Morrowind talk:Skills

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Formatting[edit]

Should this skills page be reformatted to look more like Oblivion's? That way they'd be able to have their own page and more information. Just a thought. --WerdnanoslenTalk 21:32, 15 October 2006 (EDT)

If you want to do it, I say go for it. I've often wanted to be able to link to an individual skill for Morrowind rather than the whole page, usually when referring to it in [[Lore:Dictionary A|Tamriel:Dictionary]]. --Actreal 21:40, 15 October 2006 (EDT)
Actually, you can already link to any of the skills in the following way [[Morrowind:Skills#Acrobatics|Acrobatics]] to give Acrobatics. --DrPhoton 09:07, 16 October 2006 (EDT)
Just a note: This will not work anymore. I've changed all instances of this formatting. From now on, all links to skills should just go directly to the skill's individual page. --TheRealLurlock Talk 13:18, 26 January 2007 (EST)

() Well, it does now. One question, though - The "ID" column, does anybody know how those IDs are used? I know they aren't used in scripts or console commands. When I deleted the old chart, I added them to the new one, just in case they were important. But I have a feeling they might be something that's completely internal to the game, and something that neither players nor modders would ever need to know. If that's the case, would anybody object to me just removing them altogether? They just look a little ugly, and I'm not sure that anyone other than Bethesda would ever need to know that information. --TheRealLurlock Talk 10:02, 26 January 2007 (EST)

I just assumed they were all for placing items in the game via the construction kit. I don't have the construction kit for any of the games since I have the Xbox versions.--WerdnanoslenTalk 17:29, 26 January 2007 (EST)
Yes, normally that's what IDs are for. (Both scripts and console within the game.) But this is about Skills. I have no idea why you'd need ID numbers for skills. I've done a fair amount of Morrowind scripting, and never once found the need for that information. Possibly somebody knows something I don't, but I think it's most likely that information is not needed. --TheRealLurlock Talk 18:45, 26 January 2007 (EST)
DUc0N was the first editor of the page, so he may know about the IDs. Then again, he may have just been the one who moved it from the old pages. If so then maybe DaveH would know. --WerdnanoslenTalk 18:52, 26 January 2007 (EST)
Considering he hasn't posted in almost 2 years, I doubt I'm likely to get an answer from him. And DaveH is pretty reclusive in my experience. Maybe I'll ask on the TES Forums. They often know obscure stuff like this. --TheRealLurlock Talk 00:02, 27 January 2007 (EST)

Minor vs. Major[edit]

What's the difference? They seem to influence level-ups the same and having a major skill doesn't seem to give any more bonuses to it than a minor skill. Jedibob5 13:33, 8 July 2008 (EDT)

With a Major, you start with 30. With a Minor it is 15. I was thinking it might be cheaper to train a major than a minor too, and takes less practice to improve. --Brf 14:00, 8 July 2008 (EDT)
On a related question, does anyone know the actual numbers behind Major/Minor skills advancing faster than Misc Skills? --Zhan 17:08, 30 July 2009 (UTC)

Governing attribute[edit]

Is it true that you can't train skills higher than its governing attribute? Maybe I'm just blind, but I couldn't find a mention of this anywhere (it's mentioned on the talk page of Levels but not in the article itself). -85.176.255.40 09:16, 28 July 2008 (EDT)

We are using the alternate definition of the word govern, meaning "to control the magnitude". I think that's pretty self-evident with the way it's stated. Lukish_ Tlk Cnt 05:07, 2 December 2008 (EST)

Over 100?[edit]

Are there any skill benefits for training a skill over its 100 mark (either using enchanted items, or draining your skill down and training it up again)? Such as higher accuracy or damage? Or faster speed if you train athletics? 67.60.187.161 20:02, 29 November 2008 (EST)

No, 100 skill is the same each time you train it to 100. However; training skills without any skill gain can help you get your attributes maxed. Lukish_ Tlk Cnt 05:02, 2 December 2008 (EST)
No, I mean, I know that getting, say, a skill level of 150 in an armor stat will increase your defense. What I am wondering is if getting, again, a 150 will do things to the other skills, such as shortblade, or blunt weapon, or marksman, etc. Acrobatics, I assume, makes you jump higher, and athletics would make one run faster. However, I am not able to test and see whether a >100skill level in weapon stats or magic stats have any effect. Does it make you attack/cast spells faster? Does it increase damage, or increase the likely hood of getting a critical hit?
That's what I'm wondering. 67.60.187.161 17:42, 4 December 2008 (EST)
In most cases, skills do not provide any additional benefit beyond 100. The only exceptions that I know of are Acrobatics and Athletics. Higher Acrobatics will allow you to jump higher and take less damage from falls, and higher Athletics will make your Fatigue decrease slower when running. (Run speed is determined by your Speed attribute, not your Athletics.) To see super-high Acrobatics in action, use one of the Scrolls of Icarian Flight from Tarhiel. (Just make sure you've got some Levitate or Slowfall to keep from dying when you land.) I don't know about any other skills, except that I'm pretty sure the weapon skills do not improve past 100. --TheRealLurlock Talk 21:53, 4 December 2008 (EST)
Nope, skills provide an important role in every action. There are things which can improve skills past 100, and a few NPCs and creatures with more than 100 skill to begin with. Higher Athletics doesn't decrease fatigue loss (over time), but will speed your running and swimming, and weapon skill is the best way to enhance the hit%. Better skill in magics will improve the percentage to successfully cast spells and better skill in sneak will make creatures less likely to detect you while sneaking. The governing attributes do contribute to some tasks, but usually in a lesser way than the skill. Lukish_ Tlk Cnt 05:36, 5 December 2008 (EST)

Skills[edit]

If a skill is not a major/minor skill can u still learn it and level it up ???? — Unsigned comment by 83.70.232.218 (talk) on 24. December 2008

I'm not sure what you mean here. All skills can be levelled up, regardless of whether they are major or minor for your character. But the way you posed the question suggests that you're asking whether a skill can be levelled if it is neither major nor minor. If that's what you mean, then what skill are you talking about? - Game LordTalk|Contribs 12:06, 24 December 2008 (EST)
Miscellaneous skills contribute to the increase of your attributes, but have no impact on increasing your level. I think that answers your question. Dr Jones 12:29, 24 December 2008 (EST)

Enchanting Broken?[edit]

It seems to me as though most magic skills(and many others) become completely useless later on in the game, as you can just enchant items to do the same thing, and the enchanted items will be much more powerful.--CB 09:48, 7 March 2009 (EST)

Skill editing after you started your journey?[edit]

Hi, is it possible to edit your character when you already started the game? I mistakingely chose Stealth as a minor skill and it bothers me now, cause I never use the Stealth skill. Would like to change it to Blocking but can´t find an editor for such things. Is it possible? — Unsigned comment by 195.46.241.229 (talk) on 6 October 2009

There is the console command Enablestatreviewmenu that brings up the character creation screen up again, but numerous issues have been reported with this (see Console). --Timenn-<talk> 11:40, 9 October 2009 (UTC)

Monitoring skills via console?[edit]

Hi, is it possible to monitor the skill progress via console the same way I can do it in Oblivion (tdt, sdt 10)? — Unsigned comment by 83.29.126.160 (talk) on 23 December 2009

page[edit]

combat has a link, but stealth and magic does not :P Mikeyboy52 13:41, 26 April 2010 (UTC)

Got any ideas on pages we could link them to? --Zander490 04:48, 26 June 2010 (UTC)

Inconsistant color[edit]

Looking at this page, I noticed the color in the chart matches the color in the footer for Combat and Magic, but not for Stealth. --Brf 12:02, 21 October 2010 (UTC)

It does - it's just quite a bit fainter. rpeh •TCE 12:21, 21 October 2010 (UTC)
Hmmm. The color in the charts looks Yellow, while the color in the footer looks light-Green. --Brf 12:27, 21 October 2010 (UTC)
Monitor problems. The colour in the navbox is "F5F5D0", which is very pale yellow. rpeh •TCE 13:15, 21 October 2010 (UTC)
Yup. When I check it from here at work it looks yellowish in my right monitor, and kind-of greyish in my left monitor. Ones monitor settings are exaggerated when the color is close to white. --Brf 13:24, 21 October 2010 (UTC)

wierd effect[edit]

ok lets cut to the chase i made an effect that when you jump raises your acrobatics to "0" whats going on? sincerly(Retsam 15:24, 25 April 2011 (UTC))

Wording of Notes[edit]

These statements confused me until I understood that in Daggerfall these are named Skills. However, this does not mean that we cannot perform these functions in Morrowind, but the way these 2 statements are worded gives the impression that we cannot:

  • Climbing: No longer possible in Morrowind
In Morrowind we climb by Running, (2 and then W on the computer), and repeatedly Jumping, (E). It works best when there are 2 different objects, such as 2 rock faces at different angles or a pole and a wall, but some steep slopes may also be climbed. Agility is definitely a factor, and probably Strength and Luck as well.
  • Critical Strike: No longer occur in Morrowind
Critical Hits do occur, especially when using Sneak mode. Due to what is probably a Glitch, a PC with unusually high stats may do a Critical Hit each time he uses a new type of weapon for the first time. (The only creature I've never been able to Crit is the Heart of Lorkham; Dagoth Ur I have.)

I'm editing these 2 statements for clarity. Downstrike (talk) 22:19, 21 March 2013 (GMT)

Aren't There Other Ways of Getting to 50?[edit]

I just built at a Khajiit right now that starts with 50 acrobatics. Makes sense given they have the same +15 bonus to that skill. Clearly Bosmer are not the only ones — Unsigned comment by 47.153.84.155 (talk) at 04:09 on 31 December 2022 (UTC)

You are correct. There are actually 4 skills that receive a +15 racial bonus: Athletics for Argonians, Marksman for Bosmer, Acrobatics for Khajiit, and Long Blade for Redguards. Any character choosing one of these skills as a major with the appropriate race and specialization will start with 50 in that skill. I've gone ahead and removed the specifics from the article. Thanks for pointing this out. — Wolfborn(Howl) 04:35, 31 December 2022 (UTC)