Morrowind

The Tower

With Power Fantasy, it now offers great utility, along with some decent defensive capabilities.

Passives:

  • Fortify Luck and Endurance 5 pts
  • Feather 100 pts
  • Sanctuary 25 pts
  • Reflect Magic 25%
  • 25% chance to reflect 25% melee damage or ignore half of ranged weapon damage
  • Spell: Spare Key
    • Open 50 pts on Touch for 0 Magicka
  • Toggle: Sentry
    • Detect Enchantment and Life in 200 ft
    • Like the Khajiit's Keen Senses toggle, this doesn't really work without Enhanced Detection (Lite), so I highly recommend to install that mod, if you intend to do a playthrough with The Tower
  • Creatures deal 1.25x damage to you

Power: Tower Key
  • Unlock everything and disarm all traps in the area
  • Can be targeted anywhere (that means, you don't need to target it at owned doors or containers, so it is a crime-free way to open stuff)
  • In case you're wondering, this indeed affects all locks in all currently active cells


The Ritual

This might not be the most lore-friendly addition, but I urgently wanted a birthsign focused on Conjuration. Here you go.

Passives:
  • Fortify Intelligence 10 pts
  • Fortify Maximum Magicka 0.5x
  • Summonings last twice as long
  • Allows you to conjure one more summon
  • Take 1.5x damage while unaffected by summons

Power: Summoner's Mark
  • Drain Speed, Athletics and Acrobatics 100 pts for 30 secs in 20 ft on Target
  • Targets take double damage from summons and bound weapons


The Steed

All aboard the pain train! A birthsign revolving around Speed.

Passives:
  • Fortify Speed 10 pts
  • Feather 100 pts
  • Fortify Speed 5 pts for 5 secs when dealing damage (applies once every second for magic damage over time effects)
  • Deal 3% more damage per 10 Speed (which also means, that you deal less damage when slowed)
  • Take double falling damage

Power: Trample
  • Sanctuary 100 pts for 20 secs
  • Targets you're running or jumping into take damage (equal to 10% of encumbrance + 10% of your maximum Health, reduced by armor) and are knocked down
  • Jumping actually applies the effects in a 10 ft area around the player
  • Benefits from all kinds of damage bonuses, but cannot critically hit
  • It's potential to frequently damage and knock down is directly linked to the customizable knockdown limit


The Apprentice

Probably one of the more vanilla mage birthsigns. Still, I tried to stay faithful to its high-risk high-reward pattern and made its theme revolve around an 'experimental' kind of thing, with an emphasis on randomness.

Passives:
  • Fortify Willpower 10 pts
  • Weakness to Magicka 50%
  • Weakness to Fire, Frost and Shock 25%
  • +25% critical spell chance (which is quite a lot)
  • 25% chance to deal half spell damage

Power: Zeal
  • Stunted Magicka for 20 secs
  • Spells cost 1.5x Magicka, but are applied twice
  • There are certain effects, which don't synergize well with this and thus, have been blacklisted to not work with Zeal (like bound items, Illusion effects, Waterbreathing, etc.)
  • Still, this is absolutely insane when paired with certain other spell effects, but I'll let you figure that one out for yourself ;-)


The Mage

Well, this is your cookie-cutter magic-focused birthsign. Not much else to say...

Passives:
  • Fortify Intelligence and Willpower 5 pts
  • Fortify Maximum Magicka 0.5x
  • Deal 1.25x spell damage
  • Swinging weapons, except staves, costs more Fatigue (20% of weapon weight)

Power: Spell Surge
  • Levitation 11 – 60 pts for 20 secs
  • Spells cost 65% less and cannot fail
  • This is basically intended for you to create devastating spell nukes beforehand, which you wouldn't be able to cast otherwise. Have fun experimenting!


The Thief

The focus here isn't as much on combat performance, but more on the utility a proper thief might need.

Passives:
  • Fortify Luck and Agility 5 pts
  • Feather 100 pts
  • +15% to all critical hit chances
  • Pickpocketing should be easier (I couldn't really get a noticeable difference with the corresponding MCP feature and Pickpocket Overhaul installed; Essentially, it increases the fPickPocketMod GMST from 0.3 to 0.5 after the player picked The Thief)
  • NPCs have -10 disposition towards you

Power: Heist
  • Fortify Sneak and Security 50 pts for 2 hours
  • Jump and Slowfall 10 pts for 2 hours
  • Those are ingame hours, just to be completely clear


The Lady

Oh well, what have we here, our old go-to bread-and-butter lame-ass Lady birthsign. To be honest, I didn't really know what else to do with it, but make it delve deeper into the cookie-cutter theme. If you don't know what to pick or want some utility to breeze more easily through the game, this is the best option.

Passives:
  • Fortify all attributes 5 pts
  • Skills progress 10% faster
  • Fortify Maximum Magicka 0.3x
  • Training, repair and travel services cost 25% less
  • The only birthsign without a specific weakness

Power: Celestial Gift
  • Fortify Health, Magicka and Fatigue 22 – 120 pts for 30 secs
  • Deal 1.5x more and take 0.65x damage


The Lover


The Lover focuses heavily on mind control with the potential to support an entirely pacifist playstyle.

Passives:
  • Fortify Personality 10 pts
  • Fortify Maximum Magicka 0.5x
  • NPCs have +10 disposition towards you
  • Attempted Frenzy and Command spells don't count as crime
  • Can mind-control targets of 25% higher level than required (except Command)
  • NPCs deal 1.25x damage to you

Power: Lover's Presence
  • Calm 6 – 55 (actually 8 – 69) levels and Charm 100 pts for 2 hours in 200 ft on Target


The Shadow


A birthsign entirely focused on Stealth. Pretty straightforward with some added shadow-themed flavor.

Passives:
  • Fortify Speed and Agility 5 pts
  • While sneaking, gain 20% Chameleon
  • Physical and magical sneak attacks deal 25% more damage
  • Deal 1.35x damage at night or while indoors
  • Take 1.25x damage when outside during the day

Power: Dark Shroud
  • Chameleon 30% for 60 secs
  • Emit an aura of Blind 95% and Silence in 100 ft around you
  • Another powerful ability that can be used both offensively and defensively, applying its effects without raising any attention. Blind is a very good way in general to increase the likelihood of sneak attacks.


The Serpent

This one is also not exactly lore-friendly, but I couldn't resist creating a poison-themed birthsign and I think it still has an appropriate flavor. Poison has been a somewhat underdeveloped type of damage and I hope, that this iteration of The Serpent can finally make it worthwhile. Its power also makes it a very good pick for archer characters.
I'm not quite sure about its current implications for Poison Crafting, but I might look into dedicated support for that mod later on.

Passives:
  • Fortify Willpower and Agility 5 pts
  • Poison effects inflict Weakness to Poison for 5 secs
    • Equals half of poison damage
    • Has a 1 second limit to be applied on damage over time effects
  • Physical attacks and poison deal up to 1.5x damage the lower the target's health
  • Weakness to Frost and Fire 50%

Power: Fangs of the Serpent
  • Fortify Agility 11 – 60 pts for 30 secs
  • Attacks apply Poison Damage (20% of attack damage), Weakness to Poison (50% of attack damage) and Slow for 5 secs
  • It sadly doesn't apply poison-related Destruction perks (yet?)


The Lord

I designed this as the ultimate juggernaut birthsign. If you want to be nearly unkillable, this is the best choice. It doesn't offer anything offensively, but is probably powerful enough in its current state.

Passives:
  • Fortify Endurance 10 pts
  • Restore 1% maximum Health (minimum 1 pt)
  • Take down to half as much damage the lower your Health
  • Weakness to Fire 100%

Power: Juggernaut
  • Restore 10% maximum Health for 10 secs
  • Take 90% less damage and gain +90% resistance to all magic


The Warrior

This is your cookie-cutter brute force combat birthsign. Pretty straightforward.

Passives:
  • Fortify Strength and Agility 5 pts
  • Restore 1% maximum Fatigue
  • Deal 1.25x attack damage
  • Spells cost 25% more Magicka

Power: Might
  • Fortify Strength 11 – 60 pts for 20 secs
  • Double critical attack chance


The Atronach


Next to the Lady, this was a staple as well, even for non-magic characters. With other birthsigns now hopefully matching its power level, The Atronach will be best suited for battlemage characters with some decent defensive utility and a devastating shock damage nuke.

Passives:
  • Fortify Willpower and Endurance 5 pts
  • Fortify Maximum Magicka 1.0x
  • Spell Absorption 35%
  • Incoming attacks have a 35% chance to restore Magicka equal to incoming attack damage
  • Stunted Magicka

Power: Overload
  • Instantly restore Magicka to full
  • Inflict Knockdown and Shock Damage equal to 20% maximum Magicka to hostiles in a 20 ft area around you for 5 secs

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Nephtelas

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