The Elder Scrolls 3: Morrowind GOTY Walkthrough :
This walkthrough for The Elder Scrolls 3: Morrowind GOTY [X-BOX] has been posted at 13 Feb 2010 by TheKing6030 and is called "Treasure Guide". The Walkthrough has been commented 1 times. If walkthrough is usable don't forgot thumbs up TheKing6030 and share this with your freinds. And most important we have 10 other walkthroughs for The Elder Scrolls 3: Morrowind GOTY, read them all!
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Walkthrough - Treasure Guide-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | The Ultimate Treasure Hunter's Guide | | to Morrowind | | Version 2.0 | | System: Xbox | | Author: YuSaKu | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -=Dedication=- This guide is dedicated to my son, who has overcome great obstacles in order to survive. I love you Piglet, Daddy. -=Copyrights=- This FAQ is copyrighted by me, and nobody can use it, blah blah. I don't give a crap what you do with it, as long as you don't profit from it (in a monetary, not intellectual way). Contact me if you want to use this FAQ on your site, as I want to keep track of where it is posted. -=Version Info=- Version 2.0 - This is the second version. If some parts of this FAQ look goofy, blame it on Gamefaq's Idiotic 80-charcter margin rule. This FAQ is quite lengthy, so to make life easier, use Crtl+F -=Table of contents=- 1. A Hastily Scrawled Note 2. Picking A Base 2a. Stealing a home to use as a Base 2b. Stealing a home with guards 2c. Alternative options about your base 3. Best Characters to use for treasure hunters 3a. Census and Excise 3b. The Races of Tamriel 3c. Skills 3d. Birthsigns 3e. Sample Characters 4. Final Advice 5. The Good Shit 5a. Weapons 5b. Armor 5c. Calculating Your Armor Rating 5d. How to get Custom Armor Made 5e. Misc. Items 6. Plug-ins, and how to use them 7. Walkthrough Section 7a. The Blades, otherwise known as "The Main Quest" 7b. The Thieves Guild 8. Contact Information and Contributions 9. Locations 10. Copyright 11. Other Works 12. A special note about Morrowind and Reading I have been, and continue to be, amazed at the overwhelming popularity of this guide. What started out as a pet project for me grew into a five-year long obsession, which shows no signs of slowing down. I began writing this guide when Morrowind was released for PC, and adapted it when the game was re-released for the Xbox. What also amazes me is, dispite the fact that this guide got 87,000 views in 2005, 53,000 views in 2006, and is averaging 165-245 views per day so far this year, not one single person has bothered to rate it. Come on guys, it only take one vote to let me know you care. If you really enjoy this guide, please visit the Gamefaqs Contribution rating page (http://www.gamefaqs.com/contribute/contrib_ratings.php) and give me a few good reviews. I appreciate it in advance. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ALWAYS LOOK FOR THE NEWEST VERSION OF MY FAQS at: http://www.text-heaven.com/faqs.html =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1. A Hastily Scrawled Note The main reason I decided to do this, especially so long after the game was released was, (and still is) that I wasn't (and still am not) satisfied with the selection of treasure FAQs available for this game. The typical FAQs I have found are disorganized, incomplete, and full of grammatical mistakes and misinformation. I wanted something, for myself as well as for others, that would, once and for all, catalog all the good loot that Morrowind has to offer. Anyone can see just by looking at the paper map included with this game that Vvardenfel is a HUGE place with hardly any easy means of travel between the ruins, full of loot, and the civilized towns of the Empire. By giving people the option of knowing exactly where an item is and how to get it, it allows them a chance to formulate a strategy on how best for them to go about retrieving it. Much better than stumbling around in a dark cave or burial cavern, hoping to come across something good. Now, on with the show. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2. Picking A Base The first thing you are going to want to do before you begin your life as a treasure hunter, and I mean the very FIRST thing, is to pick out a location for a base. Your base is going to be invaluable to you. Even if your character has a full 100 points of strength, you will quickly amass so much loot that there is no feasible way to get it back to town. Therein lies the solution of the base. There are at least two ways of gaining your own estate. You could take up residence in an empty or abandoned house, or kill the owner of the house you want. If you are to chose the latter, make sure that the place has a good amount of containers, shelves, or anything else that can be used for storage. Try and choose a place that is close to the silt strider service or a dock for quick travel. A good option for beginners just starting out in Balmora is Ralen Hlaalo's house. The house is huge, and other than a servant upstairs in a closed room, the only other person there is Ralen, who is dead. This has an unseen advantage as well, as Ralen's corpse is a bottomless container, just waiting to be filled with Daedric and Glass goodies. 2a. Method #1, Stealing a home to use as a base To steal someone's home in Morrowind is to actually kill them off and anyone else inside the house. The average home has one to three people living inside it. The reason for this is that you do not want the owners to accuse you of stealing something that belongs to you in the first place. It is a pain in the ass to have them keep questioning your presence there as well. 2b. A Note about stealing a home with guards "Don't attempt to take over a house in which there are any generic guard NPCs. I killed Tyravel in Balmora and his two guards because I liked the house for its massive storage area, but when I came back from adventuring, the guards had respawned and tried to kill me for retrieving my items from the crates. They won't complain if you pick up things that are on the ground, but they can really be a son of a bitch to deal with, and plus it makes you feel like your house is being invaded." Polcari 2c. Alternative options about your base Here's the best system to use for effective treasure hunting: For picking permanent bases, Firstly, some, but not all, locked houses are completely empty, and are usually of adequate space, so they make good bases. Second, having just one base is quite impractical. It's much better to have a base in each town. This makes for quick and easy retrieval of key items during quests. Third, try and make a note of what is stored in each town. Mark it down in a notebook somewhere, in list style, with all the special and key items highlighted. That way you have a handy reference close by at hand for easy use. Fourth, try and keep a full array of herbs and a full set of Grandmaster Alchemy apparatuses to make potions in each of your bases. Only carry one Grandmaster Mortar and Pestle, and maybe a Good Skooma Pipe to make an emergency potion in case of an unforeseen crisis. Fifth, when just starting out, I suggest that everyone spend all of their gold enchanting everything they are wearing with Constant Effect Fortify Health, Strength, etc. Even one point can help you in the long run. Buy the appropriate "Summon Golden Saint" Scrolls in the Caldera Mages Guild, and create a soul trap spell with a longer duration than the one that you can buy (Because in the beginning, Golden Saints can really mess you up), and be stocked with lots of restore health potions. For enchanting with Constant Effect, don't do from 0 to 10, I.E. as an example, it almost never comes up 10. Pick a solid number like from 5 to 5. You'll not only be able to carry a full load of stuff early on, but you can beat the living hell out of most anybody. Finally, make a constant effect amulet for Water Breathing, one for Levitation, and one for Telekinesis. Later you'll want to enchant the high-level clothes you get in Ald'Ruhn with Constant Effect Chameleon for full body camouflage. This allows you to steal items without repercussions (So long as you sneak). See the guide to doing this below. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3. Best Classes as treasure hunters The best characters to play are classes that gain strength quickly and specialize in lock picking and stealth. The rouge, assassin, and warrior are the most qualified standard classes, but I find creating a custom class to be most effective overall. The stats that are needed are strength, endurance, intelligence and agility. Some of your treasure hunting involves some breaking and entering, pick pocketing, and grand larceny, so it would be nice if you could actually get away with it. You can be a full mage and still make a decent treasure hunter, but not as easily as with thief-type classes. Mark and Recall are the only two really important spells used for treasure hunting anyway. This is obviously so that you can instantly come back to your base, drop loot and continue treasure hunting without having to leave stuff behind. Almsivi, Devine Intervention, and Chameleon don't hurt either. Weaponry needed for raids on monster-infested ruins is another big deal. I'm a Long Sword man myself, but most medieval RPG fans whine endlessly about Short Swords being superior. It's your call, but stay away from marksman weapons, clubs, axes, and maces. To lighten your overall load, pick Medium or Light Armor as a major skill, and Unarmored (Especially if you plan to use the thief-savvy Khajiit or Argonian as your race of choice). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3a. Census and Excise As we all know, when you first get off the ship in Seyda Neen, your character has to be "processed" by the Imperial Census and Excise Office. This is like the DINS of the Morrowind world, only slightly better. Here you will decide on which race your character will be, their class in life, and their birth sign. The following sections are designed to help you in creating the right type of character for you. Remember, you're going to be with this character a long time. You want to make the right decisions so that you don't get 4 hours into the game and realize you made mistakes. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3b. The Races of Tamriel There are 10 different races which are commonly found in Morrowind. That means that *we* have 10 different possible choices for who we are going to be. Argonian: From the book: Little is known and less is understood about the reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in Guerrilla warfare, and their natural abilities make them equally at home in water and on land. They are well suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers of the region. Strength: 40/40 Intelligence: 40/50 Willpower: 30/40 Agility: 50/40 Speed: 50/40 Endurance: 30/30 Personality: 30/30 Skill Bonuses: Alchemy +5, Athletics +15, Illusion +5, Medium Armor +5, Mysticism +5, Spear +5, Unarmored +5 Race-Specific Specials: Resist Disease, Immune to Poison, Water Breathing With a fairly good mix of stat and skill bonuses, the Argonians are a generalist race. They are also one of two beast races, along with the Khajiit. Beast races cannot wear boots of any kind (Including shoes) or closed-face helms, which limits your armor choices somewhat. The Unarmored Skill is a must-have Major when playing as a beast race. The Argonians Race-Specific Specials are pretty good: Immunity to Poison will help you often throughout the game, and the Water Breathing spell lasts a full two minutes. Resist Disease, on the other hand, is less useful than you would think. I didn't run into disease very much in the game, and you get 100% Disease Immunity later anyway, as part of the Main Quest. On a side note: If any of you are from South Carolina, you have probably heard of the "Lizard Man". For those of you who aren't, he/it is supposed to be a combination of the Mothman and Bigfoot. Anyway, this is what I have always imaginged the "creature" to look like. Breton: From the book: Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come from the home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantments, and alchemy, even the humblest of Bretons boast a high resistance to destructive and dominating magical energies. Strength: 40/30 Intelligence: 50/50 Willpower: 50/50 Agility: 30/30 Speed: 30/40 Endurance: 30/30 Personality: 40/40 Skill Bonuses: Conjuration +10, Mysticism +10, Restoration +10, Alchemy +5, Alteration +5, Illusion +5 Race-Specific Specials: Fortified Maximum Magicka, Dragon Skin, Resist Magicka Bretons are one of two straight-up "magic user" races. While they can, of course, become great fighters, they are better suited to focusing on spell craft. This goes double for a female Breton, who has a lower Strength Attribute. Their Race-Specific Specials are all great, with a 0.5x INT magicka multiplier, 50% Magicka Resistance, and a 50-point Shield Spell. If you're planning on playing as a magic user in this game, I strongly recommend this class. Dark Elf (Dunmer): From the book: In the Empire, "Dark Elf" is the common usage, but in their Morrowind homeland, they call themselves the "Dunmer". The dark-skinned, red-eyed Dunmer combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards. Strength: 40/40 Intelligence: 40/40 Willpower: 30/30 Agility: 40/40 Speed: 50/50 Endurance: 40/30 Personality: 30/40 Skill Bonuses: Long Blade +5, Destruction +10, Light Armor +5, Athletics +5, Mysticism +5, Marksman +5, Short Blade +10 Race-Specific Specials: Ancestor Guardian, Resistant to Fire The Dunmer are another generalist class, and the race class that Bethesda expects most players to use. They have twice as many facial choices, partly to reflect the "Ashlanders" as well as the "Dignified" Dunmer, and their skill set lends itself towards many skills that you'll find useful in the game. Their Race-Specific Specials are: Ancestor Guardian, a 50 point-60 second Sanctuary Spell, and Resistance to Fire 75%. There is one additional benefit to playing as a Dark Elf; they are the native race of Morrowind. Most of the NPCs you will encounter in Vvardenfell are Dunmer, which means you'll get a slightly larger reaction bonus when you deal with another Dunmer. This is particularly helpful when dealing with the Ashlander Tribes, who don't tend to like anyone, let alone outlanders. High Elf (Altmer/Altmeri): The High Elves, or Altmer, are the proud, tall, golden-skinned peoples of Summerset Isle. The common tongue of the Empire, Tamrielic, is based on their speech and writing, and most of the Empire's arts, crafts, and sciences are derived from High Elven traditions. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and are far more resistant to disease than the lesser races. Strength: 30/30 Intelligence: 50/50 Willpower: 40/40 Agility: 40/40 Speed: 30/40 Endurance: 40/30 Personality: 40/40 Skill Bonuses: Destruction +10, Enchant +10, Alchemy +10, Alteration +5, Conjuration +5, Illusion +5 Race-Specific Specials: Fortified Maximum Magicka, Weakness to Magicka, Fire, Frost and Shock, Resistant to Disease Oh the poor, overlooked Altmeri. Even with their 1.5x INT magicka multiplier and their 75% Resistance to Common Disease bonuses, having a 50% magicka weakness AND a 25% weakness towards Fire, Frost and Shock means always being afraid of magic. The funny thing is, they are the second of the two Racial Classes that were designed to be pure mages. A way to undo some of the damage inflicted upon this race is to combine them with the Atronach birth sign. That way, you can start out with an insanely high magicka pool (Somewhere around 270 at level 1, when most characters start with about 40 by comparison), and the added bonus of Spell Absorption 50% helps to negate the Magicka weaknesses. Imperial: From the book: Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and well-spoken. Though physically less imposing then the other races, the Imperials have proved to be shrewd diplomats and traders. These traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other provinces and to have erected the monument to peace and prosperity that comprises the Glorious Empire. Strength: 40/40 Intelligence: 40/40 Willpower: 30/40 Agility: 30/30 Speed: 40/30 Endurance: 40/40 Personality: 50/50 Skill Bonuses: Speechcraft +10, Mercantile +10, Long Blade +10, Blunt Weapon +5, Light Armor +5, Hand to Hand +5 Race-Specific Specials: Star of the West, Voice of the Emperor Originality at its greatest. The Imperial is nothing more than a thinly-veiled copies of an Ancient Roman character type. The Imperial is a generalist class with a focus on being "Pro Social". Their Race-Specific Specials are: Star of the West, which saps 200 fatigue from an enemy (Wow, *NEAT*), and Voice of the Emperor, a minor charm spell (Which always works, mind you. The regular charm spell has a high failure rate). It's not all bad though; their starting skill bonuses are great for a beginner that doesn't really have any directionality in the game. Always good weapon bonus, Long Blade skills here will help, plus the added Speechcraft, Mercantile and Light Armor bonuses mean that you'll be pretty well balanced in being able to deal with enemies right up front and personal, be they at sword point, or across the bartering table. For generalists, this class is right up there with the Dark Elves. Khajiit: From the book: Khajiit hail from the province of Elsweyr and can vary in appearance from nearly Elven to the Cathay-Raht "Jaguar Men" to the great Senche-Tiger. The most common breed, the Suthay-Raht, is intelligent, quick, and agile. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics skill. Strength: 40/30 Intelligence: 40/40 Willpower: 30/30 Agility: 50/50 Speed: 40/40 Endurance: 30/40 Personality: 40/40 Skill Bonuses: Acrobatics +15, Athletics +5, Hand to Hand +5, Light Armor +5, Security +5, Short Blade +5, Sneak +5 Race-Specific Specials: Eye of Fear, Eye of Night There is a very good reason that many of the thieves you'll meet in this game are Khajiit; they're just so damned good at it. All of their skill set, except Athletics, come straight out of the "stealth" category, and both of their Race-Specific Specials adapt very well to thievery. The Eye of Fear power causes humanoids to "Bug Out" and flee from you, while the Eye of Night spell helps you see in the dark. Don't look for this race to adapt well to wizardry, or to become a "Hack N' Slash" fighter. Their inability to wear shoes will always leave you at a disadvantage to non-Beast races. No closed helms either. Nord: From the book: The citizens of Skyrim are a tall and fair-haired people, aggressive and fearless in war, industrious and enterprising in trade and exploration. Skilled sailors, Nords can be found in seaports and settlements along all the coasts and rivers of Tamriel. Strong, willful, and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and comfortable aspect of Nord culture; they cheerfully face battle with an ecstatic ferocity that shocks and appalls their enemies. Strength: 50/50 Intelligence: 30/30 Willpower: 40/50 Agility: 30/30 Speed: 40/40 Endurance: 50/40 Personality: 30/30 Skill Bonuses: Axe +10, Blunt Weapon +10, Medium Armor +10, Long Blade +5, Spear +5, Heavy Armor +5 Race-Specific Specials: Thunder Fist, Woad, Resist Shock, Immune to Frost Conan!, the Adventurer! Conan!, warrior without fear! ... Erm, sorry, couldn't resist. Okay, to business. Jah, its our friends from the frosty north. Now, you'd think having a 100% immunity to frost and a 50% resistance to shock would put the Nord at the top of the list for the Warrior Class, but their prospective Race-Specific Specials are only so-so at best: Frost Touch for 25 Points, and a 50 point Shield Spell. Honestly though, if you just have an urge to pound the hell out of stuff, or have a thing for blondes, this is a decent racial choice (I'd pick the Orc though). Orc: From the book: These sophisticated barbarian beast peoples of the Wrothgarian and Dragontail Mountains are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, but they have slowly won acceptance in the Empire. Orcish Armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire. *Note* Ok, let's ignore the fact that Orcish Armor is Medium and not Heavy :) Strength: 45/45 Intelligence: 30/40 Willpower: 50/45 Agility: 35/35 Speed: 30/30 Endurance: 50/50 Personality: 30/25 Skill Bonuses: Armorer +10, Axe +5, Heavy Armor +10, Medium Armor +10, Block +10 Race-Specific Specials: Berserk, Resistant to Magicka Surprisingly, the Orcs of Vvardenfell are nothing like the ones you read about in fables or fantasy novels. They have very good Skill Bonuses, and their Race-Specific Specials are respectable: Magicka Resistance 25%, and Berserk, which raises health, fatigue and attack power, while only lowering agility. Orcs don't need to be agile anyway. Orcs are versatile, useful characters to play, and even if you choose not to use axes, their other skills will come in handy throughout the game. The drawbacks? They are at the ass-end of ugly, and if you want your Orc to be a mage, think again. Redguard: From the book: 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 make 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 affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions and quickness of foot. Strength: 50/40 Intelligence: 30/30 Willpower: 30/30 Agility: 40/40 Speed: 40/40 Endurance: 50/50 Personality: 30/40 Skill Bonuses: Long Blade +15, Short Blade +5, Heavy Armor +5, Axe +5, Blunt Weapon +5, Medium Armor +5, Athletics +5 Race-Specific Specials: Adrenalin Rush, Resist Poison, Resist Disease Redguards have almost every combat skill in the game as a Skill Bonus. Their Race-Specific Specials are: Resist Poison and Common Disease 75% (not bad), and Adrenaline Rush, a power that fortifies all of your combat-related stats for 60 seconds. Their biggest selling point, however, is their +15 Long Blade bonus, which gives them a big head start over any other melee class in this category. Their only downside is the fact that the majority of their Skill Bonuses are weapons, which means you'll be wasting most of your points in unused skills. A funny true story: I once had an African-American friend spend two hours online trying to explain to me that the Redguard character is a prime example of racial stereotyping in video games. According to his logic, the Redguards skill with weaponry proves a bias towards thinking that most blacks enjoy violence. He also mentioned that the Adrenalin Rush power suggests that most other races see blacks as more athletic and "fast" because of their skin color (Which oddly enough has been in the news lately). Ah well, can't please everyone I guess. Now excuse me, I have to go level up my three Redguard characters: Kobe, T.O., and Diddy. ;) Wood Elf (Bosmer/Bosmeri): From the book: The clanfolk of the Western Valenwood forests in the Empire, they are called "Wood Elves", but call themselves the Bosmer, or the "Tree-Sap" people. Wood Elves are nimble and quick in body and wit, and their curious natures and natural agility make them good scouts, agents, and theives, and there are no finer archers in all of Tamriel. Strength: 30/30 Intelligence: 40/40 Willpower: 30/30 Agility: 50/50 Speed: 50/50 Endurance: 30/30 Personality: 40/40 Skill Bonuses: Marksman +15, Sneak +10, Light Armor +10, Alchemy +5, Acrobatics +5 Race-Specific Specials: Beast Tongue, Resist Disease The Bosmer are natural thieves, on par with the Khajiit, though perhaps more inclined to sneaking and fighting than straight-up stealing. Beast Tongue is a junk spell. I mean, Command 5 creature-levels for ten minutes? Get real. The Resist Disease Special has been adequately mentioned previously. Some of their skill bonuses are noteworthy, however, in the fact that they are designed to make you very good at three very important abilities for thieves: Sneaking, Marksmanship, and Light Armor. The only real drawback is that they are very short in stature, only about 4'-5' tall in-game. Makes for some hilarious fight scenes when dealing with Altmer, Nords, or Orcs. Now that you have a breakdown of the races, you'll be better able to choose the one most suited to your playing style. Now we can move on to... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3c. The Skills Let's face it: Whether it be in the real world or in the world of Vvardenfell, you just can't make it in life without skills. To become the best at whatever you have chosen as your character's profession, you must learn to balance the skills you desire along with the in-born skills of your chosen race. Sometimes sacrifices have to be made, but if you play your cards right, you can use this knowledge to your advantage and fill in the leftover gaps with some of the extra skills that you want your character to possess. Let's Go over the different skill sets. Defense Skills Block: This is a pretty useful skill, unless you plan on using spells or two-handed weapons. If you succeed in blocking an attack, you completely negate any damage that would have been done to you. If you intend to rush enemies head-on, this is a good choice for a skill - but be sure to put it in as a major skill rather than minor skill, because as a minor skill it will probably be too low initially to train via use (By which I mean you won't block much, which means it won't raise itself much, which means it won't be much use to you unless you pay trainers to improve it.) Armorer: If you're a spellcaster, pass on this skill. If you're a thief, and wear Light or Medium armor this skill's value is debatable. But if you wear heavy armor this is a good skill to take on. It can cost a hell of a lot of gold to repair expensive and rare armor, and since the Armorer skill is associated with the Strength Attribute, training it means you'll be improving that Attribute (which you're going to want if you wear heavy armor types). But even still, I would only use this as a minor skill. Light Armor: Light Armor is far more common that either of the other two armor types, but is also the weakest, cheapest, and has the least enchant points. However, Stealth or Magic users will find Light Armor best suited to their style of playing. Combat-oriented players should go for heavier armor types, otherwise, Light Armor is a solid major skill to pick. It does have one downside though - unlike Medium and Heavy Armor types there is really only one kind of Light Armor that is even worth having, and that of course is Glass Armor. But besides being in the Light Armor class, Glass Armor is one of the best Armor types in the game. Most of the other Light Armor types are pretty useless after the early stages of the game. Luckily for us, Glass Armor isn't impossible to find at the beginning, and it enchants very well. Medium Armor: Medium Armor mostly benefits combination classes, such as thief-mage, fighter-archer, Warrior-Monk, etc. Bonemold, a decent Medium Armor, is worn by Dunmer guards, and you can find it for sale in almost every town. However, its protective value is not exceptionally higher than light armor, and on average it weighs only slightly less than average heavy armor, so the value of this skill is debatable. I only recommend take on this skill if you want to be a warrior, but don't plan on focusing on your Strength Attribute. Heavy Armor: The best protection in the game, the highest enchantment value, and it weighs a metric ton. High-end cuirasses usually |
