The Atronach has been nerfed from 50% chance to absorb enemy spells to 25% chance, which means I stand even more by my Breton/Apprentice choice over the Altmer/Atronach that some people suggest. The Serpent is now actually useful rather than suicidal, but it’s still not my preferred choice. Unlike races, the birthsigns have been throughly revamped and most are very viable with the mod, especially for non-casters. I haven’t really playtested this though, so please take it with a grain of salt.
#MORROWIND MAX LEVEL PLUS#
Plus the bonus to Marksman does help with early game archery. Sneaking and, especially, pickpocketing is hard at the best of times in Morrowind, but the Chameleon spell effect that Bosmer race now gives immediate access to, is a really powerful way to stealth better. I’d say the biggest change to race recommendations is that Bosmer, formerly a race I disparaged, now look like a really attractive race for stealth archetype characters with the mod. They still sport the best resistances, Nord slightly better, but the Redguard +15 to Long Blade is just a massive asset in the early game and will reduce the annoying hacking-that-doesn’t-connect that happens when you attack with a melee weapon with low skill. Likewise, Redguards or Nords are still my preferred warrior-archetype races. High Elves also get even more magicka, of course, but the lower resistances mean you’ll be more of a glass cannon in a spell duel.
I should perhaps acknowledge here that I don’t like managing supplies of potions and scrolls, it bores me no end. Plus, the Breton resistances negate the 50% weakness to certain attacks brought by the birthsign, so the race and sign synergise perfectly. If you plan on using spells for most tasks, the extra magicka is just extremely useful, perhaps even more so in the late game, as stronger spells cost more to cast and skill doesn’t lower the cast cost, just the success rate. For spellcasters, Breton race and Apprentice is still my no. Race and birthsignįirst off, while a lot of the races’ powers have changed in Morrowind:Rebirth, the bonuses to magicka and resistance are mostly the same as vanilla, so a lot of the old advice still holds. Fear not, I’ll take you through some of the differences but also summarize some of the advice that still applies with this mod. If you want the re-balance though, most of my guide will still be very relevant to your characters but there are a few things that won’t. esp files to do with races, birthsigns and skills in the launcher and still keep the rest of the mod, like the expansions of the settlements and so on. The first thing to note, however, is that changing character creation is an entirely optional part of the mod. The whole point of that is to make more of the character options in the game viable, thus reducing the use of character creation guides like the one you see on this site. Character creation in Morrowind can change a good deal if you use the Morrowind:Rebirth mod, which among other things aims to re-balance character creation.