The Elder Scrolls III: Morrowind Tips & Strategies FAQ v0.3 - John Bowens
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The Elder Scrolls III: Morrowind Tips & Strategies FAQ

by John Bowens   Updated to v0.3 on
Morrowind Tips and Strategies FAQ

By John Bowens (cynic_diogenes@myfastmail.com)


May 28, 2002
Version 0.3

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


______________________________________________________________________
Copyright Notice:  This file is copyrighted by John Bowens as of May
17, 2002.  It may be distributed and reproduced via any medium, as
long as the contents of this file remain unchanged, there is no price
charged in association with this file, and proper credits are given to
all that deserve them.  (In other words; Bethesda Softworks Inc.,
ZeniMax Media, any contributors mentioned, and me)
______________________________________________________________________


______________________________________________________________________
Distribution Notice:  Due to several e-mails asking me permission
about whether they can distribute this guide to other sites, I have
added this section to the FAQ.  This file may be distributed to any
site, it is effectively public domain as far as I am concerned.  The
copyright notice is only there to deter those who seek to make a
profit from this work, change it, or pass it off as their own.  If you
don't fall into any of those categories, do whatever you want with
this file.
______________________________________________________________________


______________________________________________________________________
E-mail Notice:  As my namesake suggests, I am not one for socializing.
I rarely check my e-mail, and when I do it is only for important
information such as my account status.  Any contributions or
corrections to the FAQ are welcome, but they may not make it into the
guide, depending on my mood.  If I do accept a contribution or
correction, full credit will be given to the best of my ability.  This
means that if someone sends me information without his or her
name/handle/e-mail address, I can't properly credit that person.  So
include that information!  All other e-mails will be deleted.
______________________________________________________________________


______________________________________________________________________
Version History

May 17, 2002
0.1 = First version

May 22, 2002
0.2 = Small update concerning some errors I made, a few formatting
changes, and a distribution notice.  (Which I should have added
earlier)  I also added a contributor's section as well.  From now on
any significant information that has been changed, added, or clarified
on will be enclosed in these symbols {}.  This information will remain
marked until one revision has been made from the first version the
information appeared in, at which point the symbols will be dropped.
Any outdated or erroneous information from a previous version will not
be marked as such; it will simply be deleted.  If you are reading this
to see what changes have been made, use the find command, under the
edit button near the top of your browser window, and type in this {.
(Without the period of course.)

May 28, 2002
0.3 = Pretty big update, corrected a few more errors and added the
HUGE monster section.  This guide is really starting to come along in
my oh so humble opinion.  Considering this is my first guide, or
written work submitted online for that matter, I think its pretty
good. :)
______________________________________________________________________


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

1) Introduction

2) Creating your character

    a) Race

    b) Class

    c) Birth Sign

    d) Other

3) Travel

    a) Ways of getting from A to B

    a) Places to see, and loot to plunder

    b) Things to watch out for

4) Combat

    a) Melee, or the Art of Sticking Pointy Objects into Bad Things

    b) Magic, or the Art of Turning Bad Things into Crispy Strips

    c) Ranged, or the Art of Changing Bad Things into Pincushions

5) Monsters

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

    b) {Types of monsters}

6) Leveling

7) Guilds

    a) Why being a member is a good idea

    b) Guild services

        I)    Spells and spell making

        II)   Enchanting

        III)  Guild Guides

        IV)   Training

        V)    A place to call home

8) Property acquisition without really trying

9) Contributor's section

10) Credits and closing thoughts
----------------------------------------------------------------------


1) Introduction

    Morrowind is a vast place.  It is difficult to make it through in
one piece, much less as an adventurer of power, prestige, and wealth.
This guide is designed to provide the traveler with general
information about the world and its inhabitants.  This guide is NOT
designed to provide quest details, nor is it a primer for those
unfamiliar with the world of fantasy or the manual that came with the
game.  If you don't know what strength/combat arts/magicka/etc. is,
look it up in the manual, as I won't explain what it is.  In addition,
I will not give out directions to specific places, as that information
is beyond the scope of this guide.  As much as I can, I will try to
ensure the following information is accurate.  However I may make
mistakes, and Bethesda may change the information with a patch, so be
careful.  Any information that I got from a specific person I will put
a star like this * by said information.  Read the credits section
though for complete information regarding the sources of my
information.  At times I can also be extremely long-winded, so if you
feel the need to flee from this file, I understand.  With all that
said, let's get on with the show!

2) Creating your character

    The first action that any adventurer will make is the creation of
his or her character.  This event is critical in how much enjoyment
you will derive from the game.  Think about what you want to do in the
game.  Do you want a thief character, which steals everything he sees?
Or perhaps a mage, with the ability to conjure undead to do his
bidding?  Whatever you want to do, within reason, it can be done in
Morrowind.  Note however that some things are more difficult then
others to do, I will note these throughout the guide.
    After choosing a name for yourself, you must choose a race that
your character belongs to.  Here are the various races and their
benefits and disadvantages.  Note that M is shorthand for males and F
is shorthand for females.

a) Race

Argonian

Attributes

-Strength (STR)        M = 40  F = 40
-Intelligence (INT)    M = 40  F = 50
-Willpower (WIL)       M = 30  F = 40
-Agility (AGI)         M = 50  F = 40
-Speed (SPD)           M = 50  F = 40
-Endurance (END)       M = 30  F = 30
-Personality (PER)     M = 30  F = 30
-Luck (LUC)            M = 40  F = 40

Skill Bonuses

-Alchemy      +5
-Athletics    +15
-Illusion     +5
-Medium Armor +5
-Mysticism    +5
-Spear        +5
-Unarmored    +5

Specials (all duration numbers are in seconds, DUR stands for
duration, MAG stand for magnitude, and CONST stands for constant
duration.  The first number of the magnitude stands for the minimum,
and the last number the maximum.  Cost stands for the casting cost in
magicka.  If a special has more then one effect, the casting cost and
type are the same for each effect.)

Name           Effect           Cost  Type     Range  Area  DUR   MAG

Argonian       Water Breathing  5     Spell    Self   0     120   1 to 1
Breathing

Immune to      Resist Poison    0     Ability  Self   0     CONST 100 to 100
Poison

Resist         Resist Common    0     Ability  Self   0     CONST 75 to 75
Disease        Disease


Other

-Beast Race


Breton

Attributes

-Strength (STR)        M = 40  F = 30
-Intelligence (INT)    M = 50  F = 50
-Willpower (WIL)       M = 50  F = 50
-Agility (AGI)         M = 30  F = 30
-Speed (SPD)           M = 30  F = 40
-Endurance (END)       M = 30  F = 30
-Personality (PER)     M = 40  F = 40
-Luck (LUC)            M = 40  F = 40

Skill Bonuses

-Alchemy      +5
-Alteration   +5
-Conjuration  +10
-Illusion     +5
-Mysticism    +10
-Restoration  +10

Specials

Name           Effect           Cost  Type     Range  Area  DUR   MAG

Dragon Skin    Shield           0     Power    Self   0     60    50 to 50

Magicka Bonus  Fortify Maximum  0     Ability  Self   0     CONST 5 to 5
               Magicka

Resist Magicka Resist Magicka   0     Ability  Self   0     CONST 50 to 50


Dark Elf

Attributes

-Strength (STR)        M = 40  F = 30
-Intelligence (INT)    M = 50  F = 50
-Willpower (WIL)       M = 50  F = 50
-Agility (AGI)         M = 30  F = 30
-Speed (SPD)           M = 30  F = 40
-Endurance (END)       M = 30  F = 30
-Personality (PER)     M = 40  F = 40
-Luck (LUC)            M = 40  F = 40

Skill Bonuses

-Athletics    +5
-Destruction  +10
-Light Armor  +5
-Long Blade   +5
-Marksman     +5
-Mysticism    +5
-Short Blade  +10

Specials

Name           Effect           Cost  Type     Range  Area  DUR   MAG

Resist Fire    Resist Fire      0     Ability  Self   0     CONST 75 to 75

Ancestor       Sanctuary        0     Power    Self   0     60    50 to 50
Guardian


High Elf

Attributes

-Strength (STR)        M = 30  F = 30
-Intelligence (INT)    M = 50  F = 50
-Willpower (WIL)       M = 40  F = 40
-Agility (AGI)         M = 40  F = 40
-Speed (SPD)           M = 30  F = 40
-Endurance (END)       M = 40  F = 30
-Personality (PER)     M = 40  F = 40
-Luck (LUC)            M = 40  F = 40

Skill Bonuses

-Alchemy      +10
-Alteration   +5
-Conjuration  +5
-Destruction  +10
-Enchant      +10
-Illusion     +5

Specials

Name           Effect           Cost  Type     Range  Area  DUR   MAG

Resist         Resist Common    0     Ability  Self   0     CONST 75 to 75
Disease        Disease

Weakness to    Weakness to      0     Ability  Self   0     CONST 25 to 25
Shock          Shock

Weakness to    Weakness to      0     Ability  Self   0     CONST 25 to 25
Frost          Frost

Weakness to    Weakness to      0     Ability  Self   0     CONST 50 to 50
Fire           Fire

Weakness to    Weakness to      0     Ability  Self   0     CONST 50 to 50
Magicka        Magicka

Magicka        Fortify Maximum  0     Ability  Self   0     CONST 15 to 15
Bonus          Magicka


Imperial

Attributes

-Strength (STR)        M = 40  F = 40
-Intelligence (INT)    M = 40  F = 40
-Willpower (WIL)       M = 30  F = 40
-Agility (AGI)         M = 30  F = 30
-Speed (SPD)           M = 40  F = 30
-Endurance (END)       M = 40  F = 40
-Personality (PER)     M = 50  F = 50
-Luck (LUC)            M = 40  F = 40

Skill Bonuses

-Blunt Weapon +5
-Hand-to-Hand +5
-Light Armor  +5
-Long Blade   +10
-Mercantile   +10
-Speechcraft  +10

Specials

Name           Effect           Cost  Type     Range  Area  DUR   MAG

Voice of the   Charm            0     Power    Target 0     15    25 to 50
Emperor

Star of the    Absorb Fatigue   0     Power    Target 0     1     200 to 200
West


Khajiit

Attributes

-Strength (STR)        M = 40  F = 30
-Intelligence (INT)    M = 40  F = 40
-Willpower (WIL)       M = 30  F = 30
-Agility (AGI)         M = 50  F = 50
-Speed (SPD)           M = 40  F = 40
-Endurance (END)       M = 30  F = 40
-Personality (PER)     M = 40  F = 40
-Luck (LUC)            M = 40  F = 40

Skill Bonuses

-Acrobatics   +15
-Athletics    +5
-Hand-to-Hand +5
-Light Armor  +5
-Security     +5
-Short Blade  +5
-Sneak        +5

Specials

Name           Effect           Cost  Type     Range  Area  DUR   MAG

Eye of Fear    Demoralize       0     Power    Target 0     30    100 to 100
               Humanoid

Eye of Night   Night Eye        0     Spell    Self   0     30    50 to 50


Other

-Beast Race


Nord

Attributes

-Strength (STR)        M = 50  F = 50
-Intelligence (INT)    M = 30  F = 30
-Willpower (WIL)       M = 40  F = 50
-Agility (AGI)         M = 30  F = 30
-Speed (SPD)           M = 40  F = 40
-Endurance (END)       M = 50  F = 40
-Personality (PER)     M = 30  F = 30
-Luck (LUC)            M = 40  F = 40

Skill Bonuses

-Blunt Weapon +10
-Axe          +10
-Heavy Armor  +5
-Long Blade   +5
-Medium Armor +10
-Spear        +5

Specials

Name           Effect           Cost  Type     Range  Area  DUR   MAG

Thunder Fist   Frost Damage     0     Power    Touch  0     1     25 to 25

Woad           Shield           0     Power    Self   0     60    30 to 30

Resist Shock   Resist Shock     0     Ability  Self   0     CONST 50 to 50

Immune to      Resist Frost     0     Ability  Self   0     CONST 100 to 100
Frost


Orc

Attributes

-Strength (STR)        M = 45  F = 45
-Intelligence (INT)    M = 30  F = 40
-Willpower (WIL)       M = 50  F = 45
-Agility (AGI)         M = 35  F = 35
-Speed (SPD)           M = 30  F = 30
-Endurance (END)       M = 50  F = 50
-Personality (PER)     M = 30  F = 25
-Luck (LUC)            M = 40  F = 40

Skill Bonuses

-Armorer      +10
-Axe          +5
-Block        +10
-Heavy Armor  +10
-Medium Armor +10

Specials

Name           Effect           Cost  Type     Range  Area  DUR   MAG

Berserk        Fortify Health   0     Power    Self   0     60    20 to 20
               Fortify Fatigue                 Self   0     60    200 to 200
               Fortify Attack                  Self   0     60    100 to 100
               Drain Attribute                 Self   0     60    100 to 100
               (Agility)

Resist         Resist           0     Ability  Self   0     CONST 25 to 25
Magicka        Magicka


Redguard

Attributes

-Strength (STR)        M = 50  F = 40
-Intelligence (INT)    M = 30  F = 30
-Willpower (WIL)       M = 30  F = 30
-Agility (AGI)         M = 40  F = 40
-Speed (SPD)           M = 40  F = 40
-Endurance (END)       M = 50  F = 50
-Personality (PER)     M = 30  F = 40
-Luck (LUC)            M = 40  F = 40

Skill Bonuses

-Blunt Weapon +5
-Axe          +5
-Heavy Armor  +5
-Long Blade   +15
-Medium Armor +5
-Short Blade  +5
-Athletics    +5

Specials

Name           Effect           Cost  Type     Range  Area  DUR   MAG

Adrenaline     Fortify          0     Power    Self   0     60    50 to 50
Rush           Attribute
               (Agility)

               Fortify                         Self   0     60    50 to 50
               Attribute
               (Strength)

               Fortify                         Self   0     60    50 to 50
               Attribute
               (Speed)

               Fortify                         Self   0     60    50 to 50
               Attribute
               (Endurance)

               Fortify Health                  Self   0     60    25 to 25

Resist Poison  Resist Poison    0     Ability  Self   0     CONST 75 to 75

Resist         Resist Common    0     Ability  Self   0     CONST 75 to 75
Disease        Disease


Wood Elf

Attributes

-Strength (STR)        M = 30  F = 30
-Intelligence (INT)    M = 40  F = 40
-Willpower (WIL)       M = 30  F = 30
-Agility (AGI)         M = 50  F = 50
-Speed (SPD)           M = 50  F = 50
-Endurance (END)       M = 30  F = 30
-Personality (PER)     M = 40  F = 40
-Luck (LUC)            M = 40  F = 40

Skill Bonuses

-Acrobatics   +5
-Alchemy      +5
-Light Armor  +10
-Marksman     +15
-Sneak        +10

Specials

Name           Effect           Cost  Type     Range  Area  DUR   MAG

Beast Tongue   Command          0     Power    Target 0     600   5 to 5
               Creature

Resist         Resist Common    0     Ability  Self   0     CONST 75 to 75
Disease        Disease


b) Class

    The second step is choosing either a pre-made class or making your
own.  I won't go into the pre-made classes, as the information about
each one can be found simply by selecting it.  Instead I will focus on
custom made classes and some hints I have for them.  I HIGHLY
recommend you look at the leveling section first before choosing your
class, as I include information in that section that is critical to
making wise choices for your class.  In fact, that section is so
critical that I will make assumptions about what you know in regards
to modifiers and what-not; if you haven't read the section, you won't
understand what I am talking about.  Anyways, after picking your race
and talking the excise agent inside the building, you will be
presented with some options for the custom class...

Primary Attributes

    This option allows you the choice of two attributes to give a +10
bonus to.  Since Luck is an attribute that has no corresponding skills
to get the x5 modifier, I would choose it for one of primary
attributes.  The other choice is up to you but note that Endurance is
a fairly good choice if you get stuck.  Endurance modifies your
starting hit points, how many hit points you get per level, and
fatigue.  All of these are important in the day to day life of the
adventurer.

Specialization

    This choice is fairly important, as it gives a +5 bonus to all
skills that of that type, (Combat, Magic, Stealth), and also makes it
easier to advance in that field.  Note that the +5 bonus will also be
a limitation on the max level you can attain.  Personally I don't
believe that having a very high maximum level is important, as certain
attributes like willpower and personality have a relatively minor role
in the game and as such don't need to be maxed, but if you are going
for the highest level possible, choose to specialize in an art that
has few if any skills you will place in the major and minor slots.

Major Skills and Minor Skills

    Speaking of major and minor skills, this option allows you to
choose the skills you will use the most throughout the game.  At
least, in theory that is what is supposed to happen. In reality, you
might use these skills rarely, often, or never; depending on where you
are at, what your goals are, and how you are playing.  Note too that
these skills will rise the fastest and start off at the highest
levels.  I recommend you choose a balanced skill set that contains as
many different attribute associations as possible.  I also recommend
against choosing Athletics as a major skill, or minor skill for that
matter. It goes up fairly quickly to begin with, even as a
miscellaneous skill.  There is also little control over when to raise
it, and gaining levels too soon because of it can be an annoyance.
    Your character will be a lot easier for you to level if you choose
skills that can be "cheesed".  Certain skills can be raised fairly
quickly simply by repeating the same actions over and over.  Magic
casting skills such as alteration and illusion, the sneak skill, and
acrobatics are examples of skills that can be raised simply through a
lot of repetitive clicking.  (Or in the case of sneak, can be raised
by simply hold a button down in certain spots)  However be aware that
you should place at least one weapon skill as a primary, as combat is
a large part of the game for most, and one armor skill as a major or
minor.  Also, every cheese skill you add to the primary and minor
slots is one less skill you can use to get x5 modifiers without
leveling.  Remember that before you act, as those modifiers can be a
source of great frustration if you don't plan your character
correctly.  Also remember that levels are not always beneficial to
your character, you will know why if you have read the leveling
section.

c) Birth Sign

    This aspect is totally up to you.  I would personally choose the
lady for the whopping 50 total attribute points, but the other choices
are pretty good.  Note however that the tower, shadow, and the lord
signs are fairly limited, especially the lord, but there are instances
where they come in handy.
    There is only one choice I would recommend against totally and
that is the Serpent.  I don't know what Bethesda was smoking when they
came up with this sign, but the disadvantages alone outweigh the
advantages.  The loss of 30 hit points over 30 seconds per cast is
pretty serious, and in return all you get is a spell that costs 5
magicka and does a total of 90 damage over 30 seconds.  Sure that
creature will probably die from the poison if given enough time, but
you will be hurting from the blows it will be inflicting on you before
it does plus the drain from the spell.  If your target resists then
they won't even feel the effects of the poison, while you suffer with
the consequences.  Thankfully it can be cast without "fizzles", or
when the spell doesn't get cast at all because of a lack of skill on
the part of the caster, but there are a lot better choices available
in comparison.  Also be careful of the Atronach, it will totally
change the way you play the game.  If you are prepared to put up with
the hassle of magicka that cannot be restored by resting, or you are
not going to cast spells at all, then by all means choose the sign.
Otherwise choose something a little more conventional.

d) Other

    Now that you have created your character, you should be aware of
what is in store for him or her.  For many people, ugly occurrences of
crashes, bugs, and failed character plans do occur.  Crashes and bugs
are not really too much of an issue if you save often and in multiple
slots at important junctures in the game.  Failed character plans are
a totally different matter.  Whether it is a misplaced primary skill
or a bad choice in birth sign, if you rush the creation process you
will probably be displeased with the way your character is turning
out.  There are console cheats to fix this problem, but such actions
take away from the game in my opinion.  The best option is to simply
take a lot of time in creating the character, to try and ensure that
it will be enjoyable to play.  You will be investing a lot of time
with this character and it is best to make it what you want it to be
rather then let the game force you to turn him or her into something
else.  If this is your first time creating a character in Morrowind,
especially if it is your first in a fantasy game, then more likely
then not you will fail.  If so, then I recommend starting over early
on, rather then waiting and becoming increasingly dissatisfied.  Try
not to get discouraged, as the rewards of a fully developed character
are great, and if you are like me, you will feel a sense of pride in
the amount of effort you have put into your character.  Above all have
fun with the game, even if it means totally ignoring the stats of the
game and just goofing off.

3) Travel

    At some point in the game you are going to want to get out of the
first town and explore the world.  There are a variety of ways to go
about doing just that, and a variety of ways to get killed while doing
so.  This section will deal with the various travel options available
to you and what to be aware of while traveling.

a) Ways of getting from A to B

    The first method most travelers will undertake to get around in
the world of Morrowind is by silt strider.  A silt strider is a giant
tick-like creature that is handled by a driver, who, if spoken to,
will take you where you want to go.  However silt striders don't go
everywhere, they only travel to towns that have other silt striders.
Almost all major towns have silt striders, and some minor ones do.
You must pay a small fine to travel by one, but after the beginning of
the game the amount is nothing.
    The second method is the use of guild guides, which will be
covered in detail in the guild section.
    The third method is via boat.  The choice of destinations is
limited when traveling by boat, and only a few towns have them.  This
option also costs money.  However, for small towns with seaports, it
is often the only fast travel option available.
    The fourth method is travel by foot.  This method costs nothing,
and offers much in the way of excitement, but offers much in the way
of danger as well.
    The fifth method is a combination of foot travel and spell casting
abilities.  After some time in the game, your character will have
access to levitate potions (called rising force potions) and spells.
Imposing mountains and dizzying towers will no longer present an
obstacle once you have some of these.  Note however the potions cost a
fair bit of money and the spells are rather expensive in terms of
magicka cost.
    Finally, some locations require that you swim to get around.  The
character handles it a lot like traveling over land, only you can move
in three dimensions instead of two.

b) Places to see, and loot to plunder

    If you are traveling by foot, you will come across some
interesting places.  Bandit caves, egg mines, and Daedric ruins are
just some of the various places you will find in your adventures.
Most are dangerous, but then again most have booty for you to take as
well.  In particular, Daedric ruins, ebony mines, and raw glass mines
can solve your money problems quickly.  These places however are not
open to the public, and if you are caught stealing by the inhabitants,
they WILL punish you for your transgression.  Some might kill you
anyways, just because you are crunchy and taste good with ketchup.  If
in doubt, run for the exit as none can pass through the magical portal
of cell transition.  If you don't know what a cell is, just remember
they generally can't follow you to another area that requires a
loading bar, except outdoors, and take advantage of that fact.

c) Things to watch out for

    Despite your beautiful face and suave manner, the monsters of
Morrowind you will find on your travels would like nothing more then
to eat you alive.  Even other sentient creatures might take offense to
your continued existence.  Either run or engage these creatures to the
death, as they don't care about the 50+ hours you have committed to
raising your Personality to 100.  In addition, if you are going to
fight them, be wary of fighting with a low fatigue meter, worn armor,
or dull weapons.  All of these factors will lower your combat
effectiveness, sometimes dramatically, and ensure your death.  Repair
your stuff often, and try to fight with the fatigue bar at least 1/4
full.  (Note that your effectiveness falls gradually as your stamina
drops, so you would really want a full bar of stamina at all times.
However you may not want to fool with such things, so keeping fatigue
at least 1/4 full or more is a good rule of thumb instead.)
    The other thing you need to be aware of is that despite what the
Discovery channel and PETA contends, Mother Nature is...a not nice
female dog.  If you are underwater for long periods of time,(excluding
water breathing spells or effects) falling from any significant
height, or touching lava, you WILL be hurt, and possibly killed.

4) Combat

    Conflict is the spice of life, and Morrowind adopts this principle
readily.  The combat system is fairly simple, but engaging enough to
remain interesting for the entire game, provided you are not ultra-
powerful or god-like.  This section will deal with how to get the most
out of the three methods of doing combat: melee, magic, and ranged.

a) Melee, or the Art of Sticking Pointy Objects into Bad Things

    By far the most popular activity in Morrowind, melee fighting is
the bread and butter of most characters.  Even the arch mage needs to
occasionally fight something up close when he is out of magicka.  In
order to be effective, you will need a melee weapon of some sort or
your fists if your hand-to-hand is good, some decent armor of the type
you are most prolific in, and preferably some healing potions or
spells.  As pointed out in the traveling section, you need to make
sure your equipment is repaired, and you are not fatigued.  Since you
want to fight in an opponent's face, make sure that you close with
spell casters and ranged attackers.  Your sword doesn't do you any
good if you can't reach your opponent with it.  To aid you in this
regard, keep autorun on in battle, usually toggled by the caps key.
Also if you need to run autorun will help you get away.  Remember that
even if you have completely depleted your fatigue meter, you can still
run and jump at the same effectiveness.  Remember as well that you
must FACE your opponent, so that the crosshair is in close proximity
to a part of your opponent.  You can't attack specific parts of a
creature's body, so just whack away in your opponent's general
direction.
    Generally speaking, if your opponent is flying, running is not an
option.  Also if you are in the water, swimming faster then the
critter in the water is also generally not an option.  Certain land
monsters are naturally quick, they will also make escape difficult.
If you venture outside, be prepared to fight, that way if you do
encounter a monster you can't run away from you have a good chance of
killing it.
    If you are fighting a spell slinger, you don't have to absorb the
spells like a sponge.  Monsters have magicka reserves just like you do
and can run out.  So make them run out.  Get them to start casting
their spell, stand still, and wait until the monster actually throws
the spell at you.  When he does this, move out of the way.  Why don't
you just constantly move left and right you ask?  Well critters that
can do any sort of ranged attack can also lead their target, so if you
are moving in a constant direction at a constant speed they can
predict where you will be when the spell hits.  However they don't
take obstacles into account, so if you have a pillar or other such
object nearby, move in the direction of the pillar until the spell has
been cast, then move away again.
    One final tip, keep the best attack option on in the options
menus.  While you can fight using a variety of thrusts, chops, and
overhead blows, there is rarely an occasion where the best attack
option is not the best option for combat.  You will always deal the
most damage with your weapon and you don't have to deal with so much
moving around, which, if you are running, drains your fatigue.

b) Magic, or the Art of Turning Bad Things into Crispy Strips

    Another option available to the combatant is the use of spells to
kill or incapacitate foes.  Obviously you will need to keep a high
magicka reserve before engaging any enemies with this method.  In
addition, you need to actually purchase or make spells that can kill,
charm, incapacitate, or summon things to slay for you.  This method is
the most destructive, but also the most risky.  If your opponent has
resistances to your attacks, spell absorption, or spell reflection,
life can suddenly become very difficult for the mage.  Conjuring a
creature is the safest method, but the creature will not automatically
attack.  You must either attack first or be hit for the creature to
step in to fight.  Of course, if you are stepping in to fight in the
first place, you might as well be good at fighting in melee.  This,
the possible resistances, and the constant resting required to
recharge magicka, are the reasons why this method is really not as
great as it first appears.  It is certainly a viable approach to
combat, but it is far better to simply apply magic to melee, rather
then use magic itself directly.  I will explain how to do just that in
the enchanting section under guild services.

c) Ranged, or the Art of Changing Bad Things into Pincushions

    I am not very familiar with this method.  I will tell you what
little I know, and hope that you are wise enough to decide whether
this path is for you.  If you are using a bow or crossbow, arrows and
bolts respectively are required to use them.  Copies of handheld items
are another option that needs no items to use.  For those that are
seeking to enchant your bow, note that you can't enchant bows and
crossbows with cast on strike enchantments.*  My overall impression of
this way of doing combat is that melee and magic have much better
results.  If I get any more information I will update this section to
reflect my enlightenment.

5) Monsters

    I've mentioned them enough, I might as well explain them in a
little more depth.  Everywhere you go in Morrowind, with the exception
of towns for the most part, you will find beasts, supernatural
creatures, and other nasties that want to kill you.  They usually
engage you in melee combat, however as you level you will encounter a
lot more spell casting creatures.  These can kill you VERY quickly;
even my uber character with 100's in all stats, and high combat
skills, can fall quite easily to these jokers.  So how do you prevent
yourself from getting killed by both types?  Well you can try this...

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

    Hit points.  You can't die if your hit points don't reach 0.  So
how do you keep your hit points up then?  Well the expensive method is
getting a constant effect restore health item.  This method isn't very
practical to the novice adventurer, not to mention you will have to
get a grand soul gem and kill a Golden Saint to get this item.  (With
the exception of the UNGODLY Robe of St. Roris.  Don't ask, I won't
tell you how to get it, as the game is effectively over in terms of
challenge when you get this.)
    A far more cheaper, and practical, method is the use of restore
health potions.  While you can use spells to recover health, they
require that you switch out of the use of the weapon you currently
have, cast the spell, and switch back all the while being beat up by
the monster.  Healing items that cast on use operate on the same
principle.  Potions however don't require any time, simply open your
inventory, which pauses the game, and gulp one.  The higher the
quality, the better the effect.  Note that all healing potions operate
on a healing over time basis, so the effects are not instant.  Also
note that use of potions outside of combat, in areas where you can
rest easily, is almost always INCREDIBLY STUPID.  Simply press the R
button, or whatever button you have configured rest to be, and select
rest until healed.  Magically your wounds will disappear, your fatigue
will be restored, and your magicka reserves will fill up.  There is a
chance that a creature will attack you in your sleep, but more likely
then not this creature will not be a problem to fight, even in your
weakened state.
    If the potions don't help, and the critter is still tearing you
apart, then you need to prepare with spells and items that protect you
from the creature's weapon.  For example, if the creature is using a
melee attack, the sanctuary effect improves your odds of dodging
blows.  The higher the level of the effect, the higher chance you have
of dodging.  If you should ever reach 100%, you will become invincible
to their attacks.*  If they are using spells, figure out what spell
effect they are using and employ the appropriate countermeasure.  For
example, if they are using spells that deal fire damage, buy a resist
fire potion or spell, and use it during or preferably right before
battle.
    Finally, if you must flee like the coward you are, and you can't
outrun the creature, you can cast a spell or use an item that produces
the "divine intervention" or "almsivi intervention" effect.  These
effects will instantly teleport you to the closest temple or shrine.
They are also quite useful outside of combat as time savers.

b) {Types of Monsters}

    First thing, be aware that this list is not exhaustive, I have
tried to be as complete as possible but some things about the critters
might have slipped by me.  I will also avoid listing boss creatures,
as the Dagoth types alone have more then 20 different varieties.  Note
that by the various parts of each listing, I will add some comments to
relieve the boredom.  Note also that much of this information may not
make sense to you, much less me, but I want to be complete so I am
adding it anyways.


Alit

Level 3

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 40
-Agility (AGI)      = 50
-Speed (SPD)        = 42
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 30
Spell Points = 75
Fatigue = 400
Soul = 20 (Number of charges you get if you soultrap this critter)

Skills

Combat = 30
Magic = 80
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 1 to 9 (I believe this is physical damage, not spell damage)
Attack 2 = 1 to 9
Attack 3 = 1 to 9

Other

Creature Type: Creature (creature, daedra, undead, or humanoid)
Loot: Alit Hide
Disease: None (if the critter gives a disease, I will list it here)


Alit, Blighted

Level 7

Attributes

-Strength (STR)     = 75
-Intelligence (INT) = 30
-Willpower (WIL)    = 30
-Agility (AGI)      = 65
-Speed (SPD)        = 42
-Endurance (END)    = 30
-Personality (PER)  = 200 (horrible disfigurement = lady's man/sexy bas#%^$)
-Luck (LUC)         = 30

Secondary Characteristics

Health = 105
Spell Points = 75
Fatigue = 1000 (might wanna reconsider hand-to-hand...)
Soul = 25

Skills

Combat = 50
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 7 to 21
Attack 2 = 7 to 21
Attack 3 = 7 to 21

Other

Creature Type: Creature
Loot: Alit Hide
Disease: Black Heart Blight


Alit, Diseased

Level 3

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 40
-Agility (AGI)      = 50
-Speed (SPD)        = 42
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 30
Spell Points = 75
Fatigue = 400
Soul = 25

Skills

Combat = 30
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 1 to 9
Attack 2 = 1 to 9
Attack 3 = 1 to 9

Other

Creature Type: Creature
Loot: Alit Hide
Disease: Ataxia


Ancestor Ghost (if you have the Atronach birthsign, this guy is your friend)

Level 1

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 30
-Agility (AGI)      = 50
-Speed (SPD)        = 18
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 23
Spell Points = 400
Fatigue = 400
Soul = 100 (low level creature, but high number of charges)

Skills

Combat = 30
Magic = 80
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 1 to 5
Attack 2 = 1 to 5
Attack 3 = 1 to 5

Other

Creature Type: Undead
Loot: Ectoplasm (maybe you can make a potion of Slimer summoning...)
Disease: None


Ascended Sleeper (AKA Bad Ass Tentacle Head)

Level 25

Attributes

-Strength (STR)     = 100
-Intelligence (INT) = 100
-Willpower (WIL)    = 100
-Agility (AGI)      = 100
-Speed (SPD)        = 20
-Endurance (END)    = 100
-Personality (PER)  = 100
-Luck (LUC)         = 100

Secondary Characteristics

Health = 300
Spell Points = 300
Fatigue = 400 (hand-to-hand might work well on this guy)
Soul = 400 (only soul besides Golden Saint that grants constant effect)

Skills

Combat = 80
Magic = 80
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 25 to 75
Attack 2 = 25 to 75
Attack 3 = 25 to 75

Other

Creature Type: Humanoid (under those rags lies a ravishing beauty queen)
Loot: Ash Salts
Disease: Able to inflict ALL blight diseases


Ash Ghoul

Level 15

Attributes (these ash critters have some easy to type stats...)

-Strength (STR)     = 100
-Intelligence (INT) = 100
-Willpower (WIL)    = 100
-Agility (AGI)      = 100
-Speed (SPD)        = 30
-Endurance (END)    = 100
-Personality (PER)  = 100
-Luck (LUC)         = 100

Secondary Characteristics

Health = 220
Spell Points = 280
Fatigue = 400
Soul = 250

Skills

Combat = 70
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 15 to 45
Attack 2 = 15 to 45
Attack 3 = 15 to 45

Other

Creature Type: Humanoid
Loot: Ash Salts (cheap ingredient stuff really gets old, ::sigh::)
Disease: Ash Woe Blight


Ash Slave (otherwise known as Mr. Constipated)

Level 5

Attributes

-Strength (STR)     = 100
-Intelligence (INT) = 100
-Willpower (WIL)    = 80  (wow, < 100 outside of SPD; bravo Bethesda)
-Agility (AGI)      = 100
-Speed (SPD)        = 30
-Endurance (END)    = 100
-Personality (PER)  = 100
-Luck (LUC)         = 100

Secondary Characteristics

Health = 60
Spell Points = 100
Fatigue = 400
Soul = 100

Skills

Combat = 50
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 5 to 15
Attack 2 = 5 to 15
Attack 3 = 5 to 15

Other

Creature Type: Humanoid
Loot: Ash Salts
Disease: Ash Woe Blight


Ash Zombie

Level 8 (this guy is higher in level then the Ash Slave, but much easier)

Attributes

-Strength (STR)     = 100
-Intelligence (INT) = 20  (come on Bethesda, these stats are BAD!)
-Willpower (WIL)    = 60
-Agility (AGI)      = 20
-Speed (SPD)        = 25
-Endurance (END)    = 20
-Personality (PER)  = 90  (that's better, I guess...naked gray torsos OH MY!)
-Luck (LUC)         = 20

Secondary Characteristics

Health = 90
Spell Points = 100 (INT is at 20, but has 100 spell points...no cheats here)
Fatigue = 400
Soul = 100

Skills

Combat = 80
Magic = 60
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 1 to 20
Attack 2 = 1 to 20
Attack 3 = 1 to 20

Other

Creature Type: Humanoid
Loot: Spiked Club (iron I think), Ash Salts
Disease: None


Atronach, Flame

Level 7

Attributes

-Strength (STR)     = 50  (their strength lies not in stats...)
-Intelligence (INT) = 50
-Willpower (WIL)    = 70
-Agility (AGI)      = 50
-Speed (SPD)        = 32
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 75
Spell Points = 105
Fatigue = 600
Soul = 105

Skills

Combat = 60
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 7 to 21 (nor does it lie with the physical...though these hurt...)
Attack 2 = 7 to 21
Attack 3 = 7 to 21

Other (but in their spells, dodge them or die...this applies to all atrocs)

Creature Type: Daedra
Loot: Fire Salts
Disease: None


Atronach, Frost

Level 9

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 80
-Agility (AGI)      = 50
-Speed (SPD)        = 14
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 105
Spell Points = 135
Fatigue = 600
Soul = 138

Skills

Combat = 60
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 9 to 27
Attack 2 = 9 to 27
Attack 3 = 9 to 27

Other

Creature Type: Daedra
Loot: Frost Salts
Disease: None


Atronach, Storm (start running...)

Level 15 (don't look back...)

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 90
-Agility (AGI)      = 50
-Speed (SPD)        = 9   (I dare you to laugh in his face about it...)
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 200 (yeah, this means he can take a beating, so keep running...)
Spell Points = 195
Fatigue = 600
Soul = 150

Skills

Combat = 70
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 15 to 45 (and he can dish the pain in melee, run faster...)
Attack 2 = 15 to 45
Attack 3 = 15 to 45

Other (got away? good, you missed out on some void salts though...never mind)

Creature Type: Daedra
Loot: Void Salts (purpose: uh...alchemy, usefulness: next to nil)
Disease: None


Bonelord (AKA The Very Dead Dude With Half A Mouth)

Level 8

Attributes

-Strength (STR)     = 100
-Intelligence (INT) = 100
-Willpower (WIL)    = 80
-Agility (AGI)      = 50
-Speed (SPD)        = 40
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 90
Spell Points = 400
Fatigue = 500
Soul = 100 (same as the ancestor ghost?! I'd tweak this a little more...)

Skills

Combat = 60
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 8 to 24
Attack 2 = 8 to 24
Attack 3 = 8 to 24

Other

Creature Type: Undead
Loot: Bonemeal, Lesser or Common Soul Gem
Disease: None


Bonewalker (otherwise known as zombie)

Level 4

Attributes

-Strength (STR)     = 100
-Intelligence (INT) = 50
-Willpower (WIL)    = 50
-Agility (AGI)      = 50
-Speed (SPD)        = 12  (If a spell made this 0, could he move? Hmmm...)
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 60
Spell Points = 80
Fatigue = 400
Soul = 75

Skills

Combat = 50
Magic = 90
Stealth = 20 (a pattern is forming here, but I can't put my finger on it...)

Attacks and Damage Dealt

Attack 1 = 4 to 12
Attack 2 = 4 to 12
Attack 3 = 4 to 12

Other

Creature Type: Undead
Loot: Bonemeal, Petty or Lesser soul gem
Disease: Brown Rot


Bonewalker, Greater

Level 7

Attributes

-Strength (STR)     = 100
-Intelligence (INT) = 50
-Willpower (WIL)    = 60
-Agility (AGI)      = 50
-Speed (SPD)        = 18
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 100
Spell Points = 75
Fatigue = 400
Soul = 75 (still less then the ancestor ghost, isn't worth it)

Skills

Combat = 50
Magic = 90
Stealth = 20 (my psychic sense told me what this number would be, honest!)

Attacks and Damage Dealt

Attack 1 = 5 to 15
Attack 2 = 5 to 15
Attack 3 = 5 to 15

Other

Creature Type: Undead (keep in mind spell effects like turn undead...)
Loot: Bonemeal, Common or Lesser soul gem
Disease: Brown Rot


Bonewalker, Lesser

Level 3

Attributes

-Strength (STR)     = 80
-Intelligence (INT) = 40
-Willpower (WIL)    = 40
-Agility (AGI)      = 40
-Speed (SPD)        = 12
-Endurance (END)    = 40
-Personality (PER)  = 40
-Luck (LUC)         = 40

Secondary Characteristics

Health = 45
Spell Points = 60
Fatigue = 300
Soul = 65

Skills

Combat = 40
Magic = 80
Stealth = 10 (FIRE, FIRE! DANGER WILL ROBINSON DANGER! WE HAVE AN EMERGENCY!)

Attacks and Damage Dealt

Attack 1 = 1 to 10
Attack 2 = 1 to 10
Attack 3 = 1 to 10

Other

Creature Type: Undead
Loot: Bonemeal
Disease: Brown Rot??? (unconfirmed, has the spell but not the script)


Centurion, Sphere

Level 5

Attributes

-Strength (STR)     = 75
-Intelligence (INT) = 25
-Willpower (WIL)    = 70
-Agility (AGI)      = 75
-Speed (SPD)        = 70
-Endurance (END)    = 75
-Personality (PER)  = 10  (common animals have more charisma then this...)
-Luck (LUC)         = 50

Secondary Characteristics

Health = 75
Spell Points = 70
Fatigue = 800
Soul = 0 (yep, that's a zero)

Skills

Combat = 50
Magic = 90
Stealth = 20 (the universe is stable once more, thank god...)

Attacks and Damage Dealt

Attack 1 = 5 to 15
Attack 2 = 5 to 15
Attack 3 = 5 to 15

Other

Creature Type: Creature
Loot: Scrap Metal
Disease: None


Centurion, Spider

Level 3

Attributes

-Strength (STR)     = 25
-Intelligence (INT) = 25
-Willpower (WIL)    = 60
-Agility (AGI)      = 75
-Speed (SPD)        = 7
-Endurance (END)    = 50
-Personality (PER)  = 25  (even mechanical spiders have more charisma...)
-Luck (LUC)         = 50

Secondary Characteristics

Health = 38
Spell Points = 20
Fatigue = 400
Soul = 0

Skills

Combat = 30
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 1 to 9
Attack 2 = 1 to 9
Attack 3 = 1 to 9

Other

Creature Type: Creature
Loot: Scrap Metal
Disease: None


Centurion, Steam

Level 10

Attributes

-Strength (STR)     = 100
-Intelligence (INT) = 25
-Willpower (WIL)    = 70
-Agility (AGI)      = 50
-Speed (SPD)        = 12
-Endurance (END)    = 100
-Personality (PER)  = 25
-Luck (LUC)         = 50

Secondary Characteristics

Health = 150
Spell Points = 30
Fatigue = 1000 (no hand-to-hand here either)
Soul = 0

Skills

Combat = 60
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 10 to 30
Attack 2 = 10 to 30
Attack 3 = 10 to 30

Other

Creature Type: Creature
Loot: Scrap Metal
Disease: None


Everyone's favorite creature is coming up soon...right after this one...


Clannfear (where did they come up with this name?)

Level 7

Attributes

-Strength (STR)     = 110 (hmm...just a little over...wait a sec...)
-Intelligence (INT) = 20
-Willpower (WIL)    = 70
-Agility (AGI)      = 80
-Speed (SPD)        = 14
-Endurance (END)    = 255 (we have a problem...does this even make sense?)
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 113 (especially with this amount of hitpoints?)
Spell Points = 100
Fatigue = 500
Soul = 100

Skills

Combat = 60
Magic = 90
Stealth = 100 (AH HA! the conspiracy has been revealed! END=STEALTH! yeah...)

Attacks and Damage Dealt

Attack 1 = 6 to 18
Attack 2 = 6 to 18
Attack 3 = 6 to 18

Other

Creature Type: Daedra
Loot: Daedra's Heart
Disease: None


Cliff Racer (NO NO NO! WHY DID YOU DO IT BETHESDA?! WHY?!)

Level 4 (don't let the level fool you, I and many others HATE THIS GUY)

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 30
-Agility (AGI)      = 50
-Speed (SPD)        = 255 (and you thought you were safe at 100 SPD...)
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 45
Spell Points = 20
Fatigue = 400
Soul = 20 (his soul isn't even worth much...ARGHHH!)

Skills

Combat = 50
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 3 to 8 (it isn't the damage really...)
Attack 2 = 3 to 8
Attack 3 = 3 to 8

Other (the #$^$ flies! he gets you even in town! and they are EVERYWHERE!)

Creature Type: Creature
Loot: Racer Plumes
Disease: None


Cliff Racer, Blighted (well...it could be worse you know...)

Level 8

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 40
-Agility (AGI)      = 50
-Speed (SPD)        = 255
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 90 (he could have more hitpoints...)
Spell Points = 20
Fatigue = 400
Soul = 20

Skills

Combat = 50
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 6 to 18 (deal more damage...)
Attack 2 = 6 to 18
Attack 3 = 6 to 18

Other

Creature Type: Creature
Loot: Racer Plumes
Disease: Ash Chancre Blight (and make you ugly, so be thankful...)


Cliff Racer, Diseased

Level 4

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 30
-Agility (AGI)      = 50
-Speed (SPD)        = 255
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 45
Spell Points = 20
Fatigue = 400
Soul = 20

Skills

Combat = 50
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 3 to 8
Attack 2 = 3 to 8
Attack 3 = 3 to 8

Other

Creature Type: Creature
Loot: Racer Plumes
Disease: Hell Joint (my finger joints ache enough when I see him...ugh)


Corprus, Lame (these are the corprus victims to watch out for)

Level 8

Attributes

-Strength (STR)     = 100
-Intelligence (INT) = 100
-Willpower (WIL)    = 70
-Agility (AGI)      = 100
-Speed (SPD)        = 10
-Endurance (END)    = 100
-Personality (PER)  = 100
-Luck (LUC)         = 100

Secondary Characteristics

Health = 90
Spell Points = 160
Fatigue = 400
Soul = 160

Skills

Combat = 60
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 8 to 24
Attack 2 = 8 to 24
Attack 3 = 8 to 24

Other

Creature Type: Humanoid
Loot: Corprus Weepings
Disease: Black Heart Blight (because of this: - to strength = very bad)


Corprus Stalker

Level 5

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 60
-Agility (AGI)      = 50
-Speed (SPD)        = 7
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 60
Spell Points = 50
Fatigue = 300
Soul = 100

Skills

Combat = 50
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 5 to 15
Attack 2 = 5 to 15
Attack 3 = 5 to 15

Other

Creature Type: Creature
Loot: Corprus Weepings
Disease: None (yep, this critter doesn't give you corprus, so don't worry)


Daedroth (AKA Lockjaw)

Level 12

Attributes

-Strength (STR)     = 75
-Intelligence (INT) = 75
-Willpower (WIL)    = 80
-Agility (AGI)      = 75
-Speed (SPD)        = 14
-Endurance (END)    = 75
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 180
Spell Points = 195
Fatigue = 600
Soul = 195 (39000 value in a grand soul gem, pretty cool)

Skills

Combat = 70
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 12 to 36
Attack 2 = 12 to 36
Attack 3 = 12 to 36

Other

Creature Type: Daedra
Loot: Daedra's Heart
Disease: None


Dremora

Level 9

Attributes (modest stats for a fairly powerful creature)

-Strength (STR)     = 55
-Intelligence (INT) = 50
-Willpower (WIL)    = 70
-Agility (AGI)      = 50
-Speed (SPD)        = 50
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 160
Spell Points = 100
Fatigue = 400
Soul = 100 (yep, same as ancestor ghost)

Skills

Combat = 80
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 9 to 27
Attack 2 = 9 to 27
Attack 3 = 9 to 27

Other

Creature Type: Daedra
Loot: Daedra's Heart, (Dreugh, Dwarven, Ebony, or Daedric weapon)
Disease: None


Dremora Lord

Level 12

Attributes

-Strength (STR)     = 75
-Intelligence (INT) = 70
-Willpower (WIL)    = 80
-Agility (AGI)      = 70
-Speed (SPD)        = 50
-Endurance (END)    = 75
-Personality (PER)  = 70
-Luck (LUC)         = 70

Secondary Characteristics

Health = 280
Spell Points = 200
Fatigue = 500
Soul = 200

Skills

Combat = 90
Magic = 80
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 12 to 36
Attack 2 = 12 to 36
Attack 3 = 12 to 36

Other

Creature Type: Daedra
Loot: Daedra's Heart, (Dreugh, Dwarven, Ebony, or Daedric weapon)
Disease: None


Dreugh (look at that vaguely human crab thing! isn't it cute?)

Level 5

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 70
-Agility (AGI)      = 50
-Speed (SPD)        = 60
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 60
Spell Points = 75
Fatigue = 400
Soul = 75

Skills

Combat = 50
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 5 to 15
Attack 2 = 5 to 15
Attack 3 = 5 to 15

Other

Creature Type: Creature
Loot: Dreugh Wax
Disease: None


Dwarven Spectre

Level 5

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 50
-Agility (AGI)      = 50
-Speed (SPD)        = 30
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 60
Spell Points = 75
Fatigue = 400
Soul = 200 (!!!)

Skills

Combat = 50
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 5 to 15
Attack 2 = 5 to 15
Attack 3 = 5 to 15

Other

Creature Type: Undead
Loot: Ectoplasm
Disease: None


Golden Saint (also known as Happy Fun Female of Good Loot and Souls)

Level 20 (oh yeah baby)

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 100 (so she doesn't get soul trapped so easily)
-Agility (AGI)      = 50
-Speed (SPD)        = 50
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 250
Spell Points = 755
Fatigue = 700
Soul = 400 (GET THIS SOUL! she can dispel soul trap, but only so many times)

Skills

Combat = 80
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 20 to 60 (yes she does do good damage in melee, be careful)
Attack 2 = 20 to 60
Attack 3 = 20 to 60

Other

Creature Type: Daedra
Loot: Daedra Heart, (random shield and weapon, including Daedric items)
Disease: None


Guar (all rpgs must have a cute critter somewhere in them)

Level 3

Attributes

-Strength (STR)     = 255 (ummm...maybe he is not all that cute and cuddly)
-Intelligence (INT) = 50
-Willpower (WIL)    = 40
-Agility (AGI)      = 50
-Speed (SPD)        = 50
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 38
Spell Points = 5
Fatigue = 400
Soul = 20

Skills

Combat = 30
Magic = 90    (why do they make this skill so high?)
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 1 to 9
Attack 2 = 1 to 9
Attack 3 = 1 to 9

Other

Creature Type: Creature
Loot: Guar Hide
Disease: None


Wild Guar

Level 3

Attributes

-Strength (STR)     = 255
-Intelligence (INT) = 50
-Willpower (WIL)    = 40
-Agility (AGI)      = 50
-Speed (SPD)        = 50
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 38
Spell Points = 5
Fatigue = 400
Soul = 20

Skills

Combat = 30
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 1 to 9
Attack 2 = 1 to 9
Attack 3 = 1 to 9

Other

Creature Type: Creature
Loot: Guar Hide
Disease: None


Hungry...err...Hunger

Level 11

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 80
-Agility (AGI)      = 50
-Speed (SPD)        = 45
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 170
Spell Points = 250
Fatigue = 400
Soul = 250

Skills

Combat = 60
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 11 to 33
Attack 2 = 11 to 33
Attack 3 = 11 to 33

Other (make sure you have an armorer's hammer, or you will regret it)

Creature Type: Daedra
Loot: Daedra's Heart
Disease: None


Kagouti

Level 4

Attributes

-Strength (STR)     = 90
-Intelligence (INT) = 30
-Willpower (WIL)    = 50
-Agility (AGI)      = 75
-Speed (SPD)        = 45
-Endurance (END)    = 67  (an uneven number except 5! Beth is getting frisky)
-Personality (PER)  = 100 (don't even think to ask about this one)
-Luck (LUC)         = 30

Secondary Characteristics

Health = 45
Spell Points = 10
Fatigue = 400
Soul = 20

Skills

Combat = 50
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 4 to 12
Attack 2 = 4 to 12
Attack 3 = 4 to 12

Other

Creature Type: Creature
Loot: Kagouti Hide
Disease: None


Kagouti, Blighted

Level 3

Attributes

-Strength (STR)     = 90
-Intelligence (INT) = 30
-Willpower (WIL)    = 40
-Agility (AGI)      = 75
-Speed (SPD)        = 45
-Endurance (END)    = 67
-Personality (PER)  = 100
-Luck (LUC)         = 30

Secondary Characteristics

Health = 90
Spell Points = 10
Fatigue = 400
Soul = 20

Skills

Combat = 50
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 8 to 24
Attack 2 = 8 to 24
Attack 3 = 8 to 24

Other

Creature Type: Creature
Loot: Kagouti Hide
Disease: Chanthrax Blight


Kagouti, Diseased

Level 4

Attributes

-Strength (STR)     = 90
-Intelligence (INT) = 30
-Willpower (WIL)    = 50
-Agility (AGI)      = 75
-Speed (SPD)        = 45
-Endurance (END)    = 67
-Personality (PER)  = 100
-Luck (LUC)         = 30

Secondary Characteristics

Health = 45
Spell Points = 10
Fatigue = 400
Soul = 20

Skills

Combat = 50
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 4 to 12
Attack 2 = 4 to 12
Attack 3 = 4 to 12

Other

Creature Type: Creature
Loot: Kagouti Hide
Disease: Yellow Tick


Kwama, Forager

Level 2

Attributes

-Strength (STR)     = 30
-Intelligence (INT) = 50  (pretty smart for a maggot)
-Willpower (WIL)    = 10
-Agility (AGI)      = 20
-Speed (SPD)        = 5
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 30

Secondary Characteristics

Health = 23
Spell Points = 15
Fatigue = 300
Soul = 15

Skills

Combat = 30
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 1 to 3
Attack 2 = 1 to 3
Attack 3 = 1 to 3

Other

Creature Type: Creature
Loot: Kwama Cuttle
Disease: None


Kwama, Blighted Forager

Level 6

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 20
-Agility (AGI)      = 50
-Speed (SPD)        = 5
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 45
Spell Points = 100
Fatigue = 400
Soul = 15

Skills

Combat = 70
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 6 to 18
Attack 2 = 6 to 18
Attack 3 = 6 to 18

Other

Creature Type: Creature
Loot: Kwama Cuttle
Disease: Ash Chancre Blight


Kwama, Warrior

Level 3

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 50
-Agility (AGI)      = 50
-Speed (SPD)        = 18
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 45
Spell Points = 12
Fatigue = 400
Soul = 20

Skills

Combat = 50
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 3 to 9
Attack 2 = 3 to 9
Attack 3 = 3 to 9

Other

Creature Type: Creature
Loot: Kwama Cuttle
Disease: None


Kwama, Blighted Warrior

Level 7

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 50
-Agility (AGI)      = 50
-Speed (SPD)        = 18
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 60
Spell Points = 30
Fatigue = 400
Soul = 30

Skills

Combat = 70
Magic = 80
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 7 to 21
Attack 2 = 7 to 21
Attack 3 = 7 to 21

Other

Creature Type: Creature
Loot: Kwama Cuttle
Disease: Ash Chancre Blight


Kwama, Worker

Level 2

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 30
-Agility (AGI)      = 50
-Speed (SPD)        = 14
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 30
Spell Points = 8
Fatigue = 300
Soul = 8

Skills

Combat = 30
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 1 to 6
Attack 2 = 1 to 6
Attack 3 = 1 to 6

Other

Creature Type: Creature
Loot: Kwama Cuttle, Kwama Egg either large or small
Disease: None


Kwama, Blighted Worker

Level 6

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 40
-Agility (AGI)      = 50
-Speed (SPD)        = 14
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 60
Spell Points = 8
Fatigue = 400
Soul = 8

Skills

Combat = 50
Magic = 80
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 6 to 18
Attack 2 = 6 to 18
Attack 3 = 6 to 18

Other

Creature Type: Creature
Loot: Kwama Cuttle
Disease: Ash Chancre Blight


Kwama, Diseased Worker

Level 2

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 30
-Agility (AGI)      = 50
-Speed (SPD)        = 14
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 30
Spell Points = 8
Fatigue = 400
Soul = 8

Skills

Combat = 30
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 2 to 6
Attack 2 = 2 to 6
Attack 3 = 2 to 6

Other

Creature Type: Creature
Loot: Kwama Cuttle
Disease: Droops (the dreaded disease of all senior citizens)


Mudcrab (::jumps around in delight:: mudcrabs! I wrote this guide for them)

Level 1 (they are so cuddly with their little brown shells)

Attributes (and those tiny pinchers, classic!)

-Strength (STR)     = 15
-Intelligence (INT) = 15
-Willpower (WIL)    = 0   (sorry Mr. Mudcrab, no mage's guild for you)
-Agility (AGI)      = 15
-Speed (SPD)        = 6
-Endurance (END)    = 15
-Personality (PER)  = 75  (yes Mr. Mudcrab, you ARE sexy to the bone)
-Luck (LUC)         = 30

Secondary Characteristics

Health = 15
Spell Points = 5
Fatigue = 400 (yes Mr. Mudcrab, those monks have a hard time with you!)
Soul = 5

Skills

Combat = 30
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 1 to 1 (no Mr. Mudcrab, you are just muscularly disenfranchised)
Attack 2 = 1 to 1
Attack 3 = 1 to 1

Other

Creature Type: Creature
Loot: Crab Meat
Disease: None


Mudcrab, Diseased

Level 1

Attributes

-Strength (STR)     = 15
-Intelligence (INT) = 15
-Willpower (WIL)    = 10
-Agility (AGI)      = 15
-Speed (SPD)        = 6
-Endurance (END)    = 15
-Personality (PER)  = 75
-Luck (LUC)         = 50

Secondary Characteristics

Health = 15
Spell Points = 5
Fatigue = 400
Soul = 5

Skills

Combat = 30
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 1 to 5
Attack 2 = 1 to 5
Attack 3 = 1 to 5

Other

Creature Type: Creature
Loot: Crab Meat
Disease: Swamp Fever


Netch, Betty

Level 10

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 30
-Agility (AGI)      = 50
-Speed (SPD)        = 80
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 113
Spell Points = 75
Fatigue = 500
Soul = 75

Skills

Combat = 60
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 10 to 30
Attack 2 = 10 to 30
Attack 3 = 10 to 30

Other

Creature Type: Creature
Loot: Netch Leather
Disease: None


Netch, Bull

Level 4

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 50
-Agility (AGI)      = 50
-Speed (SPD)        = 100
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 45
Spell Points = 100
Fatigue = 400
Soul = 50

Skills

Combat = 50
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 4 to 12
Attack 2 = 4 to 12
Attack 3 = 4 to 12

Other

Creature Type: Creature
Loot: Netch Leather
Disease: None


Nix-Hound

Level 2

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 30
-Agility (AGI)      = 50
-Speed (SPD)        = 28
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 23
Spell Points = 10
Fatigue = 400
Soul = 10

Skills

Combat = 30
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 1 to 6
Attack 2 = 1 to 6
Attack 3 = 1 to 6

Other

Creature Type: Creature
Loot: Hound Meat
Disease: None


Nix-Hound, Blighted

Level 6

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 40
-Agility (AGI)      = 50
-Speed (SPD)        = 28
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 68
Spell Points = 10
Fatigue = 400
Soul = 10

Skills

Combat = 70
Magic = 80
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 6 to 18
Attack 2 = 6 to 18
Attack 3 = 6 to 18

Other

Creature Type: Creature
Loot: Hound Meat
Disease: Black-Heart Blight


Ogrim (fat guy + nipple rings = fashion statement of the year)

Level 11

Attributes

-Strength (STR)     = 100
-Intelligence (INT) = 50  (Ogrims supposed to be really dumb, not cool Beth)
-Willpower (WIL)    = 80
-Agility (AGI)      = 50
-Speed (SPD)        = 20
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 170
Spell Points = 165
Fatigue = 1000 (sorry monks...)
Soul = 165

Skills

Combat = 60
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 11 to 33
Attack 2 = 11 to 33
Attack 3 = 11 to 33

Other

Creature Type: Daedra
Loot: Daedra's Heart
Disease: None


Ogrim Titan

Level 15

Attributes

-Strength (STR)     = 100
-Intelligence (INT) = 50
-Willpower (WIL)    = 90
-Agility (AGI)      = 50
-Speed (SPD)        = 20
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 220
Spell Points = 180
Fatigue = 1000
Soul = 70 (typo on Bethesda's part?)

Skills

Combat = 60
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 12 to 40
Attack 2 = 12 to 40
Attack 3 = 12 to 40

Other (The NIF file is called Clannfear_Daddy, hmmm...)

Creature Type: Daedra
Loot: Daedra's Heart
Disease: None


Rat

Level 2

Attributes

-Strength (STR)     = 20
-Intelligence (INT) = 25
-Willpower (WIL)    = 0
-Agility (AGI)      = 20
-Speed (SPD)        = 8
-Endurance (END)    = 70
-Personality (PER)  = 100 (I give up...)
-Luck (LUC)         = 30

Secondary Characteristics

Health = 23
Spell Points = 10
Fatigue = 300
Soul = 10

Skills

Combat = 30
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 1 to 2
Attack 2 = 1 to 2
Attack 3 = 1 to 2

Other

Creature Type: Creature
Loot: Rat Meat
Disease: None


Rat, Blighted

Level 4

Attributes

-Strength (STR)     = 25
-Intelligence (INT) = 25
-Willpower (WIL)    = 0
-Agility (AGI)      = 30
-Speed (SPD)        = 8
-Endurance (END)    = 70
-Personality (PER)  = 100
-Luck (LUC)         = 75  (do I feel lucky...well...do ya punk?!)

Secondary Characteristics

Health = 30
Spell Points = 75
Fatigue = 400
Soul = 20

Skills

Combat = 50
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 4 to 12
Attack 2 = 4 to 12
Attack 3 = 4 to 12

Other

Creature Type: Creature
Loot: Rat Meat
Disease: Black-Heart Blight


Rat, Diseased

Level 3

Attributes

-Strength (STR)     = 25
-Intelligence (INT) = 25
-Willpower (WIL)    = 0
-Agility (AGI)      = 40
-Speed (SPD)        = 8
-Endurance (END)    = 70
-Personality (PER)  = 100
-Luck (LUC)         = 30

Secondary Characteristics

Health = 23
Spell Points = 10
Fatigue = 400
Soul = 40

Skills

Combat = 50
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 2 to 6
Attack 2 = 2 to 6
Attack 3 = 2 to 6

Other

Creature Type: Creature
Loot: Rat Meat
Disease: Witbane


Scamp

Level 5

Attributes

-Strength (STR)     = 20
-Intelligence (INT) = 20
-Willpower (WIL)    = 70
-Agility (AGI)      = 20
-Speed (SPD)        = 6
-Endurance (END)    = 20
-Personality (PER)  = 20
-Luck (LUC)         = 20

Secondary Characteristics

Health = 45
Spell Points = 100
Fatigue = 400
Soul = 100

Skills

Combat = 50
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 5 to 15
Attack 2 = 5 to 15
Attack 3 = 5 to 15

Other

Creature Type: Creature
Loot: Scamp Skin
Disease: None


Scrib

Level 1

Attributes

-Strength (STR)     = 20
-Intelligence (INT) = 30
-Willpower (WIL)    = 0
-Agility (AGI)      = 20
-Speed (SPD)        = 13
-Endurance (END)    = 30
-Personality (PER)  = 30
-Luck (LUC)         = 30

Secondary Characteristics

Health = 8
Spell Points = 12
Fatigue = 300
Soul = 10

Skills

Combat = 30
Magic = 80
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 1 to 2
Attack 2 = 1 to 2
Attack 3 = 1 to 2

Other (these critters can inflict paralysis, don't underestimate them)

Creature Type: Creature
Loot: Scrib Jelly
Disease: None


Scrib, Blighted

Level 4

Attributes

-Strength (STR)     = 30
-Intelligence (INT) = 30
-Willpower (WIL)    = 10
-Agility (AGI)      = 30
-Speed (SPD)        = 13
-Endurance (END)    = 30
-Personality (PER)  = 30
-Luck (LUC)         = 30

Secondary Characteristics

Health = 30
Spell Points = 12
Fatigue = 400
Soul = 20

Skills

Combat = 50
Magic = 80
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 4 to 12
Attack 2 = 4 to 12
Attack 3 = 4 to 12

Other

Creature Type: Creature
Loot: Scrib Jelly
Disease: Ash Chancre Blight


Scrib, Diseased

Level 1

Attributes

-Strength (STR)     = 30
-Intelligence (INT) = 30
-Willpower (WIL)    = 0
-Agility (AGI)      = 30
-Speed (SPD)        = 13
-Endurance (END)    = 30
-Personality (PER)  = 30
-Luck (LUC)         = 30

Secondary Characteristics

Health = 8
Spell Points = 12
Fatigue = 400
Soul = 10

Skills

Combat = 30
Magic = 80
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 1 to 3
Attack 2 = 1 to 3
Attack 3 = 1 to 3

Other

Creature Type: Creature
Loot: Scrib Jelly
Disease: Droops (NOT AGAIN! RUN AWAY AS FAST AS YOU CAN!)


Shalk

Level 6

Attributes

-Strength (STR)     = 30
-Intelligence (INT) = 30
-Willpower (WIL)    = 25
-Agility (AGI)      = 30
-Speed (SPD)        = 20
-Endurance (END)    = 30
-Personality (PER)  = 30
-Luck (LUC)         = 30

Secondary Characteristics

Health = 38
Spell Points = 30
Fatigue = 400
Soul = 30

Skills

Combat = 60
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 6 to 18
Attack 2 = 6 to 18
Attack 3 = 6 to 18

Other

Creature Type: Creature
Loot: Shalk Resin
Disease: None


Shalk, Blighted

Level 10

Attributes

-Strength (STR)     = 30
-Intelligence (INT) = 30
-Willpower (WIL)    = 40
-Agility (AGI)      = 30
-Speed (SPD)        = 20
-Endurance (END)    = 30
-Personality (PER)  = 30
-Luck (LUC)         = 30

Secondary Characteristics

Health = 80
Spell Points = 30
Fatigue = 400
Soul = 30

Skills

Combat = 60
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 10 to 30
Attack 2 = 10 to 30
Attack 3 = 10 to 30

Other

Creature Type: Creature
Loot: Shalk Resin
Disease: Ash-Woe Blight


Shalk, Diseased

Level 6

Attributes

-Strength (STR)     = 30
-Intelligence (INT) = 30
-Willpower (WIL)    = 30
-Agility (AGI)      = 30
-Speed (SPD)        = 20
-Endurance (END)    = 30
-Personality (PER)  = 30
-Luck (LUC)         = 30

Secondary Characteristics

Health = 38
Spell Points = 400 (more sleeping on the job Bethesda?)
Fatigue = 400
Soul = 30

Skills

Combat = 60
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 6 to 18
Attack 2 = 6 to 18
Attack 3 = 6 to 18

Other

Creature Type: Creature
Loot: Shalk Resin
Disease: None


Skeleton (the true Bonewalker)

Level 3

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 50
-Agility (AGI)      = 50
-Speed (SPD)        = 50
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 38
Spell Points = 30
Fatigue = 1000
Soul = 30

Skills

Combat = 40
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 1 to 9
Attack 2 = 1 to 9
Attack 3 = 1 to 9

Other

Creature Type: Undead
Loot: Iron Shield, Iron weapon, Bonemeal
Disease: None


Skeleton, Archer

Level 3

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 50
-Agility (AGI)      = 50
-Speed (SPD)        = 50
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 38
Spell Points = 30
Fatigue = 1000
Soul = 30

Skills

Combat = 50
Magic = 90
Stealth = 90 (for marksman no doubt)

Attacks and Damage Dealt

Attack 1 = 3 to 9
Attack 2 = 3 to 9
Attack 3 = 3 to 9

Other (don't underestimate them, they can kill you quickly)

Creature Type: Undead
Loot: Long Bow, Arrows
Disease: None


Skeleton, Champion

Level 10

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 50
-Agility (AGI)      = 50
-Speed (SPD)        = 50
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 150
Spell Points = 30
Fatigue = 1000
Soul = 200

Skills

Combat = 80
Magic = 80
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 10 to 30
Attack 2 = 10 to 30
Attack 3 = 10 to 30

Other

Creature Type: Undead
Loot: Iron Shield, Silver weapon, Bonemeal
Disease: None


Skeleton, Crippled

Level 3

Attributes

-Strength (STR)     = 40
-Intelligence (INT) = 40
-Willpower (WIL)    = 40
-Agility (AGI)      = 40
-Speed (SPD)        = 50  (If I was crippled I would move a lot slower...)
-Endurance (END)    = 40
-Personality (PER)  = 40
-Luck (LUC)         = 40

Secondary Characteristics

Health = 30
Spell Points = 20
Fatigue = 1000
Soul = 10

Skills

Combat = 30
Magic = 70
Stealth = 10

Attacks and Damage Dealt

Attack 1 = 1 to 8
Attack 2 = 1 to 8
Attack 3 = 1 to 8

Other

Creature Type: Undead
Loot: Iron Shield, Iron weapon, Bonemeal
Disease: None


Skeleton, Warrior

Level 7

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 40
-Agility (AGI)      = 50
-Speed (SPD)        = 50
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 80
Spell Points = 30
Fatigue = 1000
Soul = 30

Skills

Combat = 70
Magic = 80
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 7 to 21
Attack 2 = 7 to 21
Attack 3 = 7 to 21

Other

Creature Type: Undead
Loot: Iron Shield, Steel weapon, Bonemeal
Disease: None


Slaughterfish (fishies! make mine to go captain n'wah)

Level 2

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 30
-Agility (AGI)      = 50
-Speed (SPD)        = 50
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 23
Spell Points = 10
Fatigue = 400
Soul = 10

Skills

Combat = 30
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 1 to 6
Attack 2 = 1 to 6
Attack 3 = 1 to 6

Other

Creature Type: Creature
Loot: Scales
Disease: None


Slaughterfish, Small (for those that like their seafood in little portions)

Level 2

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 20
-Agility (AGI)      = 50
-Speed (SPD)        = 50
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 15
Spell Points = 10
Fatigue = 300
Soul = 10

Skills

Combat = 40
Magic = 80
Stealth = 10

Attacks and Damage Dealt

Attack 1 = 1 to 5
Attack 2 = 1 to 5
Attack 3 = 1 to 5

Other

Creature Type: Creature
Loot: Scales
Disease: None


Winged Twilight

Level 15

Attributes

-Strength (STR)     = 50
-Intelligence (INT) = 50
-Willpower (WIL)    = 100
-Agility (AGI)      = 50
-Speed (SPD)        = 8
-Endurance (END)    = 50
-Personality (PER)  = 50
-Luck (LUC)         = 50

Secondary Characteristics

Health = 220
Spell Points = 210
Fatigue = 800
Soul = 300

Skills

Combat = 70
Magic = 90
Stealth = 20

Attacks and Damage Dealt

Attack 1 = 15 to 45
Attack 2 = 15 to 45
Attack 3 = 15 to 45

Other

Creature Type: Daedra
Loot: Void Salts
Disease: None


I can't help myself, I have to put in the most powerful guy in the game...


Vivec

Level 100

Attributes

-Strength (STR)     = 100
-Intelligence (INT) = 100
-Willpower (WIL)    = 100
-Agility (AGI)      = 100
-Speed (SPD)        = 70
-Endurance (END)    = 100
-Personality (PER)  = 100
-Luck (LUC)         = 100

Secondary Characteristics

Health = 3000
Spell Points = 10000
Fatigue = 2000
Soul = 1000

Skills

Combat = 100
Magic = 100
Stealth = 100

Attacks and Damage Dealt

Attack 1 = 100 to 400
Attack 2 = 100 to 400
Attack 3 = 100 to 400

Other

Creature Type: Creature
Loot: Wraithguard
Disease: None







6) Leveling

    If you have read through the guide to this point, without looking
at this section first, I feel for you.  Leveling is a major part of
the game that on the surface seems under whelming.  Morrowind
implements a somewhat confusing leveling system, different from just
about every game out there, that can take some time getting used to.
The basic premise is simple, 10 levels in either a major or minor
skill will ensure that you level, provided you rest.  For example, if
I have long blade and armorer as my major skills, and acrobatics as a
minor, and I gain three levels in long blade, three levels in armorer,
and four levels in acrobatics, I can then gain a level.  All I need to
do at this point is rest for an hour or more, and I can get my level.
Training also counts towards this count, so if I did the same thing
through having someone train me as opposed to going up through
constant use, the same effect would occur.
    After you level, the obvious effect is you gain hit points (equal
to one/tenth of your END), and you gain three points to distribute to
your attributes, with the exception that you can add only one of these
points to any particular attribute.  For example I can raise STR, END,
and LCK by one point, but I can't raise LCK by three points.
    Here is where things get tricky though; you can have modifiers
next to the various stats.  These modifiers multiply the point by
their base, so if you have a x5 multiplier by STR, and you put a point
in STR, then you will gain 5 total points in STR.  You get these
modifiers by raising the skill with the associated attribute you want
a certain number of times.  The highest multiplier is x5, and you need
to raise a skill by 10 levels or a combination of skills that share
that attribute association to 10 levels.  For example, if I wanted to
get a x5 multiplier to STR, I could raise my long blade skill whose
associated attribute is STR to 10 levels, or I could raise long blade
6 levels and armorer which also has STR associated with it to 4 levels
to achieve the same effect.
    All skills, whether they are major, minor, or miscellaneous, will
contribute to modifiers.  However, misc. skills cannot be trained if
you want the modifiers.  Major and minors, on the other hand, will
still add multipliers if they are trained.  One more thing, if you
start raising skills to contribute to modifiers AFTER you have
attained 10 levels in major or minor skills, so that you get the
message to rest, then it is too late.  So don't wait until you have
practically leveled before you start raising skills for your
modifiers.  {(Someone sent me some mail telling me that the info on
not being able to get modifiers after reaching the level point was
wrong. I haven't actually confirmed whether you can still get the
modifiers, so be careful here and test it for yourself)}
    So that's it to leveling right?  Well not quite, as Bethesda added
a few little quirks to the effects of leveling that they don't reveal
in the manual.  Monster types found both outdoors and indoors, with
exceptions, get a LOT harder as you level.  Whether you encounter a
mud crab or a blighted cliff racer is also dependant in part on where
you are.  Even at high levels there are examples of fixed monsters
that don't change.  Either that or the game implements a range of
monsters that include very low level ones, but I'm leaning towards the
former.  Perhaps both exist, so I might be partially right.  Anyways,
if I'm right, then these monsters don't necessarily have to be
anywhere important, they could simply be somewhere in the countryside.
So the mud crabs you encountered early on could still be near the same
location 30 levels later.  However this scenario is unlikely, as such
locations are rather hard to find and keep track of since the
creatures move around.  Of course almost all NPC's like Fargoth will
still be where they always were, and they will have the same stats.
Only the common monsters that inhabit the various dungeons of the
world and the outdoors regions grow stronger, not any of the "named"
group.
    Another aspect that changes is the loot in certain chests.  These
chests will contain better items at later levels.  However it is my
experience that these chests are not fantastically common, nor are
they generally worth waiting 20 something levels to finally loot.  I
have heard of people finding great things in them though, so be on the
lookout for these kind of things later on.
    You might be asking yourself what this all means, and why leveling
is so important.  Simply put, you will find it difficult to survive if
you have not properly equipped yourself before gaining a lot of
levels.  Getting to level 20 by cheesing skills to 100 before you even
leave Seyda Neen might sound like a good idea, but IT IS NOT!  When
you leave town, you will encounter a LOT of blighted creatures that
will give you nasty diseases, provided you are strong enough to kill
them in the first place.  My advice is to level cautiously and slowly,
planning on what modifiers you want and raising the appropriate skills
until you get what you want.  Remember there is no time limit to this
game, so take your time and plan carefully what you want to do.
Morrowind rewards those who plan their character and punishes the
stupid, so don't fall into that trap.

7) Guilds

    What's a guild?  Well a guild is a collection of individuals who
specialize in a particular trade and offer services to their members.
The Mage's Guild, for example, is a group of mages that offer spell
making, guild guides, enchanting, and other services to their members,
depending on rank.  So what?  Well...

a) Why being a member is a good idea

    The services that guilds offer are bordering on the essential to
survive type.  They offer training, which can save DAYS (As in 24
hours, plural, no joke) of real-life effort, a bed to sleep in most of
the time, and various other services, with enchanting in the mages
guild being so important that you should join simply for that benefit
alone.  Note that you can use most of the various services of the
guilds without actually being a member, but they tend to charge quite
a bit more, and you miss out on the quests they offer, so my advice is
to join as many guilds as you can.  The only warning I have to give is
to be careful of guild-to-guild conflicts.  If you don't rise too high
in a guild, then you shouldn't have much of a problem with this
however.
    The Fighters guild and the Mages guild, maybe others though I
haven't checked, also give some nice goodies to members for free in an
equipment chest.  {These chests are definitely refreshed, but I'm not
sure how long you will have to wait till they do.  My estimate is
about two weeks.}  Still not convinced about joining?  You will be,
after you see the enchanting section and what it can do for you after
a little effort, even if you are not a mage.

b) Guild Services

    The reason you join and you keep coming back.  Remember that being
kicked out of the guild for stealing and killing fellow guild members
can be a painful experience, so if you want these services, be a good
little boy and keep your nose clean.

I) Spell making

    A service of the Mages guild, this option allows you to create
your own custom made spells.  Unfortunately you need to actually know
the effect of the spell you are going to create.  Buying spells on the
other hand, and thereby buying the knowledge of the effects of those
spells, is pretty easy in the mages guild as many of the members
themselves sell them.  Remember that cheap spells count just as much
as expensive ones in terms of knowledge, so if you want to use the
levitate effect in the spell maker, buying the 6gp spell with the same
effect is the way to go.  After you have the effect, you set the
duration, magnitude, area, and range. (self, touch, or target) You
will notice that as you tweak the settings, the cost of the spell in
terms of septims (drakes) and in terms of magicka will increase and
decrease.  My suggestion early on is to create a spell from each
school that costs one magic point to cast, called cantrips, and use
those to raise your magic-casting skills.  Any effect will do, but be
careful with conjuration magic.  If you create a bound item effect
with a duration of 0, the bonus you get with the item will stay with
you.  This might sound cool, but if you create bound boots for
example, and are not watching what you are doing you can have a speed
attribute of over 1000.  Essentially you will teleport everywhere you
go, with little control over how fast you move.  Also be careful with
conjuring creatures.  If you conjure some in town the guards get mad
at you.  Anyways try not to spend too much money on spell making, as
the next option is even better...

II) Enchanting

    One of the first things I looked forward to in Daggerfall, a game
that was Morrowind's predecessor, was the spell making component.
Creating custom spells of destruction was just so...cool.  I still
enjoy that component immensely as it is presented in Morrowind today,
but I love one component more then any other now, that of the
wonderous art known as enchanting...
    Essentially enchanting is the practical application of spell
making to creating items of mystical power.  You can choose the
effect(s) to place on the item, the duration, the magnitude, and just
about anything else you can edit with the spell maker.  However there
are some exceptions not present in the spell maker...
    First, and most importantly, you need souls.  As in the spiritual
parts of all living creatures.  In order to get these souls, you must
have a soul gem, a spell, item, or weapon of some sort that can
produce the effect of soul trap on another creature, and a weak sense
of ethics.  You must kill the creature after soul trap has been cast,
thereby trapping the soul of the creature, and use it to power the
item you enchant.  The soul gem you have must be empty, and it must be
large enough for the creature to "fit" in.  There are varying sizes of
soul gems, from petty to grand, and small creatures can fit easily in
the large ones.  Once you enchant an item using a soul gem it is used
up.  (except Azura's Star, which is a special grand soul gem that is
reusable and can be found at Azura's Shrine.  Talk to the statue and
get the quest, complete it, and you will have a reusable soul gem.)
    Secondly, you need an item to enchant.  Any clothing type item
that is of the quality "exquisite" is a good choice.  High quality
weapons are also good; even if they don't have as much room for
enchantment as clothes they can still hold some fairly potent
enchantments, namely cast on strike paralysis and damage effects.
    Thirdly, you need to know that magic items don't require magicka
from you, but instead rely on an internal power supply called charges.
These charges regenerate over time, but the time to recharge is fairly
significant, so you don't want to go overboard with the power of the
enchantment.  The higher the level of the soul, the more charges you
get with it.
    Fourthly, you can't simply add a unlimited amount of powerful
effects to an object.  A certain number of enchantment points are
present in each item, and as the quality of the item goes up so does
the number of enchantment points.  Exquisite rings and amulets have
some of the highest, so use those if you want a powerful enchantment.
Each time you increase the power of the effect or add new ones, some
enchantment points are used up.  Again just be reasonable with the
amount of power you place in an enchantment.
    Finally, you can either do the enchanting yourself, or have
someone do it for you, which is the recommended method.  If you screw
up while enchanting an item by yourself, you will destroy the soul
gem.  If you pay someone to do it, then the enchantment will always
succeed.  Note however that enchanting by yourself is free, so if your
skill is high enough then you might want to do that instead.  Also
note that there are other people then Mages Guild members that can
enchant, but they are somewhat hard to find.
    One more thing, there are different types of enchantments.  Cast
on strike is one, which drains a certain number of charges and casts
the effect every time your weapon hits an enemy.  The most common type
though is cast on use, where you switch to it like a spell and use the
item for its effect.  The final type is constant, which as its name
implies remains in effect constantly and doesn't need charges to work.
Only Golden Saint and Ascended Sleeper souls can give you this type
though, so you won't be seeing these until you have grown in power.
Once you do though, constant effects are what will give you the edge
in combat.  This type is incredibly powerful, and well worth the
effort to get.  Restore health rings, amulets, or other items, with a
constant type enchantment, can single-handedly allow you take on any
monster in the game.  Even some bosses can be taken down with crappy
equipment and skills with one of these items.

III) Guild Guides

    In the Mages guild you will have the option of using guild guides
to get around.  They will teleport you to any other Mages guild for a
very small fee.  Since they are teleporting you, no time transpires,
so if you need to get to a town with a Mages guild in a certain time,
use the guild guide.

IV) Training

    At one point or another you will get tired or impatient about
raising skills on your own.  This is where guilds really shine, as
they offer training in a wide variety of skills, depending on which
guild you join.  If you join the Mages guild for example, you can
expect to receive training in the magic-related skills like alchemy,
enchant, destruction, and others.  The Fighters guild would offer
training in skills like spear and block, and so on and so fourth.
Keep in mind though that they can't train you to 100 in skills, only
certain experts scattered around Morrowind can do that.  Usually they
will train you to around 50 in any particular skill, but when you
start with 5 in a misc. skill, that's pretty good.

V) A place to call home

    One of the more minor benefits to joining a guild is a place to
sleep in town.  Most guilds have beds that you can sleep on, so you
can rest inside town legally.  Remember to save first though before
you sleep on a bed for the first time, especially if someone else is
nearby, as they might take offense.

8) Property acquisition without really trying

    In other words, stealing stuff.  This is probably one of the
easiest ways to get good items.  As long as no one is around, you can
take whatever you want from a place.  Just remember if you steal from
a merchant, don't try to sell his own stuff back to him, as he will
know it was stolen.  If you want something that is within eyesight of
someone else, you will have a more difficult time.  The sneak skill
will allow you to take stuff without being seen, but you have to
practice the skill.  Also try the chameleon effect, which will also
help you avoid being seen.  The invisibility effect, according to my
many and varied secret intelligence agents, doesn't work.*  (Well ok,
some say it does, and some don't.  According to Bruno, there are
instances where it does, read the contributor's section for details.)

9) Contributor's Section

    This section is a bit unorganized, my apologies if it is hard to
read.  If you have survived to this point though, you can make it
through this. :)  This information is unconfirmed by me as well, so
take the advice contained within at your own risk.

----------------------------------------------------------------------
Bruno de Vries

I just read your FAQ on gamefaqs.com and saw you wrote that
invisibilty doesn't help you steal items. Since I see this written
more in forums on the Net I wanted to react to your FAQ. My experience
is, that it does help, only with the following restrictions:

- When activating invisibility you shouldn't be in the line of sight
of anyone.
- You have to press the sneak button while stealing something.
- The moment you have stolen something you become visible. So, you
have to do this routine for every separate item. When stealing stuff
out of a crate you can pickup multiple items though.

The character I'm playing with isn't a Thief and has virtually no
points in Sneak but still I got some really great items right under
the nose of salesmen using my Ring of Aversion.
----------------------------------------------------------------------

----------------------------------------------------------------------
C-Type

You said you didnt know where to find much arrows, well if you need
much, go
to the 1st city, and pick door of the cencus office warehouse thingy.
----------------------------------------------------------------------

10) Credits and closing thoughts

    Mochan's cheap ass guide pointed out a few things that I acquired.
The information that you can't enchant bows and crossbows with cast on
strike is pulled from his guide.  Also the information about sanctuary
and invisibility is also used in this guide.  I appreciate the info...
    Since Gamefaqs wants me to add everyone that had a part in this
guide, I have to say thanks to every person I ever met for shaping me
into the person I am today, every writer for their inspiration, and
all the people on the Gamefaqs Morrowind Board for the wealth of
information about the game.  I can't properly credit these
individuals, as it is hard for me to remember the names and what not,
not to mention this section would take up twenty pages, but rest
assured that much of my information is a direct result of their
contributions to the boards.  Thanks also goes to Gamefaqs for posting
this guide, I appreciate the assistance in getting my work out to the
public.
    Finally, I will try and add more to the guide, as I enjoyed doing
it.  Keep looking for more stuff later.
(0.0614/d/web6)