QUOTE(brooksie48 @ Sep 11 2005, 11:15 PM)
Carlo, thats exactly what I want.
I'm sorry for not making my self clear the past few days.(plus spelling mistakes left and right) I broke my nose and I'm on pain medication.
Just to give you a hint of how important skills and character stats are in the Elder Scrolls games, here's a little faq on how important skills are in Morrowind.
Note: Some of these skills are reworked/combined in Oblivion and some are gone.
ie-short Blade and Long blade are now 'Blade'. etc..
Also, certain 'spells' and 'actions' which you get within each skill (ie: by selecting Mysticism as a major skill, you get spells such as telekenisis and soul trap).
In oblivion, there are now 21 skills total instead of the amount in Morrowind because some skills have been removied or combined.
<Block>: A pretty useful skill, unless you use spells or two-handed weapons. If
you successfully block an attack, you completely negate the damage. If you
intend to wade into melee range often this is a good choice for a skill - but
put it in as a major rather than minor skill, because as a minor skill it will
probably be too low initially to train via use. (By which I mean you won't
block much, which means it won't raise much, which means it won't be much use
to you until you pay trainers to make you better. Go major, or go elsewhere.)
<Armorer>: If you're a spellcaster, you can take a pass on this skill. If
you're a thief-type, and wear light armor this skill's value is debatable. But
if you wear medium or heavy armor this is probably a good skill to take. It can
cost a hell of a lot to repair pricey armor after it takes a beating, and since
Armorer is associated with Strength, training it means you're exercising that
stat (which you're going to want if you wear the heavier armor types). But even
if you deck out in heavy armor, I would still only put this in as a minor skill.
<Medium Armor>: The bastard stepchild of heavy and light armor types, medium
mostly benefits from being ridiculously friggin' common. Bonemold armor (a
decent medium armor) is worn by all Dunmer guards, and you can find it for sale
in practically every town, and laying around all over Vvardenfell. However, its
protective value is not exceptionally higher than light armor, and on average
it weighs only slightly less than your average heavy armor, so the value of
this skill is debatable. I'd probably only recommend taking this skill if you
want to be a warrior, but don't plan on focusing on your strength attribute
(like a fighter/spellcaster mix).
<Heavy Armor>: The best protection in the game, the highest enchantment value,
and it weighs a ton. High-end cuirasses weigh around 90lbs - whole suits chime
in at several hundred pounds easily. However, by the time you find this kind of
gear you'll be more than strong enough to schlep it around. If you're going to
be a fighter, this is the armor type you should take, and like any armor
choice, it should be a major skill.
<Blunt Weapon>: One of the two most important story weapons you'll find in this
game is a blunt object, but don't let that influence your decision. Blunt
weapons have their place, being neither great nor useless. They're one-handed,
and do respectable damage, but aren't exceptionally common throughout the game.
<Long Blade>: By and large, this is your first choice for a weapon skill. There
are a wide variety of weapon types that fall under the long blade category
(both one and two-handed), and they're probably the second-most common weapon
in the game (after short blades). Unless you have some burning desire to take a
specific weapon type, I'd recommend putting this into a minor skill slot.
<Axe>: Axes are slightly more common than blunt weapons, but in my opinion
slightly less useful. If you're playing an Orc or Nord you might want to use
axes only to capitalize on their racial skill bonuses.
<Spear>: Why the hell would anyone use a spear? It's two-handed, so no shields
(so no blocking, and lower overall character armor rating). They have no
versatility in their attacking (thrust, thrust, thrust, repeat), and they are
fairly uncommon and underpowered in damage delivery. And none of the high-end
magical weapons are spears (excepting one gift you can pick up in the Mournhold
expansion, and even that one isn't much to write home about). Maybe fanatical
Argonians will play with spears, but I wouldn't recommend anyone else try.
<Athletics>: This skill determines how fast and efficiently you run, walk and
swim, which means it's a pretty fundamental skill. Most FAQs will suggest you
not pick this skill as a major or minor skill because of how easily it raises.
But then, most FAQs suggest you tie a rubber band around your controller and
leave it on for several hours to cheaply raise this skill without effort, so
there you go. Personally, I think this skill makes a good choice for a minor
slot (don't waste a major pick) if you've got the room, and don't have anything
else you want.
<Destruction>: If you want to blow crap up, this is the skill for you. There
are a variety of other effects (weapon and armor corrosion, fatigue draining,
and damage vulnerability) that are encompassed within this skill, but at its
heart this skill is about collateral damage. If you intend to be a straight
mage, or battlemage combo, then this is a skill you should take (and place it
in a major slot). If you don't intend to be a spellcaster, then this is
probably not going to be a useful skill for you. Some Dunmer players will take
it for their fighter or thief types and use it in place of Marksman (since they
get a +10 racial skill bonus to Destruction), but it won't see much use later
on when you have more powerful weapons you're better trained in using.
<Alteration>: This is a great skill for people who want a little magic for
their character. Including such valuable (and needed) spells as Open, Water
Breathing, Water Walking, Levitate, and Shield, this skill gives characters a
wide selection of spells that offer effects often used in the game. Straight
mages can benefit from this skill as well, although they will probably take
Enchant instead, and craft these effects into items. Alteration also trains
Willpower, an attribute that most fighter or thief skills don't train (but is
<Illusion>: This skill can either be critical or useless, depending on how you
play. In addition to the expected Invisibility, Chameleon and Paralyze spells
this class offers, it also includes defense and charm spells. While these are
all useful effects, they generally duplicate skills a character might have
otherwise taken. A high personality and Speechcraft negate a need for charm
magic, while a good rating in Sneak makes Chameleon less useful. Paralyze, of
course, is better suited to weapons than straight spells. Generally I would
restrict Illusion to people planning to play straight mage-types, as they will
benefit most from the variety of protective and interactive magic this skill
offers. Other character types will have much less use for the effects this
<Conjuration>: This skill offers four effects: Turning Undead (useless - kill
them instead), Summon Creature (summoned creatures are generally stupid and
useless, with badly designed A.I.s), Command (might have its uses), and Bound
Item. Only the last effect has any real value in my opinion, and even then is
most useful for a mage who wants to permanently enchant himself some weightless
Daedric equipment. Normal fighter and thief types can find and use better gear
than this spell can summon - with one exception. If you're a Marksman, purchase
Bound Longbow (buy it at the Balmora Mage Guild from the Guild Guide), and get
it enchanted into an item. Good magical bows are very, very uncommon, and the
longbow summoned by this effect is as good as any you'll find. You'll have a
weightless, powerful bow at your disposal (that will fortify your skill 10
points), and all you'll have to do is supply the arrows.
<Mysticism>: Like Alteration, this skill offers spells representing several
highly-used effects, such as Mark & Recall, the two Intervention spells,
Telekinesis, and Soul Trap. I find this skill to be slightly more useful than
Alteration only because many of the Alteration effects I like to use are better
as enchantments than spells, whereas all of the spells in this group make
better spells than enchantments. If you're only planning to take one spell
skill, than I suggest you make it this one, and place it in a major slot (to
reduce spell costs and increase successful casting probability).
<Restoration>: This skill, to me, is a tricky one. Most, if not all of the
spells in this group (healing, poison and disease removal, attribute restoring)
are extremely handy and valuable effects to have access to. However, you can
readily buy potions that duplicate all of these effects (like you can for most
any other skill), and these potions are very common, inexpensive, and easy to
come by. In addition, when you're neck-deep in combat, taking the time to
switch to a healing spell usually means death, whereas with a potion you simply
pause, and activate it from the item menu. Healing magic is critical to
survival in this game, but I personally feel you can get access to that healing
more efficiently with Alchemy (or just buying potions and scrolls outright).
<Enchant>: Great to have, damn near impossible to train. Even if you don't
intend to craft your own magic items in this game (and it's not usually worth
it, as the really cool items you want are generally too difficult for an
Enchant skill of less than 80-90) this skill has other uses. In addition to
enchanting it also makes you a more efficient user of charged items, which
means you squeeze more power from a given item. Also, it makes you better at
recharging items from a Soul Gem (the only way to do so other than waiting for
charges to come back naturally). I generally toss this skill in a minor skill
slot, and only leave it out if I desperately need room for something else.
Believe me, when your favorite health-draining magic weapon runs dry in
Ghostgate, you're going to wish you were good enough to suck a few more charges
out of it.
<Alchemy>: Like Enchant, only much easier to train. This skill is exercised
merely by eating potion ingredients, as well as making the potions themselves.
If you decide to take no other magical skills I would suggest you at least take
this one, since potions can duplicate the effects of practically every other
spell available (including some that have no business being potions, like Mark
and Recall). Ingredients for most potions are so common they literally grow on
the trees in this game, although materials for the more esoteric effects are
slightly harder to find. (Daedra Hearts don't, unfortunately, grow on trees.)
Later on, when you're shamefully wealthy you may just decide to buy your
potions rather than home-grow them, but even at that certain potions are
actually easier to make than track down and buy (good restore magicka potions,
for example, are hard to locate).
<Unarmored>: Unless you're a beast race, I can't imagine why you'd take this
over another armor skill. The benefit of this skill at high levels does not
negate the actual superior protection of wearing even light armor, and even
mages are better served donning something other than robes. Still, I guess if
you're going for a monkish "walks-the-Earth-like-Kain-in-Kung-Fu" type, then
this would the skill for you.
<Security>: I'm hard-pressed to find a reason not to take this skill. Sure, you
could just enchant a 100 point Open spell on an amulet and let the magic do the
talking, or carry Ondusi's Unhinging and Ekash's Locksplitter scrolls around
with you, but just taking Security is a heck of a lot more efficient. Scrolls
run out, enchantments run dry, magicka depletes. But lockpicks are cheap, carry
25 "charges" each, and most locks in the game have less than a score of 50,
which means with even a little practice (or a good pick) you'll pop through 70%
of the locks in this game without even trying. If you do take this skill, I
suggest putting it in a major slot, to ensure you have a much better chance at
picking locks right from the get-go.
<Sneak>: Useful if you want to pick people's pockets (which really isn't as
easy to succeed at as it should be), or sneak around without being seen. This
is one of those few instances where I actually think a spell works better than
a skill. I played a thief and still never used this skill much - it doesn't
train very rapidly (it doesn't train just by going into "sneak mode"; you have
to be actively moving around and near someone who could possibly see you), I
never had much cause to pick people's pockets, and if I absolutely had to sneak
by someone, I used Invisibility (or more commonly) Chameleon.
<Acrobatics>: Like Athletics, this skill helps determine how you move; in this
case, vertically rather than horizontally. High levels in this skill make for
some pretty spectacular leaps and falls, and many people find they move faster
jumping than they do walking. Unlike Athletics, however, I don't normally
recommend giving this skill a skill slot, simply because it actually trains
faster than Athletics (even though you spend more time walking than jumping),
and I feel that Athletics needs the bigger initial point boost. For thief
types, however, this is a useful skill to have (for jumping from roof to roof,
escaping danger, and reaching items in high places), and they alone might want
to give it a minor skill slot (in place of Athletics).
<Light Armor>: More common that either of the other two armor types, Light
Armor is also the weakest, cheapest, and has the least enchantment points.
However, one of the best cuirasses in the game is Light Armor, and Stealth or
Magic focused players will find Light Armor best suited to their style of play.
More combat-oriented players should go for heavier armor; otherwise, Light
Armor is a solid skill to pick. Light Armor does have one additional downside;
unlike Medium and Heavy Armor types there is really only one kind of Light
Armor that is worth having, and that is Glass armor. Most of the other more
commonly found Light Armor types are useless after the earliest stages of the
game. Luckily, Glass armor isn't impossible to find, and it enchants well.
<Short Blade>: Easily the most common weapon in the game, and also the weapon
type of the other legendary weapon you find in the end game. Short Blade is
probably the best weapon choice after Long Blade, and Stealth types should pick
this and never look back.
<Marksman>: Marksman weapons are a mixed bag; on the one hand, they give you an
option for distance attacking, but on the other hand they aren't very powerful,
and bows attack fairly slowly. Still, there are times when a tough opponent is
best killed by someone standing very high up and out of reach, and generally
you can carry much more ammo for a bow than magicka for an attack spell.
<Mercantile>: Many FAQs suggest taking a pass on this skill, but I disagree.
Money makes the world go 'round, and people with high scores in this skill are
masters at getting the best bang for their buck. It's just not possible to go
through this game without at some point shopping, and a high Mercantile skill
gives you the ability to buy low and sell high. No character in this game will
avoid dealing with merchants, and therefore no player should pass on this
skill. (Unless you like getting ripped off, in which case please email me - I
have prime real estate in Iraq to sell you.)
<Speechcraft>: Another skill that people debate over, I also suggest players
consider including this skill in their skill set. There are many times in the
game you will need people to like you enough to divulge a secret, and this
skill makes getting people to like you much easier. Granted, you could just
bribe the hell out of someone until their disposition is high enough, but this
skill makes that cost you tens of gold, not thousands (and with successful
"admire" attempts, it can cost you nothing). Unless you really want to focus
exclusively on beating things up, toss this skill in a major or minor skill
<Hand to Hand>: I never use this skill, so I can't really comment on its use.
It does have the one benefit of being about to incapacitate someone without
killing them, but I have rarely (if ever) seen the need to do this. Taking a
swing at someone is still a crime, whether you do it with a fist or a sword,
and if someone hits you first you can kill them without repercussion. Plus,
knocking someone out via fists takes forever, and you're sure as heck not going
to be using this against monsters. I don't see any real use for this skill.
Sorry for the long quote/post.