock
axe there.
¥ The tower of Tel Fyr has tons of good stuff. If you want most of it, you'll
need to kill the owner, and he is one powerful sorcerer. No one else there is
nearly as much of a threat.
¥ The below items are the ones mentioned in Yagrum's book of Great Artifacts. I
cut/pasted them to save myself time retyping. Thanks to Josh Aldrich for typing
for me.
*        *              *             *               *               *        
  *            *
¥ Bloodworm helm: Owner Crazy Batou found in Maren Ancestral Tomb west
of Erabenimsun Ashlander Camp.
¥ Bow of Shadows: In the Venim Ancestral Tomb north of Zianab Ashlander
¥ Cuirass of Saviors Hide: In a locked closet in the Hall of Fyr in Tel
Fyr Tower.
¥ Daedric Scourge: In a chest in the Hall of Fyr.
¥ Denstagmer's Ring: In a trapped cremation urn marked D. Bryant in
lowest chamber of the Falas Ancestral Tomb east of Gnisis.
¥ Eleidon's Ward: Mounted on a wall in Ibar-Dad west of the Urshilaku
Ashlander Camp.
¥ Fang of Haynekhtnamet: Found in the Shrine of Pitted Dreams in the
Sixth House base in Mamaea north of the stronghold Berandas.
¥ Fists of Randagulf: Both are in souls rattle the innermost recess of
the Sixth House base Ilunibi.
¥ Masque of Clavicus Vile: In possession of Sorkvild the Raven who is in
a tower east of Dagon Fel. You can pick-pocket it.
¥ The Mentor's Ring:  In Samarys Ancestral Tomb southeast of Hla Oad in
an urn marked Lord Brinne.
¥ The Ring of Phynaster: In the Senim Ancestral Tomb southeast of Dagon
¥ Staff of Hasedoki: In possession of Koffutto Gilgar in Gimothran
Ancestral Tomb in mountains south of the stronghold Falensarano.
¥ Vampiric Ring: On the skeletal wizard who rules the Velothi dome in Ald
Redaynia in western Sheogorad.
*                *                  *                     *                 *  
The rest of these were also taken from Josh Aldrich, but they aren't in the
¥ Tel Fyr's upper study has a locked cabinet with sone extremely powerful armor
in it. More powerful than Glass and constantly resists magicka 60%.

Chapter 6.5: Good Magic Spells and Who Owns Them
Note that more than one person can have a spell

¥ The man standing in between the large open gate before the Temple canton in
Vivec has all the Restore Attribute spells you'll need to restore your stats
that tend to get drained by powerful monsters.

Man, this chapter really sucks right now.

Feel free to contribute info regarding other tips, or locations/people I did
not specify in my tips for whatever reasons. You will be credited with the
email: giegue@exite.com
AIM:   neogiegue
Home adress and phone number: NO, I'm not that stupid. Cute girls who can prove
that they are cute AND girls may be able to get them off me. For everyone else,
here is a secret code that can be decoded to find the info :
Have fun decoding?


Revision History
1.0: First release. A major jump from no release. First guide to playing a game
by me. Some clarifications here. No offense to Ziff-Davis magazines or
employees, but it seems they occasionaly take info from FAQ's and use them in
print. Maybe other FAQ writers are paranoid. Maybe they have a reason. I really
don't know or care, and never will unless I see info from this document in a
printed magazine without my getting lots of money from it. Permission isn't
needed if money is supplied before printing. Also, forgive the excessive use of
bad writing like cliches, parenthethees, using etc., long lists with commas,
etc. I just used 2 in the last sentence. I rock!

1.5: Second Release "Cool Items". More items and their locations were added as
the main focus of this release, most of which were from the book near the last
living dwarf. This release was also written mostly under the influence of
having to do other work and avoiding it. "One Winged Angel" (Sepiroth's Theme)
was the main song I heard while typing this. With my main character's game
coming to a close, I feel that I may run out of general tips to help you all.
But, there will still be lots of othe fun things to do and items to find. Also
added the list of which skills to buy or train early on and more hints and
tips. Some typo's were removed and more added.

2.0: Morrowind FAQ Revolution 3rd Mix. Added a few more items along with some
reader-contributed stuff. I type this and upload it on 2 different computers,
so the credit may not be immeaditely given, but it will be. Interesting stuff
added to the Glitches category and a reader-suggested area has been opened, a
completely opinional section about stuff that would have made Morrowind into a
better game. It's good as it is, but a few small things would have pushed it
into the small margin of unforgettable games like Tetris and ...um... Final
Fantasy something. Just put the number of your favorite FF game there and act
like we both like the best game in the series. (In case you care [stalker], I
have played the first 9 in the series in english [Fan Translation rules] and
have beaten 1, 4, 7, 8, and 9. I don't really have a favorite of the ones I've
beaten.) Cheats for the Xbox version have also been added. At the risk of being
humiliated, I admit I have still not beaten the game. My excuses are 1) Started
again with a new Ninja character 2)addicted to Um Jammer Lammy on the PSX
3)went on vacation for 2 weeks 4)lockups at random, usually if I go without
saving for more than 20 minutes. That's the main reason, and
5)repetition in the game is kinda boring after 50 or so hours. Maybe that's why
the FF games end at 40 hrs. I'm serious if you're laughing at me. I beat 7, 8,
and 9 all in 40 hrs. each, give/take half an hour and all my characters were
around level 50 give/take 10. It was tricky but I did it. Part skill, part
strategy, part karma. I think writing FAQs is good karma, maybe I'll write
more. But for what? The guide is now 2X the original size as well. This may be
the last version of the guide, as I feel the limits of the document are being
pushed as it is.

2.1: Better Morrowind Playing Through Meditation and Tai Chi. I've finished
Morrowind after 3 months of ownership. I've also finished Um Jammer Lammy. I'm
starting to run out of extremely useful things to add. Only small tips were
added this release, hence the small version change.
Revised the magic section and added only a few tips. Added a new section, the
magic spells and who owns them section. It should be bigger later. This could
be the last version, as I haven't played Morrowind for a while. I've got other
things to do now. Dance Dance Revolution Konamix and Xenogears for example.
Maybe not.

Sites currently knowingly hosting this doc:
your computer
probably some Morrowind fan sites that like to link straight off of GameFAQs.