Want to try a mage in Daggerfall

Post » Fri Mar 21, 2014 9:14 pm

As the topic says, I'm curious about trying a magically-capable or even focused character in Daggerfall - every other one of my characters has been an obscenely overpowered fast-leveling martial monster that can faceroll through Daggerfall's dungeons through abuse of the character creator. I'm wondering what sort of enjoyment I can get as a mage instead, and how to build the skills and attributes.

How important is Willpower for a Mage that's immune to everything? Does it determine magicka regen speed? I'm used to dumping INT and WIS for my melee characters to fuel the physical attributes - what attributes can I dump as a mage, and do I want a Weapon Minor skill? (And if so, which one? I'm thinking short blade for the Ebony Dagger).

Also, for the Core and major skills, what order should I go? I only know that Destruction and Alteration are probably worhty of Core skills - not sure which the third Core skill should be.

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Jessica Nash
 
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Joined: Tue Dec 19, 2006 10:18 pm

Post » Sat Mar 22, 2014 5:54 am

I am playing Daggerfall on and off with a Breton mage.

This character is also extremely overpowered - Favorite spell is a transfer health area attack that kills anything, transfers enemy health to me and

uses no mana because my character absorbs it. I use spells like free action to be immune to paralyze.

I have three magic skills in primary, two in secondary and one in minor so i can control my leveling up by practicing spells in a tavern.

Currently I am level 26. My mage just travels around doing quests for the mages guild and says no to any quest he doesn't want to do (does not affect reputation).

Started with Int and willpower on 75 and moved agility,luck, speed to about 40. I think int and willpower are important for how well a mage

absorbs/resists spells as well as maximum spell points.

My character stats:

Primary skills

Destruction
Restoration
Mysticism

Major

Alteration
Shortblade (for the ebony blade to help me through the starter dungeon).
Thaumaturgy

Minor

Illusion
Critical Strike
Medical
Dodging
Mercantile
Stealth

Strengths

Spell Absorption General
Rapid Healing General
Regenerate General (could have done without this - regernate health spell is more powerful).
Increased Magery 3x int
Expertise in short blade

Weaknesses

Critical weakness to magic
Forbidden armor type chain
Forbidden armor type Plate
Forbidden Shield type tower shield
Forbidden material steel
Forbidden material elven
Forbidden material orcish

The dagger is just above average.


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Chica Cheve
 
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Joined: Sun Aug 27, 2006 10:42 pm

Post » Sat Mar 22, 2014 4:02 am

Well, my current build all uses:

Immunity to Magic (Will this be a problem?)

Immunity to FIre

Immunity to Frost

Immunity to Shock

Rapid Healing General

Increased Magery 3xINT

Athleticism

And the disadvantages:

Forbidden Material: Steel

Forbidden Material: Elven

Forbidden Material: Dwarven
Forbidden Material: Mithril

Forbidden Material: Silver

Critical Weakness to Paralysis

Critical Weakness to Disease

30 HP/level (How can people survive with the few HP the game hands out to base classes?)

Should I replace some of my elemental immunities with Spell Absorption?

At first I was concerned Immunity to Magic might be a problem for selfbuffs, but then remembered all my characters have it (It allows non-elves to take Critical Weakness to Paralysis), and they've never had problems from magic items. But the immunities might interfere with Spell Absorption if I take it... but maybe not. My big concern is Spell Absorption blowing up in my face and nuking me by absorbing strong spells at max mana.

It puts my Difficulty Dagger at ~x1.5

I really need to know how important WIllpower is to mages, especially since I'm immune to everything. It seems pretty important for getting all my skills to level, though...

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kelly thomson
 
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