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Custom Class FAQ

by BrandonTheSith

____________________________
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.
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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
----------------------------------------------------------------------
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