Major skills also increase more rapidly than other skills (the most rapid advancement is in skills that are both major skills and in the class specialization).
These major skills start out at values of 25 instead of 5 (before any racial or specialization bonuses). The most important part of creating a custom class is choosing the seven major skills. Major skills start at 25 (Apprentice level) as opposed to 5, and then racial bonuses are added on top.Ī few great names are Archon, Templar, Centurian. The use of Major and Minor skills is the only requirement for levelling up after 10 increases of any combination of major and minor skills, the character gains a Level. Major skills level up with fewer uses than other skills. The player can do this automatically, by choosing a Standard class with an already created skillset, or customize their own class for complete control over how they wish their character to begin the game.
Finally, the player selects primary attributes. Players choose from the list of skills, five Major and five Minor skills for their Characters. Specializations make characters (officially) Combat, Mage, or Stealth characters.
Most active skills granted by a birthsign can only be used once a day.Ĭlass Main article: Class Main article: Skill Main article: LevelingĬlasses are composed of a series of distinctions the distinctions added together make subgroups when all the distinctions are applied, the list of individual combinations are the Standard Classes. Some are pure bonuses, while others are trade-offs in which one powerful bonus is countered with one or more negative effects. Passive abilities are typically resistances or vulnerabilities to spells or illness, or are bonuses of increased magicka.Įach of the thirteen birthsigns add additional unique bonuses to your character, some passive and some active. The racial special abilities can either be passive, which are inherent effects, or an active spell that can be limitedly cast, such as Voice of the Emperor. Each of the ten races has one or more racial special abilities, and each also excels in certain skills. Race determines Attributes, skill bonuses, and special abilities (greater powers, lesser powers, constant effects).
In general, though, there are few choices at character creation that are not more than a temporary inconvenience, so long as the player pays attention to advancement through the course of the game. Combat characters can charge into dungeons stealth characters explore more slowly and stealthily, for example Alchemy can make for a more self-sufficient character, where other characters would return to cities for supplies Destruction magic can be used from the safety of long range, but its power source regenerates much more slowly in Morrowind than Oblivion, and players used to mages in other games may find them harder to play. Morrowind offers opportunities to engage in many different types of gameplay, which are much affected by character creation.
Your choices will be determined by your personal role-playing preferences. There is no one "correct" way to make your character. The opening sequence of Morrowind, like that of Oblivion, is finely crafted to engage the player in the game experience and lead smoothly into character creation, but unlike the later Oblivion, does not give players an opportunity to test their skills before choosing them, so the facts below are of even greater importance. Creating your character is the most important decision you must make during the opening sequence in Seyda Neen, as it affects the entire game.Ĭharacter creation takes three steps: Race selection, Birthsign selection, Class selection, and appearance.