Silgrad Tower from the Ashes

Full Version: Player tips from the Strategy Guide
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The Strategy Guide says that all your seven major skills should come from one specialization (combat/mage/stealth) since you then start out with all skills at +10 skill point bonus. So if you pick the Combat specialization you should go with Armorer, Athletics, Blade, Block, Blunt, Hand-to-Hand and Heavy Armor. According to them. Personally I disagree because the higher your skills start out, the lower your cap will be on which player character level you can attain.
[indent][/indent]If all 7 skills are at 35, you can only go as far as level 45 (700 total - 245 (35*7) = 455 / 10 = 45,5 levels)
[indent][/indent]But if all skills are at 25, you can achieve level 52 instead.

Naturally, your governing attributes should be the ones that govern most of your skills. All-combat characters want Str & End, All-mage want Int and Wil, All-stealth want Agi and Spd.

[blockquote]You can do without Mercantile. Just clean out a couple of extra dungeons now and then to make up for the cool deals you'll miss.
[indent][/indent]You can do without Speechcraft. There are relatively few places where Speechcraft challenges are blocking puzzles, and you can get around them with spells, scrolls, bribes, or alternative paths. Or pick an Imperial race character and you can solve virtually all of your Disposition-based quest challenges with the Voice of the Emperor ability.
[indent][/indent]Illusion is a fun spell college, but you don't get the cool spells until Journeyman level, and practicing lots of less-cool spells to get to the cool spells will dim your enthusiasm for the project. Moreover, since Mercantile, Speechcraft and Illusion are all governed by Personality, forgoing these three skills together means you never need to spend a class attribute choice on Personality.[/blockquote]

Power-levelling is less important than getting the right skill perks quickly. This is because most of your enemies also level up when you do Rolleyes The guide says "it's much cooler to gain a new skill mastery perk than to level up. BUT, if you want to power-level, its advice is to take Athletics and run all the time. And take Acrobatics and hop all the time. Take Destruction and cast a cheap Destruction spell constantly wherever you go. Take Armorer, spend all your cash on repair hammers, and repair every weapon and piece of armor you see whether you're going to pick it up or not." Doesn't sound like much fun, ey?

Oh, and:
"Now, trouble has been no stranger to the reign of [Uriel Septem VII], and it is hardly surprising that it should end with trouble as well. In Arena and Daggerfall, Septim's reigh was plagued by treachery and dissension. In Morrowind, the rist of Dagoth Ur shook that fiercely independent Dark Elf province to its roots."
Source: Prima's Official Strategy Guide, p 2

"...the armies of Mehrunes Dagon have embarked on a war to claim Tamriel."
Source: Prima's Official Strategy Guide, p 2
- so portals should probably open in Morrowind as well, until the game's main quest is completed.

"Others seek to court favor by worsihipping at shrines to 15 Daedra lords - usually found in the distant wilderness."
Source: Prima's Official Strategy Guide, p 2
- so, I take it we get Daedric Ruins in the stock game :dance:
they might not be like the Morrowind ones though...
but it IS rumored that the Daedric Princes made them themselves and if this is true and they all look alike relatively then we shouldn't have a problem, hope my crappy english isn't hampering your understood of my reasoning