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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.
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Statistic Descriptions
November 1996
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
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
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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