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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:
[email protected]
Note: When you E-mail me use the subject: Morrowind GOTY
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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 .
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Version History
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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.
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Table of Contents
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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
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1. Introduction
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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
[email protected])
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
[email protected])
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
[email protected])
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 protected])
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
[email protected])
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
[email protected])
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
[email protected] 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
[email protected])
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 protected])
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
[email protected])
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
[email protected])
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 protected])
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
[email protected])
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 protected])
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
[email protected])
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 protected])
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.)
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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.
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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
[email protected] for submitting the Wizzrobe Class.
[email protected] for submitting the Myrmidon Class.
[email protected] for submitting the Wandering Swordsmen
Class.
[email protected] for submitting the Savior Class.
[email protected] for submitting the Templar and Fencer Class.
[email protected] for submitting the Defender Class.
[email protected] for submitting the Spellthief Class.
[email protected] for submitting the Custom Battlemage Class.
[email protected] for submitting the Dragoon Class.
[email protected] for submitting the Samurai Class.
[email protected] for submitting the Arkangel Class.
[email protected] 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 protected] for submitting the CAT Class.
[email protected] for submitting the Hunter Class.
[email protected] for submitting the Facilitator Class.
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END