- •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
Character races
According to Bethesda's hint book, increased attributes have a starting range of 50 to 70 while decreased attributes have a starting range of 30 to 50. A normal range is 40 to 60. Remember that you can roll the dice as many times as you like and you get bonus points to add to your attributes (translation: don't take these too seriously).
ARGONIANS
MALE: Increased AGI, SPD; Decreased END
FEMALE: Increased STR, Decreased END
BRETONS
MALE: Increased INT, WIL; Decreased STR, END
FEMALE: Increased INT, WIL; Decreased STR, END
DARK ELVES
MALE: Increased STR, INT; Decreased WIL, PER
FEMALE: Increased INT; Decreased WIL
HIGH ELVES
MALE: Increased INT, WIL; Decreased STR, END
FEMALE: Increased INT, PER; Decreased STR, END
KHAJIIT
MALE: Increased END; Decreased WIL, AGI
FEMALE: Increased LUC
NORDS
MALE: Increased STR, END; Decreased INT, WIL, AGI
FEMALE: Increased LUC; Decreased INT
REDGUARDS
MALE: Increased AGI, LUC; Decreased INT, WIL, END
FEMALE: Increased SPD, LUC; Decreased STR, INT, WIL, END
WOOD ELVES
MALE: Increased AGI, SPD; Decreased END, LUC
FEMALE: no pluses or minuses
Custom character generation
You can forego one of the pre-made classes and create a unique class (most players do – custom characters is one of Daggerfall’s greatest assets). What you put into your class depends upon your own desires and ideas, but there are a few tricks you can use to help your character.
Attributes
The basic class you are creating starts with all attributes set at 50 (maybe or maybe not modified by race). You may add as many points to any attribute as you would like, however, you must also subtract an equal number of points from other attributes. These stats are the minimum requirements for the class. When you roll up your character, your stats will be equal to or higher than these, plus you’ll have a few bonus points to distribute as you like. The two attributes that are most often sacrificed are Personality and Luck.
Two areas where your attributes directly affect your game play, regardless of your class, are your Encumbrance and your Fatigue. The amount of weight that you can carry (your Encumbrance) is 1.5 times your Strength. The amount of time you can keep on trucking without having to rest (your fatigue) is equal to your Strength plus your Endurance.
Skills
You must choose your skills for your new class. While the choices depend upon your character concept, there are a few items that will make life easier:
1) You should always take a melee weapon (even Hand-to-Hand) as either a Primary or Major skill. Be careful that you don’t take a weapon skill you will later regret when you start adding disadvantages (it's kind of silly to take Blunt Weapon as a Primary Skill and then restrict your class from using it).
2) Some skills (Medical, Stealth, Dodging, Critical Strike, etc.) will develop on their own. Placing one as a Primary or Major skill will give it a head start. This is especially true of Medical. Once it hits 50, the only way to develop the skill is to rest frequently and for short periods of time.
3) Taking even a single School of Magic as a Primary, Major or Minor skill will give you starting spells (typically Shock, Chameleon and Slowfall).
4) Once you reach skill 51% in any skill you will no longer be able to get training in that skill. From that point, you must develop it on your own for the rest of the game.
There are a couple of schools of thought on which skills to place as Primaries and Majors. One argument says to place the skills you will be using most frequently in these slots. This will help you gain levels quickly, but will also mean tougher critters at an earlier point in the game. The opposite argument says to put less-used skills in these slots so you can have some measure of control over when you go up in levels. The drawback to this is developing those skills past 50 since you have to do it without the help of a trainer.
