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Walkthrough > A B C D E F G H I J K L M N O P Q R S T U V W X Y Z    0-9

Walkthroughs of Morrowind FAQ


Morrowind FAQ Walkthroughs


Morrowind FAQ

By John Bowens (cynic_diogenes@myfastmail.com)

June 21, 2002
Version 0.8

***THIS GUIDE CONTAINS MINOR SPOILERS, PROCEED AT YOUR OWN RISK***

{***I DO NOT LIKE GETTING E-MAIL, EXCEPT FOR CORRECTIONS OR
CONTRIBUTIONS TO THE GUIDE ITSELF. IF YOU SEND SOME, DO NOT BE
SURPRISED IF I DO NOT REPLY. I APOLOGIZE IF THIS CAUSES ANY
INCONVIENCE, BUT I SIMPLY DON'T GIVE OUT HELP OUTSIDE THE GUIDE***}

______________________________________________________________________
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. (By the way, I would appreciate it if you are a web-master
posting this guide that you keep it fairly current. I make mistakes,
and I don't want others to suffer for it.)
______________________________________________________________________

______________________________________________________________________
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. :)

June 2, 2002
0.4 = Added a bug section where I point out some known bugs that might
mess with your game. This section of course is subject to change in a
patch; so don't take all the information as gospel. I also added some
more to the ranged attacks section, and the thievery section, as well
as a completely new section called general hints and tips. This
section deals with stuff I couldn't fit in anywhere else, but remains
useful nevertheless. If you are planning on training, I highly
recommend you look at it.

June 7, 2002
0.5 = Added the skills section where I go over each skill, its
relative speed to level, and overall usefulness.

June 16, 2002
0.6 = Medium update, concerning the general tips section. Added one
particularly cool trick concerning unlimited high quality weapons and
shields. Read the section for the juicy details. I also added a lot
about Creeper, enjoy.

June 19, 2002
0.7 = Made a few little errors here and there that needed fixing. I
also made some mistakes in the leveling section, according to the
"leveling mechanics guide" by SThakur. I will put in a note
concerning the discrepancies between my information and his. I am
unlikely to confirm his information, but it is probably correct, as I
never did any detailed investigation of the leveling system. Finally,
I added another large section dealing with spells and their effects.
I decided I wouldn't give a rating to each one, like I did with the
skills, and instead simply discuss the advantages of each one. I will
however point out whether one effect is obviously superior to another,
similar one.

June 21, 2002
0.8 = Ok, I relented; I addressed a few of the questions I get in the
e-mails. I added in some information that isn't covered or done
poorly in the manual, a sort of how to guide, as per the suggestion of
David Warner. I also made it a bit more clear about my dislike for e-
mail in general so no more individuals will be disappointed by my lack
of action in that regard. I added some corrections and contributions
as well, check the contributions section for details.
______________________________________________________________________


----------------------------------------------------------------------
Table of Contents:

1) Introduction

2) {How to... (A section for the less obvious commands)}

3) Creating your character

a) Race

b) Class

c) Birth Sign

d) Other

4) Travel

a) Ways of getting from A to B

a) Places to see, and loot to plunder

b) Things to watch out for

5) 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

6) Monsters

a) How to prevent the loss of one's internal organs

b) Types of monsters

7) Leveling

8) Skills

9) Spell Effects

a) Conjuration

b) Illusion

c) Destruction

d) Restoration

e) Mysticism

f) Alteration

10) 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

11) Property acquisition without really trying

12) General tips and hints

13) Bugs! (not in the bunny sense either)

14) {Contributor's section}

15) {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) {How to guide}

Before you begin as an adventurer, you need to know a few things
that are not so obvious about the interface and the game. I will
cover these things under this section...

How do I delete spells?

Open up the panel containing the list of all your spells by left
clicking on the icon that shows your active magic. Now hold down
shift and left click on the spell you want to delete. A confirmation
box should pop up, click ok to delete the spell.

I lost my inventory\map\spell\stats panel! How do I get it back?

Make sure you are in the mode that allows you to look at such things
in the first place and brings up the movable cursor. Now click on the
corresponding icons to bring up the panels. For example, click on the
mini-map in the bottom right corner will bring up the map panel,
clicking on the icon that identifies your current weapon will bring up
your inventory, and so on.

I move so slowly, how do I move faster?

Press the key that corresponds with the run toggle. This key is by
default the caps lock key. Remember you will have to press it every
time you load your game. If that doesn't fix your problem, make sure
you are not very close to your encumbrance limit or under the effects
of a damage speed spell. If you still move too slowly, more likely
then not you are suffering from a lack of patience, try making a mod
that increases the walk/run speed. Don't ask me how to do this; it
shouldn't be that hard if you tinker with the editor a bit.

Some of my attributes are red! How do I fix this problem?

Attributes turn red when a disease or a spell effect has damaged them.
For drain type effects, this damage is temporary, for damage attribute
or disease effects, this is permanent until you get it fixed. To
restore your attributes, you need to get the disease cured, have your
attributes restored, or both if you should be so unlucky as to have a
disease and be hit by a damage attribute spell. You can restore your
attributes by buying the appropriate spell or potion, or you can visit
a shrine in either the Imperial Cult or the Temple, though the Cult is
probably easier as their shrines always have restore attributes as an
option. The same goes for disease, but spells and potions for curing
them are a little harder to come by, try either the Temple or the Cult
as they do good jobs in curing them.

How do I enchant by myself/use alchemy equipment/equip stuff/etc.

Most of the interactive objects in the game that have some purpose
outside of looking pretty can be dragged onto your character to
perform various actions. A filled soul gem that is dropped on your
character for example will open up the enchantment menu, a mortar and
pestle that is dropped on your character will open the alchemy menu,
and so on. If you can't drop it on your character and get some useful
effect, or you can't sell it for gold, then it is more likely then not
worthless to your character. One exception is keys, they weigh
nothing and can open their corresponding locks with a 100% success
rate, so be sure not to drop them.

3) 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 holding 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.

4) 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.

5) 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...
----------------------------------------------------------------------
Ok, I got some more information. This method is a lot better then
I initially thought, and certainly an option to combat. I prefer
melee or spells, but at later marksman levels you can start dishing
some significant damage consistently. Note I said at later marksman
levels, early on you will miss all the time, and die very easily if
you rely on ranged alone. Melee attacks hit a lot more often, or they
seem to, then ranged, at least early on. This might have something to
do with the relatively low speed of the bow. I recommend you train
the skill up to about 50, then practice the rest of the way up if you
are going for agility modifiers.
Also note that most guys that sell arrows and bolts refresh their
supply at least every day, so you can amass quite a collection in a
relatively short amount of time if you visit several merchants. Just
make sure you can carry them all, as they get quite heavy in bulk.
Finally, if you do use a bow, make sure you hold it back all the
way before you fire! The damage from a weak bow attack is pathetic at
best, so make sure you hold the fire button until the animation is
complete.


6) 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

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