
- •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
Barbarian
Conan, he ain't, but the Barbarian is a beefy character and the Immunity to Poison is nice. The extra health points are very handy, but I'm not too fond of the materials restrictions. Rather than play an actual Barbarian, I'd use it as a template, swapping the combat skills in Minor to Major, dropping the materials restrictions and changing the Immunity to Immunity to Magic. Yes, it would take a bit longer to gain levels, but it's got potential.
BARBARIAN |
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PRIMARY SKILLS: Blunt Weapon, Long Blade, Axe |
ADVANTAGES: Immunity to Poison DISADVANTATES: No Plate, No Orcish, No Daedric |
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MAJOR SKILLS: Jumping, Running, Swimming |
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MINOR SKILLS: Medical, Climbing, Dodging, Critical Strike, Archery, Giantish |
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HP/LEVEL: 25 |
Increased: STR, END Decreased: INT, WIL, PER |
STARTING SPELLS: None |
Knight
Play this character like a Warrior, but be polite about it.
KNIGHT |
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PRIMARY SKILLS: Long Blade, Etiquette, Blunt Weapon |
ADVANTAGES: Immunity to Paralysis DISADVANTATES: No Leather, No Daedric |
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MAJOR SKILLS: Axe, Archery, Short Blade |
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MINOR SKILLS: Medical, Dodging, Hand-to-Hand, Jumping, Swimming, Climbing |
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HP/LEVEL: 17 |
Increased: STR, PER Decreased: INT, WIL, SPD |
STARTING SPELLS: None |
Warrior
Warriors are the standard to which all other classes are compared in terms of abilities. Their HP per level are at the top end and they have the standard 0.5x INT in magica. Their strong suit is, of course, combat. Potions and magic items are the normal recourse for warriors since their magic skills will start at less than 10%, but purchasing the "Buoyancy" spell (casting cost is usually 10 points or less at the beginning of the game) and practicing it to 22% in Thaumaturgy will allow entrance to the Mages Guild and access to the spell-maker for cheap practice spells. Additional magical skill development will eventually allow access to the item-maker for some of the niftier items. Because of their combat-heavy skills, gaining levels can be a fairly slow process, but the high HP's per level will make combat very survivable. The shrewd Warrior will maintain a good selection of special-material weapons in personal inventory and give good armor a high priority.
WARRIOR |
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PRIMARY SKILLS: Axe, Blunt Weapon, Long Blade |
ADVANTAGES: None DISADVANTATES: None |
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MAJOR SKILLS: Hand-to-Hand, Archery, Short Blade |
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MINOR SKILLS: Climbing, Jumping, Dodging, Running, Swimming, Medical |
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HP/LEVEL: 12 |
Increased: STR, AGI, SPD, END Decreased: INT, WIL, PER, LUC |
STARTING SPELLS: None |
Acrobat
The Acrobat is one of two character classes you will seldom encounter as an opponent in the game. Because of the armor and shield limitation, players of this class should develop a very careful style of play. The Acrobat is one class that should run everywhere, jump at every opportunity and climb everything in sight. With the character's default magica points at .5x INT (which is already lower than normal), getting early access to potions and items should be a high priority. Developing the character to the highest possible levels will be a chore since no Guild offers training in Hand-to-Hand, but the prohibition against shields of any type means Hand-to-Hand is available at a single keystroke. Answering the background questions in favor of the short-blade skill and selecting the Ebony Dagger will get the character off to a good start and building END for extra hit points or STR for extra hitting power would be a wise move. Beyond that, play the Acrobat in much the same way you would play a Thief.
ACROBAT |
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PRIMARY SKILLS: Jumping, Dodging, Running |
ADVANTAGES: Athleticism, Adrenaline Rush DISADVANTATES: Leather only, No Axe, No Shield |
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MAJOR SKILLS: Climbing, Hand-to-Hand, Stealth |
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MINOR SKILLS: Pickpocket, Critical Strike, Backstabbing, Short Blade, Archery, Swimming |
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HP/LEVEL: 8 |
Increased: AGI, SPD, LUC Decreased: STR, INT, WIL, END |
STARTING SPELLS: None |
Healer
The Healer has been described as one of the best of the premade classes. I disagree with this assessment, but concede that this is probably due to a difference in playing style. The Healer does not lend itself to a very aggressive style of play, at least in the early stages of the game. Having Thaumaturgy, Mysticism, Alteration and Restoration in the Primary and Major slots allows for fairly rapid advancement. If the early stat bonuses are applied to END, you can offset the 8 HP per level. I do not find the shield restrictions to be a serious handicap because cheap "Heal" spells and "Rapid Healing" can partially offset this.
HEALER |
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PRIMARY SKILLS: Restoration, Medical, Dodging |
ADVANTAGES: 1.75 x Intelligence in Spell Points, Rapid Healing DISADVANTATES: No Long Blade, No Axe, No Kite, No Tower |
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MAJOR SKILLS: Thaumaturgy, Mysticism, Alteration |
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MINOR SKILLS: Illusion, Streetwise, Etiquette, Short Blade, Hand-to-Hand, Blunt Weapon |
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HP/LEVEL: 8 |
Increased: INT, WIL Decreased: STR, AGI, SPD, END |
STARTING SPELLS: Heal, Slowfall, Lock, Buoyancy |