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Daggerfall: Character Creation

19 February 2011

Below is some compiled information relating to character creation in Daggerfall. Much of this came from the wonderful file TEXT.RSC in the ARENA2 directory. Any suggestions/corrections/additions may be directed to The WebMaster.

Attributes - 13 November 1996
The explanations of character's statistics (strength, intelligence, etc...) available in the game.
Skills - 13 November 1996
List of the skills and their descriptions available in Daggerfall.
Races - 13 November 1996
List of the available races in DAGGERFALL and a description of each.
Classes - 13 November 1996
List and description of the available character classes in DAGGERFALL.
Custom Classes - 13 November 1996
Tips on creating the best custom character classes.
Custom Class Example #1 - 13 November 1996
A very nice description of a character class and several game playing tips.
Custom Class Example #2 - 3 January 1996
Another description of a powerful, fast leveling character class.
Custom Class Example #3 - 23 November 1998
A good example of a non-magic using knight class.

Statistic Descriptions
November 1996

STRENGTH
Strength governs encumbrance, weapon damage and the ease of increasing strength-related skills.
+damage (modifier is factored into your hand-to-hand / weapon damage).
+encumbrance (kilograms is your maximum encumbrance).
INTELLIGENCE
Intelligence governs total magic potential and the ease of increasing intelligence-related skills.
0 out of 0 spell points are available for casting.
WILLPOWER
Willpower governs resistance to spell effects and the ease of increasing willpower-related skills.
+magic resistance (modifier is factored into your magical resistance).
AGILITY
Agility governs ability to hit a target, to avoid getting hit, and the ease of increasing agility-related skills.
+to hit/AC (modifier is factored into your combat odds).
ENDURANCE
Endurance governs hit points, healing rate, resistance to poisons and diseases, and fatigue.
+hit points (modifier is factored into the number of hit points you gain each level).
+healing (modifier is factored into your healing rate).
PERSONALITY
Personality governs the ease of increasing personality-related skills.
SPEED
Speed governs movement rate, missile reloading time, and all speed-related skills.
LUCK
Luck is a powerful modifier to any action you take. There are no skills in which luck is the primary attribute, but your odds of succeeding in any skill trial is modified by your luck.


Skills
November 1996

Skill Description
Alteration Alteration refers to the School of Alteration, one of the six avenues of magical study. This school is concerned with magicka's ability to change the very structure and composition of objects. Dimunition and Shield are two classic Alteration spells.
Archery Archery is the skill governing one's ability to hit targets and cause damage using a bow and arrow.
Axe Axe is the skill automatically checked whenever one uses a battleaxe or a waraxe on a target.
Backstab Backstabbing is a skill checked whenever a target is struck from behind. It is easier for a person proficient at this skill to hit a target from behind. It is also probable that more damage will be dealt with a well-delivered backstab.
Blunt Weapon Blunt Weapon is a skill checked whenever one strikes a target with a heavy, blunt weapon such as a mace or a staff. Proficient Blunt Weapon specialists have a greater chance of hitting and cause more damage with each blow.
Centaurian Centaurian is a language skill checked whenever one tries to talk with a Centaur.
Climbing Climbing is a skill checked whenever one attempts to scale a wall or a steep incline. It is continually checked until one is on level ground again.
Critical Strike Critical Striking is a skill checked whenever one has successfully struck a target. A target that receives a successful Critical Strike suffers withering, often fatal, additional damage.
Daedric Daedric is a language skill checked whenever one attempts to speak with a daedra, such as a Fire Daedra or a Daedra Lord.
Destruction Destruction refers to the School of Destruction, one of the six formal avenues of magical study. Destruction spells are those with a primary purpose of causing damage to a target, such as Fireball or Acidic Field.
Disguise (Not available) Disguise is a skill automatically checked whenever one attempts either to infiltrate a hostile environment or to secrete items away from prying eyes.
Dodge Dodging is a skill checked before one is struck by an enemy's weapon or spell.
Dragon Dragon is a language skill checked whenever one attempts to speak with a dragon.
Elvish Elvish is a language skill checked whenever one attempts to speak with a Wild Elf.
Etiquette Etiquette is a skill checked whenever one attempts to be polite, deferential, and charming in conversation.
Faerie Faerie is a language skill checked whenever one attempts to speak with a Faerie.
Giant Giantish is a language skill checked whenever one attempts to speak with a Giant.
Hand-to-Hand Hand-to-Hand is a skill checked whenever one attempts to strike a target with a punch or a kick.
Harpy Harpy is a language skill checked whenever one attempts to speak with a Harpy.
Illusion Illusion refers to the School of Illusion, one of the six avenues of magical study. Illusion spells are capable of camouflaging, illuminating, or obscuring objects, as the spells Invisibility and Light demonstrate.
Impish Impish is a language skill checked whenever one attempts to speak with an Imp.
Jumping Jumping is a skill checked to determine the height and distance one is capable of leaping.
Lockpicking Lockpicking is a skill automatically checked whenever one attempts to pick the lock on a door or a chest.
Long Blade Long Blade is a skill checked whenever one attempts to strike a target with a long-bladed, slashing weapon such as a claymore or a katana.
Medical Medical skill is automatically checked whenever one rests, allowing one to diagnose minor injuries and illnesses.
Mercantile Mercantile is a skill checked whenever one enters into negotiations with a merchant, attempting to buy or sell an item at the best possible price.
Mysticism Mysticism refers to the School of Mysticism, one of the six avenues of magical study. Mysticism is the most arcane school, and the spells created by its application are as varied as Far Silence and Soul Trap.
Nymph Nymph is a language skill checked whenever one attempts to speak with a Nymph.
Pickpocketing Pickpocketing is a skill automatically checked whenever one attempts to steal an item off a person or shelf without being detected.
Restoration Restoration refers to the School of Restoration, one of the six avenues of magical study. Any healing spell such as Cure Poison and Troll's Blood hails from Restoration.
Running Running is a skill automatically checked whenever one begins to run, to check the possible speed.
Short Blade Short Blade is a skill checked whenever one attempts to strike a target with a short-bladed stabbing weapon such as dagger as tantos, to determine the aim and damage possible in a strike.
Spriggan Spriggan is a language skill checked whenever one attempts to speak with a Spriggan.
Stealth Stealth is a skill which allows one to avoid the attention of a hostile creature. It is automatically checked at every encounter.
Streetwise Streetwise is a skill checked whenever one attempts to be blunt, colloquial, or otherwise informal in conversation.
Swimming Swimming is a skill automatically checked whenever one encounters water to see how fast one can swim, how fatigued one gets while swimming, and how long one can stay underwater.
Thaumaturgy Thaumaturgy refers to the School of Thaumaturgy, one of the six avenues of magica study. A Thaumaturgical spell does not change the appearance or structure of a force or object, but can manipulate laws temporarily, as evident in such spells as Levitate and Detection.


Character Race Descriptions
November 1996

Argonian
Argonians hail from the province of Black Marsh. You are part of a highly-evolved race of reptiles, known for their intelligence, agility, and speed. Because of their reptilian nature, Argonians do not tire easily when swimming. While many Argonians have successfully mastered the arts of thievery and spellcasting, there are some regarded well as warriors.
Breton
Bretons hail from the province of High Rock. You are part of a tall, fair-skinned people, highly intelligent and willful. Magic seems to infuse the very being of the Breton people. As a race, they are more resistant to the effects of hostile magic than any other group, and thus are excellent in all arcane arts.
Dark Elf
Dark Elves hail from the province of Morrowind. You are part of a tall, dark-skinned people, known to be extremely strong, intelligent, and quick. They are extremely versatile in all manners of skills and well-known as warriors and mages.
High Elf
High Elves hail from the province of Sumurset. You are part of a tall, golden-skinned people, extremely intelligent, agile, and willful. The magical nature of Sumurset Isle has made the High Elves natural spellcasters who are immune to paralysing poisons and spells.
Khajiit
Khajiit hail from the province of Elsweyr. You are part of a tawny-skinned people, extremely hardy, intelligent, and agile. Many Khajiit have taken to painting their faces to more resemble their legendary feline cousins, the predatory cats that hunt the great desert. Khajiit are on the whole excellent climbers, and adept in all the arts of the thief.
Nord
Nords hail from the province of Skyrim. You are part of a tall and fair-skinned people, strong, willful, and hardy. Owing to the climate of Skyrim, Nords are resistant to the coldest of temperatures, and take little damage even from ice-based magical attacks. Nords are historically well-suited to all the arts of the warrior.
Redguard
Redguards hail from the province of Hammerfell. You are part of a dark-skinned people, extremely hardy and quick. Legend has it that the Redguard are innately more proficient with weaponry than any other race. In general, Redguards make excellent warriors.
Wood Elf
Wood Elves hail from the province of Valenwood. You are part of a tall, fair-skinned people known to be extremely agile and quick. Wood Elves have a natural affinity for the bow and arrow, and all members of their race have some ability with that weapon. There are well-known Wood Elves in most every class, but the arts of thievery are their particular forte.


Character Classes
November 1996

Class Description Skills
Acrobat Acrobats practice the thieving arts, and use their remarkable physical skills to aid them. They are very quick, agile, and nimble. The most important skills to an Acrobat are: Jumping, Dodging, Running, Climbing, Hand-to-Hand, and Stealth.
Archer Archers are warriors specially trained in the use of the bow. The most important skills to an Archer are: Archery, Hand-to-Hand, Dodging Axe, Blunt Weapon, and Critical Striking.
Assassin Assassins are much feared and respected, for they use the night for concealment, and their cunning to strike deadly blows. Even secure locks cannot stay the Assassin's blade. The most important Assassin skills are: Critical Striking, Backstabbing, Stealth, Short Blade, Long Blade, and Blunt Weapon.
Barbarian Barbarians are warriors that hail from the harsh lands that fringe more civilized areas. They make excellent fighters, well-suited to survival under the worst conditions. The skills Barbarians use most are: Blunt Weapon, Long Blade, Axe, Jumping, Running, and Swimming.
Bard Bards are the most versatile class, learned in many different arts. They are familiar with weaponry, magic, and the thiefly talents. The skills most often employed by Bards are: Streetwisdom, Etiquette, Pickpocketing, Stealth, Short blade, and Hand to hand.
Battle Mage Battle Mages use their mastery of magic for combat purposes. They are naturally adept at casting offensive magic spells. The skills most important to a Battle Mage are: Destruction, Long Blade, Axe, Thaumaturgy, Alteration, and Hand-to-Hand.
Burglar Burglars are well versed in the arts of picking locks. They can sneak undetected into even the most secure of noble houses and escape detection. The most important Burglar skills are: Lockpicking, Stealth, Climbing, Mercantile, Dodging, and Short blade.
Healer Healers use their magic to treat injuries and cure illnesses. Their function is primarily defensive in nature. The most important skills to a Healer are: Restoration, Medical, Dodging, Thaumaturgy, Mysticism, and Alteration.
Knight Knights are trained as warriors. They hail from noble stock, and adhere to the code of chivalry. The most important skills to a Knight are: Long Blade, Etiquette, Blunt Weapon, Axe, Archery and Short Blade.
Mage Mages are those that devote their lives to the study and practice of the arcane magical arts. An experienced mage can be a deadly force to reckon with. The skills most important to a Mage are: All Schools of Magicka -- Mysticism, Alteration, Thaumaturgy, Illusion, Destruction, and Restoration.
Monk Monks are specially trained in mental disciplines. This intense mental awareness includes the ability to turn the body into a lethal machine. The skills most important to a Monk are: Hand-to-Hand, Critical Striking, Dodging, Swimming, Medical, and Blunt Weapon.
Nightblade Nightblades use their magic abilities as an aid to subterfuge. The Nightblade is often like a thief with the capability to use magic. The skills most important to a Nightblade are: Illusion, Stealth, Dodging, Thaumaturgy, Short Blade, and Lockpicking.
Ranger Rangers are at home in the wilderness, and are excellent hunters. They are very skilled at survival and tracking. The skills most important to a Ranger are: Long Blade, Axe, Climbing, Swimming, Archery, and Critical Striking.
Rogue Rogues are trained in both the shadowy arts of the thief, and the combat arts of the warrior. The Rogue relies on these skills most heavily: Long Blade, Stealth, Dodging, Pickpocketing, Backstabbing, and Streetwise.
Sorcerer Sorcerers are quite adept at the manipulation of magic, although they do not generate their own magical energy. Rather, they absorb the energy of spells cast at them, and use this energy to power their own spells. The main Sorcerer skills are: All Schools of Magicka -- Mysticism, Alteration, Thaumaturgy, Destruction, Restoration, and Illusion.
Spellsword Spellswords are warriors who are also highly skilled in the use of magic. This dual specialization makes the Spellsword a formidable opponent indeed. The most important skills to a Spellsword are: Axe, Long Blade, Blunt Weapon, Destruction, Illusion, and Alteration.
Thief Thieves are well known for their adeptness in using stealth, speed, and cunning to steal for a living. The six most important skills to a Thief are: Pickpocketing, Stealth, Short Blade, Backstabbing, Climbing, and Lockpicking.
Warrior Warriors are those most heavily trained in the arts of combat and warfare. They are adept in the use of many weapons and are often heavily armored. The skills most important to a Warrior are: Axe, Long Blade, Blunt Weapon, Hand-to-Hand, Archery, and Short Blade.


Custom Character Classes
November 1996

  1. Some of my favorite points are from having a High Elf character and then taking a Critical Weakness to Paralysis... He's already immune!
  2. Taking Critical Weakness to: Disease and Poison My 26th level character has both of these and has never been diseased or poisoned.
  3. Points well spent: Immunity to Magic and Shock.... Seems someone is always starting with Shock! (Undead especially)
  4. Bonus to hit daedra and undead makes higher levels easier
  5. Specalize in Long Blade (best damage... except vs Skeletal Warriors)
  6. Don't have more than one weapon in your Primary Skill area, this means that only using your favorite weapon is a BIG plus... that skill is the only weapon ever used.... and you could forbid all the others.
  7. Rapid Healing (General) makes for characters that can do 4+ quests simultaneously (never rests for longer than 2-3hrs)
  8. Have Running on one of your top three areas... and then run until you're in danger of being declaired "Master" of running.
  9. Chose primary weapon skill of long-bladeusually long blade. Short blades aren't any good, axes are rare, and archery just isn't as useful as you would think. Blunt is OK, but L Blades are better.
  10. You should also pick some mage schools, Mysticism and Alteration are useful, as is Restoration. NEVER pick running, climbing, or jumping as Primary or Major skills, as this will severely inhibit you character's maximum level (you'll gain them quickly, but as soon as you hit 100%, your level gaining is over).
  11. As for Advantages and Disadvantages, pick increased magery and restricted weapons and armor. Leather is useless. Axes, bucklers, and round shields are pointless.

You may also take a look at a Custom Class Example #1, Custom Class Example #2, or Custom Class Example #3


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