Elder Scrolls 3: Morrowind Walkthrough :
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Walkthrough - FAQ/Walkthrough=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- THE ELDER SCROLLS III: MORROWIND Game Of The Year Edition Full FAQ/Walkthrough Written by Rebecca Skinner (Karpah) Version 0.9 9th July 2005 =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- [ToC] TABLE OF CONTENTS =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- Fast Navigation! To skip to a particular section of the guide, press Ctrl+F (or select Find from the Edit menu) and input the section number in square brackets, eg. for Controls, enter [2.2]. Press Find and you'll find it! Thank you! - 1.0 - INTRODUCTION 1.1 Game Introduction 1.2 About The Author - 2.0 - GAME BASICS 2.1 The Morrowind Premise 2.2 Controls 2.3 Creating a Character 2.4 My Characters 2.5 Skills and Levelling Up 2.6 Combat and Training 2.7 Laws and Punishments 2.8 Factions and Side Quests - 3.0 - HINTS AND TIPS - 4.0 - BLADES QUEST (MAIN WALKTHROUGH) 4.1 Seyda Neen - Sellus Gravius 4.2 Balmora - Caius Cosades 4.3 Urshilaku Camp - Nibani Maesa 4.4 Final Preparations - Red Mountain - 5.0 - * TRIBUNAL WALKTHROUGH 5.1 Mournhold - Initial Quests 5.2 * Mournhold - Tienius Delitian 5.3 * Mournhold - Fedris Hler - 6.0 - * BLOODMOON WALKTHROUGH - 7.0 - FIGHTERS GUILD 7.1 Balmora - Eydis Fire-Eye 7.2 Ald'ruhn - Percius Mercius 7.3 Balmora - Eydis Fire-Eye 7.4 Sadrith Mora - Hrundi 7.5 Vivec - Lorbumol gro-Aglakh 7.6 Ald'ruhn - Percius Mercius (or) 7.7 Vivec - Sjoring Hard-Heart - 8.0 - MAGES GUILD 8.1 Balmora - Ajira 8.2 Balmora - Ranis Athrys 8.3 Ald'ruhn - Edwinna Elbert 8.4 Balmora - Ajira 8.5 Wolverine Hall - Skink-In-Tree's-Shade 8.6 Miscellaneous - 9.0 - THIEVES GUILD 9.1 Balmora - Sugar-Lips Habasi 9.2 Ald'ruhn - Aengoth the Jeweler 9.3 Sadrith Mora - Big Helende 9.4 Vivec - Gentleman Jim Stacey 9.5 Bal Molagmer Quests - 10.0 - * MORAG TONG 10.1 Joining the Morag Tong 10.2 * Morag Tong Writs 10.3 * Morag Tong Special Duties - 11.0 - GREAT HOUSE HLAALU 11.1 Balmora - Nileno Dorvayn 11.2 Vivec - Crassius Curio 11.3 Caldera - Odral Helvi 11.4 Stronghold - Rethan Manor 11.5 Vivec - Crassius Curio 11.6 Vivec - Ilmeni Dren 11.7 Vivec - Edryno Arethi 11.8 Ebonheart - Duke Vedam Dren - 12.0 - GREAT HOUSE REDORAN 12.1 Ald'ruhn - Neminda 12.2 Vivec - Faral Retheran 12.3 Ald'ruhn - Athyn Sarethi 12.4 Stronghold - Indarys Manor 12.5 Vivec - Faral Retheran 12.6 Ald'ruhn - Lloros Sarano 12.7 Ald Velothi - Theldyn Virith 12.8 Ald'ruhn - Brara Morvayn 12.9 Ald'ruhn - Hlaren Ramoran 12.10 Ald'ruhn - Garisa Llethri 12.11 Ald'ruhn - Miner Arobar 12.12 Ald'ruhn - Bolvyn Venim - 13.0 - GREAT HOUSE TELVANNI 13.1 Sadrith Mora - Felisa Ulessen 13.2 Sadrith Mora - Raven Omayn 13.3 Sadrith Mora - Mallam Ryon 13.4 Sadrith Mora - Arara Uvulas 13.5 Sadrith Mora - Galos Mathendis 13.6 Tel Vos - Master Aryon 13.7 Arvs-Drelen - Baladas Demnevanni 13.8 Tel Vos - Master Aryon 13.9 Stronghold - Tel Uvirith 13.10 Sadrith Mora - Fast Eddie 13.11 Miscellaneous - 14.0 - IMPERIAL CULT 14.1 Ebonheart - Iulus Truptor 14.2 Ebonheart - Synnolian Tunifus 14.3 Ebonheart - Kaye 14.4 Ebonheart - Lalatia Varian - 15.0 - * IMPERIAL LEGION 15.1 Gnisis - General Darius 15.2 Moonmoth Legion Fort - Radd Hard-Heart 15.3 * Buckmoth Legion Fort - Imsin the Dreamer 15.4 * Hawkmoth Legion Fort - ? - 16.0 - * TRIBUNAL TEMPLE 16.1 Pilgrimage of the Seven Graces 16.2 Vivec - Endryn Llethan 16.3 Molag Mar - Tharer Rotheloth 16.4 Ald'ruhn - Tuls Valen 16.5 Vivec - Endryn Llethan 16.6 Molag Mar - Tharer Rotheloth 16.7 * Ghostgate - Uvoo Llaren - 17.0 - * VAMPIRE CLANS - 18.0 - MISCELLANEOUS QUESTS (Under Construction) 18.1 Ascadian Isles 18.2 West Gash 18.3 Bitter Coast 18.4 The Ashlands 18.5 Sheogorad 18.6 Grazelands 18.7 Azura's Coast 18.8 Molag Amur 18.9 Red Mountain 18.10 Mournhold 18.11 Solstheim - 19.0 - CLOSING 19.1 Revision History 19.2 Credits and Shameless Plugs * - incomplete =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- [1.0] INTRODUCTION =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- Welcome one, welcome all, to my entire life's work. The (hopefully) ultimate Morrowind guide. This section just serves as a bit of light-heartedness before plowing through everything there is to know about this massively involving and awesome game. Plus you get to know a bit about me! :-D ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [1.1] Game Introduction ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- Morrowind. The name speaks for itself, really. I had never heard of this game until I browsed a few random message boards at GameFAQs.com (ANZ, I'm looking at you) and I heard about it. Ever interested in RPGs, I enquired about it and was told that if I bought it, it would be the best $70 I ever spent. So I did. And it was. Morrowind is the third numbered game in the Elder Scrolls series, a series known for being the most massive and open-ended RPGs available to date. Arena was the first, released in 1994. Arena was heralded as one of the greatest RPGs of all time, despite being buggy as hell, frustrating and non-intuitive for the most part. Daggerfall was released in 1997, to much acclaim. It far overshadowed its predecessor, and also won a RPG of the Year title. Some people say it is better than Morrowind, though I have not confirmed this for myself, and personally, highly doubt that it's true anyways. However, it still had a lot of bugs, with multitudes of ways to 'break' the main quest and be able to achieve no ending whatsoever. Morrowind was released in 2002. It won 2003 RPG of the Year, and quite plainly, its not hard to see why. It set new records in terms of open-endedness - over 500 quests to play and complete, multitudes of different ways and paths to take, limitless character development. This guide is my attempt to give such an amazing game, a complete and unabridged walkthrough in my own personal style. If all goes well, the next game I write for in the series will be Arena. My goal is to write comprehensive guides for all three. But we'll see how this one goes first, hmmm? ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [1.2] About the Author ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- Well now, what is there to say about someone like me. My name is Rebecca Skinner, so yes before the e-mails start saying 'r u really a gurl', I am a girl. (A female that loves video games? Wtf?) At this current time, 2004, I'm 19 years old, though who knows how old I'll be when this gets done. It's a big project. A daunting project. I live in Melbourne, Australia, and when I'm not addicted to playing video games, I'm either at university studying computer science, or at my local tenpin bowling alley. (Duh. I'm a nerd.) I love playing RPGs, games I can lay thousands of hours into and never get bored. Though once in a while I am fond of sports games such as the latest AFL or cricket versions, or the odd car racing game. (Need for Speed Underground is the current addiction outside Morrowind.) If you want to know more about me, or have anything at all to say about my guide, feel free to drop me an e-mail. ----------------------------- traybaby@gmail.com ----------------------------- I check it fairly often, but my inbox does tend to fill up with crap all the time. A good way to get me to read your e-mail: 1) Make it in readable English. I hate 1337 or AIM speak. 2) Please don't ask me how to do something I've already documented. I don't mind if you ask for clarification on points, or ask me to explain further, but the fiftieth e-mail asking me where to get the Wraith of Sul-Senipul is ANNOYING. 3) Include "Morrowind" or "Elder Scrolls" in the topic title. These get forwarded to a folder that I check more often than my inbox. 4) I don't accept questions about mods. This is a walkthrough written for plain vanilla Morrowind quests. I do use over 100 mods in my own game, but none that will affect the walkthrough. 5) Offer cash donations. Just joking. Or am I? *X-Files theme* Boring copyright info now. This FAQ is copyright Rebecca Skinner AKA Karpah, 2004-2005. You can read it, download it, print it off, e-mail it around unaltered, whatever, I don't mind. But you wanna post it on your own site? Or copy and paste it, pass it off as your own work? That's a definite NO-NO, sorry. This guide can ONLY be found on the following sites: ----- http://www.gamefaqs.com (and affiliates) ----- ----- http://www.neoseeker.com ----- ----- http://www.ign.com ----- ----- http://www.honestgamers.com ----- Any other sites you find it on, lemme know so I can send some nasty e-mails to webhosts. I like doing that. ---------- Go download The Only, by Static-X, as you read this. -------------- =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- [2.0] GAME BASICS =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- This section contains a lot of the bread-and-butter technical stuff that you'll need to be familiar with, to get the most out of Morrowind. It involves everything from creating a decent character, going through all races, classes, and birthsigns, to the levelling-up system and game progression itself. This can all be fairly heavy-going for a new person to the game, so I'm going to try to cast myself back to when I was new at it :) Not too long ago, really... anyways, on with the info! ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [2.1] The Morrowind Premise ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- I thought I'd include this section just to have a general overview of Morrowind the game, and talk about how different it is from other games. Me, I picked up this game and was straight away lost, as soon as it gave me free will (which was a touch too soon, IMO). Basically, Morrowind gives you the epitome of free will. If you're used to RPG games like Final Fantasy (as I was before hearing about Morrowind), you're in for quite a culture shock. In this game, you actually have to do some independant thinking *gasp* and not just walk mindlessly from place to place, knowing that some story scene will soon take over. FF games are nearly entirely plot driven; they have no sense of openness whatsoever except for a designated period of time allotted to perform 'side quests'. To put it bluntly, Morrowind is a great big long side quest. As soon as you are set free in Seyda Neen, you can do whatever it is you like. If you completed the first part of the game properly, you'll have a package in your inventory, and directions to Balmora to find a man named Caius Cosades. It is your choice how you get there, or even if you go there at all. You can walk/run there, though that will take a darn long time. You can travel by silt strider, quick but costing you a little money. You can travel via any other city on the map. And once you get there, nothing is making you actually visit Caius and deliver the package. You can do what you want, when you want it. It's a little scary at first, and very much overwhelming, trust me. But once you get used to the idea that you really are in control, it opens up a whole world of possibilities. And I'm here to guide you through every one of them :) ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [2.2] Controls ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- The controls of Morrowind can be slightly confusing at first. You can edit them in the Options menu of your game, but after a while of using them, you'll actually realise that they make a lot of sense. So stick with them, and you'll be okay, ya ;) -------------- Movement ------------------------------------------------------ W/S - moves character forwards/backwards A/D - strafes character left/right E - jump left Ctrl - sneak left Shift - run Caps Lock - toggle run on/off -------------- Combat -------------------------------------------------------- F - ready weapon for combat R - ready magic for combat Left Mouse - use (equipped weapon/magic) -/= - searches through spell list backwards/forwards [/] - searches through weapon list backwards/forwards 0 - readies hand-to-hand combat -------------- Other --------------------------------------------------------- T - rest J - read journal Tab - toggle first/third person view. Hold and use mouse to view your character from the front. F5 - quick save F9 - quick load F1 - Quick Keys menu 1-9 - Quick Keys (set keys using F1) Space - interact with object (NPC, container, etc.) Right Mouse - menu And, thanks to several people, I now have a complete list of Xbox controls for Morrowind, to help make the guide multi-platform. If the lists are wrong, don't flame me, I've never even held an Xbox controller :P -------------- Movement ------------------------------------------------------ left analog/D-pad up/down - moves character forwards/backwards left analog/D-pad left/right - strafes character left/right L - jump left analog (click and hold) - sneak left analog (double click) - toggle sneak on/off right analog up/down - look up/down right analog left/right - look left/right Toggling between running and walking in done using pressure on the left analog stick. Move it a little forward to walk. Move it all the way forward to run. -------------- Combat -------------------------------------------------------- X - ready weapon for combat Y - ready magic for combat R - use (equipped weapon/magic) X + R/L - searches through spell list backwards/forwards Y + R/L - searches through weapon list backwards/forwards There is no button to toggle hand-to-hand combat. -------------- Other --------------------------------------------------------- black button - rest white button - read journal right analog (click) - toggle first/third person view Start - access main menu A - interact with object (NPC, container, etc.) B - menu Many thanks to the five people that e-mailed me with controls, I was able to get a comprehensive list from them. A big thank you to Chris Bryant for laying it out in easy-to-read format for a dumbo like me ;) ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [2.3] Creating a Character ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- Creating your character is the first task you will have to do in Morrowind. It's an important decision, and will ultimately affect how you play the game. Do you want to be a mage, a fighter, a thief? Here is where you will decide that. You can make a character skilled in one field, or a well-rounded character, average in all fields. Your character selection here will affect your starting statistics for the game, the special power/s that you start off with as a race bonus, and also the rate of growth for each of the different stats. More on that in the class section. ------------------------------------------------------------------------------ [2.3.1] Race Selection ------------------------------------------------------------------------------ Upon leaving the Prison Ship, the guard will ask you to select a race for your character, as well as their gender and their appearance. Each race is tailored towards certain job classes, by the method of stat bonuses. For example, Redguards and Nords make excellent warriors, because they receive a lot of bonuses on combat skills, while Khajiit make damn good thieves/stealth characters. Each race also has their own inherent powers. These range from Adrenaline Rush, which fortifies (increases the maximum of) some stats for a period of time, to Resist Frost (nullifies all frost elemental damage). Choose your race wisely. Here are the 10 different races available for selection, with details on each. Key: STR - Strength. Affects your starting health, how much you can carry, your maximum fatigue, and how much damage you do in melee. INT - Intelligence. Determines your maximum amount of magicka. WIL - Willpower. Affects your ability to resist magic, and your maximum fatigue. AGI - Agility. Affects your ability to dodge and hit target in melee as well as your maximum fatigue. SPD - Speed. Determines how fast you can move. END - Endurance. Affects your starting health, your health gain per level, and your maximum fatigue. PER - Personality. Affects your ability to deal with other characters and how much they like you. LUC - Luck. Affects every action you do in a small way. -------------- Argonian ------------------------------------------------------ Bonuses: Alchemy +5 Athletics +15 Illusion +5 Medium Armour +5 Mysticism +5 Spear +5 Unarmoured +5 Specials: Resist Disease (Resist Common Disease, 75%) Immune to Poison (Resist Poison, 100%) Water Breathing (Water Breathing, 120 seconds on self) Stats: STR INT WIL AGI SPD END PER LUC Male 40 40 30 50 50 30 30 40 Female 40 50 40 40 40 30 30 40 "At home in water and on land, the Argonians of Black Marsh are well suited to the treacherous swamps of their homeland, with natural immunities protecting them from disease and poison. The female life phase is highly intelligent, and gifted in the magical arts. The more aggressive male phase has the traits of the hunter - stealth, speed, and agility. Argonians are reserved with strangers, yet fiercely loyal to those they accept as friends." The Argonians are a reptilian race, fast moving and agile. Females are tended towards magic (high intelligence and willpower) but are decent in all fields. Of note is the fact that Argonians can not wear shoes or headgear, so armour selection is limited. -------------- Breton -------------------------------------------------------- Bonuses: Alchemy +5 Alteration +5 Conjuration +10 Illusion +5 Mysticism +10 Restoration +10 Specials: Magicka Bonus (Fortify Maximum Magicka 0.5x INT) Resist Magicka (Resist Magicka, 50%) Dragon Skin (Shield, 50 pts, 60 seconds on self) Stats: STR INT WIL AGI SPD END PER LUC Male 40 50 50 30 30 30 40 40 Female 30 50 50 30 40 30 40 40 "Passionate and eccentric, poetic and flamboyant, intelligent and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come out of their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment and alchemy, even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies." The Bretons are a humanoid race, built for magic use. All five schools of magicka get stat bonuses, as well as Alchemy (always useful). The Magicka Bonus is always handy, as magicka is always low for a low-levelled mage. Teamed with several particular birthsigns, the Breton is the most powerful mage available to you. -------------- Dark Elf (Dunmer) --------------------------------------------- Bonuses: Athletics +5 Destruction +10 Light Armour +5 Long Blade +5 Marksman +5 Mysticism +5 Short Blade +10 Specials: Ancestor Guardian (Sanctuary, 50 pts, 60 seconds on self) Resist Fire (Resist Fire, 75%) Stats: STR INT WIL AGI SPD END PER LUC Male 40 50 50 30 30 30 40 40 Female 30 50 50 30 40 30 40 40 "In the Empire, "Dark Elves" is the common usage, but in their Morrowind homeland, they call themselves the "Dunmer". The dark- skinned, red-eyed Dark Elves combine powerful intellect with strong and agile physiques, producing super warrors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards. In character, they are grim, distrusting, and disdainful of other races." The Dunmer are the native people of Morrowind, but even if you choose this race, you'll be labelled an outlander anyways. The specials are nothing special, and while the stats indicate the Dunmer would make a good mage, the bonuses to combat skills mean the Dunmer is versatile. -------------- High Elf (Altmer) --------------------------------------------- Bonuses: Alchemy +10 Alteration +5 Conjuration +5 Destruction +10 Enchant +10 Illusion +5 Specials: Magicka Bonus (Fortify Maximum Magicka 1.5x INT) Weakness to Magicka (Weakness to Magicka, 50%) Weakness to Fire (Weakness to Fire, 50%) Weakness to Frost (Weakness to Frost, 25%) Weakness to Shock (Weakness to Shock, 25%) Resist Disease (Resist Common Disease, 75%) Stats: STR INT WIL AGI SPD END PER LUC Male 30 50 40 40 30 40 40 40 Female 30 50 40 40 40 30 40 40 "The High Elves consider themselves the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts and sciences derive from High Elven traditions. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and High Elves boast that their sublime physical natures make them far more resistant to disease than "lesser races"." The Altmer could be thought of as the white mages of Morrowind, even though no such thing exists. High Intelligence and a lot of magicka makes for powerful magic, plus hefty bonuses to most of the skills of magicka, and Alchemy and Enchant. Most Enchanters and spellmakers you find in Morrowind are Altmer. -------------- Imperial ------------------------------------------------------ Bonuses: Blunt Weapon +5 Hand-to-Hand +5 Light Armour +5 Long Blade +10 Mercantile +10 Speechcraft +10 Specials: Star of the West (Absorb Fatigue, 200 pts on target) Voice of the Emperor (Charm, 25-50 pts, 15 seconds on target) Stats: STR INT WIL AGI SPD END PER LUC Male 40 40 30 30 40 40 50 40 Female 40 40 40 30 30 40 50 40 "The well-educated and well-spoken native of Cyrodiil are known for the discipline and training of their citizen armies. Though physically less imposing then the other races, Imperials are shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races, and to have erected the monument to peace and prosperity that comprises the Glorious Empire." The Imperials are the ruling race of Morrowind, humanoids especially skilled in dealing with people (high Mercantile, Speechcraft, and Personality). A decent class for an all-rounded character, with no emphasis in any of the three major arts. -------------- Khajiit ------------------------------------------------------- Bonuses: Acrobatics +15 Athletics +5 Hand-to-Hand +5 Light Armour +5 Security +5 Short Blade +5 Sneak +5 Specials: Eye of Night (Night Eye, 50 pts, 30 seconds on self) Eye of Fear (Demoralize Humanoid, 100 pts, 30 seconds on target) Stats: STR INT WIL AGI SPD END PER LUC Male 40 40 30 50 40 30 40 40 Female 30 40 30 50 40 40 40 40 "The Khajiit of Elsweyr can vary in appearance from nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger. The most common breed found in Morrowind, the suthay-raht, is intelligent, quick, and agile. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favour of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability." The feline Khajiit race almost match the Argonians in terms of speed and agility, especially considering their hefty Acrobatics bonus, making them well suited for steath. Ideally, they make very good thieves. Unfortunately, they also share the trait of not being able to wear boots or headwear. -------------- Nord ---------------------------------------------------------- Bonuses: Axe +10 Blunt Weapon +10 Heavy Armour +5 Long Blade +5 Medium Armour +10 Spear +5 Specials: Immune to Frost (Resist Frost, 100%) Resist Shock (Resist Shock, 50%) Woad (Shield, 30 pts, 60 seconds on self) Thunder Fist (Frost Damage, 25 pts on touch) Stats: STR INT WIL AGI SPD END PER LUC Male 50 30 40 30 40 50 30 40 Female 50 30 50 30 40 40 30 40 "The citizens of Skyrim are fearless and aggressive in war, industrious and enterprising in trade and exploration. Strong, stubborn and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and comfortable aspect of Nord culture; Nords of all classes are skilled with a variety of weapon and armour styles, and they cheerfully face battle with an ecstatic ferocity that shocks and appalls their enemies." Don't let the fairness of the humanoid Nord fool you, these guys are built for fighting. With the maximum strength available at the beginning, and big bonuses for heavy weapons and armour, they're pretty much the ultimate warrior. Teamed with natural immunities to frost and shock, they make for the best combat class. -------------- Orc ----------------------------------------------------------- Bonuses: Armorer +10 Axe +5 Block +10 Heavy Armour +10 Medium Armour +10 Specials: Resist Magicka (Resist Magicka, 25%) Berserk (Fortify Health, 20 pts, 60 seconds on self Fortify Fatigue, 200 pts, 60 seconds on self Fortify Attack, 100 pts, 60 seconds on self Drain Agility, 100 pts, 60 seconds on self) Stats: STR INT WIL AGI SPD END PER LUC Male 45 30 50 35 30 50 30 40 Female 45 40 45 35 30 50 25 40 "These sophisticated barbarian beast peoples of the Wrothgarian and Dragontail Mountains are noted for their unshakeable courage in war and their unflinching endurance of hardships. Orc warriors in heavy armour are among the finest front-line troops in the Empire. Most Imperial citizens regard Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes." The Orcs are another direct combat-related class. High strength and high endurance makes for a good warrior, albeit one that doesn't move too fast and isn't really friendly. The combat stat bonuses are nice, but the Nord outclasses the Orc in just about every way. Plus the Nord is prettier. -------------- Redguard ------------------------------------------------------ Bonuses: Athletics +5 Axe +5 Blunt Weapon +5 Heavy Armour +5 Long Blade +15 Medium Armour +5 Short Blade +5 Specials: Resist Disease (Resist Common Disease, 75%) Resist Poison (Resist Poison, 75%) Adrenaline Rush (Fortify Agility, 50 pts, 60 seconds on self Fortify Strength, 50 pts, 60 seconds on self Fortify Speed, 50 pts, 60 seconds on self Fortify Endurance, 50 pts, 60 seconds on self Fortify Health, 25 pts, 60 seconds on self) Stats: STR INT WIL AGI SPD END PER LUC Male 50 30 30 40 40 50 30 40 Female 40 30 30 40 40 50 40 40 "The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinity for many weapon and armour styles, Redguards are also physically blessed with hardy constitutions and quickness of foot." The Redguard is another humanoid combat-oriented class, with a twist - Adrenaline Rush. Man, I wish that was a spell you could cast. Even without it, they make fine warriors... in fact, they make fine just about anything. Very balanced character, no matter what your job class. -------------- Wood Elf (Bosmer) --------------------------------------------- Bonuses: Acrobatics +5 Alchemy +5 Light Armour +10 Marksman +15 Sneak +10 Specials: Resist Disease (Resist Common Disease, 75%) Beast Tongue (Command Creature, 5 levels, 600 seconds on target) Stats: STR INT WIL AGI SPD END PER LUC Male 30 40 30 50 50 40 30 40 Female 30 40 30 50 50 40 30 40 "The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests. These country cousins of the High Elves and the Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Wood Elves are especially suitable as scouts, agents, and thieves. But most of all, the Wood Elves are known for their skills with bows; there are no finer archers in all of Tamriel." The Wood Elves, or Bosmer as everyone refers to them, are an exceptionally good stealth based class. Travelling light, with light armour, and ranged weapons, they are perfect thieves, though they can be suited to warriors as well, given the right class. ------------------------------------------------------------------------------ [2.3.2] Class Selection ------------------------------------------------------------------------------ This is perhaps the most important choice you will make, in creating your character. Choosing a class involves taking the complete set of 27 skills (Alchemy, Marksman, etc.) and dividing them into categories - five to be used as major skills, five as minor, and the rest as miscellaneous. This section ties in closely with section 2.3, Skills and Levelling Up, as to create a decent character with a good class, you'll need to know what skills you're most likely to use most. To create a good class, the skills you use most should go in the major category. For example, a decent mage should place many if not all of the schools of magicka in his major skills, as he will be relying on them during battle. Warriors should choose at least one weapon and one armour skill. Major skills level up the fastest, so should be chosen wisely. Secondary skills, ones you will also use but not as often, should go in the minor skill category. These will level up more slowly with use, but still faster than a miscellanous skill. Here is where careful planning of your character will come in to play. All other skills are placed in the miscellaneous category. You can still use them, level them up, and become proficient in them, but the process will take a lot longer. Other factors come into class selection as well. Each class names a centralized art (stealth, combat, or magic) to specialize in. Depending on which you choose, each skill in the class will gain +5 in stats and be easier to level up. You can also name two favorite attributes, and each skill under each of the attributes will recieve a +10 bonus. For a full listing of skills, their details, and their governing attributes, see section 2.3. Skills and Levelling Up. For convenience, and to provide lots of good examples of class specialization, the game provides a number of classes to choose from. When you meet up with Socucius Ergalla, he will give you three method of determining your class. One, you can answer a bunch of non-sensical questions that will supposedly determine your correct class. (Don't choose this one.) Two, you can choose your own from the list provided. Or three, you can specify your own major/minor skills, specialization and favourite attributes. Depending on your knowledge of the game, I would choose one of the last two options. And I'll run through all of the example classes for you, to give you an idea for them and what they're good for. -------------- Acrobat ------------------------------------------------------- Special: Stealth Attributes: Agility, Endurance Major Skills: Acrobatics, Athletics, Marksman, Sneak, Unarmoured Minor Skills: Speechcraft, Alteration, Spear, Hand-to-Hand, Light Armour "'Acrobat' is a polite euphemism for agile burglars and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture." -------------- Agent --------------------------------------------------------- Special: Stealth Attributes: Personality, Agility Major Skills: Speechcraft, Sneak, Acrobatics, Light Armour, Short Blade Minor Skills: Mercantile, Conjuration, Block, Unarmoured, Illusion "Agents are operatives skilled in deception and avoidance, but trained in self-defense and the use of deadly force. Self-reliant and independent, agents devote themselves to personal goals, or to various patrons or causes." -------------- Archer -------------------------------------------------------- Special: Combat Attributes: Agility, Strength Major Skills: Marksman, Long Blade, Block, Athletics, Light Armour Minor Skills: Unarmoured, Spear, Restoration, Sneak, Medium Armour "Archers are fighters specializing in long-range combat and rapid movement. Opponents are kept at distance by ranged weapons and swift maneuver, and engaged in melee with sword and shield after the enemy is wounded and weary." -------------- Assassin ------------------------------------------------------ Special: Stealth Attributes: Speed, Intelligence Major Skills: Sneak, Marksman, Light Armour, Short Blade, Acrobatics Minor Skills: Security, Long Blade, Alchemy, Block, Athletics "Assassins are killers who rely on stealth and mobility to approach victims undetected. Execution is with ranged weapons or with short blades for close work. Assassins include ruthless murderers and principled agents of noble causes." -------------- Barbarian ----------------------------------------------------- Special: Combat Attributes: Strength, Speed Major Skills: Axe, Medium Armour, Blunt Weapon, Athletics, Block Minor Skills: Acrobatics, Light Armour, Armorer, Marksman, Unarmoured "Barbarians are the proud, savage warrior elite of the plains nomads, mountain tribes, and sea reavers. They tend to be brutal and direct, lacking civilized graces, but they glory in heroic feats, and excel in fierce, frenzied single combat." -------------- Bard ---------------------------------------------------------- Special: Stealth Attributes: Personality, Intelligence Major Skills: Speechcraft, Alchemy, Acrobatics, Long Blade, Block Minor Skills: Mercantile, Illusion, Medium Armour, Enchant, Security "Bards are loremasters and storytellers. They crave adventure for the wisdom and insight to be gained, and must depend on sword, shield, spell and enchantment to preserve them from the perils of their educational experiences." -------------- Battlemage ---------------------------------------------------- Special: Magic Attributes: Intelligence, Strength Major Skills: Alteration, Destruction, Conjuration, Axe, Heavy Armour Minor Skills: Mysticism, Long Blade, Marksman, Enchant, Alchemy Spells: Shield (Shield, 5 pts, 30 seconds on self) Water Walking (Water Walking, 60 seconds on self) Bound Dagger (Bound Dagger, 60 seconds on self) Summon Ancestral Ghost (Summon Ancestral Ghost, 60 sec on self) Fire Bite (Fire Damage, 15-30 pts on touch) "Battlemages are wizard-warriors, trained in both lethal spellcasting and heavily armored combat. They sacrifice mobility and versatility for the ability to supplement melee and ranged attacks with elemental damage and summoned creatures." -------------- Crusader ------------------------------------------------------ Special: Combat Attributes: Agility, Strength Major Skills: Blunt Weapon, Long Blade, Destruction, Heavy Armour, Block Minor Skills: Restoration, Armorer, Hand-to-Hand, Medium Armour, Alchemy Spells: Fire Bite (Fire Damage, 15-30 pts on touch) "Any heavily armoured warrior with spellcasting powers and a good cause may call himself a Crusader. Crusaders do well by doing good. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil." -------------- Healer -------------------------------------------------------- Special: Magic Attributes: Willpower, Personality Major Skills: Restoration, Mysticism, Alteration, Hand-to-Hand, Speechcraft Minor Skills: Illusion, Alchemy, Unarmoured, Light Armour, Blunt Weapon Spells: Hearth Heal (Restore Health, 20-80 pts on self) Shield (Shield, 5 pts, 30 seconds on self) Water Walking (Water Walking, 60 seconds on self) Detect Creature (Detect Animal, 50-150 ft, 5 seconds on self) "Healers are spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. When threatened, they defend themselves with reason and disabling attacks and magic, relying on deadly force only in extremity." -------------- Knight -------------------------------------------------------- Special: Combat Attributes: Strength, Personality Major Skills: Long Blade, Axe, Speechcraft, Heavy Armour, Block Minor Skills: Restoration, Mercantile, Medium Armour, Enchant, Armorer "Of noble birth, or distinguished in battle or tourney, knights are civilized warriors, schooled in letters and courtesy, governed by the codes of chivalry. In addition to the arts of war, knights study the lore of healing and enchantment." -------------- Mage ---------------------------------------------------------- Special: Magic Attributes: Intelligence, Willpower Major Skills: Mysticism, Destruction, Alteration, Illusion, Restoration Minor Skills: Enchant, Alchemy, Unarmoured, Short Blade, Conjuration Spells: Hearth Heal (Restore Health, 20-80 pts on self) Shield (Shield, 5 pts, 30 seconds on self) Water Walking (Water Walking, 60 seconds on self) Fire Bite (Fire Damage, 15-30 pts on touch) Chameleon (Chameleon, 10%, 30 seconds on self) Sanctuary (Sanctuary, 10 pts, 30 seconds on self) Detect Creature (Detect Animal, 50-150 ft, 5 seconds on self) "Most mages claim to study magic for its intellectual rewards, but they also often profit from its practical applications. Varying widely in temperament and motivation, mages share but one thing in common - an avid love of spellcasting." -------------- Monk ---------------------------------------------------------- Special: Stealth Attributes: Agility, Willpower Major Skills: Hand-to-Hand, Unarmoured, Athletics, Acrobatics, Sneak Minor Skills: Block, Marksman, Light Armour, Restoration, Blunt Weapon "Monks are students of the ancient martial arts of hand-to-hand combat and unarmoured self defense. Monks avoid detection by stealth, mobility, and agility, and are skilled with a variety of ranged and close-combat weapons." -------------- Nightblade ---------------------------------------------------- Special: Magic Attributes: Willpower, Speed Major Skills: Mysticism, Illusion, Alteration, Sneak, Short Blade Minor Skills: Light Armour, Unarmoured, Destruction, Marksman, Security Spells: Shield (Shield, 5 pts, 30 seconds on self) Water Walking (Water Walking, 60 seconds on self) Fire Bite (Fire Damage, 15-30 pts on touch) Chameleon (Chameleon, 10%, 30 seconds on self) Sanctuary (Sanctuary, 10 pts, 30 seconds on self) Detect Creature (Detect Animal, 50-150 ft, 5 seconds on self) "Nightblades are spellcasters who use their magics to enhance mobility, concealment, and stealthy close combat. They have a sinister reputation, since many nightblades are thieves, enforcers, assassins, or covert agents." -------------- Pilgrim ------------------------------------------------------- Special: Stealth Attributes: Personality, Endurance Major Skills: Speechcraft, Mercantile, Marksman, Restoration, Medium Armour Minor Skills: Illusion, Hand-to-Hand, Short Blade, Block, Alchemy Spells: Hearth Heal (Restore Health, 20-80 pts on self) "Pilgrims are travellers, seekers of truth and enlightenment. They fortify themselves for road and wilderness with arms, armour, and magic, and through wide experience of the world, they become shrewd in commerce and persuasion." -------------- Rogue --------------------------------------------------------- Special: Combat Attributes: Speed, Personality Major Skills: Short Blade, Mercantile, Axe, Light Armour, Hand-to-Hand Minor Skills: Block, Medium Armour, Speechcraft, Athletics, Long Blade "Rogues are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive." -------------- Scout --------------------------------------------------------- Special: Combat Attributes: Speed, Endurance Major Skills: Sneak, Long Blade, Medium Armour, Athletics, Block Minor Skills: Marksman, Alchemy, Alteration, Light Armour, Unarmoured "Scouts rely on stealth to survey routs and opponents, using ranged weapons and skirmish tactics when forced to fight. By contrast with barbarians, in combat scouts tend to be cautious and methodical, rather than impulsive." -------------- Sorcerer ------------------------------------------------------ Special: Magic Attributes: Intelligence, Endurance Major Skills: Enchant, Conjuration, Mysticism, Destruction, Alteration Minor Skills: Illusion, Medium Armour, Heavy Armour, Marksman, Short Blade Spells: Shield (Shield, 5 pts, 60 seconds on self) Water Walking (Water Walking, 60 seconds on self) Bound Dagger (Bound Dagger, 60 seconds on self) Summon Ancestral Ghost (Summon Ancestral Ghost, 60 sec on self) Fire Bite (Fire Damage, 15-30 pts on touch) Detect Creature (Detect Animal, 50-150 ft, 5 seconds on self) "Though spellcasters by vocation, sorcerers rely most on summonings and enchantments. They are greedy for magic scrolls, rings, armour and weapons, and commanding undead and Daedric servants gratifies their egos." -------------- Spellsword ---------------------------------------------------- Special: Magic Attributes: Willpower, Endurance Major Skills: Block, Restoration, Long Blade, Destruction, Alteration Minor Skills: Blunt Weapon, Enchant, Alchemy, Medium Armour, Axe Spells: Hearth Heal (Restore Health, 20-80 pts on self) Shield (Shield, 5 pts, 30 seconds on self) Water Walking (Water Walking, 60 seconds on self) Fire Bite (Fire Damage, 15-30 pts on touch) |
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