
- •Legal stuff to keep the suits happy
- •Introduction
- •Character generation
- •Spellsword
- •Battlemage
- •Sorcerer
- •Nightblade
- •Burglar
- •Assassin
- •Barbarian
- •Warrior
- •Acrobat
- •Character races
- •Custom character generation
- •Attributes
- •Hit Points Per Level
- •Special Advantages
- •Special Disadvantages
- •Skill placement
- •Dealing with the dagger
- •Skill development
- •Skill enhancement
- •Character creation cheat
- •Gaining levels
- •Background questions
- •Hacking the questionnaire
- •Guild ranks and rank names
- •Fighters Guild
- •Thieves Guild
- •Mages Guild
- •Dark Brotherhood
- •Temples
- •Money, treasure and equipment
- •Equipment
- •Letters of Credit
- •Repairing Items
- •Beasties and their goodies
- •Animals
- •Spellswords, Nightblades, Battlemages, Healers:
- •Vampire
- •Vampire Ancient
- •Gargoyles
- •Dragonling
- •Lycanthropes Werewolf/Wereboar
- •Dungeon crawling
- •Finding the Dungeon
- •Getting Into the Dungeon
- •Finding the Quest Object
- •Tips and Tricks of the Dungeoneering Trade
- •Doing Your Thing and Getting Out Again
- •Questing
- •Guild Quests
- •Fighters Guild Quests
- •Mages Guild Quests
- •Thieves Guild Quests
- •Dark Brotherhood Quests
- •Temple Quests
- •Knights Guild Quests
- •Merchant/Innkeeper Quests
- •Noble Quests
- •Witch Coven Quests
- •Vampire Quests
- •Cure Quests
- •Combat tips
- •Vampirism (it's good to be dead)
- •Lycanthropy ("Do you know how hard it is to get your nails done when you're shaggy?")
- •Enchanting items
- •Armor 1 (Table)
- •Armor 2 (Table)
- •Shields 1 (Table)
- •Shields 2 (Table)
- •Weapons
- •Long Blades 1 (Table)
- •Long Blades 2 (Table)
- •Short Blades 1 (Table)
- •Short Blades 2 (Table)
- •Axes and Bows 1 (Table)
- •Axes and Bows 2 (Table)
- •Blunt 1 (Table)
- •Blunt 2 (Table)
- •Miscellaneous
- •Thoughts on enchanting items
- •Item powers
- •Cast When Held
- •Cast When Used
- •Cast When Strikes
- •Other Item Powers
- •Side Effects
- •Soul Binding
- •The calendar
- •Daedra summoning
- •Artifacts
- •Aligned Artifacts
- •Potions and recipes
- •Ingredients
- •Potion Recipes
- •Spells and effects
- •Spells and Effects (Table)
- •Using the spell-maker
- •Strange spell effects
- •"Crypt"-ology
- •Dealing with the law
- •Cheats and miscellaneous
- •Main quest walkthru
- •Privateer's Hold
- •Meeting With Lady Brisienna
- •Checking Up On Nulfaga
- •Morgiah’s Letter
- •Mynisera's Letters
- •Prince Helseth's Blackmail Scam
- •Cyndassa (The Werewolf)
- •Mynisera (The Courier)
- •Orsinium
- •Interlude #1
- •Lhotun’s Brother
- •Elysana's First Quest
- •Elysana’s Second Quest
- •Lich's Soul
- •The Blades
- •Medora's Tower (standard walkthru)
- •Medora's Tower (shortcut)
- •Unicorn Horn (Shedungent)
- •Barenziah's Book
- •Lich Dust
- •Lysandus’ Tomb
- •Woodborne Hall
- •Interlude #2
- •The Totem
- •Interlude #3
- •The Mantella - Introduction
- •Floating Islands
- •The Pyramid
- •The Shrine
- •Floating Skulls
- •Sword And Crossbow
- •The Mantella
- •Tes Adventures: Redguard
- •Tes3: morrowind
Spellsword
The Spellsword is a very playable class at the beginning of the game. High weapon skills provide survivability in combat, but will hamper character development to the highest possible levels. Having all six schools of magic as Major and Minor skills will make for quick advancement if time is taken to develop the skills. The plate armor restriction will tend to make the Spellsword rely on magical protections, but the 1.5x for spell points means the character will either need to find/make items or rest frequently until skills are developed to the point of relatively cheap casting costs.
SPELLSWORD |
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PRIMARY SKILLS: Axe, Long Blade, Blunt Weapon |
ADVANTAGES: 1.5x Intelligence in Spell Points DISADVANTATES: No Plate, No Tower Shield |
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MAJOR SKILLS: Destruction, Illusion, Alteration |
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MINOR SKILLS: Restoration, Thaumaturgy, Mysticism, Short Blade, Hand-to-Hand, Archery |
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HP/LEVEL: 12 |
Increased: STR, WIL, AGI Decreased: SPD, PER |
STARTING SPELLS: Shock, Slowfall, Chameleon |
Battlemage
The starting weapons skills and higher hit points give the Battlemage more survivability than the Mage in early combat situations. Having two weapons as primary skills will slow development to highest levels because the character will have to switch weapons often in order to develop both skills. But if the character runs around without a shield switching weapons is a simple matter. The high Hand-to-Hand skill is handy, but counterbalanced by the armor restrictions. The wise player will build END quickly in order to gain more hit points and will train some of the more useful magic skills.
BATTLEMAGE |
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PRIMARY SKILLS: Destruction, Long Blade, Axe |
ADVANTAGES: 1.75 x Intelligence in Spell Points DISADVANTATES: Leather only, No Tower or Kite Shield |
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MAJOR SKILLS: Thaumaturgy, Alteration, Hand-to-Hand |
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MINOR SKILLS: Illusion, Mysticism, Restoration, Archery, Short Blade, Blunt Weapon |
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HP/LEVEL: 10 |
Increased: INT, WIL Decreased: END, PER |
STARTING SPELLS: Shock, Slowfall, Buoyancy |
Sorcerer
The 3x spell points makes the sorcerer a formidable spell caster, but the inability to regenerate spell points means the character must rely on other methods of replenishing magica.
After joining the Mages Guild, speaking to anyone in the guildhall will automatically replenish the PC’s magica reserves. “Restore Power” potions, hostile magic, and aborted Destruction-based spells from items will all provide more ammunition.
Since the ability to absorb spells is a percentage chance based on the average of INT and WIL, absorption of hostile magic is by no means certain. In the beginning dungeon there are only three spell-using creatures (unless you can generate an Orc Shaman as a random monster). Out of three times through that dungeon I was unable to absorb even one of their spells (even with completely empty magica reserves) and got crispy-crittered twice.
The sorcerer demands a very cautious playing style.
SORCERER |
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PRIMARY SKILLS: Mysticism, Alteration, Thaumaturgy |
ADVANTAGES: 3x Intelligence in Spell Points, Spell Absorption DISADVANTATES: Cannot regenerate Spell Points, No Plate, No shields |
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MAJOR SKILLS: Destruction, Restoration, Illusion |
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MINOR SKILLS: Medical, Short Blade, Blunt Weapon, Dragonish, Daedric, Dodging |
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HP/LEVEL: 6 |
Increased: INT, WIL Decreased: STR, AGI, END, SPD |
STARTING SPELLS: Lock, Shock, Heal, Buoyancy, Slowfall |