Starting Out

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The development of a well rounded character is essential to the advancement of skill in Morrowind. If you choose poorly, you will have a hard go all of the way through. Below are a few of my recommendations for character development for the thief. There are several types of thieves though....I would recommend the basic thief to the beginner and a more specialized thief for those who have played for a while. The key elements are: race, class, birth sign, skills and the type of thief that you wish to be.

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RACE

    Argonian - based on a magic wielding fighter, an Argonian would yield no major bonuses as a thief. Although tough to defeat and very strong, it would take a long time to develop your skill in sneak, light armor, mercantilist, security etc. For this reason, I do not recommend being an Argonian. Bethesda describes them as:

    Little is known and less is understood about the reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in guerilla warfare, and their natural abilities make them equally at home in water and on land. They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know. Yet, they are fiercely loyal, and will fight to the death for those they have named as friends.

    Breton - Bretons are very much in tune with magic. They are almost akin to mages in that regard. Again, as they offer no bonuses as thieves, I would not recommend them. Bethesda describes them as:

    Passionate and eccentric, poetic and flamboyant, intelligent and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come out of their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies.

  * Dark Elf - if ever there was a beginner race, Dark elves are it. They have minor bonuses to all roles: fighters, magic casters, enchanters, thieves (etc). The downside to the Dark Elf is that they do not advance in skill as fast as the more specialized races. This is strictly the 'beginner thief' race. Bethesda describes them as:

    Dark elves are the dark-skinned Elven peoples of the Eastern Empire. "Dark" is variously understood to mean "dark-skinned," "gloomy," and "ill-favored by fate." The Dunmer and their national character embrace these various connotations with enthusiasm. In the Empire, "Dark Elves" is the common usage, but in their Morrowind homeland, and among their Aldmeri brethren, they call themselves the "Dunmer". The dark-skinned, red-eyed Dark Elves combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards. In character, they are grim, aloof, and reserved, distrusting and disdainful of other races.


 

    High Elf - bah! Magic casters! You could kill them by picking their pockets. You could also outrun them with one leg. Bethesda describes them as:

    In Imperial speech, the haughty, tall, golden-skinned peoples of Summerset Isle are called "High Elves," but they call themselves the "Altmer," or the "Cultured People." In the Empire, "High" is often understood to mean "tall," "proud," or "snobbish." The High Elves confidently consider themselves, with some justice, as the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences are derived from High Elven traditions. However, the High Elf's smug self-assurance of his superiority can be hard to bear for those of other races. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and High Elves boast that their sublime physical natures make them far more resistant to disease than the "lesser races."


 

    Imperial - mainly a fighter. Why pick pockets when you can cut them off people! Bethesda describes them as:

    Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and well-spoken. Imperials are also known for the discipline and training of their citizen armies. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races, and to have erected the monument to peace and prosperity that comprises the Glorious Empire.

 * Khajiit - a very good thief. Wonderful bonuses where you need them (sneak, security, light armor, etc). I highly recommend this race for intermediate to advanced thieves. Bethesda describes them as:

    Khajiit hail from the province of Elsweyr and can vary in appearance from nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger. The most common breed found in Morrowind, the suthay-raht, is intelligent, quick, and agile. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability. Many Khajiit are also warriors, although this is less common among the suthay-raht.

    Nord - mainly a fighter. Why pick pockets when you can rip through bone! Bethesda describes them as:

    The citizens of Skyrim are a tall and fair-haired people, aggressive and fearless in war, industrious and enterprising in trade and exploration. Skilled sailors, Nords can be found in seaports and settlements along all the coasts and rivers of Tamriel. Strong, stubborn, and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and comfortable aspect of Nord culture; Nords of all classes are skilled with a variety of weapon and armor styles, and they cheerfully face battle with an ecstatic ferocity that shocks and appalls their enemies.

    Orc  - mainly a fighter. What is this, Lord of the Rings! Really people! Bethesda describes them as:

    These sophisticated barbarian beast peoples of the Wrothgarian and Dragontail Mountains are noted for their unshakeable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, but they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orcish armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire. Most Imperial citizens regard Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes.

    Redguard - mainly a fighter. I guess Bethesda (designers of this game) thought that we needed yet an other specie of fighter. Nice face buddy! Bethesda describes them as:

   The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions and quickness of foot.

 * Wood Elf - quite possibly the god of all thieves. Although they do not get too many bonuses, the abilities that they get to start out with will pay off in the depths of the wilderness. Their only disadvantage (or is it an advantage?) is that they are short. Around four feet tall in our terms. This can suck when you are trying to fight things in the air but is advantageous when you are sneaking around. I would highly recommend this race for advanced thieves (this is what I play). Bethesda describes them as:

    The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests. In the Empire, they are collectively referred to as "Wood Elves," but "Bosmer," or "the Tree-Sap People," is what they call themselves. "Tree-Sap" suggests the wild vitality and youthful energy of Wood Elves, in contrast with their more dour cousins, the Altmer and Dunmer. Bosmer reject the stiff, formal traditions of Aldmeri high culture, preferring a romantic, simple existence in harmony with the land, its wild beauty and wild creatures. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Wood Elves are especially suitable as scouts, agents, and thieves. But most of all, the Wood Elves are known for their skills with bows; there are no finer archers in all of Tamriel.
 

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CLASS

At this stage of the game you get to take the most hands on role in developing your character. You can do this three ways: take a pre-made set of class skills, answer questions (that in no way have any bearing on the outcome of your class selection), or choose your own major and minor skills from a list. Although I recommend this last option to anyone, I would have to say that it is a little confusing at first. If you are new to the game, use the thief class given to you. 

Class Name - thiefzilla

- this is what I proudly call my very own class. But since I have no class at all, you can call this whatever you wish.

 

Specialization - stealth

- this is a very beneficial specialization when it comes to 'borrowing' things from other people. As you are a thief, you should probably major in something that lets you get in and out unnoticed.

Ability Governs
» Agility » Block, Light Armor, Marksman, Sneak
» Endurance » Heavey Armor, Medium Armor, Spear
» Intelligence » Alchemy, Conjuration, Enchant, Security
» Luck » Everything
» Personality » Illusion, Mercantile, Speechcraft
» Speed » Athletics, Hand-to-Hand, Short Blade, Unarmored
» Strength » Acrobatics, Armorer, Axe, Blunt Weapon, Long Blade
» Will Power » Alteration, Destruction, Mysticism, Restoration

 

Favorite Attributes - Speed, Agility

- speed will increase how fast you can move in the game and as you are going to cover a lot of Astroturf, I highly suggest this pick. Agility is the ability to move in combat and hit targets (i.e. with marksmanship type weapons). This is a nice one to have as a defensive attribute as well as improving your nimbleness in game play. A close third is intelligence. This is simply because speed is easily increased where as intelligence is a little tough.

 

SKILLS

Combat Skills       Use
» Armorer » 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.
» Athletics » 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.
» Axe » Axe skill helps a user wield heavy chopping weapons like war axes and battleaxes more effectively.
» Block » Block skill allows one to use shields to block any melee attack. A successful block removes all damage from the attack.
» Blunt Weapon » Blunt Weapon skill makes you more effective when using heavy bashing weapons like maces, hammers, clubs, or staves.
» Heavey Armor » 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.
» Long Blade » Long Blade skill lets one use broadswords, sabers, longswords, claymores, katanas, and dai-katanas effectively.
» Medium Armor » 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.
» Spear » Spear skill permits effective use of long-hafted thrusting weapons like spears and halberds.

Magic Skills      Use
» Alchemy » 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.
» Alteration » 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.
» Conjuration » 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.
» Destruction » 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.
» Enchant » 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.
» Illusion » 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.
» Mysticism » 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 » 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.
» Unarmored » Unarmored 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.

Stealth Skills       Use
» Acrobatics » 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.
» Hand to Hand » 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.
» Light Armor » 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.
» Marksman » With the marksman skill, one is more effective with ranged weapons like the short bow, long bow, crossbow, throwing star, and throwing knife.
» Mercantile » 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.
» Security » 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.
» Short Blade » Characters with great short-blade skill are more effective with short, quick, thrusting weapons like daggers, tantos, short swords, and wakazashis.
» Sneak » The Sneak discipline is the art of moving unseen and unobserved. Skilled sneaks are also adept pickpockets.
» Speechcraft » 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.


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Birth Sign

 

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Types of Thieves

There are certain skills and abilities that are more beneficial to a thief than others. For instance, heavy armor or blunt weapon are rater useless skills to have for someone who is supposed to be light and full of finesses. The first time that I played Morrowind, I rushed through this section and got my ass kicked. The second time (after searching the net for info) I developed a rather successful character. Let's begin from the basics though.... the BASIC THIEF.

BASIC THIEF

FIGHTER THIEF

MAGE THIEF

THIEFZILLA

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Weapon Name Weapon Type Max Damage Max Value (?)
Arrow Arrow 10-15 $20
Battle Axe Axe 1-80 $50,000
Bolt Arrow 2-4 $8
Broad Sword Long Blade 4-26 $15,000
Claymore Long Blade 1-60 $80,000
Club Blunt 10-12 $10,000
Crossbow Marksman 30-30 $1200
Dagger Short Blade 8-12 $10,000
Dai-katana Long Blade 1-60 $120,000
Dart Marksman 2-12 $4000
Halberd Spear 5-38 $16,000
Katana Long Blade 3-44 $50,000
Long Bow Marksman 2-50 $50,000
Long Sword Long Blade 4-? $110,000
Mace Blunt 3-30 $24,000
Saber Long Blade 5-20 $48
Short Bow Marksman 1-10 $20
Shortsword Short Blade 10-26 $20,000
Spear Spear 6-40 $20,000
Staff Blunt 2-16 $14,000
Tanto Short Blade 9-20 $14,000
Throwing Knife Marksman 1-6 $25
Throwing Star Marksman 2-10 $2000
Wakizashi Short Blade 10-30 $48,000
War Axe Axe 1-44 $30,000
War Hammer Blunt 1-70 $30,000
 

 

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Last updated on: 02/04/2003 02:09:34 PM (Alberta, Canada)

 

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