Morrowind Quick Skill Level-Up Tips

Written by Jason L. Hubsch (a.k.a. Wes Ide)

June 3, 2002
Version 2.0

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Table of Contents:

1) Copyright Information

2) Distribution Notice

3) Contact Information

4) Introduction

5) Version History

6) Explanation

7) Skill List& Quick Level-Up Tips

8) Submit Your Own Quick Level-Up Tips

9) Credits

10) Closing


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1) Copyright Information:
(c) 2002 WSP Entertainment.  All rights reserved. No part of this Guide
may be used or reproduced in any form or by any electronic or
mechanical means, including information storage and retrieval systems,
without permission in written form from the author.
___________________________________________________________________

2) Distribution Notice:
Please do not post this on your own website.  You may link to it via
GameFAQs, but posting it on your own website is a violation of the
copyright herein established.
______________________________________________________________________

3) Contact Information:
Email: [email protected]
AIM: Reverend Wes Ide
______________________________________________________________________

4) Introduction:
This FAQ was started on May 7, 2002, when I posted a thread on the
Morrowind Message Board at GameFAQs and at RPGDot.com asking people to
contribute their own tips for Skills that they had learned through
gameplay.  I also added my own, and noted my intention to create and
submit a Guide for GameFAQs.  I got a bunch of responses but put it
away for a while.  Since that time, I've been playing, reading tips,
and learning more.  Today, I found tips that can quickly level-up every
weapon-related Skill, and decided to submit this Guide.
______________________________________________________________________

5) Version History:
Version 2.0 - June 3, 2002
Lots of changes.
I received a bombardment of emails from people notifying me of the
errors in my Guide that label some skills as counting towards your
level increase while others that don't.  The correction to this is that
only your major and minor skills count towards your level increase,
which differs per character.  I have corrected these labels throughout
the Guide.  Please accept my apology for my error and thank you to the
many people that let me know of it.
I also have added a new section regarding the Mechanics of Level-ups.
It is an excellent read provided in its entirety by James Chao.  In my
opinion, it is so in-depth that it could be a Guide submitted to
GameFAQs itself.
Next, I added a note regarding Armor and its relation to Athletics.  It
is posted in the Athletics listing, rather than in each Armor division,
and was submitted by Bloodrose.
I also added a screenshot demonstrating how you can edit your
Morrowind.ini file for text displayed when you level up.
The Submit Your Own Quick Level-Up Tips section was clarified to
describe accurate grammar and spelling.
Lastly, I was also told via email quite often that swimming increases
your acrobatics faster than running, and added that to the List, as
well as several other tweaks.

Version 1.0 - May 30, 2002
See Introduction
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6) Explanation:
Below is a list of the Skills in the game.  Note that the order listed
is what appears in my game as a Redguard Rogue, so your list might be
in a different order).  This will serve in manipulating a particular
skill to give you a better multiplier.  For example, Acrobatics'
governing attribute is Strength, so if I can increase that quickly, or
several times in one level, I can make it so I get a higher multiplier
for that attribute when I level up.  Using this should help people
really control how their character levels up.
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7) Mechanics of Leveling-Up
The following comes directly from James Chao:
If you raise your Major/Minor skill, the game will take calculate how
much of the same stats that you've practiced, divide that by two, and
then round down to determine your multiplier bonus(with the minimun of
2x).  For your Misc skills, if you raise any of them at all, although
they don't count toward your 10 skills level-up requirement, they will
factor-in for your multiplier bonus as well.  However, unlike Major and
Minor skill, they will ALWAYS only give you a 2x bonus, whether you
raised them by 1 point or by 100 points.
For example, say you have Sneak, Acrobat and Marksman as your Major
skill, and Med Armor as your Misc skill.  You raised Med Armor by 12,
Marksman by 3, raised Sneak by 4, and raise Acrobat by 3, which now
qualify you for a level-up.  Since both Sneak and Marksman governs
Agility, the game adds 3 and 4 together and divide it by two, giving
you a 3x multiplier bonus for Agility(round down from 3.5).  At the
same time, it also divides Acrobat's Strength bonus by two (giving you
1.5), and give you a 2x multiplier bonus on Strength(since the game
will always give you a minimun of 2x).
Although you have raised your Med Armor by a whooping 12 points, since
it is a Misc Skill, you will only get 2x for your Endurance, the stat
governed by Med Armor.
 What this means is that for you to get the BEST possible bonus
Everytime you level up, you should raise one of your Major skill by 10
points (giving your 5x bonus), as well as two of your different Misc
skills by 1 points.
This will give you a 5x on one stat, 2x on two stats, giving you total
of 9 points to be distributed toward your stats.
Also, if you gain Major/Minor skills without resting to level-up,
Although you will still get skill credits for your next level-up, you
will loose the multiplier bonus.  For example, say for you gain 12
points in your Sneak before your decides to rest, your will get 5x
bonus for your Agility.
The extra two points are now reserved for your next level-up.  So now
you only need 8 skill points for another level-up.  Say now you gained
8 points in Acrobat.  During your next level-up, you will gain 4x for
your Strength, but ZERO bonus for your Agility.  Again, although the 2
extra points of Sneak still count toward your level-up requirement,
their multiplier bonus is now lost.  I don't know whether this is a bug
or a design decision, but it certainly forces you to rest frequently
and discourages the cheap leveling-up tactic of holding/taping a button
down for 8 hours straight.
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8) Skill List & Quick Level-Up Tips
Skill (Governing Attribute) - Description
TIPS - Tips for level-up

Short Blade (Speed) - Characters with great short-blade skill are more
effective with short, quick, thrusting weapons like daggers, tantos,
short swords, and wakazashis.
TIPS - NOTE: As this is what I use primarily, it is how I discovered
this tip that will also work for all other offensive weapon skills.
After entering the Cavern of the Incarnate in the main quest, a major
plot element unfolds.  Thereafter, several friendly ghosts appear at
your side.  One is a woman named Peakstar.  She is who I found this out
with.
You see, after the plot element unfolded, I was unsure what to do and
knowing I was about to quit the game, I wondered what would happen if I
attacked these friendly ghosts.  So I attacked Peakstar.
Peakstar immediately summoned a skeleton and I killed it, then turned
back to her.  None of the other ghosts attacked me as our war raged on
for... I'm not sure how long, but I gained at least 4 levels in Short
Blade and by that time it suggested that I rest, as I had gained a new
Level.  Each level I gained in Skill, I also got one tenth closer to
Leveling up as a character since Short Blade is one of my Major Skills.
If it is not one of yours, then you will not gain levels by increasing
this Skill.  But by the time that I had leveled up, I figured I'd try
to kill her, or at least go up another level in Short Blade and when I
did, and she still wasn't dead, I exited the Cavern of the Incarnate
and rested.  Then I entered the Cavern of the Incarnate again.
When I did, she was right by the door and said "Please don't kill me,"
then took of running towards the statue at the back of the Cavern of
the Incarnate as another skeleton emerged beside me. I killed it and
figured all was good, from what she had said, but suddenly Peakstar is
running right back at me from the statue. We fought some more, but
dammit, she just wouldn't die.
An interesting note: none of the other ghosts are upset, and I even
tricked Peak once in that I ran behind a rock and she got stuck running
into it.  Her name was displayed and I could actually talk to her as
normal.  Her disposition with me was 75!
The thing is, she fights bare-handed and although she hit me often, she
only actually hit me enough to take damage two or three times. So my
136 HP was down to 123. So theoretically, I could fight her all day and
max out my skills, exit the cave to rest when I needed to gain health
and/or after I Level Up, and go back in.  Yes, although these are
friendly ghosts, you are told there are enemies nearby considering you
are in mid-battle with one of them and she ceases to be friendly,
always attacking you whenever you enter the Cavern of the Incarnate.
Later Doomisnear, from the RPGDot.com Morrowind Message Board explained
the obvious reason that she wouldn't die: I wasn't using an enchanted
weapon, which kills spectral enemies.  So you can switch to any kind of
weapon - as long as it is not enchanted - and continue this tactic to
jack up the stats of your desired Skill.  Note that, as Short Blade is
governed by Speed, so that when I leveled up, I got a 5x multiplier for
Speed!
Matt Johnson also adds this:
With all weapon types -- unless you're using your idea of attacking
Ghosts, which are indestructible by unenchanted weapons, then try and
find a respawn spot for monsters and attack them using your weapons
weakest attack type.  For example, thrusting with an iron saber will
only do 1-4 damage, and I would almost get a stat point from one cliff
racer.  The reason is all that counts towards stat increase is the
amount of successful hits you get, and thusly, damage is irrelevant.
So thrust with iron sabers, thrust with clubs, chop with spears, and
thrust with axes seems to be the best attack types for increasing
stats.
Also with the respawn spot, the best one that I've found is the storage
room in the arena section of Vivec.  To get there go to Vivec, go to
the Arena section of town.  Then go to the Lower Waistworks, then the
Canalworks and look for a storage room.  The reason that this is a good
spot is there are three rats which spawn there.  You can take them out
one at a time (good for low level characters) and since rats barely do
damage to you (also good for low level chars), and it's indoors
(minimal lag for all you suckers like me with slow computers), and
there's a trapdoor in one of the rooms to a 'secret area' (which is
where the Morag Tong headquarters are), you can rest in a bed there.
As long as you dispose of the rats corpse, as soon as you go back in
the room (you don't even need to rest), the rats will be right back
there.  This also comes in handy with Armor skills (See Light Armor).

Mercantile (Personality) - Mercantile 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.
TIPS - Every time you sell something, use the up and down arrow to
adjust it. At first, you should only raise the price by 1 gold piece
(and don't exceed half of what the item's actually worth).  Later on
you can get the full half.  Even later on, you can get 4/5th value.
Every time you buy something, take the price down by 1 gold piece at
first.  Later on, you can go much lower.  Don't worry about being
refused because your Skills only go up, never down (other than in
battle via magic, which can be restored with the correct potion).  Even
if your disposition with the merchant goes down from being refused,
(every time you offer and they refuse losing a reputation point with
them), when you leave the dialogue screen and come back all temporary
losses and gains are erased.  Only permanent losses or gain by
persuasion attempts or bribing remain.
If you really want to raise your Mercantile skill, sell items (and
barter them) individually.  If you have three Potions of Rising Force,
sell them one at a time and barter. This will give you three successes
instead of just one, therefore raising your skill three times as fast
(or whatever).

Axe (Strength) - Axe skill helps a user wield heave chopping weapons
like war axes and battleaxes more effectively.
TIPS - See Short Blade

Light Armor (Agility) - Light armor skill lets one move and defend
while wearing light-weight, flexible armors like leather, boiled
leather, fur, chitin, and glass armor.  To use any style of armor
effectively, the wearer must be trained, conditioned, and skilled in
its use.
TIPS - Any armor is likely the next easiest to raise quickly if you are
so inclined.  Load up on potions and a Divine Intervention scroll, and
find an area with 3-4 fairly hard hitting opponents.  Stand there and
take a beating and drinking potions whenever necessary.  With 4 Thieves
or Telvanni whacking away at you, your armor rating will raise several
levels in seconds (less once that skill is higher).  When you run out
of potions, use the Divine Intervention scroll to get out of there in a
hurry.
Matt Johnson also adds:
In the same Vivec Storage Room with the Rats that I mentioned as
described in Short Blade, I personally have found this spot to be my
favorite option.  The reason is that by the time I seriously became
interested in upgrading my character, I was already at a decent level
and the rats would only do 1 damage to me - meanwhile, I have several
hundred hit points.  The reason that I like this method (although it is
admittedly slower than the already listed method) is that I could
walk away and watch an episode of The Simpsons while being attacked,
come back periodically and rest, then leave my character in front of
the rats again.  It was less tedious to me in that I was doing
something else but still training :)
Another reasons that I like this method is that I can go down the
trapdoor and rest anytime.  And then not have to bother looking for
monsters again as they'll be there as soon as I come back up.
And finally: if you use weaker monsters, it takes a little longer, but
you don't actually have to be present.  NOTE: the only reason it
takes longer is because weaker monsters have less chance hitting you,
and not because they do less damage.  The skill goes up depending on
how many successful hits they get on you (i.e. the less damage they
do, the better).  I found that sitting in front of 3 rats which can
only do minimal damage the easiest method to increasing my skill.


Hand-to-hand (Speed) - Hand-to-hand skill is the martial art of unarmed
combat.  Hand-to-hand attacks damage only to the fatigue of a standing
opponent, but hand-to-hand attacks damage health when a target had been
knocked unconscious by a fatigue loss.
TIPS - See Short Blade

Block (Agility) - Block skill allows one to use shields to block any
melee attack.  A successful block removes all damage from the attack.
TIPS - The Short Blade method will also raise your Block skill, as you
seem to randomly hold your shield up defensively and sometimes block a
shot.

Medium Armor (Endurance) - 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.
TIPS - See Light Armor

Speechcraft (Personality) - Those skilled in speechcraft influence
others by admiring, intimidating, and taunting them.  Listeners are
more willing to divulge information or to entrust important tasks to
the skilled speaker.
TIPS - The only way I know of this to work is from Training.  I used
Caius Cosades in Balmora in his home when I had done enough tasks for
him that a) he'd actually train me and b) his disposition towards me
was 100.  But the problem with this was that, each time I Trained and
went up one level in this skill, I also got closer to leveling up.
When your cursor hovers over your current level, you can see a fraction
(x out of 10) that shows how close you are to leveling up.  So
basically, each time I went up one skill point in Speechcraft, I went
up one tenth towards a new level.  However, by the time I reached the
next level, I still got a 5x multiplier for Personality.
I was also told that if you constantly click Admire while talking to an
NPC, even if s/he refuses you 9 straight times, that next time s/he
could still like your admiration.  And that will count towards your
Speechcraft.  Remember what I said about Skills only going up, not
down.  The person that submitted this actually suggested resizing and
placing the part of the dialog box that says Persuasion over the same
place where the dialog box pops up when you click Persuasion.
Specifically, place it where Admire will appear.  Then you simply can
keep clicking the mouse button repeatedly.
Resized and repositioned:
http://home.collegeclub.com/WSP4Life2002/files/ScreenShot1.jpg
When you then click Persuasion:
http://home.collegeclub.com/WSP4Life2002/files/ScreenShot2.jpg

Athletics (Speed) - 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.
NOTE: It seems that your Athletics is affected by the type of armor
that you wear.  The following is via email from Bloodrose:
I've two characters at the moment, one a custom thief who has Athletics
as a minor skill, and one a custom battlemage who has Athletics as a
miscellaneous skill. Their armor skills are both major skills; the
thief uses Light, the battlemage uses Heavy. Despite the fact that the
mage has Athletics as a misc. skill, it still went up faster for her (5
times before getting to level 2!) than it did for my thief. I think
that Athletics is somewhat dependent on the weight of the armor that
you wear, rather than how much you are actually carrying.
Here's why - my thief has a strength of 98 (max capacity of 490), and
when a long treasure hunt/bout of thievery is over, she's often
carrying just enough so as not to be over-encumbered. But while she's
running from place to place, loaded down with goodies, her Athletics
skill doesn't go up any faster than when she's unloaded and just
carrying the bare minimum (armor, weapons, scrolls, potions, etc.). In
contrast, the mage has a max capacity of 250-something (still low-
level), and is in full Heavy Armor. As I said before, she leveled up in
Athletics 5 times before getting to level 2, and that was just running
around Seyda Neen, picking up stuff to sell for cash, doing the few
quests there, and diving for pearls.
TIPS - Pointing yourself into a corner and holding the run button will
slowly make this rise over time, but that's all that I know of.

Long Blade (Strength) - Long Blade skill lets one use broadswords,
sabers, longswords, claymores, katanas, and dai-katans effectively.
TIPS - See Short Blade

Armorer (Strength) - Armorer skill is used to maintain weapons and
armor at top effectiveness.  Worn weapons do les damage.  Worn armor
provides less protection against attacks.  As wear increases, the
diminishing effectiveness of weapons and armor is dramatic.
TIPS - You need to buy a hammer (or more likely, loads of hammers),
then equip it (same as for lock picks or mortar). It will open a new
window where you can repair your items. Remark that as for lock picks,
the hammer has 'charges'. Each time a repair is successful, your
Armorer skill will increase a little.

Heavy Armor (Endurance) - Heave 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.
TIPS - See Light Armor

Blunt Weapon (Strength) - Blunt Weapon skill makes you more effective
when using heavy bashing weapons like maces, hammers, clubs, or staves.
TIPS - See Short Blade

Spear (Endurance) - Spear skill permits effective use of long-hafted
thrusting weapons like spears and halberds.
TIPS - See Short Blade

Enchant (Intelligence) - This skill governs the creation, use, and
recharging of enchanted items.  Skilled enchanters are more successful
at creating new items.  Enchanted items burn less power, and are
recharged more efficiently from soul gems, for a trained user.
TIPS - You simply use up the charges in an item.  Click on a full soul
gem and drag it to your picture.  Choose recharge item instead of
enchant item.  The best idea is to use the petty soul gems that are
found everywhere.  Buy several Gem Feeder scrolls and use them on low
level monsters, if you can't cast the actual spell.  Each gem will add
2 or 3 charges to your item at first, more as you become more skilled.

Destruction (Willpower) - The Destruction skill is the mastery of the
spell effects of the College of Destruction.  Their spells harm living
and unloving things, and include elemental damage, draining, damaging,
vulnerability, and disintegration magical effects.
TIPS - The best way to increase spell skills is to go to a spell maker
and get them to create a spell that has the minimum effect (i.e.
Chameleon for 1 point for 1 sec) - it should only cost 1 Magicka to
cast.  Name this spell "Practice [spell school]".  Then you can have a
load of them for each spell school you use and keep casting them as you
walk/run around town.  Make sure however to make these spells as
harmless as possible.  Use a Practice Mysticism spell like Absorb
Fatigue and you might accidentally cast it on passers-by by mistake,
which makes them turn hostile.  Try passive spells instead.

Alteration (Willpower) - Students of the College of Alteration
manipulate the physical world and its natural properties.  Alteration
effects include water breathing and walking, jumping, levitating,
burdening, opening and locking, and creating shield barriers against
physical damage.
TIPS - See Destruction

Illusion (Personality) - Spell effects of the College of Illusion alter
the perceptions and thoughts of living subjects.  Illusion effects
blind, illuminate, paralyze, and silence, calm or enrage, charm,
distract and camouflage, and render invisible.
TIPS - See Destruction

Conjuration (Intelligence) - The spell effects of the College of
Conjuration include the mental domination of mundane and magical
creatures, summonation of otherworldly weapons and armor, and
summonation of Daedric or undead servants and powers to serve and
protect the caster.
TIPS - See Destruction

Mysticism (Willpower) - The spells of the College of Mysticism shape
and focus otherworldly forces to bind souls in gems, or teleport the
caster's body, or manipulate the world with telekinesis, or absorb or
reflect magical energies, or sense unseen objects at a distance.
TIPS - See Destruction

Restoration (Willpower) - Adepts of the College of Restoration heal,
restore, and fortify the body's attributes and abilities, cure disease,
and protect it from other malign influences.  Restoration spells can
also augment or absorb strength, endurance, intelligence, agility, and
other bodily attributes.
TIPS - See Destruction

Alchemy (Intelligence) - Alchemy identifies magical properties in
mundane substances.  Substances are consumed directly, or prepared as
potions to provide long-lasting benefits like healing and curing
disease, water-walking, magical shielding, and fortifying bodily
attributes.
TIPS - An easy trick is to find a vendor who sells spell ingredients
and buys potions.  The ingredients get re-stocked every time you access
the Barter function, so just find two sets of cheap ingredients from
which you can create a potion (i.e. not Diamonds or Daedra Hearts) and
stock up until you run out of money.  Then just equip your mortar and
pestle etc. and choose those two ingredients and click away.  It takes
about 25-35 potions to increase your level, and the price will go up as
you get better.  Then you can sell the potions back to the vendor in
exchange for more ingredients!  Rinse and repeat.
Alchemy is also raised whenever you eat an ingredient and it affects
you (i.e., there's no "XXX has no effect on you" message). The increase
is small, but there's an awful lot of Saltrice and Scuttle in the game,
and it can help out when your Alchemy skill is too low to make potions
with any degree of regularity.

Unarmored (Speed) - 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
wearing no armor at all than they are when wearing armor.
TIPS - I assume that the tips for Light Armor would work here, only
that you'd have to not be wearing any armor.

Security (Intelligence) - Security skill lets one open locked doors and
containers with lock-picks or disarm traps with probes.  This skill is
essential for agents and thieves alike.
TIPS - Buy a Lock spell and cast it on a door/chest, and then use a
lock pick to unlock the door/chest.  Just repeat this over and over to
gain skill.  Lock picks can be bought from a Khajit on the bottom floor
of the South Wall Corner Club in Balmora.  As to where to buy a Lock
spell...?
It has also been suggested that you actually can use a lock pick to
lock as well as unlock.  So get a whole load of them, and just keep
clicking!

Sneak (Agility) - The Sneak discipline is the art of moving unseen and
unheard.  Skilled sneaks are also adept pickpockets.
TIPS - I have heard that if you hold the sneak button and point
yourself at a corner while a guard's back is to you, similar to the
Athletics method I mentioned, you will raise this over time.

Acrobatics (Strength) - Acrobatics skill enables one to jump long
distances and to avoid damage when falling to great heights.  Nimble
acrobats can reach areas others cannot get to and can direct their
paths while falling.
TIPS - Simply keep jumping. Either bunny-hop as you go through the
game; or jump from somewhere high, get hurt and take damage (damage
from falling=huge raise in Acrobatics); or find somewhere to just jump
up and down continuously.  The only downfall to the third method is
that you can't just hold down the jump key.  You need to press it each
time - at least that's been my experience.  Anyone that knows how to
make it work my simply holding a button down - please let me know.
Also, an anonymous contributor suggested that you don't even need to
jump everywhere you go.  Just find a steep hill, one that you can
barely climb.  Now jump up it as fast as you can.  You don't even need
to sit and do it all the time, unless that is your thing.  Whenever you
go up a ladder or a set of stairs, you can jump.

Marksman (Agility) - With the marksman skill, one is more effective
with ranged weapons like the short bow, long bow, crossbow, throwing
star, and throwing knife.
TIPS - See Short Blade, except you'll get Agility x5.  Also, though
less common than bows and arrows, using throwing stars and knives will
be faster and therefore raise your level quicker.
___________________________________________________________________

9) Submit Your Own Quick Level-Up Tips

If you know of ways not listed here, or improvements upon those that
are, you may email me them at [email protected] with the subject line of
Morrowind (so I know it's not just more spam) and I will add them to
the Guide in an update.  I will not accept any console commands nor any
Mods, as I consider these to be cheating (see Closing).
Furthermore, PLEASE check your grammar and spelling prior to submitting
anything.  The letter "I" is always capitalized and sentences end in
periods followed by two spaces, not an ellipsis (three dots) - PLEASE
separate sentences with periods!  Do not use profanity, as I will have
to edit that out too, and try to not leave out words ("go to caldera
ghorak mansion look for creeper... he is scamp" should be "Go to
Caldera and find the Ghorak Mansion.  On the second floor is a Scamp
named Creeper.")
___________________________________________________________________

10) Credits
Contributed=added to pre-existing Tips
Provided=submitted Tips for previously unknown Tips

From the original thread at the GameFAQs Morrowind Message Board:
- Unfortunately, the thread that this all started in, as part of
GameFAQs, has been deleted from the archives.  Wow, the Morrowind
Message Board is 62 pages deep, and the earliest date on the last
thread is May 24, 2002 - less than a week ago!  Too bad I created the
thread on May 7, 2002.  I know that Afgar and VoodooDaddy provided Tips
on some of the above Skills, but I am not sure on which specific ones.
I did save the thread myself, so I will try to find out and post them
here in an update.

From the Morrowind Message Board at RPGDot.com:
- bpdlr provided the Tips on the Spells and Alchemy (I guess someone's
a mage!).  He also suggested using lock picks to lock doors and then
unlock them again.

- crpgnut2 provided the Tips on Enchant.

- Morandil and EverythingXen contributed to the Mercantile Tips

- An anonymous Guest contributed the Tips for Acrobatics and provided
the Tips for all the divisions of Armor.

- James Chao for providing the Mechanics of Leveling-Up section in its
entirety.

- Bloodrose for providing the relationship between Armor and Athletics,
as well as Tips for Marksman and Alchemy.

- Claude for Tips on Armorer Skill.

- Matt Johnson for his Tips in Weapon and Armor Skill increases via the
Storage Room in Vivec.
___________________________________________________________________

11) Closing

My intention with this Guide is to provide the means for leveling up a
particular skill and to also give you better control of your
character's development.  Some would label it "cheap play" but I beg to
differ.
I remember playing Final Fantasy VII, and fighting monsters for a few
hours to simply level up.  This is what you are doing when you raise a
Skill via the above methods.  Sure, I could play through FFVII ad level
up as part of the game, but when I play games, I max everything out.
The game usually ends before that happens unless you make a
conscientious decision to level up.  Though deep beyond measure,
Morrowind is similar.  Simply put, the game will end before your stats
are maxed out.  While it's true that the challenge ends as your game
progresses in higher levels - a look at the Morrowind.ini file tells
you Bethesda only planned ahead for Level 20.  After Level 20, each
level-up gets the same message, as opposed to a unique message.  By
viewing the Morrowind.ini file, you can see and even alter the text
displayed at levels 1-20 and for all levels past 20.  Here's a
screenshot of my edited "all levels after 20" from my edited
Morrowind.ini file:
http://www.geocities.com/wsp_entertainment/Morrowind/LevelEdit.jpg
Although I encourage contributions to be added in an update, I will not
accept console commands or Mods.  I consider these to be cheating.  To
me, cheating is the implementation of variables that alter the game
from the way that the developer intended the game to be in its final
state.  Adding a Mod seriously can seriously alter this.  Sure, some
are miniscule, like nude Mods I have seen, and the officially licensed
Entertainers Mod, but in terms of our situation, a Mod that would
increase or help increase Skills or Multipliers would not be accepted
in that it is an external application.  The above listed methods are
all encountered during gameplay.
On the other side of the fence are the console commands.  They alter
the game by editing pre-existing code.  Think of it as a built-in Game
Shark.
That said, I hope you enjoy these Tips and that you have some of your
own to contribute.
___________________________________________________________________

12) Current stats and screenshot of character (HIDDEN SECTION!)
For actually reading all of this, including my Closing statements (or
for simply accidentally stumbling upon this by scrolling to the very
bottom of the page :P ), here is my stats and screenshots of my
character in his current state.  I will update this with each update to
the Guide.
Character: Wes Ide
Level: 21
Race: Redguard
Class: Rogue

HP: 186
MP: 30
Fatigue: 274

Strength: 91
Intelligence: 30
Willpower: 30
Agility: 67
Speed: 50
Endurance: 86
Personality: 60 (enhanced)
Luck: 40

Major Skills
Short Blade: 81
Mercantile: 40
Axe: 68
Light Armor: 54
Hand-to-hand: 30

Minor Skills
Block: 39
Medium Armor: 53
Speechcraft: 41 (enhanced)
Athletics: 51
Long Blade: 35

Misc Skills
Armorer: 20
Heavy Armor: 22
Blunt Weapon: 30
Spear: 12
Enchant: 23
Destruction: 20
Alteration: 21
Illusion: 20
Conjuration: 20
Mysticism: 20
Restoration: 20
Alchemy: 20
Unarmored: 20
Security: 20
Sneak: 25
Acrobatics: 32
Marksman: 6

Reputation: 16
Bounty: 0

Factions
Fighter's Guild: Warder (Strength 33, Endurance 33)
Ashlanders: Hearthfriend (Agility 45, Endurance 35)
Blades: Operative (Intelligence 65, Personality 55)
Mages Guild: Journeyman (Intelligence 30, Willpower 30)

Armor Rating: 79

Conoon Chodala's Axe
Chop: 1-33
Slash: 1-18
Thrust: 1-5
Value: 12000
Cast When Used
Fortify Attack 10 points for 30 seconds on Self

Indoril Helmet
Armor Rating: 70
Value: 3000

Indoril Right/Left Gauntlet
Armor Rating: 70
Value: 1400 (each)

Indoril Right/Left Pauldron
Armor Rating 70
Value: 2400 (each)

Glass Shield
Armor Rating: 76
Value: 13600

Glass Cuirass
Armor Rating: 76
Value: 28000

Conoon Chodala's Boots
Armor Rating: 90
Value: 100
Cast When Used
Fortify Endurance 10 points for 30 seconds on Self
Fortify Speed 10 points for 30 seconds on Self

Bonemold Greaves
Armor Rating: 26
Value: 220


Moon-and-Star
Constant Effect
Fortify Personality 5 pts on Self
Fortify Speechcraft 5 pts on Self
Value: 8000

Malipu-Atamain's Belt
Cast When Used
Restore Health 2 pts for 30 seconds on Self
Fortify Agility 10 pts for 30 seconds on Self
Value: 95

Fighter's Ring
Cast When Used
Fortify Endurance 5 pts for 30 seconds on Self
Fortify Strength 5 pts for 30 seconds on Self
Value: 10

Exquisite Robe
Value: 80

Caius' Black Shirt
Cast When Used
Fortify Sneak 20 pts for 20 seconds on Self
Value: 4

Caius Black Pants
Cast When Used
Chameleon 20 pts for 30 seconds on Self
Value: 4


Screenshots:
http://www.geocities.com/wsp_entertainment/Morrowind/