The Elder Scrolls 3: Morrowind GOTY Walkthrough :
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Walkthrough - Custom Class FAQ
____________________________ Elder Scrolls III: Morrowind Game of the Year Edition Custom Class FAQ and Suggestions Xbox/PC January 31st 2006 Version: 1.6 Written By: Brandon Rad Email: The_True_Lord_Of_The_Sith@hotmail.com Note: When you E-mail me use the subject: Morrowind GOTY ---------------------------------------------------------------------- .This is copyright 2005 by Brandon Rad (So don’t do anything to this . .FAQ, but e-mail me if you want to put it on a different site!) . . . .And.. . . . .Elder Scrolls III: Morrowind is copyright by Bethesda Softworks, . .Microsoft, ZeniMax Media Inc, Dolby Digital, and the other sponsors . ---------------------------------------------------------------------- Version History ====================================================================== Version 1.0 January 31st: Started FAQ February 1st: Finished my Custom Classes and finished chapters 3-5 and finished FAQ. Version 1.1 February 3rd: Edited all mistakes and added Races chapter + more pre- made classes. February 13th: Added Wizzrobe Class. Version 1.2 March 15th: Added Myrmidon Class. March 31st: Added Wandering Swordsmen Class. Version 1.3 April 11th: Added Savior Class. April 17th: Added Templar Class and the “Fencer” Class. Version 1.4 June 8th: Added Defender Class. June 13th: Added Spellthief Class. Version 1.5 June 19th: Added Custom Battlemage Class. June 21st: Added Dragoon Class. Version 1.6 June 22nd: Added Samurai and Arkangel Class. July 10th: Added Monk (Remade), Dark Paladin, Berserker, Warlord, Bishop/Priestess, CAT, Hunter, and Facilitator Class. ---------------------------------------------------------------------- Table of Contents ---------------------------------------------------------------------- 1. Introduction 2. Attributes 3. Major and Minor Skills 4. Races 5. Making a Custom Class 6. Making a Good Custom Class 7. My Classes 8. Questions & Answers 9. Special Thanks ---------------------------------------------------------------------- 1. Introduction ---------------------------------------------------------------------- First off, this FAQ is for people who need help on making a custom class, or need a pre-made class that isn’t the ones made by the game. If want, (and I’d love it) is if you e-mail me your own pre-made class. ====================================================================== 2. Attributes The attributes are the main thing that lets your character grow. Your character gains a level when you have 10 of your Major or Minor skills grow a level, Other skills DO NOT count. You gain three attribute points per level and a multiplication modifier depending on what the governing attribute of the skill was. Each skill will help a Combat, Magic, or Stealth class more than each other: Strength: Governs how much damage you do with a weapon and how much you can carry and you max fatigue and affects your starting health. Good for Combat classes. Speed: Governs how fast you can run + bonuses from the Athletics skill. Good with all classes, especially Stealth. Endurance: Governs how much fatigue you have and you how much health you gain every level and affects your starting health. Good with all classes, especially Combat. Agility: Governs how often you hit and dodge. Good with all classes, especially Stealth. Willpower: Governs how much you resist magic and you maximum fatigue. Good with Magic classes. Intelligence: Determines you max Magicka. Good with Magic classes. Personality: Determines how much people like you when you first talk to them and how often your Admire, Intimidate, Taunt, and Pay 10/100/1000 works. A good speechcraft is also required. Good with all classes. Luck: Affects everything you do in a little way. Good for all classes. (If I missed an effect, email me and I will correct it.) ====================================================================== 3. Major and Minor Skills This are most important when deciding what type of character you want, what will it specialize in, if it’s a mixed class or not, etc. There are three classes for each skill, Combat, Magic, and Stealth: Combat: As you may have guessed, Combat is for the people who want to just start a huge brawl with no prepared items or ammunition. And if you want you can put your stats into “use swords to kill stuff with”. (Which isn’t a real skill, by the way). The best races for it are the Dark Elf, the Imperial, the Nord, the Orc, the Redguard, and the Argonian. Block: Affects how often you block and how effective it is Governing Attribute: Agility Long Blade: Affects how often you hit with a long blade and how effective it is. Governing Attribute: Strength Axe: Affects how often you hit with an axe and how effective it is. Governing Attribute: Strength Athletics: Affects how fast you run and how effectively. Governing Attribute: Speed Spear: Affects how often you hit with a spear and how effective it is. Governing Attribute: Endurance Heavy Armor: Affects how much defense you receive from heavy armors. Governing Attribute: Endurance Medium Armor: Affects how much defense you receive from medium armors. Governing Attribute: Endurance Blunt Weapon: Affects how often you hit with a hammer, mace, staff, etc, and how effective it is. Governing Attribute: Strength Armorer: Affects how often and well you repair damaged weapons and armors yourself. Governing Attribute: Strength Magic: That old black magic. The most clichéd class when you are picking a character in a limit of one second is usually the sorcerer. Don’t let the mages deceive you with their small looks. They are devastating, especially a high level one. They can be a bit advanced for new players because of he complex magic system, but give them a try, you won’t regret it. The best races for it are the Argonian, the High Elf, and the Breton. Mysticism: Affects the power of special abilities like telekinesis. Governing Attribute: Willpower Illusion: Allows you to create illusions and become invisible and other powers. Governing Attribute: Personality Destruction: Affects your magic-power with elemental magic such as Shock, Frost, Fire, etc. Governing Attribute: Willpower Restoration: Affects your power of healing spells and fortifications to abilities. Governing Attribute: Willpower Alteration: Affects magic that alters real-time physics and gravity and anything else not possible. Governing Attribute: Willpower Conjuration: Affects magic the summons artificial creatures and weapons. Governing Attribute: Intelligence Unarmored: Affects your defense with no armor on. Governing Attribute: Speed Alchemy: Affects how well and often you create potions. Governing Attribute: Intelligence Enchant: Affects how well you can enchant normal weapons into magical and restore magical weapons power. Governing Attribute: Intelligence Stealth: The most sneaky class of them all. They are adept in sneaking and lockpicking. Their skills can be extremely useful, especially when traversing towns in the night. The only useful spells they can use are the open and invisibility spells. The best races for it are the Dark Elf, the Khajiit, and the Wood Elf. Sneak: Affects how well you can pickpocket people without being caught. Governing Attribute: Agility Security: Affects the how often you can lockpick and what power lock you can lockpick. Governing Attribute: Intelligence Marksman: Affects how well you hit with a ranged weapon and how effective it is. Governing Attribute: Agility Short Blade: Affects how well you hit with a Short Blade and how effective it is. Governing Attribute: Speed Light Armor: How much defense you receive from light armors. Governing Attribute: Agility Hand-to-Hand: Affects how much you fatigue your enemy when attack with fists. Also affects how often you hit. Governing Attribute: Speed Acrobatics: Affects how high you jump and how high of falls you can take. Governing Attribute: Strength Mercantile: Affects how well you barter to raise or lower prices. Governing Attribute: Personality Speechcraft: Affects how often you can persuade people with your admire, taunt, intimidate, and bribe 10/100/1000 gold. A good Speechcraft requires a good Personality. Governing Attribute: Personality ====================================================================== 4. Races Races are essential when making a custom class. You wouldn’t want to make a Warrior character with a Magic based race, would you? Well the following list the Base Statistics for each race along with it’s racial bonuses: Argonian Favored Class Type: Magic Base Attributes: Racial Traits: Strength: 40 Alchemy +5 Intelligence: 50 Athletics +15 Willpower: 30 Illusion +5 Agility: 40 Medium Armor +5 Speed: 40 Mysticism +5 Endurance: 30 Unarmored +5 Personality: 30 Luck: 40 Specials: Resist Disease: Resist Common Disease 75% Immune to Poison: Resist Poison 100% Water Breathing: Water Breathing Spell 60 seconds Breton Favored Class Type: Magic Base Attributes: Racial Traits: Strength: 30 Alchemy +5 Intelligence: 50 Alteration +5 Willpower: 50 Conjuration +10 Agility: 40 Illusion +5 Speed: 30 Mysticism +10 Endurance: 30 Restoration +10 Personality: 40 Luck: 40 Specials: Magicka Bonus: Fortify Magicka by 0.5x Intelligence Resist Magicka: Resist Magicka 50% Dragon Skin: Shield 50 points for 60 seconds Dark Elf Favored Class Type: Combat/Magic/Sneak Strength: 40 Racial Traits: Intelligence: 40 Athletics +5 Willpower: 30 Destruction +10 Agility: 40 Light Armor +5 Speed: 50 Long Blade +5 Endurance: 30 Marksman +5 Personality: 40 Mysticism +5 Luck: 40 Short Blade +10 Specials: Ancestor Guardian: Sanctuary 50 points on Self 60 seconds Resist Fire: Resist Fire 75% High Elf Favored Class Type: Magic Base Attributes: Racial Traits: Strength: 40 Alchemy +10 Intelligence: 50 Alteration +5 Willpower: 40 Conjuration +5 Agility: 40 Destruction +10 Speed: 40 Enchant +10 Endurance: 30 Illusion +5 Personality: 40 Luck: 40 Specials: Magicka Bonus: Fortify Magicka 1.5x Intelligence 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 Disease 75% Imperial Favored Class Type: Combat Base Attributes: Racial Traits: Strength: 40 Mercantile +10 Intelligence: 40 Blunt Weapon +5 Willpower: 40 Hand-to-Hand +5 Agility: 30 Light Armor +5 Speed: 30 Long Blade +10 Endurance: 40 Speechcraft +10 Personality: 50 Luck: 40 Specials: Star of the West: Absorb Fatigue 200 points on target Voice of the Emperor: Charm 25-50 points on target for 15 seconds Khajiit Favored Class Type: Stealth Base Attributes: Racial Traits: Strength: 30 Acrobatics +15 Intelligence: 40 Athletics +5 Willpower: 30 Hand-to-Hand +5 Agility: 50 Light Armor +5 Speed: 40 Security +5 Endurance: 40 Short Blade +5 Personality: 40 Sneak +5 Luck: 40 Specials: Eye of Night: Night Eye 50 points for 30 seconds on self Eye of Fear: Demoralize Humanoid 100 points for 30 seconds on target Nord Favored Class Type: Combat Base Attributes: Racial Traits: Strength: 50 Axe +10 Intelligence: 30 Blunt Weapon +10 Willpower: 50 Heavy Armor +5 Agility: 30 Long Blade +5 Speed: 40 Medium Armor +10 Endurance: 40 Spear +5 Personality: 30 Luck: 40 Specials: Immune to Frost: Resist Frost 100% Resist Shock: Resist Shock 50% Woad: Shield 30 points on self for 60 seconds Thunder Fist: Frost Damage 25 points on target Orc Favored Class Type: Combat Base Attributes: Racial Traits: Strength: 45 Armorer +10 Intelligence: 40 Axe +5 Willpower: 45 Block +10 Agility: 35 Heavy Armor +10 Speed: 30 Medium Armor +10 Endurance: 50 Personality: 25 Luck: 40 Specials: Resist Magicka: Resist Magicka 25% Berserk: Fortify Health 20 points Fortify Fatigue 200 points Fortify Attack 100 points Drain Agility 100 points All effects last for 60 seconds Redguard Favored Class Type: Combat Base Attributes: Racial Traits: Strength: 40 Athletics +5 Intelligence: 30 Blunt Weapon +5 Willpower: 30 Axe +5 Agility: 40 Heavy Armor +5 Speed: 40 Long Blade +15 Endurance: 50 Medium Armor +5 Personality: 40 Short Blade +5 Luck: 40 Specials: Resist Disease: Resist Common Disease 75% Resist Poison: Resist Poison 75% Adrenaline Rush: Fortify Agility 50 points Fortify Strength 50 points Fortify Speed 50 points Fortify Endurance 50 points Fortify Health 25 points All effects last for 60 seconds Wood Elf Favored Class Type: Combat/Stealth Base Attributes: Racial Traits: Strength: 30 Acrobatics +5 Intelligence: 40 Alchemy +5 Willpower: 30 Sneak +10 Agility: 50 Light Armor +10 Speed: 50 Marksman +15 Endurance: 30 Personality: 40 Luck: 40 Specials: Resist Disease: Resist Disease 75% Beast Tongue: Command Creatures 5 Levels for 600 seconds on target ====================================================================== 5. Making a Custom Class To make a custom class, it pretty much takes a good imagination and a solid character plan. Also to start it, when you first get off the boat in Sayda Neen when you first enter the Census office tell the man to “Fill out Forms Yourself” (A) (Xbox version). Then you will be able to make your own custom class. It needs a name, a specialization, favored attributes, and major and minor skills. If you don’t want a custom class, (Even though you probably do because of your presence in this FAQ), you can also press (Y) for a random class or (X) to pick a pre- made class. (Not mine). 6. Making a Good Custom Class To make a good custom class you must already have a character idea or you might be on the Television or PC forever. Refer to chapters 2 and 3 for how to do it. Also refer to “My Classes” for ideas or a pre-made character. If your making a Warrior character you should pick the attributes Strength and another skill, such as Endurance. Your major skills should be anything in the Combat section, though it won’t be breaking the law if you pick something from the magic section, mix classes are always fun. Major skills increase your base points by 30 or so + you racial bonuses + your specialization. Same with minor skills. ====================================================================== 7. My Classes Here are some of my custom classes, use them to your desire: Paladin Specialization: Combat Favored Attributes: Strength and Intelligence Star Sign: The Ritual Major Skills Minor Skills Long Sword Block Heavy Armor Mysticism Restoration Acrobatics Athletics Mercantile Speechcraft Armorer The Paladin is a effective class for Magic and Combat. When fighting, instead of using potions and such, you can just use restoration magic to heal yourself from major or minor wounds. Mara’s Gift is a good way to heal a lot of Health to yourself. Paladins specialize in using Long swords in a way of combat for a nice touch, they can also use Blunt Weapons if you wish. Necromancer Specialization: Magic Favored Attributes: Intelligence and Willpower Star Sign: The Mage Major Skills Minor Skills Long Sword Mysticism Conjuration Acrobatics Destruction Restoration Athletics Illusion Unarmored Alteration The Necromancer is a powerful class when you need reinforcements in battle. For a small power boost from their week magic, they use long swords for battle. The Necromancer is a mage who summons and controls the undead, so use conjuration to your advantage. Bound sword will make a nice touch to your undead army. Lycan Specialization: Combat Favored Attributes: Speed and Strength Star Sign: The Steed Major Skills Minor Skills Long Sword Hand-to-Hand Heavy Armor Unarmored Medium Armor Block Athletics Sneak Acrobatics Mercantile The Lycan class is basically for those who want to virtually be a Lycan in the nighttime and the daytime. Only use when you become a werewolf, it works more effectively. Bard (Remade) Specialization: Stealth Favored Attributes: Personality and Luck Star Sign: The Lady Major Skills Minor Skills Short Blade Sneak Acrobatics Light Armor Speechcraft Athletics Mercantile Marksman Security Medium Armor Bards are very good persuaders and somewhat well fighters. I remade the bard to my own liking so it may be the same, may be different. The marksman skill is really only for a throwing knife to make an authentic bard. A good Personality and Speechcraft will be making everyone drop at your glance, especially with The Lady. And try stealing the Lute in Balmora for extra authenticity. Berne Vampire Specialization: Stealth Favored Attributes: Speed and Agility Star Sign: The Shadow Major Skills Minor Skills Short Blade Athletics Light Armor Hand-to-Hand Acrobatics Illusion Sneak Mysticism Security Destruction This class is based on those whom want to be 100% vampire. It is recommended that if you use this class that you select the Berne clan (refer to Vampire FAQ for locations). I know that when you become a Berne Vampire, your skills will increase by 50 or so, making you unstoppable. I feel the shadow is a good skill for Berne Vampires because you may need to become invisible when crossing towns. Aundae Vampire Specialization: Magic Favored Attributes: Intelligence and Agility Star Sign: The Atronach Major Skills Minor Skills Short Blade Acrobatics Destruction Athletics Unarmored Hand-to-Hand Mysticism Sneak Illusion Alteration Same thing as above, should only be recommended for those of the Aundae Clan. And also after contracting vampirism, your skills will raise by 50 or so. I feel the Atronach is the best sign for this class because you will be so unstoppable anyways, you won’t need to be afraid when absorbing Magicka. Hell, absorb Health while you’re at it too. Quarra Vampire Specialization: Combat Favored Attribute: Strength and Agility Star Sign: The Warrior Major Skills Minor Skills Long Blade Illusion Athletics Mysticism Heavy Armor Destruction Hand-to-Hand Blunt Weapons Acrobatics Sneaks If you read above, you would know where I’m going with this. Anyways, if you thought you were powerful with your level 20 Warrior try being a level 1 Quarra Vampire with stats above. Your strength will increase by a massive 50, making your base, (varying with race) say its 40, making it 90 at level 1! And all of your skills will also rise. You will conquer all. Pick any sign you want, I feel the Warrior works best though. (Submitted by Indiancheefah@msn.com) Wizzrobe Specialization: Magic Favored Attributes: Intelligence and Willpower Star Sign: The Mage Major Skills Minor Skills Destruction Restoration Illusion Enchant Mysticism Conjuration Medium Armor Light Armor Blunt Weapon Alchemy A 100% Mage type character. The powerful magic attacks will be blowing away your enemies. With almost every magic attack hitting, it will be hard to escape especially if you have an area attack. Exceptionally not very tough. Can get killed easily, but can kill easily. (Submitted by OddAngel90@msn.com) Myrmidon Specialization: Stealth Favored Attributes: Agility & Personality Star Sign: The Lady Major Skills Minor Skills Long Blade Athletics Short Blade Destruction Light Armor Enchant Mercantile Acrobatics Speechcraft Marksmen A decent stealth warrior. More or less, easy to hit with yet each strike isn’t so powerful. His stealthy approach can lead to a critical hit though. He can speak to people and charm them as a knight can. We conquer cities when high level with high strength and agility. (Submitted by firstname.lastname@example.org) Wandering Swordsmen Specialization: Combat Favored Attributes: Strength/Agility and Intelligence/Speed Star Sign: The Warrior/The Steed Major Skills Minor Skills Long Blade Alchemy/Mysticism Light Armor Medium/Unarmored Athletics Acrobatics Armorer Enchanting Restoration Mercantile/Speechcraft A lone wolf, rather spending his time in the wild then in town. With Armorer, Restoration, Enchanting and Alchemy powers, the Wondering Swordsman can stay in the wild he loves for long periods of time. All of this time spent away from others has let the Swordsman practice his people skills in marketing/charming others when he does stop off in civilization. A good class, may level up faster than others, but still a great class for swift movement. Try using a magic skill or something for Sneak/Security to be a Combat/Thief class. (Submitted by email@example.com) Savior Specialization: Stealth Favored Attributes: Agility and Intelligence Star Sign: The Thief Major Skills Minor Skills Sneak Acrobatics Marksman Destruction Security Conjuration Alteration Alchemy Medium Armor Mercantile A mix between a mage and a thief. The Specialization may be either Stealth or Magic, but either way, each way fares good. Decent damage, good archer, if you want a mage-thief character, this is your character. (Submitted by Dylan.Thomas@videotron.ca) Templar Specialization: Combat/Stealth Favored Attributes: Endurance and Willpower Star Sign: The Lady Major Skills Minor Skills Spear Mysticism Restoration Speechcraft Long Sword Enchant Medium Armor Blunt Weapon Heavy Armor Conjuration The Templars are knights who have sworn a holy oath to protect the ones closest to them. Templars have the great power of Restoration, so healing is never a problem. They also know some other types of magic, but it isn't as good as their healing powers. Templars are also natural fighters, being skilled with spears and swords alike and they can maintain the heaviest of armors. With a good set of armor, a Templar can become nearly impossible to take down. (Submitted by Dylan.Thomas@videotron.ca) Fencer Specialization: Combat/Stealth Favored Attributes: Strength and Speed Star Sign: The Tower Major Skills Minor Skills Long Sword Light Armor Short Sword Security Athletics Acrobatics Unarmored Hand to Hand Sneak Illusion Fencers are rapid fighters that always act before thinking. Their skill with a sword is unmatched across all of Tamriel. Fencers are very agile and if they can't handle a battle, they can easily escape from it, but that doesn't happen all that often. Fencers don't like to wear a lot of armor, if any, so Fencers have learned the way of unarmored combat. Fencers also practice the Art of Illusions, just incase for sticky situations. (Submitted by firstname.lastname@example.org AKA Mechsaurian) Defender Specialization: Combat Favorite Attributes: Strength and Endurance Star Sign: The Atronach Major Skills Minor Skills Spear Mysticism Long Blade Alchemy Heavy Armor Athletics Restoration Speechcraft Alteration Mercantile Basically, a jack-of-all-trades warrior. While it may seem redundant to have two weapon specializations, there's very good reasons for both. Spears are included because they are cheap, light, and do a lot of damage, making them good weapons to use on run-of the-mill enemies because they are essentially expendable. You might even consider carrying a second spear for when the first breaks. Swords are there because enchanted swords are easy to find, and thus swords are good in general. The magic is for healing and taking care of locks, levitating, making potions, and basically anything that is more convenient to do with a spell. This class is great for Argonians and Imperials, as it goes very well with their respective natural abilities. (Submitted by Strahdis@aol.com) Spellthief Specialization: Stealth Favored Attributes: Agility and Intelligence Star Sign: The Lady Major Skills Minor Skills Alchemy Athletics Alteration Destruction Light Armor Mercantile Mysticism Short Blade Security Speechcraft The star sign can be changed, I just prefer the Lady since endurance isn't the easiest attribute to increase. To be really effective, you should spend some money at a trainer to increase your Destruction skill, especially if playing a Breton since they're less effective in combat. I usually train up the other armor skills to gain better endurance modifiers at level up, and it isn't a bad idea to train in another weapon skill in case you decide to relegate your Short Blade to a secondary weapon. For joining factions, this class works best with the Thieves' Guild, Mages' Guild, and House Telvanni, as well as the Morag Tong, though I usually wait a while before joining them. (Submitted by email@example.com) Custom Battlemage Specialization: Magic Favored Attributes: Strength and Intelligence Star Sign: The Lady Major Skills Minor Skills Heavy Armor Illusion Long Blade Conjuration Block Restoration Alchemy Mysticism Alteration Mercantile He’s kind of hard for beginner because at the beginning (first 10 hour ) he’s pretty tough because of his practically non-good-magic spell... but when he start getting good spell and made a few mage quest.... he very good. (Submitted by JaspAllen@aol.com) Dragoon Specialization: Combat Favored Attributes: Speed and Strength Star Sign: The Lady Major skills Minor skills Long sword Sneak Medium Armor Block Mercantile Axe Conjuration Athletics Security Restoration The dragoon is a warrior packed with hard hitting skills and medium armor for less noise while sneaking. Conjuration for allies when needed. Although lacking the use of spears or bows the athletics skill lets he/she gain on the fast moving or far away enemies. in bloody situations healing may be required if no health potions present. (Submitted by firstname.lastname@example.org) Samurai Specialization: Combat Favored Attributes: Strength and Agility Star Sign: The Steed Major Skills Minor Skills Long Blade Spear Short Blade Speechcraft Block Hand-to-Hand Light Armor Athletics Medium Armor Marksmen The Samurai is a swift warrior that can deal deadly blows to your foes. It’s skill with long blades and short blades make him versatile with what type of weapon you enjoy using most. (Submitted by email@example.com) Arkangel Specialization: Combat Favored Attributes: Intelligence and Strength Star Sign: The Lady Major skills Minor skills Long sword Alchemy Heavy armor Alteration Speechcraft Marksman Conjuration Mysticism Security Restoration A holy warrior clad in ebony armor wielding the ice blade of monarch sent to earth to dispatch the evils of Dagoth Ur and kick buttocks using basic healing skills and the ability to float around and shoot the foes of mankind and then teleport away with all their treasures.... hehehehe. Monk (Remade) (Submitted by firstname.lastname@example.org) Specialization: Combat Favored Attributes: Strength and Agility Star Sign: The Thief Major skills Minor skills Light Armor Alchemy Hand-to-Hand Athletics Blunt Weapon Acrobatics Block Restoration Illusion Marksman Monks hone the power of their bodies and use them as weapons. They prefer avoiding attacks as opposed to absorbing them. They utilize their fists and blunt objects to inflict damage and incapacitate their enemies. They posses the strange power to focus energy and mend their wounds and purge themselves of poisons and diseases. They have the ability to cloak themselves and feign death, as well as being extremely nimble. Dark Paladin (Submitted by The_Dark_Paladin_06) Specialization: Combat Favored Attributes: Strength and Endurance Star Sign: The Tower Major Skills Minor Skills Spear Long Blade Unarmored Heavy Armor Acrobatics Athletics Mercantile Speechcraft Restoration Alchemy The Dark Paladin is a combat oriented class that grows in strength quickly. The unarmored and heavy armor skills are a helpful way to apply a couple of sturdy pieces of armor, while still traveling relatively light. The Tower is helpful if a lock is in you're way, or you're looking for enchantments and such ( the spell Beggars Nose.) Speechcraft is essential for taunting guards, or ordinators, to sell their armor and weapons for good money, or bribing merchants so you can sell high and buy low. Alchemy and Restoration are just in case you chose to travel away from civilization for a long time. Berserker (Submitted by The_Dark_Paladin_06) Favored Attributes: Strength and Speed/Endurance Star Sign: The Lady (If Speed was a favored attribute) or The Steed (If Endurance was a favored attribute) Major Skills Minor Skills Long Blade Acrobatics Heavy Armor Marksmen Athletics Medium Armor Block Armorer Mercantile Spear My Berserker is a " Hit it... BAM! dead." kind of character. Made to pretty much crush all in its path. Around level 150, this bad boy has around 1600 hp, considering you find out the way to get there ( I did.) The star alignment choices allow you to start with high stats in speed and endurance, allowing more hp at level ups and fast movement early on in the game. There isn't much to this class, but it's convenient to get a Daedric Tower shield enchanted with 7-8 HP recovery as a constant effect, because without it, it would take about 5 days to recover all your health in the higher levels. The reason why I have Spear is because It's another weapon choice plus if you have a ring with fortify attribute endurance or strength, the master trainer at ghostgate (for spear) will train you up forever ( the spear trait will stay one hundred, but you can reach a very high level quickly, because with 100 in mercantile and the trainers liking of you at 100/100, it only costs 77 gold.) Make sure you always have a crossbow! Warlord (Submitted by The_Dark_Paladin_06) Specialization: Combat Favored Attributes: Strength and Intelligence Star Sign: The Atronach Major Skills Minor Skills Long Blade Marksmen Destruction Mysticism Medium Armor Speechcraft Athletics Mercantile Block Enchant If you run out of magicka, hit them with a long blade! This class allows powerful attacking plus the potential large powerful spells, especially useful when going against magicka using enemies. Enchant you're own powerful swords and armor to go into battle! With the Atronach bonuses, you get lots of magicka and absorb half of the spells coming at you. A class made for war. Bishop / Priestess (Submitted by The_Dark_Paladin_06) Specialization: Magic Favored Attributes: Intelligence and Willpower Star Sign: The Apprentice Major Skills Minor Skills Unarmored Alteration Blunt Weapon Alchemy Speechcraft Mercantile Restoration Illusion Conjuration Sneak The Bishop/Priestess is a slow class early on. It is hard to level up early on as well. Made to travel light, debilitate and even destroy those who are against him or her. Summoning aid where needed, getting through obstacles such as locks with spells. Can be very strong if used correctly, sneak is for getting close and paralyzing you're foe, and then smashing their skull in with a Daedric Warhammer ( if you please.) Strong healing and warding/ enhancing defenses spells and enchantments are a MUST. CAT (Submitted by email@example.com) Specialization: Stealth Favored Attributes: Personality and Agility / Agility and Speed / Endurance and Agility Sign: The Lady Major Skills Minor Skills Mercantile Hand-to-Hand Speechcraft Short Blade Sneak Acrobatics Security Athletics Unarmored Light Armor Note: This class is preferred only for the Khajiit to get best results. Cats are excessively adept in manipulation and landing lightly on their feet. They are deadly with both hands and short blades, and you rarely see them before you are dead. They can leap long distances to pounce on you before you know it. Beware them. Hunter (Submitted by firstname.lastname@example.org) Specialization: Combat Favored Attributes: Strength and Intelligence Star Sign: The Warrior Major Skills Minor Skills Long Blade Block Destruction Mysticism Conjuration Athletics Light Armor Short Blade Marksman Alchemy A good all around character. He can weaken the enemy with ranged attacks so when the enemy gets close he either summon a monster to attack and help or charge with close range spells and his sword. Facilitator (Submitted by email@example.com) Specialization: Stealth Favored Attributes: Agility and Luck Star Sign: The Atronach Major Skills Minor Skills Acrobatics Athletics Alchemy Destruction Light Armor Mercantile Security Short Blade Sneak Speechcraft A great beginner class, the Facilitator is the perfect thief, assassin, and moneymaker. He can reach high places, sneak around, is great with lockpicks, and can make potions to cure himself at any time, so long as he has the ingredients. Good with people, short blades, and an alchemic set, this character will destroy anyone who comes in his way. (Remember to email me you custom class and I’ll put it on, don’t forget everyone listed, even a description.) ====================================================================== 8. Questions & Answers Q: I added a skill I don’t use. Can I change it? A: Unless you are still in the character creation part, no. Q: What happens if I remade a pre-made class? A: Nothing, I remade the Bard. ====================================================================== 9. Special Thanks Myself, for making this FAQ GameFAQS, for allowing this FAQ in its list Bethesda, for making such a interactive and addictive game ZeniMax, for allowing Bethesda to be a company for them Microsoft, for making such a wonderful system Indiancheefah@msn.com for submitting the Wizzrobe Class. OddAngel90@msn.com for submitting the Myrmidon Class. firstname.lastname@example.org for submitting the Wandering Swordsmen Class. email@example.com for submitting the Savior Class. Dylan.Thomas@videotron.ca for submitting the Templar and Fencer Class. firstname.lastname@example.org for submitting the Defender Class. Strahdis@aol.com for submitting the Spellthief Class. email@example.com for submitting the Custom Battlemage Class. JaspAllen@aol.com for submitting the Dragoon Class. firstname.lastname@example.org for submitting the Samurai Class. email@example.com for submitting the Arkangel Class. firstname.lastname@example.org for submitting the Remade Monk Class. Big thanks to The_Dark_Paladin_06 for submitting several classes such as the Dark Paladin, Berserker, Bishop, and the Warlord Class. email@example.com for submitting the CAT Class. firstname.lastname@example.org for submitting the Hunter Class. email@example.com for submitting the Facilitator Class. ====================================================================== END