29/11/01 - Skills
- Skills and Abilities

There are many skills and abilities that your Morrowind character can be made up from. However there are two seperate types of stat involved, these are attributes, which consist of things such as strength and make up your characters physical and mental constitution. There are also skills which the character can learn and improve upon through the game. Skills are split into different categories and each category contains nine different arts, and of course there are three different general categories, combat, magery and stealth.

  • 1. Attributes
  • 2. Combat Arts
  • 3. Magic Arts
  • 4. Stealth Arts

    In Morrowind, the character has 8 major attributes which determine his/her potential to perform many tasks within the game. Attributes are what make up the physical and mental constitution of the character. Whilst attributes are not specific skills, they are what determines the characters ability to partake in the various skills and affects their ability to improve on those skills as well. Attributes are closely linked to skills to the extent that each skill has an prime attribute which affects it the most.
    Strength governs encumbrance, weapon damage and the ease of increasing strength-related skills. This skill is particularly important for warrior classes as it helps greatly in melee combat, it is also useful to be strong enough to wear the heaviest forms of armour and to be able to carry around as much valuable loot as possible.
    Related Skills: Acrobatics, Axe, Long Blade, Blunt Weapon, Armourer.
    Intelligence determines the character's total magic potential and the ease of increasing intelligence-related skills, it is therefore probably the most important attribute for a mage to have a high level in, as greater intelligence allows the casting of more spells.
    Related Skills: Security, Alchemy, Conjuration, Enchant.
    Willpower governs resistance to spell effects and the ease of increasing willpower-related skills and is an especially useful skill for when battling spellcasting opponents such as liches or mages.
    Related Skills: Restoration, Mysticism, Alteration, Destruction.
    Agility governs the character's ability to hit a target, to avoid getting hit, and the ease of increasing agility-related skills, this is a good skill for the warrior therefore, but it is also a good ability to have a high level in if you choose to play a more stealthier character, for obvious reasons.
    Related Skills: Marksman, Light Armour, Sneak, Block.
    Endurance governs hit points, healing rate, resistance to poisons and diseases, and fatigue. Its a good ability to have a high level in if you come up agaisnt venomous creatures or simply when you wish to create a character who can run for a day and a night without getting tired.
    Related Skills: Spear, Heavy Armour, Medium Armour.
    Personality determines the ease of using the many verbal skills in the game, and no doubt affects how NPC's react to you. This skill will be very important for diplomatic characters and will be valuable on lower levels of interaction too, such as selling items to a store merchant.
    Related Skills: Speechcraft, Mercantile, Illusion.
    Speed governs movement rate, missile reloading time, and all speed-related skills. Speed is particularly important in battle, or even for just running away, so no matter your character class it is probably wise to have a reasonable level of ability in speed.
    Related Skills: Short Blade, Unarmoured, Athletics, Hand-to-hand.
    Luck is an ability which affects any action that you guide your character to make. I would suggest however that the player may notice the luck factor more when executing actions which break the laws of the region, as those are amongst the more chancier to get away with.
    Related Skills: No skills are directly related to luck.
    These skills are the prime arts of the warrior, whilst a pure warrior might use many other skills, these are likely to be amongst those s/he uses most. Each skill has a prime attribute which most affects the character's effectiveness when using the skill.
    Block -(Agility)- Block skill allows one to use shields to block any melee attack. A successful block removes all damage from the attack.
    Armourer -(Strength)- Armorer skill is used to maintain weapons and armor at top effectiveness. Worn weapons do less damage. Worn armor provides less protection against attacks. As wear increases, the diminishing effectiveness of weapons and armor is dramatic.
    Medium Armour -(Endurance)- Medium Armor skill lets one move and defend while wearing durable but flexible armors like chain, scale, bonemold, and Orcish armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
    Heavy Armour -(Endurance)- Heavy Armor skill is used to move and defend while wearing massive and rigid armors like iron, steel, silver, Dwemer, ebony, and Daedric armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
    Blunt Weapon -(Strength)- Blunt Weapon skill makes you more effective when using heavy bashing weapons like maces, hammers, clubs, or staves.
    Long Blade -(Strength)- Long Blade skill lets one use broadswords, sabers, longswords, claymores, katanas, and dai-katanas effectively.
    Axe -(Strength)- Axe skill helps a user wield heavy chopping weapons like war axes and battleaxes more effectively. .
    Spear -(Endurance)- Spear skill permits effective use of long-hafted thrusting weapons like spears and halberds.

    Athletics -(Speed)- Athletics skill trains and conditions one for running and swimming. Skilled athletes move short and long distances over land with speed and efficiency, and they also swim swiftly underwater.
    These skills are the prime arts of the mage, whilst a pure magic user might use many other skills, these are likely to be amongst those s/he uses most. Each skill has a governing attribute which most affects the character's effectiveness when using the skill.
    Enchant -(Intelligence)- This skill governs the creation, use, and recharging of enchanted items. Skilled enchanters are more successful at creating new items. Enchanted items burn less power, and are recharged more efficiently from soul gems, for a trained user.
    Destruction -(Willpower)- The destruction skill is the mastery of the spell effects of the College of Destruction. Their spells harm living and unliving things, and include elemental damage, draining, damaging, vulnerability, and disintegration magical effects.
    Alteration -(Willpower)- Students of the College of Alteration manipulate the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, burdening, opening and locking, and creating shield barriers against physical damage.
    Illusion -(Personality)- Spell effects of the College of Illusion alter the perceptions and thoughts of living subjects. Illusion effects blind, illuminate, paralyze, and silence, calm or enrage, charm, distract and camouflage, and render invisible.
    Conjuration -(Intelligence)- The spell effects of the College of Conjuration include the mental domination of mundane and magical creatures, summonation of otherworldly weapons and armor, and summonation of Daedric or undead servants and powers to serve and protect the caster.
    Mysticism -(Willpower)- The spells of the College of Mysticism shape and focus otherworldly forces to bind souls in gems, or teleport the caster's body, or manipulate the world with telekinesis, or absorb or reflect magical energies, or sense unseen objects at a distance.
    Restoration -(Willpower)- Adepts of the College of Restoration heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. Restoration spells can also augment or absorb strength, endurance, intelligence, agility, and other bodily attributes..
    Alchemy -(Intelligence)- Alchemy identifies magical properties in mundane substances. Substances are consumed directly, or prepared as potions to provide long-lasting benefits like healing and curing disease, water-walking, magical shielding, and fortifying bodily attributes.

    Unarmoured -(Speed)- Unarmoured skill lets one avoid or reduce injury during combat while not wearing any armor by evading, deflecting, or absorbing blows. Those versed in this skill are better defended wearing no armor at all than they are when wearing armor.
    These skills are the prime arts of the thief, whilst a pure thief might use many other skills, these are likely to be amongst those s/he uses most. Each skill has a governing attribute which most affects the character's effectiveness when using the skill.
    Security -(Intelligence)- Security skill lets one open locked doors and containers with lock-picks or disarm traps with probes. This skill is essential for agents and thieves alike.
    Sneak -(Agility)- The Sneak discipline is the art of moving unseen and unobserved. Skilled sneaks are also adept pickpockets.
    Acrobatics -(Strength)- Acrobatics skill enables one to jump long distances and to avoid damage when falling from great heights. Nimble acrobats can reach areas others cannot get to and can direct their paths while falling.
    Light Armor -(Agility)- Light armor skill lets one move and defend while wearing light-weight, flexible armors like leather, boiled leather, fur, chitin, and glass armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
    Short Blade -(Speed)- Characters with great short-blade skill are more effective with short, quick, thrusting weapons like daggers, tantos, short swords, and wakazashis
    Marksman -(Agility)- With the marksman skill, one is more effective with ranged weapons like the short bow, long bow, crossbow, throwing star, and throwing knife.
    Mercantile -(Personality)- Mercantile skill is the art of buying low and selling high. This skill guarantees lower initial prices for goods, equipment, and services, and improves chances of getting better deals by bargaining.
    Speechcraft -(Personality)- Those skilled in speechcraft influence others by admiring, intimidating, and taunting them. Listeners are more willing to divulge information or to entrust important tasks to the skilled speaker.

    Hand-to-Hand -(Speed)- Hand-to-hand skill is the martial art of unarmed combat. Hand-to-hand attacks damage only the fatigue of a standing opponent, but hand-to-hand attacks damage health when a target has been knocked unconscious by fatigue loss..

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