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The (in)famous Beginner's Guide to Daggerfall b...doc
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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

PRIMARY SKILLS: Blunt Weapon, Long Blade, Axe

ADVANTAGES: Immunity to Poison

DISADVANTATES: No Plate, No Orcish, No Daedric

MAJOR SKILLS: Jumping, Running, Swimming

MINOR SKILLS: Medical, Climbing, Dodging, Critical Strike, Archery, Giantish

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

PRIMARY SKILLS: Long Blade, Etiquette, Blunt Weapon

ADVANTAGES: Immunity to Paralysis

DISADVANTATES: No Leather, No Daedric

MAJOR SKILLS: Axe, Archery, Short Blade

MINOR SKILLS: Medical, Dodging, Hand-to-Hand, Jumping, Swimming, Climbing

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

PRIMARY SKILLS: Axe, Blunt Weapon, Long Blade

ADVANTAGES: None

DISADVANTATES: None

MAJOR SKILLS: Hand-to-Hand, Archery, Short Blade

MINOR SKILLS: Climbing, Jumping, Dodging, Running, Swimming, Medical

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

PRIMARY SKILLS: Jumping, Dodging, Running

ADVANTAGES: Athleticism, Adrenaline Rush

DISADVANTATES: Leather only, No Axe, No Shield

MAJOR SKILLS: Climbing, Hand-to-Hand, Stealth

MINOR SKILLS: Pickpocket, Critical Strike, Backstabbing, Short Blade, Archery, Swimming

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

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

MAJOR SKILLS: Thaumaturgy, Mysticism, Alteration

MINOR SKILLS: Illusion, Streetwise, Etiquette, Short Blade, Hand-to-Hand, Blunt Weapon

HP/LEVEL: 8

Increased: INT, WIL

Decreased: STR, AGI, SPD, END

STARTING SPELLS: Heal, Slowfall, Lock, Buoyancy

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