____________________________ Elder Scrolls III: Morrowind Game of the Year Edition Custom Class FAQ and Suggestions Xbox/PC January 31st 2006 Version: 1.1 Written By: Brandon Rad Email: [email protected] Note: When you E-mail me use the subject: Morrowind GOTY ---------------------------------------------------------------------- .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 . ---------------------------------------------------------------------- Version History ====================================================================== 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. ---------------------------------------------------------------------- Table of Contents ---------------------------------------------------------------------- 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 ---------------------------------------------------------------------- 1. Introduction ---------------------------------------------------------------------- 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 clich�d 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. (Remember to email me you custom class and I�ll put it on, don�t forget everyone listed, even a description.) ====================================================================== 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. ====================================================================== 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 ====================================================================== END