The Elder Scrolls III: Morrowind

The Elder Scrolls III: Morrowind

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How to get a decent start in Morrowind
By Emperor Chungus III
Just a simple guide in having a decent start to the game.

Things such as a good amount of money, items, and maybe some unique stuff.

What I will be mentioning in this guide is solely based and inspired by Youtubers who said some of these things before.

While it is a bit unoriginal, what I will mention, should at least give you a more decent start into the game. Especially, if you were born in the year 1995 to somewhere around 2004 cause the game was new at that time, so it would make sense, but regardless, some people today will still have no idea.

So, enough yapping. Time to yap about what I will mention, lol.
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Part 1: Choosing a Race. Choose wisely.
So basically, in Morrowind, things work a little differently. Unlike Skyrim or Oblivion, where the game kinda holds your hand for you in making your character a lot more then Morrowind, for Morrowind, the game will not so much hold your hand as Oblivion and Skyrim.

So you basically have more power over how you want your character to be. This is basically how it is with Morrowind to Daggerfall and to Arena as these were when Bethesda's giant RPG mechanics were at their peak, more specifcally, Daggerfall and Morrowind.

And since Morrowind was in this peak, here's how I'd do it if I was you.

For starters, you need to make a character.

In Morrowind, the Races are more polished then they are in Oblivion and Skyrim, so your choice in picking a race in this game, actually needs to be a wise one. Some will have magical powers that only their race has. Some wont. Some will. It doesnt matter that much.

For what the races have, is basically the same as Oblivion and Skyrim mostly, but more so fleshed out. Oh and the power can only be used once a day and this restriction carries out all the way to Skyrim.

For Altmer aka High Elves,

they offer a 150% increase in maximum magicka, a 75% resistance to common diseases, and weaknesses like fire, frost, and shock damage. So in this game, this already makes high elves a very preferable choice for mage builds mostly and just overall mostly very overpowered in terms of magic builds in terms of their extra magicka. Though they are weak to magic damage like drain health, or damage health and spells like that and fire frost and shock. So while they are a decent choice, bretons are more preferable.

For Argonians,

they are 100% resistant to poison damage and 75% resistant to common diseases, but cannot wear boots or most types of headgear.

Now if you played Skyrim or Oblivion or both, you will notice that i did not mention water breathing. That is because it was until Oblivion that Argonians could not breathe underwater, at least not permenantly.

The ability in this game is more so a power. Which lets you breathe underwater for 120 seconds.

So its possible, but its limited for actual balancing. Wow, remember when Bethesda had actual competent people who actually knew what balancing a game is?

We all do. Of course we all do.

For Bretons,

They provides a 50% increase in maximum magicka and a 50% resistance to magical effects.

Essentially, they are basically the stronger, non yellow, human version of high elves.

They, to me, are more so in between that of a mage and a warrior, essentially making them a very good choice for battlemage builld, which are my preferable build by the way.

They do have a power called the Dragon Skin power. It provides an extra 50% resistance to magic for 60 seconds, making it a valuable tool against hostile mages. So yes, this combined with the other permenant 50% magic resistence, makes it around 100%, effectively making you immune for 60 seconds. And if you combine this with the atronach power, and this is the case in Morrowind to Oblivion and Skyrim, you can be VERY overpowered in the game, especially if your doing a battlemage build

For Bosmer, aka Wood Elves,

They are mainly focused on resistence to diseases, mainly a 75% resistance to common diseases.

They also have a special power where they themselves specifcally, can use a power called the Beast Tongue. This power allows the player to command a creature for 600 seconds.

It's essentially, the Animal Allegience Shout from Skyrim, in Morrowind, that's basically all it is.

In fact, some Youtuber, made a rank list about these races, and said this exact same thing about Wood Elves in Skyrim, how the Animal Allegience Shout basically makes this power completely irrelevent.

Probably the only thing that could convince you to pick this, is probably the fact that this race prefers a more so hunting style. More aligned to builds like Archer builds and Stealth builds.

This is basically the race that I DONT RECOMMEND choosing. It is literally the worse race you could possibly pick.

But i wont stop you. If you want to, you can. Just dont be surprised if you dont actually get that much benefits.

For Dunmer, aka Dark Elves,

They provide 75% resistance to fire damage. A decent buff, much better then Wood Elves.

They also have a power called the Ancestor Guardian.

This power grants a sanctuary effect, providing 50 points of protection for 60 seconds. Essentially, it is basically the flame cloak spell from Skyrim but in Morrowind as a little power specifcally for the Dark Elves.

It also increases your chance to succeed evasion from hand to hand, melee, and ranged attacks by 50 percent.

So this is a decent race for more so, I say, mage builds or Stealth builds or Archer builds.

For Imperials, they dont have any racial buffs to lets say magic or any other kind of resistence buff,

but they do specialize in +5 Blunt Weapon, +5 Hand-to-Hand, +5 Light Armor, +10 Long Blade, +10 Mercantile, and +10 Speechcraft.

They do get 2 powers.

The first being Voice of the Emperor.

This power is a Charm Spell, it does from 25, to 50 points for 15 seconds on target.

The Second power is Star of the West.

It is basically an Absorb Fatigue Spell. It does 200 damage to someone's stamina and gives it to you.

This is basically, the race for builds like Speech/Mercantile Builds, and builds that are warrior like, in some way, but not fully focused on warrior skills. So if you just want something of a balance in racial traits, abilities and only has a few minor buffs, I'd go with this.

For Nords, aka "SKYRIM BELONGS TO THE NOOOOOOOOOORRRRRRRDDDDDDDS!",

They provide 100% resistance to frost damage and 50% resistance to shock damage.

Now I did know that in this game they were partially resistant to shock because I myself mostly played Oblivion and Skyrim. So this one does surprise me a bit.

Anyway, The Nords have a power called the Woad Thunder Fist power.

This allows the player to deal frost damage to an enemy and shield themselves from frost damage for a short duration.

Yea, you probably can now tell that this is more better then Skyrims version of this power.

For Orcs,

they only get a 25% resistance buff to magical effects.

But they do get a power, that I personally find to be one of the best powers Bethesda could possibly come up with.

It is called the Berserk power.

This temporarily boosts the Orc’s health and attack power while draining their agility, making them formidable in close combat.

They are also the highly recommended for warrior builds. And maybe Stealth builds to increase damage when stealthfully killing someone. And that especially is the case in Skyrim

If you dont believe me in the stealth part, watch this video:


For Redguards,

they get a 75% resistance to common diseases and 75% resistance to poison damage.

They also get a power called Adrenaline Rush.

The power temporarily boosts the player’s agility, endurance, speed, strength, and health.

Essentially, they are the slightly better version of Wood Elves, but still one of the weakest preferable options for me anyway.

This is all of what the races have. For you, it does not matter much, but choosing wisely is a good idea here.

So go ahead and choose the race you want.
Part 2: Choosing a Class. Choose Wisely.
Now for this part, this is where you need to choose wisely.

If you want to make your own class, skip this part and go to part 3.

For those who stayed for part 2, you get to skip part 3.

Anyway, choosing a class wisely is important.

You want to make sure it is the one you want.

As to what classes their are, heres a list I looked up.


Acrobat: Specializes in stealth and agility, with skills like Acrobatics and Athletics.

Agent: Combines stealth and illusion, making it effective for sneaking and persuasion.

Archer: Focuses on ranged combat, with skills like Marksman and Short Blade.

Barbarian: A combat-oriented class with skills like Blade and Heavy Armor.

Battlemage: A versatile class that combines magic and combat, with skills like Destruction and Blade.

Burglar: Specializes in stealth and lockpicking, with skills like Lockpick and Sneak.

Knight: A combat-focused class with skills like Blade and Heavy Armor.

Mage: A magic-focused class with skills like Destruction and Alteration.

Monk: A unique class that emphasizes unarmed combat and magic.

Necromancer: Specializes in Conjuration and Necromancy, focusing on raising and commanding undead.

Nightblade: Combines stealth and magic, with skills like Illusion and Blade.

Pilgrim: A versatile class that can adapt to different playstyles, with skills like Restoration and Mysticism.

Sorcerer: A magic-focused class with skills like Destruction and Conjuration.

Thief: Specializes in stealth and lockpicking, with skills like Lockpick and Sneak.

Warrior: A combat-focused class with skills like Blade and Heavy Armor.

Witchhunter: Combines magic and combat, with skills like Destruction and Blade.

Wrestler: Specializes in unarmed combat, with skills like Hand-to-Hand and Unarmored.

Bard: A versatile class that can adapt to different playstyles, with skills like Speechcraft and Mercantile.

Pugilist: Specializes in unarmed combat, with skills like Hand-to-Hand and Unarmored.

Scout: Specializes in stealth and survival, with skills like Acrobatics and Athletics.

Ninja: A stealth-focused class with skills like Sneak and Acrobatics.

Yes, so this is all of the classes you get to choose. Look through these classes and take the time to think of which one you want so that whatever build you want to make, has benefits because of the class you chose.

In the game, the old dude will ask some questions, and once you answer them, it will pull up the class it thinks is best for you.

If you dont like it, you could choose the other ones mentioned in this guide.

If I missed any, let me know in the comments.
Part 3: Making a Custom Class.
For those who chose a class in part 2, skip this one to part 4.

For those who want to make a custom class, stay.

So, if you do not like the classes Bethesda lays out for you on a silver platter, thats fine. You can make your own class.

You can name it whatever the ♥♥♥♥ you want and you can make it however you want.

To begin to make one, the dude who will tell you that you'll need to be recorded so that you could be officially released will pull up a tab.

Choose Make a Custom Class.

Next, a tab will pop up, giving you 3 options in what your class will specialize in.

You have,

Combat (For easy/beginners)
Magic (The most powerful, but complex)
Stealth (The Odd one that is more so for more experienced players)

If you want a custom warrior build, choose combat.

If you want a custom mage build, choose magic.

And for Stealth, same thing.

Next, a new tab will pop up, letting you choose what your major skills will be and what your minor skills will be and what will be the skills that wont go into these 2 categories.

From here, the choice in choosing the skills you want for your build are solely on you, not me.

So, once you chose the ones you want, name your class, and press on the "Next" button.
Part 4: The Birthsign
Now this doesnt matter too much, but I want to show it anyway.

So here for what birth sign you want, there are many, but you only get one per playthrough, so choose wisely.spell absorption and increased maximum magicka, but also weakens the player to magicka damage, but with a breton, you can get around this which makes you very op

and especially in Skyrim where if you have the Aetherial Crown, and make it so that you have the Ritual stone and the Atronach stone, you can do a little glitch where if you take the crown on and put it back on, you can gain the ritual stone power back with it being usable again, allowing you to make an army of undead at your command that might make Mannimarco jealous, in the vanilla game.

My personal favorites are that of the atronach power and the lover power and the serpent power for Skyrim. For the lover stone, it just gives you an early game paralyze spell, but in Skyrim they made it so that the serpent stone does that which I why I mentioned it, and the atronach power just gives you

As like for Part 2, here is a list.


The Serpent: This birthsign grants the ability to poison enemies on touch but also damages the caster’s health. It also includes a healing spell.

The Tower Beggar’s Nose: This sign provides detection abilities for animals, enchantments, and keys, along with a key-opening spell.

The Ritual Blessed Touch Sign: It offers abilities to turn undead and restore health, making it beneficial for mages and priests.

The Lover Mooncalf: This birthsign enhances agility and can paralyze targets, though it also damages the caster’s fatigue.

The Atronach Wombburned: It provides spell absorption and increased maximum magicka, but also weakens the caster to magicka damage.

The Lady Lady’s Favor: This sign boosts personality and endurance, making characters more resilient and charismatic.

The Lord Trollkin: It grants health regeneration and weakness to fire, which can be a significant drawback.

The Apprentice Elfborn: This birthsign increases maximum magicka but also weakens the caster to magicka damage.

The Shadow Moonshadow Sign: It allows the caster to become invisible for a minute, ideal for stealth-based characters.

The Steed Charioteer: This sign enhances speed, beneficial for characters that rely on mobility.

The Thief: It provides sanctuary, increasing evasion against incoming attacks, useful for thieves and scouts.

The Warrior: This birthsign is not explicitly detailed in the provided context but is generally associated with the Warrior archetype.

The Mage: While not detailed in the context, it is known for enhancing magicka and is often recommended for magic-focused characters.

Again, this doesnt matter too much, but it does affect how your build goes from the start of the game at least a little bit.
Part 5: The Limeware Platter
Now, after you are done with creating you character, it is time for the parts that this guide is actually about.

The reason why I added in Character Creation as I thought that it would make sense for this guide.

Anyway, now that you are done with character creation, there is a shelf with a platter on it. It is by the fireplace.

Go to the shelf.

Make a save.

Then take the item called the Limeware Platter and immediately, Im talking, IMMEDIATELY go into your inventory as the guards are quick.

These images should give you an idea of how to do it.

Credit to PiersAmbulae for the 2nd and 3rd images. First one thats not like the 2nd and 3rd one here is mine, the 2nd and 3rd are his.




Then go and select the platter, then drop it on the floor.

Go out of your inventory then, and let the guards go up to you, say what they need to say, and etc.


Now, pick up the Limeware Platter again.

Now you will notice that the guards didnt care this time.

That is because there is a glitch where if you steal something and drop it, get arrested and come back, it will still be there, but it wont be marked as stolen once you pick it up again.

Now I am not sure if its just this specifc platter, as I normally only do this with just this item, but if it does work with other items or any item, let me know in the comments.

Now, why did we do this?

Simple. Look at it's value.

650.

Yea, 650 gold at the start of the game. The fact that Bethesda placed it there almost feels like they wanted you to do that honestly.

But yea, you just won a lottery at the start of the game.
Part 6: Looting Spree
Before you leave the building, by the door there is a shelf and a table. On the table is a lockpick.

Grab it. And the weapon next to it if you want.

Now, on the shelf is a locked container, Its small. Unlock it and loot everything in it.

Now, go out the door and by the next door should be a container, I think it was a barrel, but I could be wrong. Just look for that container and it should have a ring. Grab that ring.

Next go into the next room, there will be a guy waiting.

Talk to him and stuff, get the papers for your release etc etc and go to the right side of the shelf behind him.

If you look closely, you will notice a key to a warehouse.

Make a save and use some stealth to get that key.

Now leave.

Now where does this key go to? It goes to a warehouse in Seyda Neen.

I never found this key until looking up a video about some good ways to get a decent start on Youtube.

Now in this Warehouse, the guards will arrest you for stealing, so make sure they dont see you when looting the place. It has a lot of good stuff from what I have heard in the video I looked up.
Conclusion
Now, there are more tips and tricks in starting a decent playthrough, but I think this should be good.

If you have any suggestions for anyone new who finds this, post them in the comment section.

Either way, I hope this helps you.

And I hope you have a good day.
12 Comments
Emperor Chungus III  [author] 25 Jun @ 9:19pm 
@PiersAmbulae Oh okay, thanks. I'll add them them to the guide with credit to you for it if you dont mind. And dont worry, your not being rude, I understand. I just havent played Morrowind for a while, so my memory was not 100% sure, but thanks for the corrections.
PiersAmbulae 9 Jun @ 2:32pm 
I don't mean to make a big deal about this, but it is 2025 and it pains me to watch folks like MickeyD still using an inefficient method!

You *don't* need to do this:

"Make a save. Then take the item called the Limeware Platter and immediately, Im talking, IMMEDIATELY go into your inventory as the guards are quick."

Instead (sorry I couldn't manage proper screenshots for whatever reason) these two images should show you all you need to do:
https://postimg.cc/Mv475kC1
https://postimg.cc/d7RGJhL9
Emperor Chungus III  [author] 10 Apr @ 11:25am 
@PiersAmbulae Ohh okay. But I did really mention this in the guide. I said to open the inventory after you grab it, and then drop it. I only didnt mention the select platter part as Im pretty sure people at this point probably know how to do that. But I will make a change in the guide to add it.
PiersAmbulae 2 Apr @ 10:32am 
Not quite! From within your inventory screen you can take items from shelves and drop them to the floor. Open inventory first. Select platter, drop to floor. Now exit inventory. Guard comes over. You can do the whole thing within your inventory. This guide suggests to take the platter, then quickly open inventory, but it needn't be that finicky. Nice guide!
Emperor Chungus III  [author] 2 Apr @ 10:19am 
@PiersAmbulae Uh dude, I said that in the guide.
PiersAmbulae 1 Apr @ 9:42am 
For the limeware platter (on PC) I open my inventory, select the platter from the shelf and drop it to the floor, which means you don't have to fuss about the timing so much. This means you have effectively stolen it, but it won't be confiscated either and you simply pick it up from the floor after the guard talks to you.
FaT_BoI 1 Apr @ 8:48am 
Limeware Platter has its own section. Micky would approve.
Emperor Chungus III  [author] 31 Mar @ 10:54am 
@Leshaun Dinglenut Yes you can.
Emperor Chungus III  [author] 31 Mar @ 10:41am 
@TristanDolfin Ohh okay, thanks dude. I'll fix that
TristanDolfin 29 Mar @ 4:27pm 
A few notes. Some facts and an opinion worth considering.

1) Bretons resistance to magicka is a MASSIVE deal. Great for any style of gameplay given just how many creatures and NPCs cast various magical attacks.

2) Atronach birth sign is also OP for any class. It gives you spell absorption that completely negates half of all magical attacks and refuels your magicka. Downside is that you don't regen magicka when sleeping but there are easy ways around that issue.

*Combining Breton with Atronach effectively reduces magical damage from spells, attacks, and enchantments by 75%. With the right gear you can easily be completely immune.

3) Altmer are WEAK to magical attacks. Not resistant. Coupled with mages usually not going for heavy armor or endurance, that means you are weak to physical and magical attacks. An extremely fragile play-style that doesn't to any extra damage. Only a bonus to total magicka. (worst pick in my opinion). Breton, Darkelf, and even Nords make better casters.