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Morrowind:Water Breathing

Allows the target to breathe under water.  This allows them to stay submerged indefinitely (or at least until the spell wears off) without drowning.

Notes
There is one quest (Pilgrimages of the Seven Graces for the Temple) where it is required for you to drown yourself. Thus, you should arrange not to make any permanent Water Breathing effects on yourself (either by alchemy exploits or other glitches) until after you have done that quest. In case such a constant Water Breathing effect would be acquired before doing the quest manually damaging your health to a certain point will do the trick.
Another approach would be to enchant a constant effect water breathing item (this takes 15 enchant points) and simply remove the item when you don't want the effect.
It can be useful to have an "on Touch/Target" version of this spell for use during escort missions, as the AI of the escort characters is rather deficient for characters when swimming.  (They will often drown themselves while following you through water, and are too dumb to come up for air sometimes.)
All creatures can breathe underwater by default.  Only NPCs can drown.  Thus, you don't have to worry about your pet Guar or Pack Rat following along behind you in the water.  They will happily walk along the bottom (they can't actually swim) without needing to come up for air.
When a water breathing effect expires, your breath meter will return at full capacity, even if you were drowning when you cast the spell. Therefore, a very short duration of this effect will, in effect, completely replenish your air meter, so even if you are not very skilled at spellcasting, you can create an easy-to-cast short duration version of the spell and just continually re-cast it when your meter gets low to continue swimming longer.  This works with potions and ingredients as well.  If you take a supply of Luminous Russula with you on a dive, you can just eat one of them every time your meter gets low to allow for long dives without any Alteration skill at all.

Related Effects
Water Walking

Alchemy Ingredients
The following ingredients can be used to create a potion of Water Breathing:
Hackle-Lo Leaf
Kwama Cuttle
Luminous Russula*
Pearl
  This is a first-effect ingredient, so you can get a short duration effect by eating them raw.
Morrowind:Lock

Locks a door or container by M points.  The effect is permament until an Open spell is cast on it, or it is picked or opened with a key.

Notes

There are few practical uses for this spell effect. You can cast Fenrick's Doorjam (Magicka:1) repeatedly to increase your Alteration ability - a container is not required for success and/or skill improvement.

You can use Lock to trap pursuers or to keep out potential witnesses from a room if you plan to commit a crime there (theft or murder). This is only applicable on interior doors, not doors which go into a different cell, as NPCs in Morrowind are incapable of using doors which go into a different cell anyway (unless they are following you, in which case they come with you immediately and can't be locked out, and in any case will not attack you). Since NPCs are incapable of picking locks and never cast Open spells, a very weak Lock spell (even 1 point) is just as effective as a stronger one for this purpose, and much easier to cast. The spell you can purchase, Fenrick's Doorjam, costs the minimum of magicka and should therefore be the only Lock spell you ever need.

You can also use it to practice your Security skill by repeatedly locking and picking the same lock. Note that lockpicking an owned container or door is considered a crime, even on a container that is not locked by default. Thus you should try to do this only where there are no potential witnesses (other than followers, who don't seem to mind).

Containers or doors that you Lock and unlock will permanently carry the "unlocked" notice on them.

You can lock almost any container, including sacks and barrels.

It is possible to become permanently stuck by locking a door which you cannot unlock.

If you cast Lock on an already-locked object, and your spell's magnitude is higher than the lock's current level, the lock's level will change to your spell's magnitude. However, if your Lock spell's magnitude is lower, the lock will not change. Thus, you can't replace a lock with a weaker lock to make it easier to unlock.

Related Effects
Open
Morrowind:Open

Opens a locked door or chest.  The magnitude is the level of lock that can be opened with the spell.  Note that this does not disarm any traps - you will need to use a probe or Telekinesis to set off the trap from a safe distance.

Notes

Casting open as a touch or target effect will be considered a crime if witnessed.
A 3 second 100% Chameleon spell is inexpensive and will cover you long enough to cast the spell.

Related Effects
Lock
Telekinesis
Morrowind:Ingredients

There are many ingredients in Morrowind which are used to make potions and poisons. The table below lists all ingredients and the effects they have. A green background means a positive effect while a red background means a negative effect. Italicized text means the effect is unique and can never appear in a potion. Harvest chances marked with an asterisk have different harvest chances for a limited number of sources (usually quest-related). 

See also:
Alchemy - Main page for Alchemy
Tribunal and Bloodmoon - Lists of ingredients added by the two expansions
Alchemy Effects - List of all ingredients sorted by effect
Alchemy Apparatus - List of the tools used for alchemy, and where to find them.
Alchemy Merchants - List of all merchants who sell ingredients or potions.
Restocking Alchemy Merchants - List of all merchants with restocking ingredients.



Corprusmeat
These are found in abundance in most 6th House strongholds.  They are all alike in alchemical properties, and not very useful at first glance, as their effects are all negative, and they have no resale value. They can, however, be mixed into potions with each other to gain Alchemy experience. The resulting potions will have resale value.



Special Ingredients
Special ingredients are those that are either unique or only found in a few limited locations.
Morrowind:Alchemy Effects

The following is a list of all the alchemic effects and the ingredients that have them. You can combine two of the ingredients to produce the desired effect in a potion.


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Bold''' indicates ingredients for which this effect is the first listed.  This means that you can get the effect simply by eating the ingredient, instead of creating a potion.  If an effect is only provided by a single ingredient, and that ingredient is not the first, this effect is completely unavailable for use in Alchemy.
† Includes both Cursed and regular varieties
‡ Includes both Ripened and Unripened Belladonna Berries.

See Also
Alchemy - Main page for Alchemy discussion.
Ingredients - A list of all ingredients by name, along with where to find them.
Tribunal and Bloodmoon - Lists of ingredients added by the two expansions.
Alchemy Apparatus - List of the tools used for alchemy, and where to find them.
Oblivion:Selene Duronia

Selene Duronia is an Imperial priestess who is added by the Knights of the Nine official plug-in. She sells spells at the Chapel of Dibella in Anvil. She is a replacement for Trevaia, who is killed when you first install the plugin. She will only appear after you have completed all of the Knights of the Nine quests.

Selene Duronia has exactly the same spells available as Trevaia, but her schedule makes it much easier to purchase the spells from Selene. You simply have to talk to her during one of the time periods when she offers services (see the table section "Services" to the right side of this page). Note that like Trevaia she will buy potions but not sell them, because neither have a hidden merchant container.

Selene wears a blue & green outfit and a pair of doeskin shoes. She carries the Anvil chapel key and a moderate amount of gold. Selene doesn't wield any weapons, choosing instead to rely on a series of spells from the Conjuration and Restoration schools of magic. These are also the same spells which you can buy cheaply off her, as her Mercantile is a mere 10.

 
Spells
She sells the following spells:

 
 

Notes
She is referred to as Charde by game data.
Morrowind:Spear

The Spear skill permits effective use of long-hafted thrusting weapons like spears and halberds.

Character Creation

The following races receive bonuses to their Spear skill:
+5 bonus: Argonian, Nord
No classes have Spear as a Major skill. 
The following classes have Spear as a Minor skill:
Acrobat, Archer, Warrior



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

Ashlanders
House Redoran
Imperial Legion
Talos Cult (not joinable)

Notes

The main advantage of using spears is their long reach. With practice and plenty of room to move, it is possible to attack enemies and be out of range of most of their return attacks.

Gaining levels in the Spear skill also contributes to raising Endurance when leveling up. Using a Spear a lot in the early game can allow you to max out Endurance early, giving you more total Health in the long run.

Although the Spear skill is 'governed' by Endurance, like all melee weapons they use Strength to influence damage dealt and Agility to influence the chance of hitting.
Morrowind:Long Blade

The Long Blade skill lets one use broadswords, sabers, longswords, claymores, katanas, and dai-katanas effectively. The higher the skill, the more likely an attack is to hit an enemy.

Character Creation
The following races receive bonuses to their Long Blade skill:
+15 bonus: Redguard, +10 bonus: Imperial, +5 bonus: Dark Elf, Nord
The following classes have Long Blade as a Major skill:
Archer, Bard, Crusader, Knight, Scout, Spellsword, Warrior
The following classes have Long Blade as a Minor skill:
Assassin, Battlemage, Rogue



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

Blades
Camonna Tong (not joinable)
Census and Excise (not joinable)
East Empire Company (joinable in Bloodmoon)
Fighters Guild
Hands of Almalexia  (not joinable)
House Redoran
Imperial Knights (not joinable)
Imperial Legion
Quarra Clan
Talos Cult (not joinable)
Morrowind:Blunt Weapon

The Blunt Weapon skill makes you more effective when using heavy bashing weapons like maces, hammers, clubs, or staves.

Character Creation

The following races receive bonuses to their Blunt Weapon skill:
+10 bonus: Nord, +5 bonus: Imperial, Redguard
The following classes have Blunt Weapon as a Major skill:
Barbarian, Crusader
The following classes have Blunt Weapon as a Minor skill:
Healer, Monk, Spellsword, Warrior, Witchhunter



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

Camonna Tong (not joinable)
Fighters Guild
Imperial Cult
Imperial Knights (not joinable)
Imperial Legion
Talos Cult (not joinable)
Tribunal Temple
Morrowind:Axe

The Axe skill helps a user wield heavy chopping weapons like war axes and battleaxes more effectively.

Character Creation

The following races receive bonuses to their Axe skill:
+10 bonus: Nord, +5 bonus: Orc, Redguard
The following classes have Axe as a Major skill:
Barbarian, Battlemage, Knight, Rogue
The following classes have Axe as a Minor skill:
Spellsword, Warrior



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

Fighters Guild
Skaal  (not joinable)
Morrowind:Short Blade

Characters with great Short Blade skill are more effective with short, quick, thrusting weapons like daggers, tantos, short swords, and wakizashis.

Character Creation

The following races receive bonuses to their Short Blade skill:
+10 bonus: Dark Elf, +5 bonus: Khajiit, Redguard
The following classes have Short Blade as a Major skill:
Agent, Assassin, Nightblade, Rogue, Thief
The following classes have Short Blade as a Minor skill:
Mage, Pilgrim, Sorcerer



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

Berne Clan
Dark Brotherhood (not joinable)
House Hlaalu
Morag Tong
Thieves Guild
Morrowind:Marksman

The Marksman skill affects the use of ranged weapons such as the short bow, long bow, crossbow, dart, throwing star, and throwing knife. Though governed by the Agility attribute, weapons under the Marksman skill also receive a bonus damage modifier from the Strength attribute. 

 

Character Creation

The following races receive bonuses to their Marksman skill:
+15 bonus: Wood Elf, +5 bonus: Dark Elf
The following classes have Marksman as a Major skill:
Acrobat, Archer, Assassin, Pilgrim, Witchhunter
The following classes have Marksman as a Minor skill:
Barbarian, Battlemage, Monk, Nightblade, Scout, Sorcerer, Thief, Warrior



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

Ashlanders
Berne Clan
Blades
Census and Excise (not joinable)
Camonna Tong (not joinable)
Dark Brotherhood (not joinable)
House Hlaalu
Morag Tong
Thieves Guild

Marksman Weapons
This is a list of base marksman weapons.  A complete list of all marksman weapons, including enchanted and unique ones, is also available.
Morrowind:Heavy Armor

The Heavy Armor skill is used to move and defend while wearing massive and rigid armors like iron, steel, silver, Dwemer, ebony, and Daedric armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.

Character Creation
The following races receive bonuses to their Heavy Armor skill:
+10 bonus: Orc, +5 bonus: Nord, Redguard
The following classes have Heavy Armor as a Major skill:
Battlemage, Crusader, Knight, Warrior
The following classes have Heavy Armor as a Minor skill:
Sorcerer



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

Fighters Guild
Hands of Almalexia  (not joinable)
House Redoran
Imperial Knights (not joinable)
Imperial Legion
Skaal  (not joinable)
Talos Cult (not joinable)

Notes
A full suit of Daedric can provide up to 266 Armor Rating, almost twice as much as the best Medium armor (145), and about 100 points more than the best Light armor (168). While it is one of the best non-magic protection, it suffers from several drawbacks. 
a full set of Daedric armor weighs 354lbs; only stronger characters may carry one without enchantments. It limits carrying capacity for weapons and loot. This may also significantly slow one's movement rate. 
Daedric armor is the rarest and hardest set to find. With both Tribunal and Bloodmoon installed, there is exactly one of each piece of the set to be found in the whole game, no more than two of them anywhere near each other. Without the expansions, the only way to get a full set is to do one of two things: either kill an essential character, which can ruin your Main Quest if not done properly (or destroy his armor and pickpocket it which is much harder and takes much longer); or cheat. 
Heavy Boots negatively affect your ability to sneak. 

The highest-rated heavy armor stats in the game can be achieved with the following armor combination:
:*Helm: Helm of Oreyn Bearclaw
:*Cuirass: Lord's Mail or Dragonbone cuirass
:*Pauldrons: Daedric Pauldrons
:*Gauntlets: Fists of Randagulf
:*Greaves: Daedric Greaves
:*Boots: Daedric Boots or Ten Pace Boots
:*Shield: Eleidon's Ward

Armor

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There are seven styles of Heavy Armor that provide fairly complete armor sets; three other styles include a few pieces of armor.

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Morrowind:Light Armor

The Light Armor skill lets one move and defend while wearing light-weight, flexible armors like leather, boiled leather, fur, chitin, and glass. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.

Character Creation
The following races receive bonuses to their Light Armor skill:
+10 bonus: Wood Elf, +5 bonus: Dark Elf, Imperial, Khajiit
The following classes have Light Armor as a Major skill:
Agent, Archer, Assassin,  Rogue, Thief, Witchhunter
The following classes have Light Armor as a Minor skill:
Acrobat, Barbarian, Healer, Monk, Nightblade, Scout



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

Ashlanders
Blades
Camonna Tong (not joinable)
Census and Excise (not joinable)
Dark Brotherhood (not joinable)
House Hlaalu
Morag Tong
Thieves Guild

Notes
Light Armor is a very efficient armor skill. Your armor rating while wearing the best Light Armor available with maxed Light Armor skill is an impressive 168, which is higher than that for Medium Armor (145) (not counting Bloodmoon's Ice Armor which also peaks at 168) and about half the weight.  While not as good as Heavy Armor's 266 rating (up to 333 using certain artifacts), Light Armor is both easier to acquire and easier to carry.
Light Armor is a useful way of getting bonuses to raising Agility, an important combat attribute.

Armor

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There are four styles of Light Armor that provide fairly complete armor sets; one other style includes a few pieces of armor.

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Morrowind:Medium Armor

The Medium Armor skill lets one move and defend while wearing durable but flexible armors like chain, scale, bonemold, and Orcish armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.

Character Creation
The following races receive bonuses to their Medium Armor skill:
+10 bonus: Nord, Orc, +5 bonus: Argonian, Redguard
The following classes have Medium Armor as a Major skill:
Barbarian, Pilgrim, Scout, Warrior
The following classes have Medium Armor as a Minor skill:
Archer, Bard, Crusader, Knight, Rogue, Sorcerer, Spellsword



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

Ashlanders
East Empire Company 
House Redoran

Notes
Of the three armor skills, Medium Armor arguably has the most drawbacks. First of all, the variety of medium armor is much smaller than that of light or heavy armor. Secondly, the highest-rated medium armor in the unexpanded game is still inferior to the highest rated light and heavy armors in terms of defense rating. Your highest possible armor rating when wearing the best medium armor available at maxed skill is 145, vs. 168 for light armor or 266 for heavy. Also, the best-rated medium armor available (Indoril armor) is lacking greaves, so if you want the best you can get, you'll have to use Orcish Greaves, which don't match. And it's also worth noting that talking to an Ordinator while wearing the Indoril Helmet or Cuirass will cause them to put you on their death-list for the rest of your life. And on top of all that, the skill lacks a Master Trainer. Most of these issues are mitigated by the medium armor found in the Tribunal and Bloodmoon expansions, however.
On the positive side, it does provide a balance of protection and speed which will suit some character types and play styles, particularly during early and mid levels when a character wouldn't have easy access to the best light or heavy armor.
The best sets of medium armor (including those found in the Tribunal expansion) are much lighter than the best set of heavy armor while still giving stronger protection than the best light armor types. The best sets of medium armor are about as heavy as the worst set of heavy armor.
Ebony Mail ties two heavy armor artifacts for the highest armor rating available from an item. It also has extremely powerful constant effect enchantments, including a 50 point shield.
Unlike Light Armor and Heavy Armor, most sets of Medium Armor use open helmets that can be worn by beast races. 

Armor

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There are only two styles of Medium Armor that provide complete armor sets; six other styles are incomplete.

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Morrowind:Block

The Block skill allows one to use shields to block any melee attack. Shields will not protect you from ranged attacks (either magical or otherwise). A successful block removes all damage from the attack.
 
Blocking in Morrowind is automatic. If you have a shield equipped, you will have a chance to block attacks without having to do anything. Blocking occurs only within an arc in front of the character (nominally from 90 degrees left of center to 30 degrees right of center, but the implementation of these angles is bugged). Block chance is capped between 10% and 50%. You cannot block without a shield. Using a 2-handed weapon or fighting hand-to-hand disables blocking unless your weapon/fists are sheathed.

Character Creation
The following races receive bonuses to their Block skill:
+10 bonus: Orc
The following classes have Block as a Major skill:
Archer, Barbarian, Bard, Crusader, Knight, Scout, Spellsword, Warrior
The following classes have Block as a Minor skill:
Agent, Assassin, Monk, Pilgrim, Rogue, Witchhunter



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

Fighters Guild
Hands of Almalexia  (not joinable)
Imperial Knights (not joinable)
Imperial Legion
Skaal  (not joinable)
Talos Cult (not joinable)

Notes
In addition to blocking attacks, shields have the highest potential for enchantment of any item type in the game.
Although you cannot block with a shield while using a 2-handed weapon or during unarmed combat, as stated above, it will still confer any constant effect enchantments upon you if equipped.
Unlike most other skills, Block increases faster as your skill level grows, as your chances of blocking become more frequent which more than negates the additional practice required at higher levels. This is because your chances of blocking an attack are never 100%, no matter how far you boost the skill, whereas other combat skills give you a 100% chance to hit by level 50.


Shields
This is a list of all base Shields.
Light Shields

Medium Shields

Heavy Shields
Morrowind:Aidanat Camp

thumb|right|200px|Interior, Madura and Abassel
The camp is home to the outcast Ashlanders Abassel Asserbassalit, Kund Assarnibani, and Rawia Ashirbibi. They have taken Madura Seran, a Temple pilgrim, as a hostage.

Ouside of tent is small sack containing Ingredients. Interior containers mostly contain ingredients too, except for crate which hold clutter and possible special treasure as well as random restore attribute potion. On the table there is clutter, Wickwheat, Ash Salt, Fire Salt, and Resin. There are also two beds, both owned by Abassel.

Related Quests
Imperial Legion


People
Morrowind:Shashurari Camp

Inside Zennammu's Yurt|thumb|right
To find the camp, head north out of the Erabenimsun Camp, and then west. There is a trail of pages from History of the Empire to follow, which will take you along a lava stream. The mabrigashes here are holding a Breton priest hostage and you are called upon to provide a solution.
 

Related Quests
Imperial Legion

People
Morrowind:Rethan Manor

thumb|left|Rethan Manor, the Hlaalu stronghold after completion
This is an article on player housing. For more information, see the associated Houses page.

Rethan Manor is a Hlaalu stronghold located on the Odai Plateau, southwest of Balmora and east of Hla Oad. Players who advance to the House Hlaalu rank of Kinsman will be able to construct it by undertaking the related questline. For a full comparison of its storage, services and features to the other strongholds available, see the article on housing in Morrowind. Notably, it is the only Great House stronghold to feature a large number of NPC-owned containers that will flag the player's belongings as stolen if used. The manor itself is free of such issues, however.

The compound consists of a stone wall encircling a central manor and three support buildings inhabited by NPCs. There are four trainers and three merchants located here. Travel and other services are available at the nearby settlements of Balmora and Hla Oad.   
 

Notes
Rethan Manor will not exist until you have begun the stronghold questline for your faction of choice. 

Related Quests
House Hlaalu
 

House Redoran


House Telvanni


People


Maps