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