For other uses, see Character Creation.

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[edit | edit source]

Main article: Races (Morrowind)

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)[edit | edit source]

Race Customization

Benefits

Weaknesses[edit | edit source]

Abilities[edit | edit source]

Argonian[edit | edit source]

Benefits[edit | edit source]

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

Weaknesses[edit | edit source]

  • 30 Willpower (male)
  • 30 Endurance
  • 30 Personality

Abilities[edit | edit source]

  • Spell: Waterbreathing for 120 seconds on self, cost 5 points
  • 100% Resist Poison
  • 75% Resist Common Disease

Argonians cannot wear footgear or most types of headgear.

Bosmer (Wood Elf)[edit | edit source]

Benefits[edit | edit source]

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

Weaknesses[edit | edit source]

  • 30 Strength
  • 30 Willpower
  • 30 Endurance

Abilities[edit | edit source]

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

Breton[edit | edit source]

Benefits[edit | edit source]

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

Weaknesses[edit | edit source]

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

Abilities[edit | edit source]

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

Dunmer (Dark Elf)[edit | edit source]

Benefits[edit | edit source]

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

Weaknesses[edit | edit source]

  • 30 Willpower
  • 30 Endurance (female)
  • 30 Personality

Abilities[edit | edit source]

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

Imperial[edit | edit source]

Benefits[edit | edit source]

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

Weaknesses[edit | edit source]

  • 30 Willpower (male)
  • 30 Agility
  • 30 Speed

Abilities[edit | edit source]

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

Khajiit[edit | edit source]

Benefits[edit | edit source]

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

Weaknesses[edit | edit source]

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

Abilities[edit | edit source]

  • Spell: Eye of Night; Night Eye, 50 points 30 seconds
  • Power: Eye of Fear; Demoralize Humanoid, 100 points 30 seconds, on target

Khajiits cannot wear footgear or most types of headgear.

Nord[edit | edit source]

Benefits[edit | edit source]

  • 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[edit | edit source]

  • 30 Intelligence
  • 30 Agility
  • 30 Personality

Abilities[edit | edit source]

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

Orsimer (Orc)[edit | edit source]

Benefits[edit | edit source]

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

Weaknesses[edit | edit source]

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

Abilities[edit | edit source]

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

Redguard[edit | edit source]

Benefits[edit | edit source]

  • 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[edit | edit source]

  • 30 Intelligence
  • 30 Willpower
  • 30 Personality

Abilities[edit | edit source]

  • 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[edit | edit source]

After you've chosen the race of your character, you can choose a birthsign. Each birthsign gives other extra abilities. In the book The Firmament you can read detailed descriptions.

The Guardians[edit | edit source]

The Guardians protect each three from the Charges.

The Warrior[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

The Serpent[edit | edit source]

  • 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 Charges[edit | edit source]

The Lady[edit | edit source]

  • 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 Hearthfire. Those born under the sign of the Lady are kind and tolerant.

The Steed[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • Ability: Wombburn; 50% Spell Absorption, 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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 chosen), give the info(select one of the pre-defined classes, see below) or fill out forms (create a class).

Acrobat[edit | edit source]

Major Skills:

Minor Skills:

Agent[edit | edit source]

Major Skills:

Minor Skills:

Archer[edit | edit source]

Major Skills

Minor Skills:

Assassin[edit | edit source]

Major Skills:

  • Sneak
  • Marksman
  • Light Armor
  • Short Blade
  • Acrobatics

Minor Skills:

Barbarian[edit | edit source]

Major Skills:

Minor Skills:

  • Acrobatics
  • Light Armor
  • Armorer
  • Marksman
  • Unarmored

Bard[edit | edit source]

Major Skills:

  • Speechcraft
  • Alchemy
  • Acrobatics
  • Long Blade
  • Block

Minor Skills:

Battlemage[edit | edit source]

Major Skills:

Minor Skills:

Spells:

Crusader[edit | edit source]

Major Skills:

  • Blunt Weapon
  • Long Blade
  • Destruction
  • Heavy Armor
  • Block

Minor Skills:

Spells

  • Fire Bite (Fire Damage 15–30 points on touch)

Healer[edit | edit source]

Major Skills:

  • Restoration
  • Mysticism
  • Alteration
  • Hand-to-hand
  • Speechcraft

Minor Skills:

  • Illusion
  • Alchemy
  • Unarmored
  • Light Armor
  • Blunt Weapon

Spells:

  • 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 50–150ft for 5seconds on self)

Knight[edit | edit source]

Major Skills:

  • Long Blade
  • Axe
  • Speechcraft
  • Heavy Armor
  • Block

Minor Skills:

  • Restoration
  • Mercantile
  • Medium Armor
  • Enchant
  • Armorer

Mage[edit | edit source]

Major Skills:

  • Mysticism
  • Destruction
  • Alteration
  • Illusion
  • Restoration

Minor Skills:

  • Enchant
  • Alchemy
  • Unarmored
  • Short Blade
  • Conjuration

Spells

  • 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[edit | edit source]

Major Skills:

  • Hand-to-hand
  • Unarmored
  • Athletics
  • Acrobatics
  • Sneak

Minor Skills:

  • Block
  • Marksman
  • Light Armor
  • Restoration
  • Blunt Weapon

Nightblade[edit | edit source]

Major Skills:

  • Mysticism
  • Illusion
  • Alteration
  • Sneak
  • Short Blade

Minor Skills:

  • Light Armor
  • Unarmored
  • Destruction
  • Marksman
  • Security

Spells:

  • 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)

Pilgrim[edit | edit source]

Major Skills:

  • Speechcraft
  • Mercantile
  • Marksman
  • Restoration
  • Medium Armor

Minor Skills:

  • Illusion
  • Hand-to-hand
  • Short Blade
  • Block
  • Alchemy

Spells:

  • Hearth Heal (Restore Health 20–80 points on self)

Rogue[edit | edit source]

Major Skills:

  • Short Blade
  • Mercantile
  • Axe
  • Light Armor
  • Hand-to-hand

Minor Skills:

  • Block
  • Medium Armor
  • Speechcraft
  • Athletics
  • Long Blade

Scout[edit | edit source]

Major Skills:

  • Sneak
  • Long Blade
  • Medium Armor
  • Athletics
  • Block

Minor Skills:

  • Marksman
  • Alchemy
  • Alteration
  • Light Armor
  • Unarmored

Sorcerer[edit | edit source]

Major Skills:

  • Enchant
  • Conjuration
  • Mysticism
  • Destruction
  • Alteration

Minor Skills:

  • Illusion
  • Medium Armor
  • Heavy Armor
  • Marksman
  • Short Blade

Spells:

  • 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[edit | edit source]

Major Skills:

  • Block
  • Restoration
  • Long Blade
  • Destruction
  • Alteration

Minor Skills:

  • Blunt Weapon
  • Enchant
  • Alchemy
  • Medium Armor
  • Axe

Spells:

  • 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[edit | edit source]

Major Skills:

  • Security
  • Sneak
  • Acrobatics
  • Light Armor
  • Short Blade

Minor Skills:

  • Marksman
  • Speechcraft
  • Hand-to-hand
  • Mercantile
  • Athletics

Warrior[edit | edit source]

Major Skills:

  • Long Blade
  • Medium Armor
  • Heavy Armor
  • Athletics
  • Block

Minor Skills:

Witchhunter[edit | edit source]

Major Skills:

Minor Skills:

Spells:

The Adventurer[edit | edit source]

If the player creates their own class, this will be called the Adventurer. They will be able to select which Major and Minor Skills they want, their Favored Attributes and Specialization.

*Disclosure: Some of the links above are affiliate links, meaning, at no additional cost to you, Fandom will earn a commission if you click through and make a purchase. Community content is available under CC-BY-SA unless otherwise noted.