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Gibe's Guide to Starting Out in Morrowind
(Minor spoilers for the very early game. No significant plotline spoilers)
Disclaimer: contains the author's horribly opinionated, mildly spoiler-rific, and moderately PC-centric take on getting going in Morrowind. GGtSOiM assumes that you're looking to get your feet wet and start experiencing the endless gaming goodness that is Morrowind with a minimum of fuss (and that you're something of a Morrowind n00b). Having said that, the focus is on making good decisions to build a solid character that will give you many hours of gaming enjoyment, rather than exploiting loopholes to become ÃœberSlayer On High by level 14.
Or, maybe I'm just looking to get more people hooked so I don't feel so bad about racking up day after day playing this damn game.
Start
Install the game. I'm going to simplify things and assume that you're going with either the GotY edition or the original plus both expansions. They're worth it. Really. Now go to www.elderscrolls.com and download any patch that's relevant to your version. Download all the official plugins. Install them and fire it up.
Ok, time to decide on your character. Morrowind lets you design almost any variant you can think of, but until you know the ins and outs, I suggest going with a melee-focused character first (with supporting magic and/or stealth skills), then branching out as you get higher level. Even the dumbest sword-swinging barbarian can eventually learn to use magic and stealth, so don't think that you're permanently limiting yourself with your early choices.
In that spirit, go with a Redguard or Nord. Both get hefty bonuses to melee combat and have special abilities that help you out in a fight. Look over their stats and decide which one suits your style better.
Class time. ALWAYS design your own - the pre-generated ones waste skills on redundant specialties. Focus - combat, magic, or stealth. Urggghh. Combat. Smash. Good.
Let's pick some skills! You get five major and five minor, everything else is miscellaneous. Major skills and minor skills can be thought of as more or less interchangeable - the only real difference is that major skills start out higher than minor ones. Ok, so major skills increase slightly faster than minor, but you're not going to notice the difference. In the following examples, I don't make any further distinction between major/minor.
Favorite abilities. Pick Strength and one other. Endurance is a nice second choice, since it governs hit points gained per level.
If you want to know how good you are with a specific skill, think of your skill level as the number of times you succeed out of 100 (it's not exactly that, but close enough for example purposes). Yes, that means if your short blade skill is 20, you'll only hit someone with your rusty dagger about 20% of the time. At best. The moral of this example is, make sure you combine class bonuses plus major/minor selections so at least a couple of skills (especially your primary weapon skill) are 50-ish when you start. Otherwise, lower levels are going to last a LONG time.
As a combat guy/gal, you'll want at least one, and maybe two, weapon skills as major/minor. The largest weapon class (and incidentally, the one with the best artifacts) is the Long Blade class. Pick this. If you want a secondary weapon class, like Axe, Spear, or Blunt, go for that too. Blunt has the advantage of often knocking your opponent down, Spear can hit them before they can hit you, and Axe deals out ridiculous amounts of damage.
Next, pick an armor skill. Yup, only one. You can always level/train up the others later. There are really good artifact armors of all three types in the game, so it's really more about your personal preference.
Now it's time to figure out your other skills. I highly recommend picking the following as major or minor: Acrobatics, Alchemy, Athletics, Conjuration, Enchantment, Speechcraft.
Acrobatics lets you jump higher. To paraphrase a fellow Morrowind player, you may start out barely being able to jump over a scrib, but keep leveling Acrobatics and pretty soon you'll be bunny-hopping around like Thresh on crack.
Alchemy lets you brew potions, and potions are enormously potent in Morrowind.
Athletics governs how quickly you run. When you start out, you'll notice that even while running, your character has a speed that makes you want to gouge your eyes out and slit your wrists (not necessarily in that order). Training up Athletics helps you work up to a more I-can-save-the-world speed.
Enchantment affects two things. First, your success when creating your own magic items. This is important, but there are ways around it. The second and far more crucial effect is how many charges you burn when using a charged magic item. This is the difference between using the Stave of Ultimate Destruction once per day or 3 times per battle.
Another very VERY useful skill for melee types is Conjuration. Conjuration allows you to do two things - summoning monstrous allies (mmmmm, cannon fodder) and more importantly, bound items. Bound items (weapons and armor) last only a short time, but they weigh nothing, they improve your skill in the appropriate area (for example, Bound Axe boosts axe skill) and they have really good stats. Your 2nd level warrior with a Bound Axe can take down almost anything you'll meet in the early levels.
Speechcraft is well-worth considering, given that you'll be chatting up a number of folks in your travels.
As for the other skills, pick whatever sounds handy, or fits with your goals for your character.
Ok, picking your birthsign. There are a lot of them, and you could agonize over them for hours. Keep it simple your first time through and go with one that will make the early game a lot more enjoyable - pick The Lady. It boosts two attributes that you'll need a lot.
Cool, you've got your character. Confirm your choices and you're ready to go!
Seyda Neen
You're in the Census & Excise office. Sure, you could wander out into the street and start scraping for equipment based on your meager starting funds, but let's make your early Morrowind life a little easier and get your character a little pocket money.
First, talk to the two guys in the room. Ask them about all the topics in the dialog windows. Now, walk on over to the big platter on the bookshelf. Wait until the guard is on the other side of the room. Pick up the platter and you'll hear the guard yell. Immediately bring up the character/interface screen. Take the plate out of your inventory and drop it to the floor. Now close the character/inventory window. The guard will talk to you and warn you not to steal again (you get off with a warning because you're in the starting area). The guard will also take away anything you've stolen....but hey, you're not carrying anything stolen, it's on the floor. Heh heh. Repeat this process with everything else in the room, paying particular attention to the things worth more than 1 gold (the books and the dishware are the most valuable). Once everything of value in the room is on the floor, just pick it up and waltz out.
The area beyond that room is two levels - the main one with a table and bookshelves, and a lower one with a bedroll. The bedroll is the only free place to sleep in town, and it's illegal to sleep elsewhere. Come back here if you need to rest. Note that you can still WAIT in town - the warning message produced by the 'rest' key isn't 100% clear on this point. Waiting restores only fatigue, while resting restores fatigue, health, and magicka.
Now, in both the bedrll area and the room with the table, take everything that isn't nailed down. Wooohoooo, more loot! Stroll on out into the courtyard and to the second building. You should be prompted to look in the barrel. Hmmmmm, I wonder whose ring that is? Take it.
In the second building, talk to the commander and get your first real mission - traveling to Balmora. Ignore his suggestion about taking a Silt Strider to the next town....c'mon, you're a dangerous melee machine! You can walk.
Ok, out into town.
SAVE. Done it? Ok, now save a second slot. Now quicksave. Become familiar with the quicksave key. The quicksave key is your friend. Use the quicksave key. ALL THE TIME. Any time you do something particularly important, save another full game. Make sure you save as a new game each time. You see, Bethesda hasn't quite squashed all the bugs, and you will understand how important multiple saves are the first time you try to load a saved game and get the dreaded 'brown rot' error.
One of the first people you'll meet is Fargoth. He seems to have lost a ring....and you just happen to have one. Give him back his ring. Don't worry, you'll get it back later. In return for his ring, Fargoth speaks highly of you to his friend the trader. Go find the trader. Thanks to Fargoth, the trader's disposition towards you is already quite high. This is good, because the more a merchant likes you, the lower their prices, and the more they will give you when you sell stuff. Remember all those items you picked up? Time to unload!
Start selling the 1-gold items. Sell them one at a time, but make sure you don't close out of the dialog window altogether. As long as you're still talking to a merchant, every successful transaction temporarily raises their disposition by a point. As soon as you raise the trader's disposition to 100, go ahead and sell everything, and at the same time, buy some needed equipment. Focus on armor, maybe some scrolls or potions, and a decent weapon. BUY LIGHT SOURCES (lanterns and torches; candles suck). Equip your new gear and spend some time admiring your new look. Ok, that's more like it!
Talk to other people in town. You'll find out about a missing tax collector (he's west-southwest of town, under a tree). Ask people what to do and they'll guide you to the killer and a nice reward. You'll also find someone looking for Fargoth's secret hiding place. Agree to help, but don't bother asking Fargoth where it is. Instead, go to the top of the lighthouse and use the rest command to wait until ~11 PM. Now watch the town for a few minutes - hey, isn't that Fargoth? Where's he going? Wait for him to walk away and then retrace his steps. Wooohooo, you got the ring back! You don't actually have to give the money to the guy who's looking for it...you'll probably find a much better use for it.
Talk to everyone else in town. Kill the local wildlife (rats and mudcrabs). Check out the cave just outside town. This will be your first real combat, so be careful. Don't forget to use your racial powers!
Oh, one thing worth mentioning. There's a reason you were released from prison. Unfortunately, that same reason means that someone wants you dead. Soon after you start sleeping, you'll be attacked by an assassin! A tough fight, but not too bad if you're prepared. Don't forget to loot the assassin - that armor is worth lots of money.
Now, time to get outta town. Wouldn't it be great if you had a magic weapon, maybe a magic longsword? Walk west out of town on the path. Now I know you're thinking 'WTF, it's not like a magic sword is going to drop out of the sky'. Keep walking, as long as you stick to the path you'll find it quite close to town. -- View image here: http://episteme.arstechnica.com/groupee_common/emoticons/icon_smile.gif --
After your gift from the heavens, continue straight west until you reach the coast, then start following the coast as it bends north. You'll come across two items of interest - a tomb and a shipwreck. Explore the tomb, using your new magic sword to smite the foul ghost (ghosts are immune to normal weapons). If you find the ghost too much for you, run past it straight to the end of the tomb and pick up the scroll. Equip it, turn, and nuke the hell out of that ghostly freak. Explore the tomb (watch out for the trap, ouchie!) and hey, a magic ring....an artifact, even.
Explore the shipwreck for goods and maybe even a diamond or two. Continue north along the coast until you reach the river. Now follow the river north to Balmora. See, you didn't need to take some stinking Silt Strider!
The commander back in Seyda Neen gave you a package for someone in Balmora. Ask around and you'll find him. Look him up as soon as you can - he'll give you stuff to do, advice, and more money!
As you explore town, join the Guilds as soon as you can - Fighter, Thief, Mage. The Mages and Fighters guild will let you use their equipment chests - even more free stuff! Don't join a Great House (like Hlaalu) just yet, though.
(continued in Part II)
--TG