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[2.3.3]     Birthsign Selection
The Elder Scrolls III: Morrowind

[2.3.3] Birthsign Selection

Explore all 13 birthsigns in The Elder Scrolls III: Morrowind, from The Apprentice's magicka bonus to The Atronach's spell absorption.

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Explore all 13 birthsigns in The Elder Scrolls III: Morrowind, from The Apprentice's magicka bonus to The Atronach's spell absorption.

There are thirteen different birthsigns to choose from, each with distinct advantages and disadvantages.

The Apprentice

  • Abilities: Elfborn (Fortify Maximum Magicka, 1.5x INT, Weakness to Magicka, 50%)
  • Description: Tailored towards novice magic users with a magicka bonus, but the weakness to magicka makes you vulnerable to mage opponents.

The Atronach

  • Abilities: Wombburn (Spell Absorption, 50 pts, Fortify Maximum Magicka, 2.0x INT, Stunted Magicka)
  • Description: The only starsign for a true mage, designed for experts who understand that their hefty magicka will not regenerate by resting due to stunted magicka. Paired with the Breton race and a magic-oriented class, this can create a very powerful character.

The Lady

  • Abilities: Lady's Favour (Fortify Personality, 25 pts), Lady's Grace (Fortify Endurance, 25 pts)
  • Description: A simple star sign with good bonuses for beginners. Personality makes interactions easier, and endurance increases fatigue and encumbrance.

The Lord

  • Abilities: Trollkin (Weakness to Fire, 100%)
  • Spells: Blood of the North (Restore Health, 2 pts, 30 seconds on self)
  • Description: Avoid this sign; Blood of the North is a weak spell easily replaced, and the 100% weakness to fire is a significant drawback.

The Lover

  • Abilities: Mooncalf (Fortify Agility, 25 pts)
  • Powers: Lover's Kiss (Paralyze, 60 seconds on target; Damage Fatigue, 200 pts on self)
  • Description: A double-edged choice. Mooncalf is great for stealth specialists, but Lover's Kiss can be risky, paralyzing an opponent while depleting your own fatigue, which prevents fighting.

The Mage

  • Abilities: Fay (Fortify Maximum Magicka, 0.5x INT)
  • Description: A straightforward magicka bonus, not as strong as The Apprentice but without the magicka weakness. Suitable for spellswords or nightblades that use magic but don't solely rely on it.

The Ritual

  • Spells: Blessed Word (Turn Undead, 100 pts, 30 seconds on target), Blessed Touch (Turn Undead, 100 pts, 30 seconds on touch)
  • Powers: Mara's Gift (Restore Health, 100 pts on self)
  • Description: Mara's Gift is a strong restorative spell, but the sign lacks other significant benefits compared to better choices.

The Serpent

  • Spells: Star-Curse (Poison, 3 pts, 30 seconds on touch; Damage Health, 1 pt, 30 seconds on self)
  • Description: Considered useless, as it sacrifices 30 points of health to deal 90 points of poison damage. Its utility is questionable even for characters with high health.

The Shadow

  • Powers: Moonshadow (Invisibility, 60 seconds on self)
  • Description: Invisibility is limited, usable only once a day. It might be a choice for stealth enthusiasts if other options are exhausted.

The Steed

  • Abilities: Charioteer (Fortify Speed, 25 pts)
  • Description: A simple speed bonus that, when combined with races like Argonian or Khajiit, significantly increases speed, though speed is not a primary attribute.

The Thief

  • Abilities: Akaviri Danger-Sense (Sanctuary, 10 pts)
  • Description: Less beneficial for a thief than other signs. Agility and speed would be more useful choices.

The Tower

  • Spells: Beggar's Nose (Detect Animal, 200 ft, 60 seconds on self; Detect Enchantment, 200 ft, 60 seconds on self; Detect Key, 200 ft, 60 seconds on self)
  • Powers: Tower Key (Open, 50 pts on touch)
  • Description: The Open power would be more useful as a spell. It's good for bypassing lockpicking, but its once-a-day use is insufficient. Beggar's Nose has limited utility.

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