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Taylor_Calastadd
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PostPosted: Mon Feb 07, 2005 10:05 pm


Post here if you have any questions on how to make a character.
PostPosted: Mon Feb 07, 2005 10:28 pm


For those who are clueless like my brother and I were when we first played, here is a list of all of the skills and what they're for.

Starting with Combat skills:


---Block: Basically your skill of using a shield in combat. Governing attribute-Agility

---Armorer: Your ability to mend armor and weapons without needing to go to an armorer or smith, and this is important because weapons and armor might break in the middle of the Ashlands, surrounded by tons of Daedra. You'll need it for a good armor wearer. Governing attribute-Strength

---Medium Armor: Your ability to successfully use medium type armor. This armor's best for keeping you safe while letting you move easily. Medium armor types are chain, scale, bonemold, orcish and indoril, maybe more. Governing attribute-Endurance

---Heavy Armor: Your ability to successfully use heavy type armor. This is for full throttle defense on your part. But heavy armor weighs a lot...so unless you have a "god character", your journeys will be slow. Heavy armor types are iron, steel, silver, Dwemer, ebony, Daedric and High Ordinator...maybe even more as well. Governing attribute-Endurance

---Blunt Weapon: This is the skill you'll need to use blunt weapons successfully like staves, clubs, maces and hammers. Governing attribute-Strength

---Long Blade: This is the skill you'll need to use sword type weapons successfully like broadswords, sabers, longswords, claymores, katanas and dai-katanas. Governing attribute-Strength

---Axe: This is the skill you'll need to use axes successfully like war axes and battle axes. Governing attribute-Strength

---Spear: This is the skill you'll need to use pole weapons successfully like spears and halberds. Governing attribute-Endurance

---Athletics: This is the skill for quick movement, such as swimming and running. Governing attribute-Speed

Taylor_Calastadd
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Taylor_Calastadd
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PostPosted: Mon Feb 07, 2005 10:39 pm


Magic skills:

---Destruction: Offensive magic skill, lets you use harmful magic upon enemies like fire, ice, shock, poison and armor disintigrators. Useful for wizards and sorcerer types. Governing attribute-Willpower

---Alteration: The alteration of the physical world. This skill let's you successfully use magic spells that allow you to walk or breathe in water, levitate, burden others or lighten your own load, and so on. Governing attribute-Willpower

---Illusion: Alterations of the physical mind. This skill allows you to successfully use magic spells such as silencing an enemy, blinding them, giving you the ability to see better at night, calming enemies and so on. Governing attribute-Personality

---Conjuration: This skill allows you to successfully summon creatures or items to aid you in battle. Summon powerful Daedra or undead creatures or use the Daedric weapons for you fights. Also allows you to command creatures of certain levels for certain ammounts of time. Governing attribute-Intelligence

---Mysticism: This skill allows you to successfully use magic that will allow you to teleport, use telekenesis, drain the enemies of health, magicka or energy, and reflection upon yourself. Governing attribute-Willpower

---Restoration: This skill allows you to successfully use magic to heal yourself or a companion, or even to temporarily fortify your skills and attributes. Cures poison, diseases (minus Corpus), parylization and healing. Governing attribute-Willpower

---Enchant: This is the skill that lets you use enchanted items successfully and lets you enchant your own items successfully. Soul gems are needed to do this, which I will discuss later. Governing attribute-Intelligence

---Alchemy: This allows you to successfully make potions from ingredients or by eating the ingredients themselves and getting the effect. Alchemy items are needed to make potions. Governing attribute-Intelligence

---Unarmored: The skill where you don't need to wear armor to be protected. It's weak but helpful to those who want ultimate speed without the burden of heavy armors. Governing attribute-Speed
PostPosted: Mon Feb 07, 2005 10:48 pm


Stealth skills:

---Security: Your skill at using lockpicks and probes successfully to unlock chests or doors. Also helps when pickpocketing by determining what you'll find on a person. Governing attribute-Intelligence

---Sneak: This skill lets you sneak easily past someone to steal or pickpocket. Useful when hiding from enemies or stealing something for a quest which will pop up in the main quest. Governing attribute-Agility

---Acrobatics: This skill determines how high you can jump and how far. Successful acrobats can fall from high places and take minimal damage and can jump up to higher places. Governing attribute-Strength

---Light Armor: Good for characters who don't want heavy armor but still want some protection. Light armor lets you move fast but doesn't guarantee that good of protection. Light armor types are leather, fur, glass and chitin. Governing attribute-Agility

---Short Blade: This is the skill that allows you to use dagger type weapons successfully, like daggers, tantos, short swords and wakizashis. Governing attribute-Speed

---Marksman: This is the skill that allows you to use bows and arrows successfully, like bows, crossbows, throwing stars and throwing knives. Governing attribute-Agility

---Mercantile: This skill will allow you to barter with people and get lower prices to buy and higher when selling. You'll get better deals with this skill. Governing attribute-Personality

---Speechcraft: This skill makes you a more skilled speaker, which helps when taunting, admiring or intimidating people. Also helps charm people when lying to them. Governing attribute-Personality

---Hand to Hand: This is the skill that allows you to use your bare fists in combat successfully. Using this will first take away the opponent's fatigue, then it will decrease their health as they fall unconscious. Governing attribute-Speed

Taylor_Calastadd
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Taylor_Calastadd
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PostPosted: Mon Feb 07, 2005 10:55 pm


Attributes:

---Strength: Affects how much you can carry, how much Fatigue you have, your starting Health, and how much damage you can do with melee weapons. Governs the skills of Armorer, Blunt Weapon, Axe, Long Blade and Acrobatics

---Intelligence: Affects your total Magicka and magic use. Governs the skills of Alchemy, Enchant, Conjuration and Security

---Willpower: Affects your ability to resist magical attacks, and how much Fatigue you have. Governs the skills of Destruction, Alteration, Mysticism and Restoration

---Agility: Affects your ability to hit and dodge attacks. It also affects how much Fatigue you have. Governs the skills of Sneak, Light Armor, Marksman and Block

---Speed: Determines how fast you move. Governs the skills of Athletics, Short Blade, Hand-to-Hand and Unarmored

---Endurance: Affects how much Fatigue you have, your Health, and how much your Health will increase when you sleep and raise levels. Governs the skills of Medium Armor, Heavy Armor and Spear

---Personality: Affects how much people like you, which leads to better information gathering. Governs the skills of Speechcraft, Mercantile and Illusion

---Luck: Luck has an effect on everything you do, but governs no skills
PostPosted: Tue Feb 08, 2005 12:20 pm


Races:

---Argonian
: 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 guerilla 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. Skill Bonuses: Alchemy +5, Athletics +15, Illusion +5, Medium Armor +5, Mysticism +5, Spear +5, Unarmored +5 Specials: Resist Disease, Immune to Poison, Water Breathing

---Breton: 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, enchantment, and alchemy, even the humblest of Bretons boast a high resistance to destructive and dominating magical energies. Skill Bonuses: Conjuration +10, Mysticism +10, Restoration +10, Alchemy +5, Alteration +5, Illusion +5 Specials: Fortified Maximum Magicka, Dragon Skin, Resist Magicka

---Dark Elf: In the Empire, "Dark Elf" is the common usage, but in their Morrowind homeland, they clal 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. Skill Bonuses: Long Blade +5, Destruction +10, Light Armor +5, Athletics +5, Mysticism +5, Marksman +5, Short Blade +10 Specials: Ancestor Guardian, Resistant to Fire

---High Elf: 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 traditios. 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. Skill Bonuses: Destruction +10, Enchant +10, Alchemy +10, Alteration +5, Conjuration +5, Illusion +5 Specials: Fortified Maximum Magicka, Weakness to Magicka, Fire, Frost, and Shock, Resistant to Disease

---Imperial: Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and well-spoken. Though physically less imposing than 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. Skill Bonuses: Speechcraft +10, Mercantile +10, Long Blade +10, Blunt Weapon +5, Light Armor +5, Hand to Hand +5 Specials: Star of the West, Voice of the Emperor

---Khajiit: Khajiit hail from the province of Elsweyr and can vary in appearance from the 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. Skill Bonuses: Acrobatics +15, Athletics +5, Hand to Hand +5, Light Armor +5, Security +5, Short Blade +5, Sneak +5 Specials: Eye of Fear, Eye of Night

---Nord: The citizens of Skyrim are a tall and fair-haired people, aggressive and fearless in war, intustrious 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. Skill Bonuses: Axe +10, Blunt Weapon +10, Medium Armor +10, Long Blade +5, Spear +5, Heavy Armor +5 Specials: Thunder Fist, Woad, Resist Shock, Immune to Frost

---Orc: 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. Skill Bonuses: Armorer +10, Axe +5, Heavy Armor +10, Medium Armor +10, Block +10 Specials: Berserk, Resistant to Magicka

---Redguard: 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-ranged 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. Skill Bonuses: Long Blade +15, Short Blade +5, Heavy Armor +5, Axe +5, Blunt Weapon +5, Medium Armor +5, Athletics +5 Specials: Adrenalin Rush, Resist Poison, Resist Disease

---Wood Elf: 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 thieves, and there are no finer archers in all of Tamriel. Skill Bonuses: Marksman +15, Sneak +10, Light Armor +10, Alchemy +5, Acrobatics +5 Specials: Beast Tongue, Resist Disease

Taylor_Calastadd
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Taylor_Calastadd
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PostPosted: Tue Feb 08, 2005 12:43 pm


Derived Attributes:

---Health
: Health is the amount of damage you can take before you die. Your maximum increases every time you gain a level. Endurance affects how much Health you gain per level, and how fast Health comes back when you rest. Your starting Health is half of your combined Strength and Endurance


---Magicka: Magicka is used to cast spells. You start with Magicka equal to half of your Intelligence. This can be increased by choosing a race or birthsign that increases your Magicka multiplier. Magicka is naturally restored by resting.

---Fatigue: Fatigue is how tired you are. Low Fatigue makes it harder to successfully perform actions. Running, jumping, swimming fast, and swinging a weapon reduce your Fatigue. Walking, resting, waiting, potions, or spells can restore your Fatigue. Your maximum Fatigue is the combined values of your Strength, Endurance, Agility, and Willpower.

---Encumberance: Encumberance is the total weight of items you can carry. Encumberance also affects how fast you move and how fatigued you get while running, or swimming. You cannot move at all when fully encumbered. Encumberance is equal to five times your Strength.
PostPosted: Tue Feb 08, 2005 12:53 pm


Default Job Classes:

---Warriors: Warriors are the professional men-at-arms, soldiers, mercenaries, and adventurers of the Empire, trained with various weapon and armor styles, conditioned by long marches, and hardened by ambush, skirmish and battle.

---Barbarians: 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.

---Crusaders: Any heavily armored 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.

---Knights: Of noble birth, or distinguished in battle or tourney, knights are civilized warriors, schooled in letters and courtesy, and governed by the codes of chivalry. In addition to the arts of war, knights study the lore of healing and enchantment.

---Scouts: Scouts rely on stealth to survey routes 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.

---Archers: Archers are fighters specializing in long-range combat and rapid movement. Opponents are kept at a distance by ranged weapons and swift maneuvers, and engaged in melee with sword and shield after the enemy is wounded and weary.

---Rogues: Rogues are adventurers and oppurtunists with a gift for getting into 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.

---Mages: 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.

---Sorcerers: Though spellcasters by vocation, sorcerers rely most on summonings and enchantments. They are greedy for magic scrolls, rings, armor, and weapons, and commanding undead and Daedric servants gratifies their egos.

---Healers: 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 extreme circumstances.

---Battlemages: 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.

---Witchhunters: Witchhunters are dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery. They train for martial, magical, and stealthy war against vampires, witches, warlocks, and necromancers.

---Spellswords: Spellswords are spellcasting specialists trained to support Imperial troops in skirmish and battle. Veteran spellswords are prized as mercenaries, and well-suited for careers as adventurers and soldiers-of-fortune.

---Nightblade: 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.

---Thieves: Thieves are pickpockets and pilferers. Unlike robbers, who kill and loot, thieves typically choose stealth and subterfuge over violence, and often entertain romantic notions of their charm and cleverness in their aquisitive activities.

---Agents: 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.

---Assassins: Assassins are killers who rely on stealth and mobility to approach victims undetected. Execution is performed with ranged weapons or with short blades for close work. Assassins can be ruthless murderers or principled agents of noble causes.

---Acrobats: '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.

---Monks: Monks are students of the ancient martial arts of hand-to-hand combat and unarmored self-defense. Monks avoid detection by stealth, mobility, and agility, and are skilled with a variety of ranged and close-combat weapons.

---Pilgrims: Pilgrims are travelers, seekers of truth and enlightenment. They fortify themselves for road and wilderness with arms, armor, and magic, and through wide experience of the world, they become shrewd in commerce and persuasion.

---Bards: 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 perserve them from the perils of their educated experiences.

Taylor_Calastadd
Captain

1,750 Points
  • Window Shopper 100
  • Treasure Hunter 100
  • Dressed Up 200

Taylor_Calastadd
Captain

1,750 Points
  • Window Shopper 100
  • Treasure Hunter 100
  • Dressed Up 200
PostPosted: Tue Feb 08, 2005 1:12 pm


Any questions? I'm here to help. 3nodding
PostPosted: Tue Feb 08, 2005 5:33 pm


I like Thieves

Igloo14


Anriazna
Vice Captain

PostPosted: Sat Feb 12, 2005 10:48 am


...yeah...you already said that...*blinks twice*
PostPosted: Sat Feb 19, 2005 5:08 pm


HOLY s**t!!!

THATS A LOT OF WRITING!!!

Igloo14


StarGazer_ArkAngel

PostPosted: Tue Feb 22, 2005 10:17 am


um... where do i find the cure to vamperism?
PostPosted: Tue Feb 22, 2005 10:41 am


Sorry I haven't covered that yet...mokubahv may be able to help you though. 3nodding

Taylor_Calastadd
Captain

1,750 Points
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Igloo14

PostPosted: Wed Mar 02, 2005 4:53 pm


They can just read the booklet. duh.
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