Character Creation (Morrowind)

Character creation in The Elder Scrolls III: Morrowind begins with 10 playable races, 13 birthsigns, and 21 pre-defined classes. Entirely custom classes can also be created.

Races
Upon beginning the game, the first decision to be made is the race of the character. The standard for attributes starts at 40. Each race has different benefits, weaknesses and abilities. Statistics differ among male and female characters for some races. With each race, the player has the option to choose the gender, face and hair of the character.



Altmer (High Elf)
Benefits
 * 50 Intelligence
 * +10 Alchemy
 * +10 Destruction
 * +10 Enchanting
 * +5 Alteration
 * +5 Conjuration
 * +5 Illusion

Weaknesses

 * -30 Endurance (female)
 * -30 Speed (male)
 * -30 Strength

Abilities

 * 150% More Magicka
 * 75% Resist Common Disease
 * 50% Weakness to Fire
 * 50% Weakness to Magicka
 * 25% Weakness to Frost
 * 25% Weakness to Shock

Benefits

 * 50 Intelligence (female)
 * 50 Agility (male)
 * 50 Speed (male)
 * +15 Athletics
 * +5 Alchemy
 * +5 Illusion
 * +5 Medium Armor
 * +5 Mysthism
 * +5 Spear
 * +5 Unarmored

Weaknesses

 * 30 Willpower (male)
 * 30 Endurance
 * 30 Personality

Ability's
Argonian's cannot wear footgear, and not all the headgear. {C}
 * Spell: Waterbreathing for 120 seconds on self, cost 5 points
 * 100% Resist Poison
 * 75% Resist Common Disease

Benefits

 * 50 Agility
 * 50 Speed
 * +15 Marksman
 * +10 Sneak
 * +10 Light Armor
 * +5 Alchemy
 * +5 Acrobatics

Weaknesses

 * 30 Strength
 * 30 Willpower
 * 30 Endurance

Ability's

 * Power: Beast Tongue; Command Creature, 5 points 600 seconds
 * 75% Resist Common Disease

Benefits

 * 50 Intelligence
 * 50 Willpower
 * +10 Conjuration
 * +10 Mysticism
 * +10 Restoration
 * +5 Alchemy
 * +5 Alteration
 * +5 Illusion

Weaknesses

 * 30 Strength (female)
 * 30 Agility
 * 30 Speed (male)
 * 30 Endurance

Ability's

 * Power: Dragonskin; Shield, 50 points 60 seconds
 * 50% Resist Magicka
 * 50% More Magicka

Benefits

 * 50 Speed
 * +10 Destruction
 * +10 Short Blade
 * +5 Long Blade
 * +5 Light Armor
 * +5 Athletics
 * +5 Mysticism
 * +5 Marksman

Weaknesses

 * 30 Willpower
 * 30 Endurance (female)
 * 30 Personality

Ability's

 * Power: Ancestor Guardian; Sanctuary, 50 points 60 seconds
 * 75% Resist Fire

Benefits

 * 50 Personality
 * +10 Speechcraft
 * +10 Mercantile
 * +10 Long Blade
 * +5 Blunt Weapon
 * +5 Light Armor
 * +5 Hand-to-hand

Weaknesses

 * 30 Willpower (male)
 * 30 Agility
 * 30 Speed

Ability's

 * Power: Star of the West; Absorb Fatigue 200 points, on target
 * Power: Voice of the Emperor; Charm, 25 to 50 points 50 seconds, on target

Benefits

 * 50 Agility
 * +15 Acrobatics
 * +5 Athletics
 * +5 Hand-to-hand
 * +5 Light Armor
 * +5 Security
 * +5 Short Blade
 * +5 Sneak

Weaknesses

 * 30 Strength (female)
 * 30 Willpower
 * 30 Endurance (male)

Ability's
Khajiit's cannot wear footgear, and not all the headgear.
 * Spell: Eye of Night; Night Eye, 50 points 30 seconds
 * Power: Eye of Fear; Demoralize Humanoid, 100 points 30 seconds, on target

Benefits

 * 50 Strength
 * 50 Willpower (female)
 * 50 Endurance (male)
 * +10 Axe
 * +10 Blunt Weapon
 * +10 Medium Armor
 * +5 Heavy Armor
 * +5 Long Blade
 * +5 Spear

Weaknesses

 * 30 Intelligence
 * 30 Agility
 * 30 Personality

Ability's

 * Power: Thunder Fist; 25 points Frost Damage on touch
 * Power: Woad; Shield, 30 points 60 seconds
 * 50% Resist Shock
 * 100% Resist Frost

Benefits

 * 45 Strength
 * 50 Willpower (male)
 * 45 Willpower (female)
 * 50 Endurance
 * +10 Armorer
 * +10 Block
 * +10 Heavy Armor
 * +10 Medium Armor
 * +5 Axe

Weaknesses

 * 30 Intelligence (male)
 * 35 Agility
 * 30 Speed
 * 30 Personality (male)
 * 25 Personality (female)

Ability's

 * Power: Berserk; Fortify Health 20 points, Fortify Fatigue 200 points, Fortify Attack 100 points, Drain Agility 100 points, 60 seconds
 * 25% Resist Magicka

Benefits

 * 50 Strength (male)
 * 50 Endurance
 * +15 Long Blade
 * +5 Athletics
 * +5 Axe
 * +5 Blunt Weapon
 * +5 Heavy Armor
 * +5 Medium Armor
 * +5 Short Blade

Weaknesses

 * 30 Intelligence
 * 30 Willpower
 * 30 Personality

Ability's

 * Power: Adrenaline Rush; Fortify Agility 50 points, Fortify Endurance 50 points, Fortify Speed 50 points, Fortify Strength 50 points, Fortify Health 25 points, 60 seconds
 * 75% Resist Poison
 * 75% Resist Common Disease

Birthsigns
After you've choosen the race of your character, you can choose a birthsign. Each birthsign gives other extra ability's. In the book The Firmament you can read detailled descriptions.

The Guardians
The Guardians protect each three from the Charges.

The Warrior

 * Ability: Warwyrd; Fortify Attack 10 points
 * Description from the Firmament:  The Warrior is the first Guardian Constellation and he protects his charges during their Seasons. The Warrior's own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed , and the Lord . Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers.

The Mage

 * Ability: Fay; Fortify maximum Magicka 0.5x(if your maximum Magicka is 100, it will become 150)
 * Description from the Firmament: The Mage is a Guardian Constellation whose Season is Rain's Hand when magicka was first used by men. His Charges are the Apprentice, the Golem , and the Ritual . Those born under the Mage have more magicka and talent for all kinds of spellcasting, but are often arrogant and absent-minded.

The Thief

 * Ability: Akaviri Danger-sense; Sanctuary 10 points
 * Description from the Firmament: The Thief is the last Guardian Constellation, and her Season is the darkest month of Evening Star. Her Charges are the Lover, the Shadow, and the Tower. Those born under the sign of the Thief are not typically thieves, though they take risks more often and only rarely come to harm. They will run out of luck eventually, however, and rarely live as long as those born under other signs.

The Serpent
The Serpent is a birthsign which has no Season, and just wanders in the sky.

The Serpent

 * Spell: Star Curse; Poison 3 points 30 seconds on touch, Damage Health 1 point 30 seconds on self
 * Description from the Firmament: The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed.

The Lady

 * Ability: Lady's Favor; Fortify Personality 25 points
 * Ability: Lady's Grace; Fortify Endurance 25 points
 * Description from the Firmament: The Lady is one of the Warrior's Charges and her Season is Heartfire . Those born under the sign of the Lady are kind and tolerant.

The Steed

 * Ability: Charioteer; Fortify Speed 25 points
 * Description from the Firmament: The Steed is one of the Warrior's Charges, and her Season is Mid Year. Those born under the sign of the Steed are impatient and always hurrying from one place to another.

The Lord

 * Spell: Blood of the North; Restore Health 2 points for 30 seconds on self
 * Ability: Trollkin; 100% Weakness to Fire
 * Description from the Firmament: The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs.

The Apprentice

 * Ability: Elfborn; Fortify maximum Magicka 1.5x, 50% Weakness to Magicka
 * Description from the Firmament: The Apprentice's Season is Sun's Height. Those born under the sign of the apprentice have a special affinity for magicka of all kinds, but are more vulnerable to magicka as well.

The Atronach

 * Ability: Wombburn; 50% Spell Absorbtion, Fortify maximum Magicka 2.0x, Stunted Magicka
 * Description from the Firmament: The Atronach (often called the Golem) is one of the Mage's Charges. Its season is Sun's Dusk. Those born under this sign are natural sorcerers with deep reserves of magicka, but they cannot generate magicka of their own.

The Ritual

 * Spell: Blessed Word; Turn Undead 100 points 30 seconds on target
 * Spell: Blessed Touch; Turn Undead 100 points 30 seconds on touch
 * Power: Mara's Gift; Restore Health 100 points
 * Description from the Firmament: The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born under this sign have a variety of abilities depending on the aspects of the moons and the Divines.

The Lover

 * Ability: Mooncalf; Fortify Agility 25 points
 * Power: Lovers Kiss; Paralyze target 60 seconds, damage 200 fatigue on self
 * Description from the Firmament: The Lover is one of the Thief's Charges and her season is Sun's Dawn. Those born under the sign of the Lover are graceful and passionate.

The Shadow

 * Power: Moonshadow; Invisibility for 60 seconds
 * Description from the Firmament: The Shadow's Season is Second Seed. The Shadow grants those born under her sign the ability to hide in shadows.

The Tower

 * Spell: Beggars Nose; Detect Animal, Key or Enchantment in 200 feet for 60 seconds
 * Power: Tower Key; Open 50 points on touch
 * Description from the Firmament: The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds.

Classes
Main article: Classes (Morrowind) 

As last you can choose your class. You have 3 options; answer the questions(answer 10 questions, based on that your class will be choosen), give the info(select one of the pre-defined classes, see below) or fill out forms (create a class).

Acrobat
Major Skills: Minor Skills:
 * Acrobatics
 * Athletics
 * Marksman
 * Sneak
 * Unarmored
 * Speechcraft
 * Alteration
 * Spear
 * Hand-to-hand
 * Light Armor

Agent
Major Skills: Minor Skills:
 * Speechcraft
 * Sneak
 * Acrobatics
 * Light Armor
 * Short Blade
 * Mercantile
 * Conjuration
 * Block
 * Unarmored
 * Illusion

Major Skills
Minor Skills:
 * Marksman
 * Long Blade
 * Block
 * Athletics
 * Light Armor
 * Unarmored
 * Spear
 * Restoration
 * Sneak
 * Medium Armor

Assassin
Major Skills: Minor Skills:
 * Sneak
 * Marksman
 * Light Armor
 * Short Blade
 * Acrobatics
 * Security
 * Long Blade
 * Alchemy
 * Block
 * Athletics

Barbarian
Major Skills: Minor Skills:
 * Axe
 * Medium Armor
 * Blunt Weapon
 * Athletics
 * Block
 * Acrobatics
 * Light Armor
 * Armorer
 * Marksman
 * Unarmored

Bard
Major Skills: Minor Skills:
 * Speechcraft
 * Alchemy
 * Acrobatics
 * Long Blade
 * Block
 * Mercantile
 * Illusion
 * Medium Armor
 * Enchant
 * Security

Battlemage
Major Skills: Minor Skills: Spells:
 * Alteration
 * Destruction
 * Conjuration
 * Axe
 * Heavy Armor
 * Mysticism
 * Long Blade
 * Marksman
 * Enchant
 * Alchemy
 * Shield (Shield 5 points for 30 seconds on self)
 * Water Walking (Water Walking for 60 seconds on self)
 * Bound Dagger (Bound Dagger for 60 seconds on self)
 * Summon Ancestral Ghost (Summon Ancestral Ghost for 60 seconds on self)
 * Fire Bite (Fire Damage 15-30 damage on touch)

Crusader
Major Skills: Minor Skills: Spells
 * Blunt Weapon
 * Long Blade
 * Destruction
 * Heavy Armor
 * Block
 * Restoration
 * Armorer
 * Hand-to-hand
 * Medium Armor
 * Alchemy
 * Fire Bite (Fire Damage 15-30points on touch)

Healer
Major Skills: Minor Skills: Spells:
 * Restoration
 * Mysticism
 * Alteration
 * Hand-to-hand
 * Speechcraft
 * Illusion
 * Alchemy
 * Unarmored
 * Light Armor
 * Blunt Weapon
 * Hearth Heal (Restore Health 20-80 points on self)
 * Shield (Shield 5 points for 30 seconds on self)
 * Water Walking(Water Walking for 60 seconds on self)
 * Detect Creature (Detect Animal 50–150 ft for 5seconds on self)

Knight
Major Skills: Minor Skills:
 * Long Blade
 * Axe
 * Speechcraft
 * Heavy Armor
 * Block
 * Restoration
 * Mercantile
 * Medium Armor
 * Enchant
 * Armorer

Mage
Major Skills: Minor Skills: Spells
 * Mysticism
 * Destruction
 * Alteration
 * Illusion
 * Restoration
 * Enchant
 * Alchemy
 * Unarmored
 * Short Blade
 * Conjuration
 * Hearth Heal (Restore Health 20-80 points on self)
 * Shield (Shield 5 points for 30 seconds on self)
 * Water Walking (Water Walking for 60 seconds on self)
 * Fire Bite (Fire Damage 15-30 points on touch)
 * Chameleon (Chameleon 10% for 30 seconds on self)
 * Sanctuary (Sanctuary 10 points for 30 seconds on self)
 * Detect Creature (Detect Animal 50–150 feet for 5 seconds on self)

Monk
Major Skills: Minor Skills:
 * Hand-to-hand
 * Unarmored
 * Athletics
 * Acrobatics
 * Sneak
 * Block
 * Marksman
 * Light Armor
 * Restoration
 * Blunt Weapon

Nightblade
Major Skills: Minor Skills: Spells:
 * Mysticism
 * Illusion
 * Alteration
 * Sneak
 * Short Blade
 * Light Armor
 * Unarmored
 * Destruction
 * Marksman
 * Security
 * Shield (Shield 5points for 30 seconds on self)
 * Water Walking (Water Walking for 60 seconds on self)
 * Fire Bite (Fire Damage 15-30 points on touch)
 * Chameleon (Chameleon 10% for 30 seconds on self)
 * Sanctuary (Sanctuary 10 points for 30 seconds on self)
 * Detect Creature (Detect Animal 50–150 feet for 5seconds on self)

Pelgrim
Major Skills: Minor Skills: Spells:
 * Speechcraft
 * Mercantile
 * Marksman
 * Restoration
 * Medium Armor
 * Illusion
 * Hand-to-hand
 * Short Blade
 * Block
 * Alchemy
 * Hearth Heal (Restore Health 20-80 points on self)

Rogue
Major Skills: Minor Skills:
 * Short Blade
 * Mercantile
 * Axe
 * Light Armor
 * Hand-to-hand
 * Block
 * Medium Armor
 * Speechcraft
 * Athletics
 * Long Blade

Scout
Major Skills: Minor Skills:
 * Sneak
 * Long Blade
 * Medium Armor
 * Athletics
 * Block
 * Marksman
 * Alchemy
 * Alteration
 * Light Armor
 * Unarmored

Sorcerer
Major Skills: Minor Skills: Spells:
 * Enchant
 * Conjuration
 * Mysticism
 * Destruction
 * Alteration
 * Illusion
 * Medium Armor
 * Heavy Armor
 * Marksman
 * Short Blade
 * Shield (Shield 5 points for 30 seconds on self)
 * Water Walking (Water Walking for 60 seconds on self)
 * Bound Dagger (Bound Dagger for 60 seconds on self)
 * Summon Ancestral Ghost (Summon Ancestral Ghost for 60 seconds on self)
 * Fire Bite (Fire Damage 15-30 points on touch)
 * Detect Creature (Detect Animal 50–150 feet for 5 seconds on self)

Spellsword
Major Skills: Minor Skills: Spells:
 * Block
 * Restoration
 * Long Blade
 * Destruction
 * Alteration
 * Blunt Weapon
 * Enchant
 * Alchemy
 * Medium Armor
 * Axe
 * Hearth Heal (Restore Health 20-80 points on self)
 * Shield (Shield 5 points for 30 seconds on self)
 * Water Walking (Water Walking for 60 second on self)
 * Fire Bite (Fire Damage 15-30 points on touch)

Thief
Major Skills: Minor Skills:
 * Security
 * Sneak
 * Acrobatics
 * Light Armor
 * Short Blade
 * Marksman
 * Speechcraft
 * Hand-to-hand
 * Mercantile
 * Athletics

Warrior
Major Skills: Minor Skills:
 * Long Blade
 * Medium Armor
 * Heavy Armor
 * Athletics
 * Block
 * Armorer
 * Spear
 * Marksman
 * Axe
 * Blunt Weapon

Witchhunter
Major Skills: Minor Skills: Spells:
 * Conjuration
 * Enchant
 * Alchemy
 * Light Armor
 * Marksman
 * Unarmored
 * Block
 * Blunt Weapon
 * Sneak
 * Mysticism
 * Bound Dagger (Bound Dagger for 60 seconds on self)
 * Summon Ancestral Ghost (Summon Ancestral Ghost for 60 seconds on self)

The Adventurer
If you create your own class, this will be called the Adventurer. You will be able to select which Major and Minor Skills you want, your Favored Attributes and Specialization.