» Fri May 13, 2011 1:15 pm
-Tips for creating a new character-
1) Someone asked this before: High elven immunity to paralysis, and for that matter all other racial advantages, trump character disadvantages. Stack on the critical weakness to paralysis as a high elf, congratulations, you get a free bonus on that difficulty dagger. Similarly, never choose "critical weakness to paralysis" unless you are a high elf, because one spider and paralysis can cripple the toughest of fighters.
2) Pick one or two weapon skills, and stick with them! Weapon skills, unlike magic, are much harder to raise in succession. More than two weapon skills will severely restrict the ease with which your character levels up!
3) While they only grant small bonuses, taking "Unable to use..." can be great ways to min/max your character. You get access to tower shields and plate armor fairly quickly, so Bucklers, Kite, Round Shields, Leather, and Chain are all very low impact things to give up, as you will often find better in the first dungeon or in your first shops. Iron is also easy to go without. Orcish is very rare, as is Elven (for armor), but those may take away the fun of that really cool find you stumble across while playing the game. I seriously advise against restricting steel or silver, as steel is necessary to kill imps, and silver is your earliest access to ghost and were-killing weapons. If you know you will start with an ebony dagger, or are good in hand-to-hand, don't worry about them as much. In addition, any weapon you do not have a skill in, or have no particular desire to use, you can restrict. This has a more serious impact, but if you know you'll only want to use, say, swords, it helps. Finally, these can be an effective complement to the roleplaying aspect, for example if you want to play a ranger who swears by his sword and bow, knows how to use an axe, and so has no use at all for blunt weapons.
4) Phobia to animals hurts you early on, but later in the game would not concern you at all. On the reverse side, phobia of daedra will give you bonus points and will not hurt you until late in the game, but some of the toughest enemies you face fall into this category, so it becomes more serious. Phobia of humans and undead are not recommended, because they are a serious hindrance through the entire game.
5) Any advantage/disadvantage where you choose "in sunlight" or "in darkness" is far more potent in those conditions, but also comes with heavier costs/benefits. Keep in mind, "daylight" counts as only outside in the daytime. "Darkness" is anywhere indoors and anywhere at night. For this reason, disadvantages only in daylight (such as dark-powered magery), and advantages only in darkness (like hit point regeneration) can make the most benefit to your character at the same cost.
6) As a pure warrior, if you don't intend to use magic, hit yourself with all the decreased and unable magery you are allowed, and top it off with "inability to regen spell points." You trust your sword, anyway, and will drive the difficulty dagger so far into the easy end that you'll have a hard time getting it up again.
7) Climbing, jumping, and running are very easy skills to raise, and result in easier levels if you have them as primary or major skills. Beware, though, as running is something you'll want to do all the time, and I think there's still a level cap of whenever your first skill hits 100.