Morrowind Tips and Strategies FAQ By John Bowens (cynic_diogenes@myfastmail.com) May 28, 2002 Version 0.3 ***THIS GUIDE CONTAINS MINOR SPOILERS, PROCEED AT YOUR OWN RISK*** ______________________________________________________________________ Copyright Notice: This file is copyrighted by John Bowens as of May 17, 2002. It may be distributed and reproduced via any medium, as long as the contents of this file remain unchanged, there is no price charged in association with this file, and proper credits are given to all that deserve them. (In other words; Bethesda Softworks Inc., ZeniMax Media, any contributors mentioned, and me) ______________________________________________________________________ ______________________________________________________________________ Distribution Notice: Due to several e-mails asking me permission about whether they can distribute this guide to other sites, I have added this section to the FAQ. This file may be distributed to any site, it is effectively public domain as far as I am concerned. The copyright notice is only there to deter those who seek to make a profit from this work, change it, or pass it off as their own. If you don't fall into any of those categories, do whatever you want with this file. ______________________________________________________________________ ______________________________________________________________________ E-mail Notice: As my namesake suggests, I am not one for socializing. I rarely check my e-mail, and when I do it is only for important information such as my account status. Any contributions or corrections to the FAQ are welcome, but they may not make it into the guide, depending on my mood. If I do accept a contribution or correction, full credit will be given to the best of my ability. This means that if someone sends me information without his or her name/handle/e-mail address, I can't properly credit that person. So include that information! All other e-mails will be deleted. ______________________________________________________________________ ______________________________________________________________________ Version History May 17, 2002 0.1 = First version May 22, 2002 0.2 = Small update concerning some errors I made, a few formatting changes, and a distribution notice. (Which I should have added earlier) I also added a contributor's section as well. From now on any significant information that has been changed, added, or clarified on will be enclosed in these symbols {}. This information will remain marked until one revision has been made from the first version the information appeared in, at which point the symbols will be dropped. Any outdated or erroneous information from a previous version will not be marked as such; it will simply be deleted. If you are reading this to see what changes have been made, use the find command, under the edit button near the top of your browser window, and type in this {. (Without the period of course.) May 28, 2002 0.3 = Pretty big update, corrected a few more errors and added the HUGE monster section. This guide is really starting to come along in my oh so humble opinion. Considering this is my first guide, or written work submitted online for that matter, I think its pretty good. :) ______________________________________________________________________ ---------------------------------------------------------------------- Table of Contents: 1) Introduction 2) Creating your character a) Race b) Class c) Birth Sign d) Other 3) Travel a) Ways of getting from A to B a) Places to see, and loot to plunder b) Things to watch out for 4) Combat a) Melee, or the Art of Sticking Pointy Objects into Bad Things b) Magic, or the Art of Turning Bad Things into Crispy Strips c) Ranged, or the Art of Changing Bad Things into Pincushions 5) Monsters a) How to prevent the loss of one's internal organs b) {Types of monsters} 6) Leveling 7) Guilds a) Why being a member is a good idea b) Guild services I) Spells and spell making II) Enchanting III) Guild Guides IV) Training V) A place to call home 8) Property acquisition without really trying 9) Contributor's section 10) Credits and closing thoughts ---------------------------------------------------------------------- 1) Introduction Morrowind is a vast place. It is difficult to make it through in one piece, much less as an adventurer of power, prestige, and wealth. This guide is designed to provide the traveler with general information about the world and its inhabitants. This guide is NOT designed to provide quest details, nor is it a primer for those unfamiliar with the world of fantasy or the manual that came with the game. If you don't know what strength/combat arts/magicka/etc. is, look it up in the manual, as I won't explain what it is. In addition, I will not give out directions to specific places, as that information is beyond the scope of this guide. As much as I can, I will try to ensure the following information is accurate. However I may make mistakes, and Bethesda may change the information with a patch, so be careful. Any information that I got from a specific person I will put a star like this * by said information. Read the credits section though for complete information regarding the sources of my information. At times I can also be extremely long-winded, so if you feel the need to flee from this file, I understand. With all that said, let's get on with the show! 2) Creating your character The first action that any adventurer will make is the creation of his or her character. This event is critical in how much enjoyment you will derive from the game. Think about what you want to do in the game. Do you want a thief character, which steals everything he sees? Or perhaps a mage, with the ability to conjure undead to do his bidding? Whatever you want to do, within reason, it can be done in Morrowind. Note however that some things are more difficult then others to do, I will note these throughout the guide. After choosing a name for yourself, you must choose a race that your character belongs to. Here are the various races and their benefits and disadvantages. Note that M is shorthand for males and F is shorthand for females. a) Race Argonian Attributes -Strength (STR) M = 40 F = 40 -Intelligence (INT) M = 40 F = 50 -Willpower (WIL) M = 30 F = 40 -Agility (AGI) M = 50 F = 40 -Speed (SPD) M = 50 F = 40 -Endurance (END) M = 30 F = 30 -Personality (PER) M = 30 F = 30 -Luck (LUC) M = 40 F = 40 Skill Bonuses -Alchemy +5 -Athletics +15 -Illusion +5 -Medium Armor +5 -Mysticism +5 -Spear +5 -Unarmored +5 Specials (all duration numbers are in seconds, DUR stands for duration, MAG stand for magnitude, and CONST stands for constant duration. The first number of the magnitude stands for the minimum, and the last number the maximum. Cost stands for the casting cost in magicka. If a special has more then one effect, the casting cost and type are the same for each effect.) Name Effect Cost Type Range Area DUR MAG Argonian Water Breathing 5 Spell Self 0 120 1 to 1 Breathing Immune to Resist Poison 0 Ability Self 0 CONST 100 to 100 Poison Resist Resist Common 0 Ability Self 0 CONST 75 to 75 Disease Disease Other -Beast Race Breton Attributes -Strength (STR) M = 40 F = 30 -Intelligence (INT) M = 50 F = 50 -Willpower (WIL) M = 50 F = 50 -Agility (AGI) M = 30 F = 30 -Speed (SPD) M = 30 F = 40 -Endurance (END) M = 30 F = 30 -Personality (PER) M = 40 F = 40 -Luck (LUC) M = 40 F = 40 Skill Bonuses -Alchemy +5 -Alteration +5 -Conjuration +10 -Illusion +5 -Mysticism +10 -Restoration +10 Specials Name Effect Cost Type Range Area DUR MAG Dragon Skin Shield 0 Power Self 0 60 50 to 50 Magicka Bonus Fortify Maximum 0 Ability Self 0 CONST 5 to 5 Magicka Resist Magicka Resist Magicka 0 Ability Self 0 CONST 50 to 50 Dark Elf Attributes -Strength (STR) M = 40 F = 30 -Intelligence (INT) M = 50 F = 50 -Willpower (WIL) M = 50 F = 50 -Agility (AGI) M = 30 F = 30 -Speed (SPD) M = 30 F = 40 -Endurance (END) M = 30 F = 30 -Personality (PER) M = 40 F = 40 -Luck (LUC) M = 40 F = 40 Skill Bonuses -Athletics +5 -Destruction +10 -Light Armor +5 -Long Blade +5 -Marksman +5 -Mysticism +5 -Short Blade +10 Specials Name Effect Cost Type Range Area DUR MAG Resist Fire Resist Fire 0 Ability Self 0 CONST 75 to 75 Ancestor Sanctuary 0 Power Self 0 60 50 to 50 Guardian High Elf Attributes -Strength (STR) M = 30 F = 30 -Intelligence (INT) M = 50 F = 50 -Willpower (WIL) M = 40 F = 40 -Agility (AGI) M = 40 F = 40 -Speed (SPD) M = 30 F = 40 -Endurance (END) M = 40 F = 30 -Personality (PER) M = 40 F = 40 -Luck (LUC) M = 40 F = 40 Skill Bonuses -Alchemy +10 -Alteration +5 -Conjuration +5 -Destruction +10 -Enchant +10 -Illusion +5 Specials Name Effect Cost Type Range Area DUR MAG Resist Resist Common 0 Ability Self 0 CONST 75 to 75 Disease Disease Weakness to Weakness to 0 Ability Self 0 CONST 25 to 25 Shock Shock Weakness to Weakness to 0 Ability Self 0 CONST 25 to 25 Frost Frost Weakness to Weakness to 0 Ability Self 0 CONST 50 to 50 Fire Fire Weakness to Weakness to 0 Ability Self 0 CONST 50 to 50 Magicka Magicka Magicka Fortify Maximum 0 Ability Self 0 CONST 15 to 15 Bonus Magicka Imperial Attributes -Strength (STR) M = 40 F = 40 -Intelligence (INT) M = 40 F = 40 -Willpower (WIL) M = 30 F = 40 -Agility (AGI) M = 30 F = 30 -Speed (SPD) M = 40 F = 30 -Endurance (END) M = 40 F = 40 -Personality (PER) M = 50 F = 50 -Luck (LUC) M = 40 F = 40 Skill Bonuses -Blunt Weapon +5 -Hand-to-Hand +5 -Light Armor +5 -Long Blade +10 -Mercantile +10 -Speechcraft +10 Specials Name Effect Cost Type Range Area DUR MAG Voice of the Charm 0 Power Target 0 15 25 to 50 Emperor Star of the Absorb Fatigue 0 Power Target 0 1 200 to 200 West Khajiit Attributes -Strength (STR) M = 40 F = 30 -Intelligence (INT) M = 40 F = 40 -Willpower (WIL) M = 30 F = 30 -Agility (AGI) M = 50 F = 50 -Speed (SPD) M = 40 F = 40 -Endurance (END) M = 30 F = 40 -Personality (PER) M = 40 F = 40 -Luck (LUC) M = 40 F = 40 Skill Bonuses -Acrobatics +15 -Athletics +5 -Hand-to-Hand +5 -Light Armor +5 -Security +5 -Short Blade +5 -Sneak +5 Specials Name Effect Cost Type Range Area DUR MAG Eye of Fear Demoralize 0 Power Target 0 30 100 to 100 Humanoid Eye of Night Night Eye 0 Spell Self 0 30 50 to 50 Other -Beast Race Nord Attributes -Strength (STR) M = 50 F = 50 -Intelligence (INT) M = 30 F = 30 -Willpower (WIL) M = 40 F = 50 -Agility (AGI) M = 30 F = 30 -Speed (SPD) M = 40 F = 40 -Endurance (END) M = 50 F = 40 -Personality (PER) M = 30 F = 30 -Luck (LUC) M = 40 F = 40 Skill Bonuses -Blunt Weapon +10 -Axe +10 -Heavy Armor +5 -Long Blade +5 -Medium Armor +10 -Spear +5 Specials Name Effect Cost Type Range Area DUR MAG Thunder Fist Frost Damage 0 Power Touch 0 1 25 to 25 Woad Shield 0 Power Self 0 60 30 to 30 Resist Shock Resist Shock 0 Ability Self 0 CONST 50 to 50 Immune to Resist Frost 0 Ability Self 0 CONST 100 to 100 Frost Orc Attributes -Strength (STR) M = 45 F = 45 -Intelligence (INT) M = 30 F = 40 -Willpower (WIL) M = 50 F = 45 -Agility (AGI) M = 35 F = 35 -Speed (SPD) M = 30 F = 30 -Endurance (END) M = 50 F = 50 -Personality (PER) M = 30 F = 25 -Luck (LUC) M = 40 F = 40 Skill Bonuses -Armorer +10 -Axe +5 -Block +10 -Heavy Armor +10 -Medium Armor +10 Specials Name Effect Cost Type Range Area DUR MAG Berserk Fortify Health 0 Power Self 0 60 20 to 20 Fortify Fatigue Self 0 60 200 to 200 Fortify Attack Self 0 60 100 to 100 Drain Attribute Self 0 60 100 to 100 (Agility) Resist Resist 0 Ability Self 0 CONST 25 to 25 Magicka Magicka Redguard Attributes -Strength (STR) M = 50 F = 40 -Intelligence (INT) M = 30 F = 30 -Willpower (WIL) M = 30 F = 30 -Agility (AGI) M = 40 F = 40 -Speed (SPD) M = 40 F = 40 -Endurance (END) M = 50 F = 50 -Personality (PER) M = 30 F = 40 -Luck (LUC) M = 40 F = 40 Skill Bonuses -Blunt Weapon +5 -Axe +5 -Heavy Armor +5 -Long Blade +15 -Medium Armor +5 -Short Blade +5 -Athletics +5 Specials Name Effect Cost Type Range Area DUR MAG Adrenaline Fortify 0 Power Self 0 60 50 to 50 Rush Attribute (Agility) Fortify Self 0 60 50 to 50 Attribute (Strength) Fortify Self 0 60 50 to 50 Attribute (Speed) Fortify Self 0 60 50 to 50 Attribute (Endurance) Fortify Health Self 0 60 25 to 25 Resist Poison Resist Poison 0 Ability Self 0 CONST 75 to 75 Resist Resist Common 0 Ability Self 0 CONST 75 to 75 Disease Disease Wood Elf Attributes -Strength (STR) M = 30 F = 30 -Intelligence (INT) M = 40 F = 40 -Willpower (WIL) M = 30 F = 30 -Agility (AGI) M = 50 F = 50 -Speed (SPD) M = 50 F = 50 -Endurance (END) M = 30 F = 30 -Personality (PER) M = 40 F = 40 -Luck (LUC) M = 40 F = 40 Skill Bonuses -Acrobatics +5 -Alchemy +5 -Light Armor +10 -Marksman +15 -Sneak +10 Specials Name Effect Cost Type Range Area DUR MAG Beast Tongue Command 0 Power Target 0 600 5 to 5 Creature Resist Resist Common 0 Ability Self 0 CONST 75 to 75 Disease Disease b) Class The second step is choosing either a pre-made class or making your own. I won't go into the pre-made classes, as the information about each one can be found simply by selecting it. Instead I will focus on custom made classes and some hints I have for them. I HIGHLY recommend you look at the leveling section first before choosing your class, as I include information in that section that is critical to making wise choices for your class. In fact, that section is so critical that I will make assumptions about what you know in regards to modifiers and what-not; if you haven't read the section, you won't understand what I am talking about. Anyways, after picking your race and talking the excise agent inside the building, you will be presented with some options for the custom class... Primary Attributes This option allows you the choice of two attributes to give a +10 bonus to. Since Luck is an attribute that has no corresponding skills to get the x5 modifier, I would choose it for one of primary attributes. The other choice is up to you but note that Endurance is a fairly good choice if you get stuck. Endurance modifies your starting hit points, how many hit points you get per level, and fatigue. All of these are important in the day to day life of the adventurer. Specialization This choice is fairly important, as it gives a +5 bonus to all skills that of that type, (Combat, Magic, Stealth), and also makes it easier to advance in that field. Note that the +5 bonus will also be a limitation on the max level you can attain. Personally I don't believe that having a very high maximum level is important, as certain attributes like willpower and personality have a relatively minor role in the game and as such don't need to be maxed, but if you are going for the highest level possible, choose to specialize in an art that has few if any skills you will place in the major and minor slots. Major Skills and Minor Skills Speaking of major and minor skills, this option allows you to choose the skills you will use the most throughout the game. At least, in theory that is what is supposed to happen. In reality, you might use these skills rarely, often, or never; depending on where you are at, what your goals are, and how you are playing. Note too that these skills will rise the fastest and start off at the highest levels. I recommend you choose a balanced skill set that contains as many different attribute associations as possible. I also recommend against choosing Athletics as a major skill, or minor skill for that matter. It goes up fairly quickly to begin with, even as a miscellaneous skill. There is also little control over when to raise it, and gaining levels too soon because of it can be an annoyance. Your character will be a lot easier for you to level if you choose skills that can be "cheesed". Certain skills can be raised fairly quickly simply by repeating the same actions over and over. Magic casting skills such as alteration and illusion, the sneak skill, and acrobatics are examples of skills that can be raised simply through a lot of repetitive clicking. (Or in the case of sneak, can be raised by simply hold a button down in certain spots) However be aware that you should place at least one weapon skill as a primary, as combat is a large part of the game for most, and one armor skill as a major or minor. Also, every cheese skill you add to the primary and minor slots is one less skill you can use to get x5 modifiers without leveling. Remember that before you act, as those modifiers can be a source of great frustration if you don't plan your character correctly. Also remember that levels are not always beneficial to your character, you will know why if you have read the leveling section. c) Birth Sign This aspect is totally up to you. I would personally choose the lady for the whopping 50 total attribute points, but the other choices are pretty good. Note however that the tower, shadow, and the lord signs are fairly limited, especially the lord, but there are instances where they come in handy. There is only one choice I would recommend against totally and that is the Serpent. I don't know what Bethesda was smoking when they came up with this sign, but the disadvantages alone outweigh the advantages. The loss of 30 hit points over 30 seconds per cast is pretty serious, and in return all you get is a spell that costs 5 magicka and does a total of 90 damage over 30 seconds. Sure that creature will probably die from the poison if given enough time, but you will be hurting from the blows it will be inflicting on you before it does plus the drain from the spell. If your target resists then they won't even feel the effects of the poison, while you suffer with the consequences. Thankfully it can be cast without "fizzles", or when the spell doesn't get cast at all because of a lack of skill on the part of the caster, but there are a lot better choices available in comparison. Also be careful of the Atronach, it will totally change the way you play the game. If you are prepared to put up with the hassle of magicka that cannot be restored by resting, or you are not going to cast spells at all, then by all means choose the sign. Otherwise choose something a little more conventional. d) Other Now that you have created your character, you should be aware of what is in store for him or her. For many people, ugly occurrences of crashes, bugs, and failed character plans do occur. Crashes and bugs are not really too much of an issue if you save often and in multiple slots at important junctures in the game. Failed character plans are a totally different matter. Whether it is a misplaced primary skill or a bad choice in birth sign, if you rush the creation process you will probably be displeased with the way your character is turning out. There are console cheats to fix this problem, but such actions take away from the game in my opinion. The best option is to simply take a lot of time in creating the character, to try and ensure that it will be enjoyable to play. You will be investing a lot of time with this character and it is best to make it what you want it to be rather then let the game force you to turn him or her into something else. If this is your first time creating a character in Morrowind, especially if it is your first in a fantasy game, then more likely then not you will fail. If so, then I recommend starting over early on, rather then waiting and becoming increasingly dissatisfied. Try not to get discouraged, as the rewards of a fully developed character are great, and if you are like me, you will feel a sense of pride in the amount of effort you have put into your character. Above all have fun with the game, even if it means totally ignoring the stats of the game and just goofing off. 3) Travel At some point in the game you are going to want to get out of the first town and explore the world. There are a variety of ways to go about doing just that, and a variety of ways to get killed while doing so. This section will deal with the various travel options available to you and what to be aware of while traveling. a) Ways of getting from A to B The first method most travelers will undertake to get around in the world of Morrowind is by silt strider. A silt strider is a giant tick-like creature that is handled by a driver, who, if spoken to, will take you where you want to go. However silt striders don't go everywhere, they only travel to towns that have other silt striders. Almost all major towns have silt striders, and some minor ones do. You must pay a small fine to travel by one, but after the beginning of the game the amount is nothing. The second method is the use of guild guides, which will be covered in detail in the guild section. The third method is via boat. The choice of destinations is limited when traveling by boat, and only a few towns have them. This option also costs money. However, for small towns with seaports, it is often the only fast travel option available. The fourth method is travel by foot. This method costs nothing, and offers much in the way of excitement, but offers much in the way of danger as well. The fifth method is a combination of foot travel and spell casting abilities. After some time in the game, your character will have access to levitate potions (called rising force potions) and spells. Imposing mountains and dizzying towers will no longer present an obstacle once you have some of these. Note however the potions cost a fair bit of money and the spells are rather expensive in terms of magicka cost. Finally, some locations require that you swim to get around. The character handles it a lot like traveling over land, only you can move in three dimensions instead of two. b) Places to see, and loot to plunder If you are traveling by foot, you will come across some interesting places. Bandit caves, egg mines, and Daedric ruins are just some of the various places you will find in your adventures. Most are dangerous, but then again most have booty for you to take as well. In particular, Daedric ruins, ebony mines, and raw glass mines can solve your money problems quickly. These places however are not open to the public, and if you are caught stealing by the inhabitants, they WILL punish you for your transgression. Some might kill you anyways, just because you are crunchy and taste good with ketchup. If in doubt, run for the exit as none can pass through the magical portal of cell transition. If you don't know what a cell is, just remember they generally can't follow you to another area that requires a loading bar, except outdoors, and take advantage of that fact. c) Things to watch out for Despite your beautiful face and suave manner, the monsters of Morrowind you will find on your travels would like nothing more then to eat you alive. Even other sentient creatures might take offense to your continued existence. Either run or engage these creatures to the death, as they don't care about the 50+ hours you have committed to raising your Personality to 100. In addition, if you are going to fight them, be wary of fighting with a low fatigue meter, worn armor, or dull weapons. All of these factors will lower your combat effectiveness, sometimes dramatically, and ensure your death. Repair your stuff often, and try to fight with the fatigue bar at least 1/4 full. (Note that your effectiveness falls gradually as your stamina drops, so you would really want a full bar of stamina at all times. However you may not want to fool with such things, so keeping fatigue at least 1/4 full or more is a good rule of thumb instead.) The other thing you need to be aware of is that despite what the Discovery channel and PETA contends, Mother Nature is...a not nice female dog. If you are underwater for long periods of time,(excluding water breathing spells or effects) falling from any significant height, or touching lava, you WILL be hurt, and possibly killed. 4) Combat Conflict is the spice of life, and Morrowind adopts this principle readily. The combat system is fairly simple, but engaging enough to remain interesting for the entire game, provided you are not ultra- powerful or god-like. This section will deal with how to get the most out of the three methods of doing combat: melee, magic, and ranged. a) Melee, or the Art of Sticking Pointy Objects into Bad Things By far the most popular activity in Morrowind, melee fighting is the bread and butter of most characters. Even the arch mage needs to occasionally fight something up close when he is out of magicka. In order to be effective, you will need a melee weapon of some sort or your fists if your hand-to-hand is good, some decent armor of the type you are most prolific in, and preferably some healing potions or spells. As pointed out in the traveling section, you need to make sure your equipment is repaired, and you are not fatigued. Since you want to fight in an opponent's face, make sure that you close with spell casters and ranged attackers. Your sword doesn't do you any good if you can't reach your opponent with it. To aid you in this regard, keep autorun on in battle, usually toggled by the caps key. Also if you need to run autorun will help you get away. Remember that even if you have completely depleted your fatigue meter, you can still run and jump at the same effectiveness. Remember as well that you must FACE your opponent, so that the crosshair is in close proximity to a part of your opponent. You can't attack specific parts of a creature's body, so just whack away in your opponent's general direction. Generally speaking, if your opponent is flying, running is not an option. Also if you are in the water, swimming faster then the critter in the water is also generally not an option. Certain land monsters are naturally quick, they will also make escape difficult. If you venture outside, be prepared to fight, that way if you do encounter a monster you can't run away from you have a good chance of killing it. If you are fighting a spell slinger, you don't have to absorb the spells like a sponge. Monsters have magicka reserves just like you do and can run out. So make them run out. Get them to start casting their spell, stand still, and wait until the monster actually throws the spell at you. When he does this, move out of the way. Why don't you just constantly move left and right you ask? Well critters that can do any sort of ranged attack can also lead their target, so if you are moving in a constant direction at a constant speed they can predict where you will be when the spell hits. However they don't take obstacles into account, so if you have a pillar or other such object nearby, move in the direction of the pillar until the spell has been cast, then move away again. One final tip, keep the best attack option on in the options menus. While you can fight using a variety of thrusts, chops, and overhead blows, there is rarely an occasion where the best attack option is not the best option for combat. You will always deal the most damage with your weapon and you don't have to deal with so much moving around, which, if you are running, drains your fatigue. b) Magic, or the Art of Turning Bad Things into Crispy Strips Another option available to the combatant is the use of spells to kill or incapacitate foes. Obviously you will need to keep a high magicka reserve before engaging any enemies with this method. In addition, you need to actually purchase or make spells that can kill, charm, incapacitate, or summon things to slay for you. This method is the most destructive, but also the most risky. If your opponent has resistances to your attacks, spell absorption, or spell reflection, life can suddenly become very difficult for the mage. Conjuring a creature is the safest method, but the creature will not automatically attack. You must either attack first or be hit for the creature to step in to fight. Of course, if you are stepping in to fight in the first place, you might as well be good at fighting in melee. This, the possible resistances, and the constant resting required to recharge magicka, are the reasons why this method is really not as great as it first appears. It is certainly a viable approach to combat, but it is far better to simply apply magic to melee, rather then use magic itself directly. I will explain how to do just that in the enchanting section under guild services. c) Ranged, or the Art of Changing Bad Things into Pincushions I am not very familiar with this method. I will tell you what little I know, and hope that you are wise enough to decide whether this path is for you. If you are using a bow or crossbow, arrows and bolts respectively are required to use them. Copies of handheld items are another option that needs no items to use. For those that are seeking to enchant your bow, note that you can't enchant bows and crossbows with cast on strike enchantments.* My overall impression of this way of doing combat is that melee and magic have much better results. If I get any more information I will update this section to reflect my enlightenment. 5) Monsters I've mentioned them enough, I might as well explain them in a little more depth. Everywhere you go in Morrowind, with the exception of towns for the most part, you will find beasts, supernatural creatures, and other nasties that want to kill you. They usually engage you in melee combat, however as you level you will encounter a lot more spell casting creatures. These can kill you VERY quickly; even my uber character with 100's in all stats, and high combat skills, can fall quite easily to these jokers. So how do you prevent yourself from getting killed by both types? Well you can try this... a) How to prevent the loss of one's internal organs Hit points. You can't die if your hit points don't reach 0. So how do you keep your hit points up then? Well the expensive method is getting a constant effect restore health item. This method isn't very practical to the novice adventurer, not to mention you will have to get a grand soul gem and kill a Golden Saint to get this item. (With the exception of the UNGODLY Robe of St. Roris. Don't ask, I won't tell you how to get it, as the game is effectively over in terms of challenge when you get this.) A far more cheaper, and practical, method is the use of restore health potions. While you can use spells to recover health, they require that you switch out of the use of the weapon you currently have, cast the spell, and switch back all the while being beat up by the monster. Healing items that cast on use operate on the same principle. Potions however don't require any time, simply open your inventory, which pauses the game, and gulp one. The higher the quality, the better the effect. Note that all healing potions operate on a healing over time basis, so the effects are not instant. Also note that use of potions outside of combat, in areas where you can rest easily, is almost always INCREDIBLY STUPID. Simply press the R button, or whatever button you have configured rest to be, and select rest until healed. Magically your wounds will disappear, your fatigue will be restored, and your magicka reserves will fill up. There is a chance that a creature will attack you in your sleep, but more likely then not this creature will not be a problem to fight, even in your weakened state. If the potions don't help, and the critter is still tearing you apart, then you need to prepare with spells and items that protect you from the creature's weapon. For example, if the creature is using a melee attack, the sanctuary effect improves your odds of dodging blows. The higher the level of the effect, the higher chance you have of dodging. If you should ever reach 100%, you will become invincible to their attacks.* If they are using spells, figure out what spell effect they are using and employ the appropriate countermeasure. For example, if they are using spells that deal fire damage, buy a resist fire potion or spell, and use it during or preferably right before battle. Finally, if you must flee like the coward you are, and you can't outrun the creature, you can cast a spell or use an item that produces the "divine intervention" or "almsivi intervention" effect. These effects will instantly teleport you to the closest temple or shrine. They are also quite useful outside of combat as time savers. b) {Types of Monsters} First thing, be aware that this list is not exhaustive, I have tried to be as complete as possible but some things about the critters might have slipped by me. I will also avoid listing boss creatures, as the Dagoth types alone have more then 20 different varieties. Note that by the various parts of each listing, I will add some comments to relieve the boredom. Note also that much of this information may not make sense to you, much less me, but I want to be complete so I am adding it anyways. Alit Level 3 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 40 -Agility (AGI) = 50 -Speed (SPD) = 42 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 30 Spell Points = 75 Fatigue = 400 Soul = 20 (Number of charges you get if you soultrap this critter) Skills Combat = 30 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 9 (I believe this is physical damage, not spell damage) Attack 2 = 1 to 9 Attack 3 = 1 to 9 Other Creature Type: Creature (creature, daedra, undead, or humanoid) Loot: Alit Hide Disease: None (if the critter gives a disease, I will list it here) Alit, Blighted Level 7 Attributes -Strength (STR) = 75 -Intelligence (INT) = 30 -Willpower (WIL) = 30 -Agility (AGI) = 65 -Speed (SPD) = 42 -Endurance (END) = 30 -Personality (PER) = 200 (horrible disfigurement = lady's man/sexy bas#%^$) -Luck (LUC) = 30 Secondary Characteristics Health = 105 Spell Points = 75 Fatigue = 1000 (might wanna reconsider hand-to-hand...) Soul = 25 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 7 to 21 Attack 2 = 7 to 21 Attack 3 = 7 to 21 Other Creature Type: Creature Loot: Alit Hide Disease: Black Heart Blight Alit, Diseased Level 3 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 40 -Agility (AGI) = 50 -Speed (SPD) = 42 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 30 Spell Points = 75 Fatigue = 400 Soul = 25 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 9 Attack 2 = 1 to 9 Attack 3 = 1 to 9 Other Creature Type: Creature Loot: Alit Hide Disease: Ataxia Ancestor Ghost (if you have the Atronach birthsign, this guy is your friend) Level 1 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 30 -Agility (AGI) = 50 -Speed (SPD) = 18 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 23 Spell Points = 400 Fatigue = 400 Soul = 100 (low level creature, but high number of charges) Skills Combat = 30 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 5 Attack 2 = 1 to 5 Attack 3 = 1 to 5 Other Creature Type: Undead Loot: Ectoplasm (maybe you can make a potion of Slimer summoning...) Disease: None Ascended Sleeper (AKA Bad Ass Tentacle Head) Level 25 Attributes -Strength (STR) = 100 -Intelligence (INT) = 100 -Willpower (WIL) = 100 -Agility (AGI) = 100 -Speed (SPD) = 20 -Endurance (END) = 100 -Personality (PER) = 100 -Luck (LUC) = 100 Secondary Characteristics Health = 300 Spell Points = 300 Fatigue = 400 (hand-to-hand might work well on this guy) Soul = 400 (only soul besides Golden Saint that grants constant effect) Skills Combat = 80 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 25 to 75 Attack 2 = 25 to 75 Attack 3 = 25 to 75 Other Creature Type: Humanoid (under those rags lies a ravishing beauty queen) Loot: Ash Salts Disease: Able to inflict ALL blight diseases Ash Ghoul Level 15 Attributes (these ash critters have some easy to type stats...) -Strength (STR) = 100 -Intelligence (INT) = 100 -Willpower (WIL) = 100 -Agility (AGI) = 100 -Speed (SPD) = 30 -Endurance (END) = 100 -Personality (PER) = 100 -Luck (LUC) = 100 Secondary Characteristics Health = 220 Spell Points = 280 Fatigue = 400 Soul = 250 Skills Combat = 70 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 15 to 45 Attack 2 = 15 to 45 Attack 3 = 15 to 45 Other Creature Type: Humanoid Loot: Ash Salts (cheap ingredient stuff really gets old, ::sigh::) Disease: Ash Woe Blight Ash Slave (otherwise known as Mr. Constipated) Level 5 Attributes -Strength (STR) = 100 -Intelligence (INT) = 100 -Willpower (WIL) = 80 (wow, < 100 outside of SPD; bravo Bethesda) -Agility (AGI) = 100 -Speed (SPD) = 30 -Endurance (END) = 100 -Personality (PER) = 100 -Luck (LUC) = 100 Secondary Characteristics Health = 60 Spell Points = 100 Fatigue = 400 Soul = 100 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 5 to 15 Attack 2 = 5 to 15 Attack 3 = 5 to 15 Other Creature Type: Humanoid Loot: Ash Salts Disease: Ash Woe Blight Ash Zombie Level 8 (this guy is higher in level then the Ash Slave, but much easier) Attributes -Strength (STR) = 100 -Intelligence (INT) = 20 (come on Bethesda, these stats are BAD!) -Willpower (WIL) = 60 -Agility (AGI) = 20 -Speed (SPD) = 25 -Endurance (END) = 20 -Personality (PER) = 90 (that's better, I guess...naked gray torsos OH MY!) -Luck (LUC) = 20 Secondary Characteristics Health = 90 Spell Points = 100 (INT is at 20, but has 100 spell points...no cheats here) Fatigue = 400 Soul = 100 Skills Combat = 80 Magic = 60 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 20 Attack 2 = 1 to 20 Attack 3 = 1 to 20 Other Creature Type: Humanoid Loot: Spiked Club (iron I think), Ash Salts Disease: None Atronach, Flame Level 7 Attributes -Strength (STR) = 50 (their strength lies not in stats...) -Intelligence (INT) = 50 -Willpower (WIL) = 70 -Agility (AGI) = 50 -Speed (SPD) = 32 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 75 Spell Points = 105 Fatigue = 600 Soul = 105 Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 7 to 21 (nor does it lie with the physical...though these hurt...) Attack 2 = 7 to 21 Attack 3 = 7 to 21 Other (but in their spells, dodge them or die...this applies to all atrocs) Creature Type: Daedra Loot: Fire Salts Disease: None Atronach, Frost Level 9 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 80 -Agility (AGI) = 50 -Speed (SPD) = 14 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 105 Spell Points = 135 Fatigue = 600 Soul = 138 Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 9 to 27 Attack 2 = 9 to 27 Attack 3 = 9 to 27 Other Creature Type: Daedra Loot: Frost Salts Disease: None Atronach, Storm (start running...) Level 15 (don't look back...) Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 90 -Agility (AGI) = 50 -Speed (SPD) = 9 (I dare you to laugh in his face about it...) -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 200 (yeah, this means he can take a beating, so keep running...) Spell Points = 195 Fatigue = 600 Soul = 150 Skills Combat = 70 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 15 to 45 (and he can dish the pain in melee, run faster...) Attack 2 = 15 to 45 Attack 3 = 15 to 45 Other (got away? good, you missed out on some void salts though...never mind) Creature Type: Daedra Loot: Void Salts (purpose: uh...alchemy, usefulness: next to nil) Disease: None Bonelord (AKA The Very Dead Dude With Half A Mouth) Level 8 Attributes -Strength (STR) = 100 -Intelligence (INT) = 100 -Willpower (WIL) = 80 -Agility (AGI) = 50 -Speed (SPD) = 40 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 90 Spell Points = 400 Fatigue = 500 Soul = 100 (same as the ancestor ghost?! I'd tweak this a little more...) Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 8 to 24 Attack 2 = 8 to 24 Attack 3 = 8 to 24 Other Creature Type: Undead Loot: Bonemeal, Lesser or Common Soul Gem Disease: None Bonewalker (otherwise known as zombie) Level 4 Attributes -Strength (STR) = 100 -Intelligence (INT) = 50 -Willpower (WIL) = 50 -Agility (AGI) = 50 -Speed (SPD) = 12 (If a spell made this 0, could he move? Hmmm...) -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 60 Spell Points = 80 Fatigue = 400 Soul = 75 Skills Combat = 50 Magic = 90 Stealth = 20 (a pattern is forming here, but I can't put my finger on it...) Attacks and Damage Dealt Attack 1 = 4 to 12 Attack 2 = 4 to 12 Attack 3 = 4 to 12 Other Creature Type: Undead Loot: Bonemeal, Petty or Lesser soul gem Disease: Brown Rot Bonewalker, Greater Level 7 Attributes -Strength (STR) = 100 -Intelligence (INT) = 50 -Willpower (WIL) = 60 -Agility (AGI) = 50 -Speed (SPD) = 18 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 100 Spell Points = 75 Fatigue = 400 Soul = 75 (still less then the ancestor ghost, isn't worth it) Skills Combat = 50 Magic = 90 Stealth = 20 (my psychic sense told me what this number would be, honest!) Attacks and Damage Dealt Attack 1 = 5 to 15 Attack 2 = 5 to 15 Attack 3 = 5 to 15 Other Creature Type: Undead (keep in mind spell effects like turn undead...) Loot: Bonemeal, Common or Lesser soul gem Disease: Brown Rot Bonewalker, Lesser Level 3 Attributes -Strength (STR) = 80 -Intelligence (INT) = 40 -Willpower (WIL) = 40 -Agility (AGI) = 40 -Speed (SPD) = 12 -Endurance (END) = 40 -Personality (PER) = 40 -Luck (LUC) = 40 Secondary Characteristics Health = 45 Spell Points = 60 Fatigue = 300 Soul = 65 Skills Combat = 40 Magic = 80 Stealth = 10 (FIRE, FIRE! DANGER WILL ROBINSON DANGER! WE HAVE AN EMERGENCY!) Attacks and Damage Dealt Attack 1 = 1 to 10 Attack 2 = 1 to 10 Attack 3 = 1 to 10 Other Creature Type: Undead Loot: Bonemeal Disease: Brown Rot??? (unconfirmed, has the spell but not the script) Centurion, Sphere Level 5 Attributes -Strength (STR) = 75 -Intelligence (INT) = 25 -Willpower (WIL) = 70 -Agility (AGI) = 75 -Speed (SPD) = 70 -Endurance (END) = 75 -Personality (PER) = 10 (common animals have more charisma then this...) -Luck (LUC) = 50 Secondary Characteristics Health = 75 Spell Points = 70 Fatigue = 800 Soul = 0 (yep, that's a zero) Skills Combat = 50 Magic = 90 Stealth = 20 (the universe is stable once more, thank god...) Attacks and Damage Dealt Attack 1 = 5 to 15 Attack 2 = 5 to 15 Attack 3 = 5 to 15 Other Creature Type: Creature Loot: Scrap Metal Disease: None Centurion, Spider Level 3 Attributes -Strength (STR) = 25 -Intelligence (INT) = 25 -Willpower (WIL) = 60 -Agility (AGI) = 75 -Speed (SPD) = 7 -Endurance (END) = 50 -Personality (PER) = 25 (even mechanical spiders have more charisma...) -Luck (LUC) = 50 Secondary Characteristics Health = 38 Spell Points = 20 Fatigue = 400 Soul = 0 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 9 Attack 2 = 1 to 9 Attack 3 = 1 to 9 Other Creature Type: Creature Loot: Scrap Metal Disease: None Centurion, Steam Level 10 Attributes -Strength (STR) = 100 -Intelligence (INT) = 25 -Willpower (WIL) = 70 -Agility (AGI) = 50 -Speed (SPD) = 12 -Endurance (END) = 100 -Personality (PER) = 25 -Luck (LUC) = 50 Secondary Characteristics Health = 150 Spell Points = 30 Fatigue = 1000 (no hand-to-hand here either) Soul = 0 Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 10 to 30 Attack 2 = 10 to 30 Attack 3 = 10 to 30 Other Creature Type: Creature Loot: Scrap Metal Disease: None Everyone's favorite creature is coming up soon...right after this one... Clannfear (where did they come up with this name?) Level 7 Attributes -Strength (STR) = 110 (hmm...just a little over...wait a sec...) -Intelligence (INT) = 20 -Willpower (WIL) = 70 -Agility (AGI) = 80 -Speed (SPD) = 14 -Endurance (END) = 255 (we have a problem...does this even make sense?) -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 113 (especially with this amount of hitpoints?) Spell Points = 100 Fatigue = 500 Soul = 100 Skills Combat = 60 Magic = 90 Stealth = 100 (AH HA! the conspiracy has been revealed! END=STEALTH! yeah...) Attacks and Damage Dealt Attack 1 = 6 to 18 Attack 2 = 6 to 18 Attack 3 = 6 to 18 Other Creature Type: Daedra Loot: Daedra's Heart Disease: None Cliff Racer (NO NO NO! WHY DID YOU DO IT BETHESDA?! WHY?!) Level 4 (don't let the level fool you, I and many others HATE THIS GUY) Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 30 -Agility (AGI) = 50 -Speed (SPD) = 255 (and you thought you were safe at 100 SPD...) -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 45 Spell Points = 20 Fatigue = 400 Soul = 20 (his soul isn't even worth much...ARGHHH!) Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 3 to 8 (it isn't the damage really...) Attack 2 = 3 to 8 Attack 3 = 3 to 8 Other (the #$^$ flies! he gets you even in town! and they are EVERYWHERE!) Creature Type: Creature Loot: Racer Plumes Disease: None Cliff Racer, Blighted (well...it could be worse you know...) Level 8 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 40 -Agility (AGI) = 50 -Speed (SPD) = 255 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 90 (he could have more hitpoints...) Spell Points = 20 Fatigue = 400 Soul = 20 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 6 to 18 (deal more damage...) Attack 2 = 6 to 18 Attack 3 = 6 to 18 Other Creature Type: Creature Loot: Racer Plumes Disease: Ash Chancre Blight (and make you ugly, so be thankful...) Cliff Racer, Diseased Level 4 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 30 -Agility (AGI) = 50 -Speed (SPD) = 255 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 45 Spell Points = 20 Fatigue = 400 Soul = 20 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 3 to 8 Attack 2 = 3 to 8 Attack 3 = 3 to 8 Other Creature Type: Creature Loot: Racer Plumes Disease: Hell Joint (my finger joints ache enough when I see him...ugh) Corprus, Lame (these are the corprus victims to watch out for) Level 8 Attributes -Strength (STR) = 100 -Intelligence (INT) = 100 -Willpower (WIL) = 70 -Agility (AGI) = 100 -Speed (SPD) = 10 -Endurance (END) = 100 -Personality (PER) = 100 -Luck (LUC) = 100 Secondary Characteristics Health = 90 Spell Points = 160 Fatigue = 400 Soul = 160 Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 8 to 24 Attack 2 = 8 to 24 Attack 3 = 8 to 24 Other Creature Type: Humanoid Loot: Corprus Weepings Disease: Black Heart Blight (because of this: - to strength = very bad) Corprus Stalker Level 5 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 60 -Agility (AGI) = 50 -Speed (SPD) = 7 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 60 Spell Points = 50 Fatigue = 300 Soul = 100 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 5 to 15 Attack 2 = 5 to 15 Attack 3 = 5 to 15 Other Creature Type: Creature Loot: Corprus Weepings Disease: None (yep, this critter doesn't give you corprus, so don't worry) Daedroth (AKA Lockjaw) Level 12 Attributes -Strength (STR) = 75 -Intelligence (INT) = 75 -Willpower (WIL) = 80 -Agility (AGI) = 75 -Speed (SPD) = 14 -Endurance (END) = 75 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 180 Spell Points = 195 Fatigue = 600 Soul = 195 (39000 value in a grand soul gem, pretty cool) Skills Combat = 70 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 12 to 36 Attack 2 = 12 to 36 Attack 3 = 12 to 36 Other Creature Type: Daedra Loot: Daedra's Heart Disease: None Dremora Level 9 Attributes (modest stats for a fairly powerful creature) -Strength (STR) = 55 -Intelligence (INT) = 50 -Willpower (WIL) = 70 -Agility (AGI) = 50 -Speed (SPD) = 50 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 160 Spell Points = 100 Fatigue = 400 Soul = 100 (yep, same as ancestor ghost) Skills Combat = 80 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 9 to 27 Attack 2 = 9 to 27 Attack 3 = 9 to 27 Other Creature Type: Daedra Loot: Daedra's Heart, (Dreugh, Dwarven, Ebony, or Daedric weapon) Disease: None Dremora Lord Level 12 Attributes -Strength (STR) = 75 -Intelligence (INT) = 70 -Willpower (WIL) = 80 -Agility (AGI) = 70 -Speed (SPD) = 50 -Endurance (END) = 75 -Personality (PER) = 70 -Luck (LUC) = 70 Secondary Characteristics Health = 280 Spell Points = 200 Fatigue = 500 Soul = 200 Skills Combat = 90 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 12 to 36 Attack 2 = 12 to 36 Attack 3 = 12 to 36 Other Creature Type: Daedra Loot: Daedra's Heart, (Dreugh, Dwarven, Ebony, or Daedric weapon) Disease: None Dreugh (look at that vaguely human crab thing! isn't it cute?) Level 5 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 70 -Agility (AGI) = 50 -Speed (SPD) = 60 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 60 Spell Points = 75 Fatigue = 400 Soul = 75 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 5 to 15 Attack 2 = 5 to 15 Attack 3 = 5 to 15 Other Creature Type: Creature Loot: Dreugh Wax Disease: None Dwarven Spectre Level 5 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 50 -Agility (AGI) = 50 -Speed (SPD) = 30 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 60 Spell Points = 75 Fatigue = 400 Soul = 200 (!!!) Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 5 to 15 Attack 2 = 5 to 15 Attack 3 = 5 to 15 Other Creature Type: Undead Loot: Ectoplasm Disease: None Golden Saint (also known as Happy Fun Female of Good Loot and Souls) Level 20 (oh yeah baby) Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 100 (so she doesn't get soul trapped so easily) -Agility (AGI) = 50 -Speed (SPD) = 50 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 250 Spell Points = 755 Fatigue = 700 Soul = 400 (GET THIS SOUL! she can dispel soul trap, but only so many times) Skills Combat = 80 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 20 to 60 (yes she does do good damage in melee, be careful) Attack 2 = 20 to 60 Attack 3 = 20 to 60 Other Creature Type: Daedra Loot: Daedra Heart, (random shield and weapon, including Daedric items) Disease: None Guar (all rpgs must have a cute critter somewhere in them) Level 3 Attributes -Strength (STR) = 255 (ummm...maybe he is not all that cute and cuddly) -Intelligence (INT) = 50 -Willpower (WIL) = 40 -Agility (AGI) = 50 -Speed (SPD) = 50 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 38 Spell Points = 5 Fatigue = 400 Soul = 20 Skills Combat = 30 Magic = 90 (why do they make this skill so high?) Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 9 Attack 2 = 1 to 9 Attack 3 = 1 to 9 Other Creature Type: Creature Loot: Guar Hide Disease: None Wild Guar Level 3 Attributes -Strength (STR) = 255 -Intelligence (INT) = 50 -Willpower (WIL) = 40 -Agility (AGI) = 50 -Speed (SPD) = 50 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 38 Spell Points = 5 Fatigue = 400 Soul = 20 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 9 Attack 2 = 1 to 9 Attack 3 = 1 to 9 Other Creature Type: Creature Loot: Guar Hide Disease: None Hungry...err...Hunger Level 11 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 80 -Agility (AGI) = 50 -Speed (SPD) = 45 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 170 Spell Points = 250 Fatigue = 400 Soul = 250 Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 11 to 33 Attack 2 = 11 to 33 Attack 3 = 11 to 33 Other (make sure you have an armorer's hammer, or you will regret it) Creature Type: Daedra Loot: Daedra's Heart Disease: None Kagouti Level 4 Attributes -Strength (STR) = 90 -Intelligence (INT) = 30 -Willpower (WIL) = 50 -Agility (AGI) = 75 -Speed (SPD) = 45 -Endurance (END) = 67 (an uneven number except 5! Beth is getting frisky) -Personality (PER) = 100 (don't even think to ask about this one) -Luck (LUC) = 30 Secondary Characteristics Health = 45 Spell Points = 10 Fatigue = 400 Soul = 20 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 4 to 12 Attack 2 = 4 to 12 Attack 3 = 4 to 12 Other Creature Type: Creature Loot: Kagouti Hide Disease: None Kagouti, Blighted Level 3 Attributes -Strength (STR) = 90 -Intelligence (INT) = 30 -Willpower (WIL) = 40 -Agility (AGI) = 75 -Speed (SPD) = 45 -Endurance (END) = 67 -Personality (PER) = 100 -Luck (LUC) = 30 Secondary Characteristics Health = 90 Spell Points = 10 Fatigue = 400 Soul = 20 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 8 to 24 Attack 2 = 8 to 24 Attack 3 = 8 to 24 Other Creature Type: Creature Loot: Kagouti Hide Disease: Chanthrax Blight Kagouti, Diseased Level 4 Attributes -Strength (STR) = 90 -Intelligence (INT) = 30 -Willpower (WIL) = 50 -Agility (AGI) = 75 -Speed (SPD) = 45 -Endurance (END) = 67 -Personality (PER) = 100 -Luck (LUC) = 30 Secondary Characteristics Health = 45 Spell Points = 10 Fatigue = 400 Soul = 20 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 4 to 12 Attack 2 = 4 to 12 Attack 3 = 4 to 12 Other Creature Type: Creature Loot: Kagouti Hide Disease: Yellow Tick Kwama, Forager Level 2 Attributes -Strength (STR) = 30 -Intelligence (INT) = 50 (pretty smart for a maggot) -Willpower (WIL) = 10 -Agility (AGI) = 20 -Speed (SPD) = 5 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 30 Secondary Characteristics Health = 23 Spell Points = 15 Fatigue = 300 Soul = 15 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 3 Attack 2 = 1 to 3 Attack 3 = 1 to 3 Other Creature Type: Creature Loot: Kwama Cuttle Disease: None Kwama, Blighted Forager Level 6 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 20 -Agility (AGI) = 50 -Speed (SPD) = 5 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 45 Spell Points = 100 Fatigue = 400 Soul = 15 Skills Combat = 70 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 6 to 18 Attack 2 = 6 to 18 Attack 3 = 6 to 18 Other Creature Type: Creature Loot: Kwama Cuttle Disease: Ash Chancre Blight Kwama, Warrior Level 3 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 50 -Agility (AGI) = 50 -Speed (SPD) = 18 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 45 Spell Points = 12 Fatigue = 400 Soul = 20 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 3 to 9 Attack 2 = 3 to 9 Attack 3 = 3 to 9 Other Creature Type: Creature Loot: Kwama Cuttle Disease: None Kwama, Blighted Warrior Level 7 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 50 -Agility (AGI) = 50 -Speed (SPD) = 18 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 60 Spell Points = 30 Fatigue = 400 Soul = 30 Skills Combat = 70 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 7 to 21 Attack 2 = 7 to 21 Attack 3 = 7 to 21 Other Creature Type: Creature Loot: Kwama Cuttle Disease: Ash Chancre Blight Kwama, Worker Level 2 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 30 -Agility (AGI) = 50 -Speed (SPD) = 14 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 30 Spell Points = 8 Fatigue = 300 Soul = 8 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 6 Attack 2 = 1 to 6 Attack 3 = 1 to 6 Other Creature Type: Creature Loot: Kwama Cuttle, Kwama Egg either large or small Disease: None Kwama, Blighted Worker Level 6 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 40 -Agility (AGI) = 50 -Speed (SPD) = 14 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 60 Spell Points = 8 Fatigue = 400 Soul = 8 Skills Combat = 50 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 6 to 18 Attack 2 = 6 to 18 Attack 3 = 6 to 18 Other Creature Type: Creature Loot: Kwama Cuttle Disease: Ash Chancre Blight Kwama, Diseased Worker Level 2 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 30 -Agility (AGI) = 50 -Speed (SPD) = 14 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 30 Spell Points = 8 Fatigue = 400 Soul = 8 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 2 to 6 Attack 2 = 2 to 6 Attack 3 = 2 to 6 Other Creature Type: Creature Loot: Kwama Cuttle Disease: Droops (the dreaded disease of all senior citizens) Mudcrab (::jumps around in delight:: mudcrabs! I wrote this guide for them) Level 1 (they are so cuddly with their little brown shells) Attributes (and those tiny pinchers, classic!) -Strength (STR) = 15 -Intelligence (INT) = 15 -Willpower (WIL) = 0 (sorry Mr. Mudcrab, no mage's guild for you) -Agility (AGI) = 15 -Speed (SPD) = 6 -Endurance (END) = 15 -Personality (PER) = 75 (yes Mr. Mudcrab, you ARE sexy to the bone) -Luck (LUC) = 30 Secondary Characteristics Health = 15 Spell Points = 5 Fatigue = 400 (yes Mr. Mudcrab, those monks have a hard time with you!) Soul = 5 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 1 (no Mr. Mudcrab, you are just muscularly disenfranchised) Attack 2 = 1 to 1 Attack 3 = 1 to 1 Other Creature Type: Creature Loot: Crab Meat Disease: None Mudcrab, Diseased Level 1 Attributes -Strength (STR) = 15 -Intelligence (INT) = 15 -Willpower (WIL) = 10 -Agility (AGI) = 15 -Speed (SPD) = 6 -Endurance (END) = 15 -Personality (PER) = 75 -Luck (LUC) = 50 Secondary Characteristics Health = 15 Spell Points = 5 Fatigue = 400 Soul = 5 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 5 Attack 2 = 1 to 5 Attack 3 = 1 to 5 Other Creature Type: Creature Loot: Crab Meat Disease: Swamp Fever Netch, Betty Level 10 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 30 -Agility (AGI) = 50 -Speed (SPD) = 80 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 113 Spell Points = 75 Fatigue = 500 Soul = 75 Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 10 to 30 Attack 2 = 10 to 30 Attack 3 = 10 to 30 Other Creature Type: Creature Loot: Netch Leather Disease: None Netch, Bull Level 4 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 50 -Agility (AGI) = 50 -Speed (SPD) = 100 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 45 Spell Points = 100 Fatigue = 400 Soul = 50 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 4 to 12 Attack 2 = 4 to 12 Attack 3 = 4 to 12 Other Creature Type: Creature Loot: Netch Leather Disease: None Nix-Hound Level 2 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 30 -Agility (AGI) = 50 -Speed (SPD) = 28 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 23 Spell Points = 10 Fatigue = 400 Soul = 10 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 6 Attack 2 = 1 to 6 Attack 3 = 1 to 6 Other Creature Type: Creature Loot: Hound Meat Disease: None Nix-Hound, Blighted Level 6 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 40 -Agility (AGI) = 50 -Speed (SPD) = 28 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 68 Spell Points = 10 Fatigue = 400 Soul = 10 Skills Combat = 70 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 6 to 18 Attack 2 = 6 to 18 Attack 3 = 6 to 18 Other Creature Type: Creature Loot: Hound Meat Disease: Black-Heart Blight Ogrim (fat guy + nipple rings = fashion statement of the year) Level 11 Attributes -Strength (STR) = 100 -Intelligence (INT) = 50 (Ogrims supposed to be really dumb, not cool Beth) -Willpower (WIL) = 80 -Agility (AGI) = 50 -Speed (SPD) = 20 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 170 Spell Points = 165 Fatigue = 1000 (sorry monks...) Soul = 165 Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 11 to 33 Attack 2 = 11 to 33 Attack 3 = 11 to 33 Other Creature Type: Daedra Loot: Daedra's Heart Disease: None Ogrim Titan Level 15 Attributes -Strength (STR) = 100 -Intelligence (INT) = 50 -Willpower (WIL) = 90 -Agility (AGI) = 50 -Speed (SPD) = 20 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 220 Spell Points = 180 Fatigue = 1000 Soul = 70 (typo on Bethesda's part?) Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 12 to 40 Attack 2 = 12 to 40 Attack 3 = 12 to 40 Other (The NIF file is called Clannfear_Daddy, hmmm...) Creature Type: Daedra Loot: Daedra's Heart Disease: None Rat Level 2 Attributes -Strength (STR) = 20 -Intelligence (INT) = 25 -Willpower (WIL) = 0 -Agility (AGI) = 20 -Speed (SPD) = 8 -Endurance (END) = 70 -Personality (PER) = 100 (I give up...) -Luck (LUC) = 30 Secondary Characteristics Health = 23 Spell Points = 10 Fatigue = 300 Soul = 10 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 2 Attack 2 = 1 to 2 Attack 3 = 1 to 2 Other Creature Type: Creature Loot: Rat Meat Disease: None Rat, Blighted Level 4 Attributes -Strength (STR) = 25 -Intelligence (INT) = 25 -Willpower (WIL) = 0 -Agility (AGI) = 30 -Speed (SPD) = 8 -Endurance (END) = 70 -Personality (PER) = 100 -Luck (LUC) = 75 (do I feel lucky...well...do ya punk?!) Secondary Characteristics Health = 30 Spell Points = 75 Fatigue = 400 Soul = 20 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 4 to 12 Attack 2 = 4 to 12 Attack 3 = 4 to 12 Other Creature Type: Creature Loot: Rat Meat Disease: Black-Heart Blight Rat, Diseased Level 3 Attributes -Strength (STR) = 25 -Intelligence (INT) = 25 -Willpower (WIL) = 0 -Agility (AGI) = 40 -Speed (SPD) = 8 -Endurance (END) = 70 -Personality (PER) = 100 -Luck (LUC) = 30 Secondary Characteristics Health = 23 Spell Points = 10 Fatigue = 400 Soul = 40 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 2 to 6 Attack 2 = 2 to 6 Attack 3 = 2 to 6 Other Creature Type: Creature Loot: Rat Meat Disease: Witbane Scamp Level 5 Attributes -Strength (STR) = 20 -Intelligence (INT) = 20 -Willpower (WIL) = 70 -Agility (AGI) = 20 -Speed (SPD) = 6 -Endurance (END) = 20 -Personality (PER) = 20 -Luck (LUC) = 20 Secondary Characteristics Health = 45 Spell Points = 100 Fatigue = 400 Soul = 100 Skills Combat = 50 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 5 to 15 Attack 2 = 5 to 15 Attack 3 = 5 to 15 Other Creature Type: Creature Loot: Scamp Skin Disease: None Scrib Level 1 Attributes -Strength (STR) = 20 -Intelligence (INT) = 30 -Willpower (WIL) = 0 -Agility (AGI) = 20 -Speed (SPD) = 13 -Endurance (END) = 30 -Personality (PER) = 30 -Luck (LUC) = 30 Secondary Characteristics Health = 8 Spell Points = 12 Fatigue = 300 Soul = 10 Skills Combat = 30 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 2 Attack 2 = 1 to 2 Attack 3 = 1 to 2 Other (these critters can inflict paralysis, don't underestimate them) Creature Type: Creature Loot: Scrib Jelly Disease: None Scrib, Blighted Level 4 Attributes -Strength (STR) = 30 -Intelligence (INT) = 30 -Willpower (WIL) = 10 -Agility (AGI) = 30 -Speed (SPD) = 13 -Endurance (END) = 30 -Personality (PER) = 30 -Luck (LUC) = 30 Secondary Characteristics Health = 30 Spell Points = 12 Fatigue = 400 Soul = 20 Skills Combat = 50 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 4 to 12 Attack 2 = 4 to 12 Attack 3 = 4 to 12 Other Creature Type: Creature Loot: Scrib Jelly Disease: Ash Chancre Blight Scrib, Diseased Level 1 Attributes -Strength (STR) = 30 -Intelligence (INT) = 30 -Willpower (WIL) = 0 -Agility (AGI) = 30 -Speed (SPD) = 13 -Endurance (END) = 30 -Personality (PER) = 30 -Luck (LUC) = 30 Secondary Characteristics Health = 8 Spell Points = 12 Fatigue = 400 Soul = 10 Skills Combat = 30 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 3 Attack 2 = 1 to 3 Attack 3 = 1 to 3 Other Creature Type: Creature Loot: Scrib Jelly Disease: Droops (NOT AGAIN! RUN AWAY AS FAST AS YOU CAN!) Shalk Level 6 Attributes -Strength (STR) = 30 -Intelligence (INT) = 30 -Willpower (WIL) = 25 -Agility (AGI) = 30 -Speed (SPD) = 20 -Endurance (END) = 30 -Personality (PER) = 30 -Luck (LUC) = 30 Secondary Characteristics Health = 38 Spell Points = 30 Fatigue = 400 Soul = 30 Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 6 to 18 Attack 2 = 6 to 18 Attack 3 = 6 to 18 Other Creature Type: Creature Loot: Shalk Resin Disease: None Shalk, Blighted Level 10 Attributes -Strength (STR) = 30 -Intelligence (INT) = 30 -Willpower (WIL) = 40 -Agility (AGI) = 30 -Speed (SPD) = 20 -Endurance (END) = 30 -Personality (PER) = 30 -Luck (LUC) = 30 Secondary Characteristics Health = 80 Spell Points = 30 Fatigue = 400 Soul = 30 Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 10 to 30 Attack 2 = 10 to 30 Attack 3 = 10 to 30 Other Creature Type: Creature Loot: Shalk Resin Disease: Ash-Woe Blight Shalk, Diseased Level 6 Attributes -Strength (STR) = 30 -Intelligence (INT) = 30 -Willpower (WIL) = 30 -Agility (AGI) = 30 -Speed (SPD) = 20 -Endurance (END) = 30 -Personality (PER) = 30 -Luck (LUC) = 30 Secondary Characteristics Health = 38 Spell Points = 400 (more sleeping on the job Bethesda?) Fatigue = 400 Soul = 30 Skills Combat = 60 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 6 to 18 Attack 2 = 6 to 18 Attack 3 = 6 to 18 Other Creature Type: Creature Loot: Shalk Resin Disease: None Skeleton (the true Bonewalker) Level 3 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 50 -Agility (AGI) = 50 -Speed (SPD) = 50 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 38 Spell Points = 30 Fatigue = 1000 Soul = 30 Skills Combat = 40 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 9 Attack 2 = 1 to 9 Attack 3 = 1 to 9 Other Creature Type: Undead Loot: Iron Shield, Iron weapon, Bonemeal Disease: None Skeleton, Archer Level 3 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 50 -Agility (AGI) = 50 -Speed (SPD) = 50 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 38 Spell Points = 30 Fatigue = 1000 Soul = 30 Skills Combat = 50 Magic = 90 Stealth = 90 (for marksman no doubt) Attacks and Damage Dealt Attack 1 = 3 to 9 Attack 2 = 3 to 9 Attack 3 = 3 to 9 Other (don't underestimate them, they can kill you quickly) Creature Type: Undead Loot: Long Bow, Arrows Disease: None Skeleton, Champion Level 10 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 50 -Agility (AGI) = 50 -Speed (SPD) = 50 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 150 Spell Points = 30 Fatigue = 1000 Soul = 200 Skills Combat = 80 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 10 to 30 Attack 2 = 10 to 30 Attack 3 = 10 to 30 Other Creature Type: Undead Loot: Iron Shield, Silver weapon, Bonemeal Disease: None Skeleton, Crippled Level 3 Attributes -Strength (STR) = 40 -Intelligence (INT) = 40 -Willpower (WIL) = 40 -Agility (AGI) = 40 -Speed (SPD) = 50 (If I was crippled I would move a lot slower...) -Endurance (END) = 40 -Personality (PER) = 40 -Luck (LUC) = 40 Secondary Characteristics Health = 30 Spell Points = 20 Fatigue = 1000 Soul = 10 Skills Combat = 30 Magic = 70 Stealth = 10 Attacks and Damage Dealt Attack 1 = 1 to 8 Attack 2 = 1 to 8 Attack 3 = 1 to 8 Other Creature Type: Undead Loot: Iron Shield, Iron weapon, Bonemeal Disease: None Skeleton, Warrior Level 7 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 40 -Agility (AGI) = 50 -Speed (SPD) = 50 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 80 Spell Points = 30 Fatigue = 1000 Soul = 30 Skills Combat = 70 Magic = 80 Stealth = 20 Attacks and Damage Dealt Attack 1 = 7 to 21 Attack 2 = 7 to 21 Attack 3 = 7 to 21 Other Creature Type: Undead Loot: Iron Shield, Steel weapon, Bonemeal Disease: None Slaughterfish (fishies! make mine to go captain n'wah) Level 2 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 30 -Agility (AGI) = 50 -Speed (SPD) = 50 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 23 Spell Points = 10 Fatigue = 400 Soul = 10 Skills Combat = 30 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 1 to 6 Attack 2 = 1 to 6 Attack 3 = 1 to 6 Other Creature Type: Creature Loot: Scales Disease: None Slaughterfish, Small (for those that like their seafood in little portions) Level 2 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 20 -Agility (AGI) = 50 -Speed (SPD) = 50 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 15 Spell Points = 10 Fatigue = 300 Soul = 10 Skills Combat = 40 Magic = 80 Stealth = 10 Attacks and Damage Dealt Attack 1 = 1 to 5 Attack 2 = 1 to 5 Attack 3 = 1 to 5 Other Creature Type: Creature Loot: Scales Disease: None Winged Twilight Level 15 Attributes -Strength (STR) = 50 -Intelligence (INT) = 50 -Willpower (WIL) = 100 -Agility (AGI) = 50 -Speed (SPD) = 8 -Endurance (END) = 50 -Personality (PER) = 50 -Luck (LUC) = 50 Secondary Characteristics Health = 220 Spell Points = 210 Fatigue = 800 Soul = 300 Skills Combat = 70 Magic = 90 Stealth = 20 Attacks and Damage Dealt Attack 1 = 15 to 45 Attack 2 = 15 to 45 Attack 3 = 15 to 45 Other Creature Type: Daedra Loot: Void Salts Disease: None I can't help myself, I have to put in the most powerful guy in the game... Vivec Level 100 Attributes -Strength (STR) = 100 -Intelligence (INT) = 100 -Willpower (WIL) = 100 -Agility (AGI) = 100 -Speed (SPD) = 70 -Endurance (END) = 100 -Personality (PER) = 100 -Luck (LUC) = 100 Secondary Characteristics Health = 3000 Spell Points = 10000 Fatigue = 2000 Soul = 1000 Skills Combat = 100 Magic = 100 Stealth = 100 Attacks and Damage Dealt Attack 1 = 100 to 400 Attack 2 = 100 to 400 Attack 3 = 100 to 400 Other Creature Type: Creature Loot: Wraithguard Disease: None 6) Leveling If you have read through the guide to this point, without looking at this section first, I feel for you. Leveling is a major part of the game that on the surface seems under whelming. Morrowind implements a somewhat confusing leveling system, different from just about every game out there, that can take some time getting used to. The basic premise is simple, 10 levels in either a major or minor skill will ensure that you level, provided you rest. For example, if I have long blade and armorer as my major skills, and acrobatics as a minor, and I gain three levels in long blade, three levels in armorer, and four levels in acrobatics, I can then gain a level. All I need to do at this point is rest for an hour or more, and I can get my level. Training also counts towards this count, so if I did the same thing through having someone train me as opposed to going up through constant use, the same effect would occur. After you level, the obvious effect is you gain hit points (equal to one/tenth of your END), and you gain three points to distribute to your attributes, with the exception that you can add only one of these points to any particular attribute. For example I can raise STR, END, and LCK by one point, but I can't raise LCK by three points. Here is where things get tricky though; you can have modifiers next to the various stats. These modifiers multiply the point by their base, so if you have a x5 multiplier by STR, and you put a point in STR, then you will gain 5 total points in STR. You get these modifiers by raising the skill with the associated attribute you want a certain number of times. The highest multiplier is x5, and you need to raise a skill by 10 levels or a combination of skills that share that attribute association to 10 levels. For example, if I wanted to get a x5 multiplier to STR, I could raise my long blade skill whose associated attribute is STR to 10 levels, or I could raise long blade 6 levels and armorer which also has STR associated with it to 4 levels to achieve the same effect. All skills, whether they are major, minor, or miscellaneous, will contribute to modifiers. However, misc. skills cannot be trained if you want the modifiers. Major and minors, on the other hand, will still add multipliers if they are trained. One more thing, if you start raising skills to contribute to modifiers AFTER you have attained 10 levels in major or minor skills, so that you get the message to rest, then it is too late. So don't wait until you have practically leveled before you start raising skills for your modifiers. {(Someone sent me some mail telling me that the info on not being able to get modifiers after reaching the level point was wrong. I haven't actually confirmed whether you can still get the modifiers, so be careful here and test it for yourself)} So that's it to leveling right? Well not quite, as Bethesda added a few little quirks to the effects of leveling that they don't reveal in the manual. Monster types found both outdoors and indoors, with exceptions, get a LOT harder as you level. Whether you encounter a mud crab or a blighted cliff racer is also dependant in part on where you are. Even at high levels there are examples of fixed monsters that don't change. Either that or the game implements a range of monsters that include very low level ones, but I'm leaning towards the former. Perhaps both exist, so I might be partially right. Anyways, if I'm right, then these monsters don't necessarily have to be anywhere important, they could simply be somewhere in the countryside. So the mud crabs you encountered early on could still be near the same location 30 levels later. However this scenario is unlikely, as such locations are rather hard to find and keep track of since the creatures move around. Of course almost all NPC's like Fargoth will still be where they always were, and they will have the same stats. Only the common monsters that inhabit the various dungeons of the world and the outdoors regions grow stronger, not any of the "named" group. Another aspect that changes is the loot in certain chests. These chests will contain better items at later levels. However it is my experience that these chests are not fantastically common, nor are they generally worth waiting 20 something levels to finally loot. I have heard of people finding great things in them though, so be on the lookout for these kind of things later on. You might be asking yourself what this all means, and why leveling is so important. Simply put, you will find it difficult to survive if you have not properly equipped yourself before gaining a lot of levels. Getting to level 20 by cheesing skills to 100 before you even leave Seyda Neen might sound like a good idea, but IT IS NOT! When you leave town, you will encounter a LOT of blighted creatures that will give you nasty diseases, provided you are strong enough to kill them in the first place. My advice is to level cautiously and slowly, planning on what modifiers you want and raising the appropriate skills until you get what you want. Remember there is no time limit to this game, so take your time and plan carefully what you want to do. Morrowind rewards those who plan their character and punishes the stupid, so don't fall into that trap. 7) Guilds What's a guild? Well a guild is a collection of individuals who specialize in a particular trade and offer services to their members. The Mage's Guild, for example, is a group of mages that offer spell making, guild guides, enchanting, and other services to their members, depending on rank. So what? Well... a) Why being a member is a good idea The services that guilds offer are bordering on the essential to survive type. They offer training, which can save DAYS (As in 24 hours, plural, no joke) of real-life effort, a bed to sleep in most of the time, and various other services, with enchanting in the mages guild being so important that you should join simply for that benefit alone. Note that you can use most of the various services of the guilds without actually being a member, but they tend to charge quite a bit more, and you miss out on the quests they offer, so my advice is to join as many guilds as you can. The only warning I have to give is to be careful of guild-to-guild conflicts. If you don't rise too high in a guild, then you shouldn't have much of a problem with this however. The Fighters guild and the Mages guild, maybe others though I haven't checked, also give some nice goodies to members for free in an equipment chest. {These chests are definitely refreshed, but I'm not sure how long you will have to wait till they do. My estimate is about two weeks.} Still not convinced about joining? You will be, after you see the enchanting section and what it can do for you after a little effort, even if you are not a mage. b) Guild Services The reason you join and you keep coming back. Remember that being kicked out of the guild for stealing and killing fellow guild members can be a painful experience, so if you want these services, be a good little boy and keep your nose clean. I) Spell making A service of the Mages guild, this option allows you to create your own custom made spells. Unfortunately you need to actually know the effect of the spell you are going to create. Buying spells on the other hand, and thereby buying the knowledge of the effects of those spells, is pretty easy in the mages guild as many of the members themselves sell them. Remember that cheap spells count just as much as expensive ones in terms of knowledge, so if you want to use the levitate effect in the spell maker, buying the 6gp spell with the same effect is the way to go. After you have the effect, you set the duration, magnitude, area, and range. (self, touch, or target) You will notice that as you tweak the settings, the cost of the spell in terms of septims (drakes) and in terms of magicka will increase and decrease. My suggestion early on is to create a spell from each school that costs one magic point to cast, called cantrips, and use those to raise your magic-casting skills. Any effect will do, but be careful with conjuration magic. If you create a bound item effect with a duration of 0, the bonus you get with the item will stay with you. This might sound cool, but if you create bound boots for example, and are not watching what you are doing you can have a speed attribute of over 1000. Essentially you will teleport everywhere you go, with little control over how fast you move. Also be careful with conjuring creatures. If you conjure some in town the guards get mad at you. Anyways try not to spend too much money on spell making, as the next option is even better... II) Enchanting One of the first things I looked forward to in Daggerfall, a game that was Morrowind's predecessor, was the spell making component. Creating custom spells of destruction was just so...cool. I still enjoy that component immensely as it is presented in Morrowind today, but I love one component more then any other now, that of the wonderous art known as enchanting... Essentially enchanting is the practical application of spell making to creating items of mystical power. You can choose the effect(s) to place on the item, the duration, the magnitude, and just about anything else you can edit with the spell maker. However there are some exceptions not present in the spell maker... First, and most importantly, you need souls. As in the spiritual parts of all living creatures. In order to get these souls, you must have a soul gem, a spell, item, or weapon of some sort that can produce the effect of soul trap on another creature, and a weak sense of ethics. You must kill the creature after soul trap has been cast, thereby trapping the soul of the creature, and use it to power the item you enchant. The soul gem you have must be empty, and it must be large enough for the creature to "fit" in. There are varying sizes of soul gems, from petty to grand, and small creatures can fit easily in the large ones. Once you enchant an item using a soul gem it is used up. (except Azura's Star, which is a special grand soul gem that is reusable and can be found at Azura's Shrine. Talk to the statue and get the quest, complete it, and you will have a reusable soul gem.) Secondly, you need an item to enchant. Any clothing type item that is of the quality "exquisite" is a good choice. High quality weapons are also good; even if they don't have as much room for enchantment as clothes they can still hold some fairly potent enchantments, namely cast on strike paralysis and damage effects. Thirdly, you need to know that magic items don't require magicka from you, but instead rely on an internal power supply called charges. These charges regenerate over time, but the time to recharge is fairly significant, so you don't want to go overboard with the power of the enchantment. The higher the level of the soul, the more charges you get with it. Fourthly, you can't simply add a unlimited amount of powerful effects to an object. A certain number of enchantment points are present in each item, and as the quality of the item goes up so does the number of enchantment points. Exquisite rings and amulets have some of the highest, so use those if you want a powerful enchantment. Each time you increase the power of the effect or add new ones, some enchantment points are used up. Again just be reasonable with the amount of power you place in an enchantment. Finally, you can either do the enchanting yourself, or have someone do it for you, which is the recommended method. If you screw up while enchanting an item by yourself, you will destroy the soul gem. If you pay someone to do it, then the enchantment will always succeed. Note however that enchanting by yourself is free, so if your skill is high enough then you might want to do that instead. Also note that there are other people then Mages Guild members that can enchant, but they are somewhat hard to find. One more thing, there are different types of enchantments. Cast on strike is one, which drains a certain number of charges and casts the effect every time your weapon hits an enemy. The most common type though is cast on use, where you switch to it like a spell and use the item for its effect. The final type is constant, which as its name implies remains in effect constantly and doesn't need charges to work. Only Golden Saint and Ascended Sleeper souls can give you this type though, so you won't be seeing these until you have grown in power. Once you do though, constant effects are what will give you the edge in combat. This type is incredibly powerful, and well worth the effort to get. Restore health rings, amulets, or other items, with a constant type enchantment, can single-handedly allow you take on any monster in the game. Even some bosses can be taken down with crappy equipment and skills with one of these items. III) Guild Guides In the Mages guild you will have the option of using guild guides to get around. They will teleport you to any other Mages guild for a very small fee. Since they are teleporting you, no time transpires, so if you need to get to a town with a Mages guild in a certain time, use the guild guide. IV) Training At one point or another you will get tired or impatient about raising skills on your own. This is where guilds really shine, as they offer training in a wide variety of skills, depending on which guild you join. If you join the Mages guild for example, you can expect to receive training in the magic-related skills like alchemy, enchant, destruction, and others. The Fighters guild would offer training in skills like spear and block, and so on and so fourth. Keep in mind though that they can't train you to 100 in skills, only certain experts scattered around Morrowind can do that. Usually they will train you to around 50 in any particular skill, but when you start with 5 in a misc. skill, that's pretty good. V) A place to call home One of the more minor benefits to joining a guild is a place to sleep in town. Most guilds have beds that you can sleep on, so you can rest inside town legally. Remember to save first though before you sleep on a bed for the first time, especially if someone else is nearby, as they might take offense. 8) Property acquisition without really trying In other words, stealing stuff. This is probably one of the easiest ways to get good items. As long as no one is around, you can take whatever you want from a place. Just remember if you steal from a merchant, don't try to sell his own stuff back to him, as he will know it was stolen. If you want something that is within eyesight of someone else, you will have a more difficult time. The sneak skill will allow you to take stuff without being seen, but you have to practice the skill. Also try the chameleon effect, which will also help you avoid being seen. The invisibility effect, according to my many and varied secret intelligence agents, doesn't work.* (Well ok, some say it does, and some don't. According to Bruno, there are instances where it does, read the contributor's section for details.) 9) Contributor's Section This section is a bit unorganized, my apologies if it is hard to read. If you have survived to this point though, you can make it through this. :) This information is unconfirmed by me as well, so take the advice contained within at your own risk. ---------------------------------------------------------------------- Bruno de Vries I just read your FAQ on gamefaqs.com and saw you wrote that invisibilty doesn't help you steal items. Since I see this written more in forums on the Net I wanted to react to your FAQ. My experience is, that it does help, only with the following restrictions: - When activating invisibility you shouldn't be in the line of sight of anyone. - You have to press the sneak button while stealing something. - The moment you have stolen something you become visible. So, you have to do this routine for every separate item. When stealing stuff out of a crate you can pickup multiple items though. The character I'm playing with isn't a Thief and has virtually no points in Sneak but still I got some really great items right under the nose of salesmen using my Ring of Aversion. ---------------------------------------------------------------------- ---------------------------------------------------------------------- C-Type You said you didnt know where to find much arrows, well if you need much, go to the 1st city, and pick door of the cencus office warehouse thingy. ---------------------------------------------------------------------- 10) Credits and closing thoughts Mochan's cheap ass guide pointed out a few things that I acquired. The information that you can't enchant bows and crossbows with cast on strike is pulled from his guide. Also the information about sanctuary and invisibility is also used in this guide. I appreciate the info... Since Gamefaqs wants me to add everyone that had a part in this guide, I have to say thanks to every person I ever met for shaping me into the person I am today, every writer for their inspiration, and all the people on the Gamefaqs Morrowind Board for the wealth of information about the game. I can't properly credit these individuals, as it is hard for me to remember the names and what not, not to mention this section would take up twenty pages, but rest assured that much of my information is a direct result of their contributions to the boards. Thanks also goes to Gamefaqs for posting this guide, I appreciate the assistance in getting my work out to the public. Finally, I will try and add more to the guide, as I enjoyed doing it. Keep looking for more stuff later.