![]() ![]() You can leave it alone or dump it all the way. Gives you a very slight bonus to hit and climbing. Doesn't affect quest givers, guild officers or anyone important at all. At the most someone wont give you your quest location and the next person you talk to will. Does nothing but make generic townspeople npc's more likely to be polite. Has a massive effect on movement speed and weapon attack speed. Priority zero as you level unless you have like 57 and can make it 60 at level 2. This is a priority only at character creation. Not retroactive if you increase it as you level. Not a priority.Įndurance - gives you a hit point per level bonus for every 10 points past 50. Not a priority.Īgility - gives you a slight bonus to hit and dodge as you level. Willpower - gives you a slight magic resistance bonus. You can choose 3x, 2x, 1.75x, 1.5x, or 1x int as advantages which are very important. The damage is nice but dwarfed by the damage output that 100 speed gives you. Determines carrying capacity and gives you a slight bonus to damage per hit - 1 for every 10 points past 50. ![]() So banning it doesn't hurt you at all and drops the difficulty dagger a bit. Another example is banning the use of any Silver items because its an incredibly rare material and not relevant past the first dungeon. So Critical Weakness to Paralysis is something we actually WANT just to drop the difficulty dagger. For example Paralysis is easily managed with the cheapest free action spell, plus magic items and potions. The key to choosing disadvantages is recognizing what you can ignore with game mechanics. Choosing 3x int mana bonus is very strong - difficulty dagger goes up a lot.ĭisadvantages work the same way in the opposite direction. Immunity to fire is very strong - difficulty dagger goes up a lot. Besides hit points per level this is the most important attribute of your character.Īll advantages chosen will raise the difficulty dagger - the amount depending on the relative strength of the advantage. Getting the dagger as far down as possible makes all skills tremendously easier to level. It does not matter in the slightest what race you are when you are swinging a Daedric 2hander with 100 strength, 100 speed, and chose the maximum hitpoints per round at character creation.Įvery class has a difficulty dagger which represents the sum total of your advantages and disadvantages. Any spellcasting ability means you're not climbing at all or swimming without magically enhanced swim speed.īreton is a solid choice like all the later Elder Scrolls games. By the time you level up enough for the chance to hit bonuses to matter you're not missing anyway. The other advantages have no noticeable effect in the game. However it is extremely easy to manage between spells, potions, and magic items. High Elf is the most popular choice simply because Paralysis happens often and is fatal. WoodElf: +(Level/3) damage modifier, +(Level/3) chance to hit modifier with bows Redguard: +(Level/3) damage modifier, +(Level/3) chance to hit modifier with weapons Copying and pasting this from the Daggerfall Unity forum:Īrgonian: half slower breath meter while swimming (on average), no swimming fatigueĭark Elves: +(Level/4) damage modifier, +(Level/4) chance to hit modifier with weapons
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