Netruk44/uesp-wiki-content huggingface dataset:
Morrowind:Shurdan-Raplay Egg Mine

Located on the east side of the Odai River across a rope bridge, this egg mine is assigned to you during the building of the second phase of the Hlaalu stronghold. 

Currently not exploited fully, you can restore the mine by curing the blighted queen and hiring some miners.
 
Related Quests
House Hlaalu


Maps
thumb|left|Shurdan-Raplay Egg Mine, interior map
Morrowind:Acrobatics

The Acrobatics skill involves jumping, climbing, and avoiding damage from falls.  The higher one's Acrobatics, the higher one can jump vertically, the farther one can jump horizontally, and the greater the height one may fall from (or jump down on purpose). Developing this skill also enables one to slow and (eventually) stop a sliding descent that could cause damage or kill; to walk along increasingly steep slopes without sliding or falling down; to climb steeper inclines, and with less effort; and to more effectively use the jump-run-jump-run technique to get up very steep (eventually vertical) surfaces.  Those skilled in Acrobatics can reach areas others cannot get to, and can direct their paths (to an increasing extent) while falling or jumping.  With Acrobatics pushed by magic to abnormally high levels, one can jump and fall rather extreme distances.

This skill is extremely useful for travel. Combined with a lot of speed, using acrobatics is by far the fastest way to get from place to place on foot. The higher your acrobatics, the steeper a slope you can climb.

Character Creation
The following races receive bonuses to their Acrobatics skill:
+15 bonus: Khajiit, +5 bonus: Wood Elf
The following classes have Acrobatics as a Major skill:
Acrobat, Agent, Assassin, Bard, Monk, Thief
The following classes have Acrobatics as a Minor skill:
Barbarian


Factions
The following factions include Acrobatics as one of their favored skills:

Aundae Clan
Berne Clan
Camonna Tong (not joinable)
Dark Brotherhood (not joinable)
Morag Tong
Quarra Clan
Thieves Guild

Notes
Having 125 acrobatics will completely negate falling damage. 
You will never be damaged by a fall that you can jump the height of. In other words, if you can jump 100 meters into the air, a fall of 100 meters will not damage you, as long as...
Your Acrobatics skill at landing is at least what it was when you jumped; for example, no Fortify Acrobatics effect wore off mid-jump.
The jump was not aided by a magical Jump effect.  The Jump effect can send you higher than your ability to land safely.
With an extremely, excessively high acrobatics skill it is possible to jump from one end of the map to the other.
Morrowind:Athletics

The Athletics skill trains and conditions one for running and swimming. Skilled athletes move short and long distances over land with speed and efficiency, and they also swim swiftly underwater.

Character Creation
The following races receive bonuses to their Athletics skill:
+15 bonus: Argonian, +5 bonus: Dark Elf, Khajiit, Redguard
The following classes have Athletics as a Major skill:
Acrobat, Archer, Barbarian, Monk, Scout, Warrior
The following classes have Athletics as a Minor skill:
Assassin, Rogue, Thief


Factions
The following factions include Athletics as one of their favored skills:

Aundae Clan
Berne Clan
Hands of Almalexia  (not joinable)
House Redoran
Imperial Knights (not joinable)
Imperial Legion
Quarra Clan
Skaal  (not joinable)
Talos Cult (not joinable)
Twin Lamps

Notes
While Athletics increases a character's running and swimming speed, it has no effect on walking speed or levitation speed.
You can effortlessly train Athletics by toggling on Autowalk while facing a wall. This will passively increase Athletics skill without your character accidentally walking into trouble. A more effective way to do this is to swim towards a wall; a well-suited place for this is the river running through Balmora. A third way is to enchant a ring (expensive is suitable) with constant water walking, and then run on the water away from Vvardenfell. There would seem to be no enemies that far out. Just make certain you can teleport back.
Morrowind:Hand-to-hand

The Hand-to-hand skill is the martial art of unarmed combat. Hand-to-hand attacks damage only the Fatigue of a standing opponent, but they damage Health when a target has been knocked unconscious by Fatigue loss.

Character Creation
The following races receive bonuses to their Hand-to-hand skill:
+5 bonus: Imperial, Khajiit
The following classes have Hand-to-hand as a Major skill:
Healer, Monk, Rogue
The following classes have Hand-to-hand as a Minor skill:
Acrobat, Crusader, Pilgrim, Thief


Factions
Only the Quarra Clan vampires include Hand-to-hand as one of their favored skills.

Notes
Your fists are   a normal weapon, and will do full damage to undead and werewolves.
Knocking an NPC unconscious is sometimes a viable alternative for many quests which would otherwise involve killing.
If the punch that reduces a foe's fatigue to 0 is in the back they will be knocked out longer.
At high levels, Hand-to-hand is very powerful against single, isolated opponents, as even the strongest single enemies will be continuously stagger-locked with no ability to respond when punched repeatedly.
Beast races will use Hand-to-hand differently; they use a different stance and scratch with their claws instead of punching (similar to what werewolves do) but they will still damage fatigue.
When in the form of a werewolf from the Bloodmoon expansion, your Hand-to-hand attacks damage your target's health, rather than their fatigue.
When your target is paralyzed, your Hand-to-hand attacks damage your target's health, rather than their fatigue.
Effects such as Absorb Fatigue and Damage Fatigue speed up the process of lowering an opponent's fatigue in a Hand-to-hand fight, as can Burden and Damage Strength.  Enemies rendered immobile by Damage Strength will still try in vain to run towards you, resulting in rapid fatigue loss and making them easier to knock out.
When fighting a land-based opponent in the ocean or in a shallow pool of standing water, rendering them unconscious will subsequently cause them to start drowning, as they will be out of breath and will become submersed. Obviously, this will deliver a large degree of added damage allowing you to effectively drown your opponents using Hand-to-hand.
This skill is most useful for disabling opponents more so than damaging them, as the damage for fists is extremely low compared to using weapons. Once an opponent is unconscious, it is almost always more effective to switch to a weapon in order to deal actual damage, only briefly switching back to fists when the opponent tries to get up again. For this reason, it is viable, recommended even, to pair Hand-to-hand with a weapon skill.
Unlike weapon damage, Strength boosts do not affect Hand-to-hand at all. Instead, damage from Hand-to-hand (both fatigue and health) can be increased by boosting the Hand-to-hand skill directly.
Just like you, NPCs lose fatigue quickly from running. If a quest requires you to knock out a foe and you have low Hand-to-hand, you can wear down their fatigue much faster by forcing them to run around first.
Morrowind:Mercantile

The Mercantile skill is the art of buying low and selling high. This skill guarantees lower initial prices for goods, equipment, and services, and improves chances of getting better deals by bargaining. See the commerce page for more information on how the skill is used.

Character Creation
The following races receive bonuses to their Mercantile skill:
+10 bonus: Imperial
The following classes have Mercantile as a Major skill:
Pilgrim, Rogue
The following classes have Mercantile as a Minor skill:
Agent, Bard, Knight, Thief



Quest Rewards
1 point from The Silver Bowl.
:*This reward does not count toward your level-up requirements if Mercantile is a Major or Minor skill, nor will it count toward your Personality level-up multiplier. It also cannot raise your Mercantile skill above the 100-point maximum; if your Mercantile skill is already maxed, you will effectively receive no reward from this quest.
Factions
The following factions include Mercantile as one of their favored skills:
Census and Excise (not joinable)
East Empire Company 
House Hlaalu

Notes
The skill increase in Mercantile is proportional to the percentage of the bargain. Lowering a 3 drakes item to 2 will increase your skill more than lowering a 1,000 drakes to 900. Therefore the highest increases will occur if you're able to sell a single cheap item for all a merchant's gold, or buy an expensive item for 1 gold.  The easiest way to do this is to fortify your Mercantile skill to 400 or above for 1 sec before talking to merchants, as they will then accept any offer you make. Another method to convince merchants to accept any offer is to fortify Luck to a large value, which can be done much more easily, either via a custom Restoration spell or via alchemy.

Bugs
Morrowind:Unarmored

The Unarmored skill lets one avoid or reduce injury during combat while not wearing any armor by evading, deflecting, or absorbing blows. Those versed in this skill are better defended while wearing no armor (see Bugs).

Character Creation
The following races receive bonuses to their Unarmored skill:
+5 bonus: Argonian
The following classes have Unarmored as a Major skill:
Acrobat, Monk
The following classes have Unarmored as a Minor skill:
Agent, Archer, Barbarian, Healer, Mage, Nightblade, Scout, Witchhunter



Factions
The following factions include Unarmored as one of their favored skills:

Aundae Clan
Berne Clan
Imperial Cult
Quarra Clan
Tribunal Temple
Twin Lamps

Notes
When mastered, unarmored gives an armor rating of 65. This is significantly less than what equal skill in light, medium or heavy armor can give while wearing a good set of armor. You don't need to worry about encumbrance or armor condition, but since armor can be worn with clothes (except for gloves and shoes), you will have less equipment available for enchanting. All in all, this is not the greatest skill for a power gamer, but remains useful as backup or for someone who likes to stay partially naked.
Consider raising your Unarmored Skill above 100 with some constant effect enchantments of Fortify Skill, to reach a much higher AR. This is because the armor rating for Unarmored is Unarmored skill level  × 0.0065 for each body part, and thus fortifying Unarmored to 200 (100 point spell from the basic max of 100) results in an armor rating of 260, comparable to Daedric.
It may be advantageous to train your Unarmored skill if you are playing as a Beast race (especially Argonians, as they are the only race that receives a bonus to the Unarmored skill), since they are restricted from wearing a full faced helmet or boots.

Bugs
 
 
This bug appears to only affect the player character, not unarmored NPCs, including followers.
Tribunal:Other People

Other People


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Morrowind:Attributes

Attributes are the fundamental measurements that define a character's inherent abilities, in contrast with Skills, which generally indicate how well a character performs specific actions. There are eight primary Attributes in the game, several Attributes derived from those, and several Other Attributes that affect the game in miscellaneous ways. The starting value of each primary Attribute is based upon your character's race and gender. In addition, two Attributes will be "favored" by your character's class with ten extra points.

With the exception of Luck, each primary Attribute governs three to five Skills. Three Attributes of your choice can increase each time you gain a level, with the amount of increase depending on how much you increased the Attributes' governed skills since the last level. The base value of a primary Attribute can't be increased above 100 by leveling, but it can from various effects (e.g., spells, enchantments, and potions) without this restriction.

Primary Attributes


Derived Attributes

;Encumbrance: Affects carrying capacity and movement speed.

Other Attributes
;Reputation: Your renown in the world. The more quests you complete, the higher this will be.
;Bounty: The amount of money you will have to pay for your crimes if you are caught by guards. If you have not committed any crimes, this will be 0.
;Slaves: The number of slaves you have freed. Freeing slaves opens up a few quests with the Twin Lamps faction.

 
Attributes
Morrowind:Agility

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Agility is the governing Attribute for Block, Light Armor, Marksman, and Sneak. It affects:

Your ability to successfully hit enemies with a weapon and dodge their attacks (not magic). 
Your ability to use the Sneak (including pickpocketing), Security and Block skills. Note - this is not the same as skills 'governed' by Agility - those skills simply provide bonuses to raising Agility when leveling up, and are not themselves necessarily enhanced by the character's Agility.
Your maximum Fatigue.
Your resistance against staggering.

Character Creation
The starting values for Agility vary by race and gender:

The following classes receive a +10 Bonus to Agility:
Acrobat, Agent, Archer, Crusader, Monk, Thief, Witchhunter
The Birthsign of The Lover grants an additional 25 points in Agility.

Note
Since Agility affects the resistance against staggering, using the Berserk power of Orcs which decreases Agility by 100 points for 60 seconds will cause the user to fall when struck even with maxed Agility.
Morrowind:Endurance

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Endurance is the governing Attribute for Heavy Armor, Medium Armor, and Spear.  It affects:
How much maximum Health you have. Each time you level up, your Endurance is divided by 10 and this value is added to your current maximum.
Only your base endurance and the Fortify Endurance from abilities (in the original game, only The Lady Sign) are used to calculate your additional health on level up. For example, if you have 50 base Endurance and +20 from a Fortify Endurance effect other than from The Lady Sign, your total Endurance will be 70; however, you will get only an additional 5 health when you level up. Note that increases to endurance do not retroactively increase hit points, so it is advisable to maximize endurance as soon as possible.
If you increase your Endurance when you level up, your new Endurance is used to calculate your additional health. 
Note that the value is not rounded down, 45 endurance will add 4.5 health on level up. (the health pool on the other hand is rounded down, adding only 4 health on this level up, but 5 health on the next one)
How much maximum Fatigue you have.
How quickly your Fatigue regenerates.

Character Creation
The starting values for Endurance vary by race and gender:

The following classes receive a +10 Bonus to Endurance:
Acrobat, Pilgrim, Scout, Sorcerer, Spellsword, Warrior
The Birthsign of The Lady grants an additional 25 points in Endurance.

Related Articles
Morrowind:Intelligence

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Intelligence is the governing Attribute for Alchemy, Conjuration, Enchant, and Security.  It determines your base amount of Magicka, with a normal character having one point of Magicka per one point of Intelligence. This total can be multiplied by your Magicka Multiplier.

Both Enchanting and Alchemy are enhanced by higher Intelligence.

Character Creation
The starting values for Intelligence vary by race and gender:

The following classes receive a +10 Bonus to Intelligence:
Assassin, Bard, Battlemage, Mage, Sorcerer, Witchhunter
Morrowind:Personality

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Personality is the governing Attribute for Illusion, Mercantile, and Speechcraft.  It affects:
Your base disposition with NPCs - every two points of Personality adds one point to Disposition.
Your ability to persuade people by any means.
The ability to bargain, in tandem with the Mercantile skill.

Character Creation
The starting values for Personality vary by race and gender:

The following classes receive a +10 Bonus to Personality:
Agent, Bard,  Healer, Knight, Pilgrim, Rogue
The Birthsign of The Lady grants an additional 25 points in Personality.

Notes
While raising Personality grants a bonus to the Disposition NPCs have towards you, the opposite is also true. Thus if you Fortify the attribute, when the effect wears off you may find previously neutral or even friendly NPCs dislike you. A likely side effect of drinking a Personality super potion is that everyone who laid eyes on you while under the influence will drop to 0 Disposition once it wears off, regardless of what they thought of you before you drank it, or if you talked to them during that time. Speechcraft and/or Charm can be used to repair this.
Morrowind:Speed

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Speed is the governing Attribute for Athletics, Hand-to-hand, Short Blade and Unarmored.  It affects:

How fast you move in the game world, which includes swimming. 

Character Creation
The starting values for Speed vary by race and gender:

The following classes receive a +10 Bonus to Speed:
Assassin, Barbarian, Nightblade, Rogue, Scout, Thief
The Birthsign of The Steed grants an additional 25 points in Speed.

Notes
Since there is no fast-traveling via the map in Morrowind, a higher Speed attribute can reduce the time to travel from location to location.
Speed also increases the distance covered when jumping forward, allowing someone with a high Speed value to jump over larger gaps without the need for magic effects such as Levitate or Jump.
Movement speed is heavily affected by a character's weight. For that reason, races such as Orcs or Nords can be surprisingly swift, despite the low starting speed. This also gives the heavier races a higher potential movement speed, as attributes and skills cap at 100 for all races, while weight is fixed 
A good way to increase your speed (semi-temporarily) is to cast a 100% resist Magicka spell and then equip the Boots Of Blinding Speed, allowing you to resist the blindness effect of the boots until you take them off again and therefore use the boots without being blinded (the resist Magicka does not affect the positive increased speed). See the boots' quest page for details and tips. Remember that the beast races - Khajiit and Argonians - cannot wear the boots at all.
The speed attribute does not affect the speed of most aquatic creatures due to a coding oversight, so trying to absorb, damage or drain the speed of these creatures is futile. This glitch is not fixed by OpenMW due to the heavy gameplay changes it would cause.
Morrowind:Strength

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Strength is the governing Attribute for Acrobatics, Armorer, Axe, Blunt Weapon, and Long Blade.  It affects:

How much damage you do with weapons, including Marksman weapons, and how much damage you do to your own weapons when you perform a successful attack as a result.   
How much you can carry. Your encumbrance is always 5 times your Strength. This, in turn, affects your speed and jump height. 
Your starting Health   and Fatigue   .

Character Creation
The starting values for Strength vary by race and gender:

The following classes receive a +10 Bonus to Strength:
Archer, Barbarian, Battlemage, Crusader, Knight, Warrior
Morrowind:Willpower

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Willpower is the governing Attribute for Alteration, Destruction, Mysticism, and Restoration.  It affects:

Your ability to successfully cast spells of any College. This includes Conjuration and Illusion, even though they are 'governed' by Intelligence and Personality respectively (this just means that, if raised, they give bonuses to raising those stats when leveling up).
Your ability to innately resist Paralyze and Silence magic. 
Your maximum Fatigue. 

Character Creation
The starting values for Willpower vary by race and gender:

The following classes receive a +10 Bonus to Willpower:
Healer, Mage, Monk, Nightblade, Spellsword
Morrowind:Luck

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Luck is an attribute that affects everything you do in a small way, from successfully attacking to the chance of successfully enchanting an item. Mechanically, the player's Luck adds half as much to most chance of success formulas as the formula's primary attribute does.

Luck is special in that it is not the governing attribute for any particular skill. Thus, Luck never receives a bonus multiplier when you level up, and it can only increase +1 per level. Luck only effects chance of success, such as chance to hit and avoid attacks, lockpicking and alchemy, but does not boost derived attributes such as carry weight, maximum Health/Magicka/Fatigue, or movement speed. Luck does, in theory, play a roll in determining starting spells, alongside the player character's starting magic skill and willpower (The formula is if magic skill × 2 + Willpower / 5 + Luck / 10 is greater than or equal to a number). In practice, since Luck has only two possible starting values (40 or 50), few if any  character creation combinations will gain another starting spell for having Luck as a favored attribute.

Luck is very important for mages because it increases the chance of successfully casting spells and, while most other chance based endeavors have finite target numbers (for example, no lock level exceeds 100) that can be reached through other factors alone, spellcasting has an effectively infinite target height. For example: Without Luck and With Luck. In Morrowind, spells can be created that have a 0% chance of being successfully cast even if one has mastered the necessary skill. However, with enough Luck,  one can increase the casting chance to any number.

Luck, however, has no effect on the quality or quantity of random loot that you find. This is an old myth that has been proven to be false. 

Character Creation
All characters start out with 40 points in Luck, regardless of race, gender, class, or birthsign; unless they have Luck as a favored attribute (only possible on custom classes), in which case it is 50.

It is possible to max out the Luck attribute by level 51 (if Luck is a favored attribute, otherwise level 61) by sinking a point into it at every level up.  As it can only be increased by 1 each level, it's best to start as early as possible if 100 Luck is a goal for the current character. While 100 luck can be obtained as early as level 31 if you have Luck as a favored attribute and use the Bittercup to increase your Luck, this can only be done at the cost of a valuable quest reward and only with Luck as one's highest-raised attribute at the time of use.

Notes
The Siege at Firemoth official plugin adds an artifact called the Ward of Akavir, which has a constant effect enchantment which increases Luck by 25 points.
A creature with 100 luck is the last living Dwemer, Yagrum Bagarn (he must have been very lucky to survive). This makes it hard to hit him with attacks or spells.
If you have Tribunal installed, you can see the effect of Luck in combat while fighting a certain Bosmer. Gaenor's unusually high Luck of 770 in addition to his level and high armor rating makes him very hard to hit.