Help - Character Creation

Post » Fri May 27, 2011 7:20 pm

On Daggerfall, when I select a race, I pick Bosmer, then I choose the top option to choose my class. I choose Thief. After that, isnt it supposed to let me edit my skills and choose the difficulty with my hitpoints, my advantages and disadvantages? Well after I choose Thief, it dont give me that choice. It says Name Thyself, then choose thy face, and then I make dice rolls and can only edit my attributes on the left. Then after that the game starts. What happened to the screen where it lets me pick what I want. A custom class. I looked at a youtube vid of a guy doing it, it just simply doesnt give me that option i believe. Someone please tell me the issue of this, links to the problem, help me please?
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Amy Smith
 
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Post » Fri May 27, 2011 2:03 pm

When you choose your class, do not choose thief. Scroll to the bottom of the classes, and the custom class option is the last one there. I believe that is what you want.
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bonita mathews
 
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Post » Fri May 27, 2011 10:13 am

On Daggerfall,... I want. A custom class...


Yup. You answered it yourself!
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Mylizards Dot com
 
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Post » Fri May 27, 2011 6:35 am

Also, if I may give you a couple of tips about character generation?

1) The guy on the video has at least one thing right: speed. Speed is the secret of combat in Daggerfall. The rest of your attributes can be left average: if you have speed, they'll develop well enough as time goes on. But in combat, nothing can really go up against a character with meteoric speed (as long as you aren't playing Andyfall). Unless I'm planning to go hairy, I generally start my characters with a speed of 90 or so.

2) I've been reading around on the net a bit since I haven't been able to play DF in ages, and have forgotten a few tricks and whatnot. But one trick that seems to have been lost in the fogs of time still stands clear in my mind: the old "immunity to magic" glitch. It turns out that in order to be paralyzed, poisoned, or infected, characters must first fail a "saving throw" (saving throw? When's the last time you heard that phrase?) against magic. What this means in practice is that you can select "Immunity to magic" as an advantage, and then critical weakness to poison, disease, and paralysis as disadvantages -- without actually every suffering them as disadvantages. Immunity to magic effectively makes your character immune to disease, poison, and paralysis as well. Try it and see! (Poor nightblades are toast against such a character.) You'll bury that difficulty dagger so deep it'll never come back up again!! (Well, no, not really, but it is a nifty way to get a few advantages for free.)

3) Archery is more fun, and more useful, than most people think it is.

4) Medical is not a wise choice as skill; it develops very slowly after it reaches 50%.

5) If you take one melee weapon, it will soon max out at 100 and no longer be of use for levelling. Take two melee weapons instead and you'll be able to add a few extra levels as you shift combat between them. Plus it's cool as hell to fight with a sword and an axe at the same time.
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Emmi Coolahan
 
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Post » Fri May 27, 2011 1:33 pm

OMG I am dumb!!! Wow... Okay, why didnt they put Custom where people could see it? :banghead: And I wont make my character powerful. Im the kind of person that dont like to cheat on games (unless if I absolutely HAVE to; being stuck, glitched, etc.) but I will take the speed hint, and I will make my character swim good, because evidently you NEED those, but thanks for the hint! I may do the magic thing too, just not picking High Elf... Maybe Bosmer. Why cant you pick an Imperial in Arena and Daggerfall?!?!
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Amanda Leis
 
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Post » Fri May 27, 2011 6:42 am

In Arena and Daggerfall, the Imperial Province was envisaged as a 'melting pot' of all the races, having no one particular 'Imperial' race.
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Victor Oropeza
 
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Post » Fri May 27, 2011 1:13 pm

Ok, but when or How did they become a race in Morrowind?

Also, in Daggerfall, I ran all the way out into the ocean from Daggerfall;Daggerfall... Yep it may take 2 weeks like said to cross the map, that alone, like 3 pixels across the map took me like 20 minutes!

I also went into a random dungeon, didnt know it was a dungeon, and went in (Good music, getting juggy with it lol) I went in and there were 2 rooms, a hallway connecting them. 3 rats in the entire thing, and a coffin at the last room, couldnt do anything with it. I tried clicking stuff, etc. Is that for a mission, or is it common for dungeons to be this small? ( No secret doors either )
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adam holden
 
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Post » Fri May 27, 2011 8:27 pm

I'd say that they became a race in Morrowind because people wanted more races. But that's just pure conjecture. Note there is a good reason why Orcs were not a selectable race pre-Morrowind: they were actually the enemy! In Daggerfall, the Orcs, under the leadership of King Gortwog, are demonised and generally aren't nice fellows. But once the kingdom of Orsinium was founded, our green friends decided to stop killing the Bretons and Redguards. Well, in public.
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Colton Idonthavealastna
 
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Post » Fri May 27, 2011 5:07 am

That little dungeon you ran into, as I'm guessing you've found out by now, is one of two or three "types" in the game. From the map, you'll find mostly those tiny tomb like things with just a few rooms. When you're sent to a dungeon on a quest for some guild or temple, the dungeons are...er...usually ... um ... larger.

*Much* larger.
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how solid
 
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Post » Fri May 27, 2011 5:27 am

Ok, but when or How did they become a race in Morrowind?

By the time that Redguard was made in 1998, gamesas, which had already started to change leadership, more or less decided to re-write the lore there. That's also how Tiber Septim (Talos) was added as a ninth divine.

I also went into a random dungeon, didnt know it was a dungeon, and went in (Good music, getting juggy with it lol) I went in and there were 2 rooms, a hallway connecting them. 3 rats in the entire thing, and a coffin at the last room, couldnt do anything with it. I tried clicking stuff, etc. Is that for a mission, or is it common for dungeons to be this small? ( No secret doors either )

That was a "graveyard" dungeon; on the fast-travel map, they are represented as a dark orange color. When you start, those are the ONLY dungeons that are on your map. That's what all of them are like. Other types are castles/towers, represented as a medium orange, and all other dungeons, which are represented with a light orange color. Well, there's also a rare and secret type of location classified as "dungeon" that shows up as a black dot, but I won't spoil it for you. ;)

Technically, the only difference between castles and dungeons is what the structure looks like aboveground; castles tend to have multiple entrance doors, though I should note that ALL of them will take you to the exact same starting door inside the dungeon. Once inside, there is no difference between those types of dungeon.

For reference on size, Daggerfall's dungeons are made by assembling a number of large, pre-built "modules." Privateer's Hold is based off of ONE such module. Most dungeons in the game consist of 2-4 of these modules; some of them are far more complex than Privateer's hold; a few annoying modules are effectively a tangle of spaghetti-like tunnels, ugh. Some, though, are mostly filled up with a large, cavernous chamber.

Only a few dungeons in the game are related to the MAIN quest. All other dungeons that aren't graveyards can be called up for random quests (the game has nearly 200 different quests, each of which can have the destination, objective, and reward randomized and/or scaled and hence replayed infinitely) When you recieve a quest that sends you to a location, it'll be added to your map. Also, finding a "map" item in a dungeon will add the location of another dungeon.

Do not worry about ruining quests before you get them; because of the game's randomized nature, quest targets (be they creatures, NPCs, items, etc.) don't even EXIST until you receive the quest. It's largely because of all this randomization that Daggerfall is said to incorporate a lot of "Rogue-like" elements.
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HARDHEAD
 
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