An Eltmer mage in action.Morrowind Mage Strategy Guide

This guide gives some general hints and tips for playing a pure mage in Morrowind. With a pure mage, I mean that the character will almost entirely rely on magic to stay alive and to perform the quests.

Morrowind is a fantastic game that comes really close to being a good role playing game (RPG). One of its strong points is your degree of freedom, the non-linearity of the main quest and choices you have in developing your character. It is this freedom that allows you to develop your character in a satisfying way even when you have made some not-so-good choices when creating your character. 

Unfortunately, this doesn't seem to work well for mages. The main reason for this is that you need a high magicka  reserve to survive as a pure mage in Morrowind, but you can only assure this by choosing the right race and birth sign when starting the game -- there is no opportunity to correct this later in the game. The first section of this guide is therefore completely devoted to choosing the right race, birth sign and major/minor skills when creating a mage character. 

Since the rather low magicka pool is just one of the imbalances of the game, I have appended an entire section about rules and plugins that may help to make the game more challenging, adventurous and balanced.

See my main page for the monk strategy guide and plugins.

Have fun!
   Aragon [mail]


Contents

Version: 0.6

  1. Creating a mage.
  2. Artifacts.
  3. Enjoyable plugins.
  4. Spell effects.
  5. Mage friendly factions.
  6. Enchanting.
  7. A balanced game.

1. Creating a Mage

Race and birth sign

The basic magicka of any character is equal to your intelligence (INT). However, to be successful as a mage, I believe that you need at least twice your intelligence (2*INT) as your magicka reserve. If you choose your race/birth sign wrongly, there is no way to correct this later in the game and you will not enjoy it to the fullest. The magicka rule will limit your options to only a few reasonable choices based on race and birth sign. There are three birth signs that increase your maximal magicka:

Of all the races, only the Breton and the High Elf (Altmer) have a magicka bonus. These two races are most suited for mages and I'll discuss them separately.

Looking at the various options, it seems that only a few combinations lead to strong mages (i.e. Breton/Apprentice). To increase the choices for mages (and diplomats), I have created a new balanced race, the Eltmer (or Elder Elves) that I can't resist to discuss:

The mage skills.Specialization

Magic off course!

Primary attributes

One of your primary attributes should always be luck -- it helps with everything you do in the game and you can never get any multipliers for it. You can choose any other attribute you like for the other bonus but endurance is a good choice since it will give your more health points when leveling.

Major an Minor skills

Before discussing the major and minor skills to choose, we have to keep the following things in mind:

Ok, let's discuss skills for mages. It is a good plan to take a (minor) weapon skill -- even when you would like to be a pure mage, sometimes you may need to resort to using a weapon. I like to choose a blunt weapon since I believe that mages should use a (wizard's) staff but any other weapon skill is just as good. You also need one armor skill as a major skill. Unarmored and light armor are the most suitable for mages. The four armor skills are: 

I wouldn't recommend taking more than one armor and weapon skill. Other useful skills for a mage may be Sneak (AG) and Speech craft (PE), but keep in mind that many skills can be substituted by careful use of magic:

Sneak Illusion, Alteration (Invisibility, Chameleon, Telekinesis)
Speech craft Illusion (Charm effect)
Marksman Destruction (Fireballs etc.)
Security Alteration (Open, Telekinesis)

All the other slots are now filled with magic related skills. The magic skills, grouped by governing attribute are:

INT Alchemy, Conjuration, Enchant, (Security)
WP Alteration, Mysticism, Destruction, Restoration
PE Illusion, (Speech craft), (Mercantile)

Make sure you leave at least one skill of each group in you misc. skills. This will help you later when you level up to adjust your multipliers without losing points towards the next level. Destruction should probably be a major skill since you need some method of killing monsters, while Restoration is useful for healing yourself.

Finally, you are all set and ready to begin adventuring as a mage, have fun!

Ancient fresco of a mage.2. Artifacts

I only list some artifacts that are especially useful to a mage and that you can get without fighting serious monsters. Don't read this if you don't want to know about any special item locations.

3. Enjoyable Plugins 

Plugins (or mods) are a bit dangerous in general since they might make your saved games invalid if you want to continue without the plugin. This is especially true if the mod creates quests or items. The following plugins however are all safe in the sense that they are global scripts and don't influence your saved games. 

Pure mods:

Balanced mods that change the gameplay:

Balanced mods that I personally like to use as a mage, but may be considered cheat mods:

Small and balanced tweaks, made by the author of this guide:

You can enable a plugin by unpacking the mod in your "Morrowind\Data Files" directory. At the startup screen, you select the menu "Data Files" and double click on the plugin that will now be shown in the menu. After installing the Morrowind patch, certain plugins may give a warning at load time that their version doesn't match the version of the Morrowind master file. You can just ignore this warning and continue running Morrowind but you can easily fix this yourself. You need to start up the TES construction editor of Morrowind and go to the "File/Data Files" menu. Select the "Morrowind.esm" and the plugin that gives the warning. Make that plugin also the active file. Press "Ok" and ignore any warnings. After loading, you simply save (press the "disk" button) and from now on, the warning is gone.

4. Spell effects.

Potion ingredients.I am not going to list all effects here, just some effects that are really useful or effects with surprising uses. When you make your own custom spells or enchantments, make sure that you have 100pts disposition with the spell maker/enchanter, this can save you thousands of gold.

Banner.5. Mage friendly factions.

I list here a few factions that are "mage friendly", but off course, you can join any faction you like most. For example, although the Redoran house is better suited for fighters, I like to join them just because I like their honorable ways.

6. Enchanting.

Since enchanting is well explained elsewhere, I won't explain enchanting in detail but I'll just give a table of all monsters together with the value of their soul. In order to put an enchantment on an item, you need to have a soul that is captured in a soul gem -- these are colorful stones that come in 5 varieties: petty (light blue), lesser (dark blue), common (pale blue), greater (purple), and grand (yellow). Each creature has a soul rating between 10 and 400 (and there is someone with a higher soul rating :-) and you need to have an empty soul gem of enough power to capture that soul. Here is a table with the soul rating of a monster and the minimal soul gem necessary to capture it:

Gem Value Max Soul Monsters
      Centurion sphere (0), Centurion spider (0), Steam centurion (0)
Petty 10 30 Alit (20),  Cliff racer (20), Guar (20), Kagouti (20), Kwama forager (15), Kwama warrior (20), Kwama worker (8), Kwama queen (30), Mud crab (5), Nix hound (10), Rat (10), Scrib (10), Shalk (30), Slaughterfish (10), Skeleton (30), Skeleton warrior (30), Small slaughterfish (10)
Lesser   20 60 Bull netch (50) 
Common 40 120 Ancestral ghost (100), Ash slave (100), Ash zombie (200), Betty netch (75), Bonelord (100), Bonewalker (75), Greater bonewalker (75), Lesser bonewalker (65), Clannfear (100), Corpus stalker (100), Dremora (100), Dreugh (75), Flame atronach (105), Scamp (100)
Greater 60 180 Frost atronach (138), Lame corprus (160), Ogrim (165), Storm Atronach (150)
Grand 200 600? Ascended sleeper (400, allows constant enchantments), Ash Ghoul (250), Deadroth (195), Dremora lord (200), Dwarven spectre (200), Golden saint (400, allows constant enchantments), Hunger (250), Skeleton champion (200), Winged Twilight (300)
Azura's star   Infinite All monsters, reusable gem.

 

7. A balanced game.

Morrowind is not a balanced game. If you play a fighter style character, the game soon becomes too easy (this is why the giants mod is so popular). When you play a pure mage however, the game may prove too difficult -- and you will be inclined to use fighter strategies to survive. For mages, we have already addressed the main issue by making sure that our magicka pool is large enough, but there are more opportunities for improvement.  But let us first look why Morrowind becomes unbalanced:

A Pure Game

Unfortunately, not all of these weaknesses can be fixed by plugins. I therefore propose to use both plugins and a set of clear rules that together make it a pure game. Break a rule once, and you no longer play pure game :-)  The plugins that I consider essential for pure games are, in order of importance:

Besides these essential plugins, there is a set of rules that you need to adhere to:

Economy:

Trainers:

Alchemy and Enchantments:

Hopefully, the above rules make the game more interesting and challenging, but at least they add some common sense to the game. The rules for enchantments for example make the game artifacts much more interesting since it becomes quite hard to do such enchantments yourself. Furthermore, it is for example much harder to open difficult locks early in the game, since a powerful open-enchantment is way too difficult to get, both in value and in skill level.

I am currently playing by these "pure" rules and I can tell you that the game is both more challenging and more fun. I haven't progressed far yet, but I'll let you know whether the game can be beaten (or not) when playing by the rules!


Revisions: