Weapon skills
Long Blade, Short Blade, Axe, Blunt, Spear, and Marksman determine hit chances with their corresponding weapon types and improve through successful hits.
Understand this choiceMorrowind’s skills shape success in related activities and progress through repeated use, while class placement affects how quickly skills rise. This reference focuses on the source passages’ concrete records for skills and spellmaking: weapon and armor skills, casting skills, Enchant, Alchemy, and Security, plus the rules for combining custom spell effects. It describes recorded functions, prerequisites, and restrictions rather than ranking choices. The Steam listing identifies the PC Game of the Year Edition as including Tribunal and Bloodmoon, but the detailed mechanical passages mainly describe Morrowind generally; they do not establish edition-specific changes to these systems or provide a complete item catalog.

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Long Blade, Short Blade, Axe, Blunt, Spear, and Marksman determine hit chances with their corresponding weapon types and improve through successful hits.
Understand this choiceHand to Hand attacks drain an opponent’s Fatigue first; after Fatigue is depleted, another strike knocks the opponent down, enabling health damage.
Understand this choiceDestruction, Restoration, Mysticism, Alteration, Conjuration, and Illusion govern the chance to cast spells from their respective schools.
Understand this choiceHeavy Armor, Medium Armor, Light Armor, and Unarmored improve armor rating for their respective armor types or when no armor is worn.
Understand this choiceBlock provides a chance to automatically block when a shield and one-handed weapon are equipped and ready.
Understand this choiceAthletics increases running and swimming speed and reduces Fatigue drained by those activities.
Understand this choiceAlchemy governs the chance to brew potions and reveals more ingredient effects as skill increases.
Understand this choiceEnchant governs use and creation of enchanted items, Cast on Use charge costs, soul-gem recharging chance, and item creation.
Understand this choiceSecurity governs lockpicking with lockpicks and trap disarming with probes, including success and access to higher-level locks.
Understand this choiceCustom spells combine effects after the matching base spell is acquired, with up to eight effects per spell according to the guide.
Understand this choiceOn Target effects cost more than On Touch or On Self effects, and adding multiple target effects compounds the cost multiplier.
Understand this choiceA custom spell’s effect availability depends on buying a base spell with that effect; the guide says 19 effects cannot be used in custom spellmaking.
Understand this choiceA source-bounded reference to Morrowind skills, spellcasting, custom spellmaking, and selected mechanical effects. It does not attempt full equipment coverage or compare game versions. The Steam magic guide is a player-authored guide, and the skills page notes that it could use cleanup.
Explanations prepared with GPT-6 Luna and checked against the linked references. These are source-reviewed guides. They do not establish independently tested optimal builds or exact upgrade budgets. How coverage works.