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So I started Daggerfall again and decided to read up on all the options first and made this super char

critical weakness: paralysis (-14) (negated by picking high elf)
inability to regenerate spell points (-14)
Forbidden material: steel (-10)
Forbidden material: elven (-9)
Forbidden material: dwarven (-7)
Forbidden material: mithril (-6)
total -56 (darkness powered magic is also a good option at -10)

spell absorption:darkness (10) (you don't really need it in daylight as almost all combat happens in dungeons)
increased magery 3.0x (10)
max HP +1 (22x) (22)
total 42 (you'll probably need to spend a few more points to get the slider out of the red. athleticism isn't a bad choice)

Not having access to those materials means you'll mostly be limited to iron until to reach level 10 or so. Make sure to get the ebony dagger at the start. Make sure to get your luck to 100 asap to get access to high-end materials earlier. With luck 100 I saw the occasional piece of deadric gear in the shops at level 10

Running is ridiculously easy to level up so if you just want to level up as fast as you can, it's not a bad choice as primary skill. It's rather useless though

Forget about the language skills (orcish, impish, etc.); they're useless

There's not much reason to pick more than one melee combat skill.

In my install, speaking to a member in the mage guild and selecting their action (identify, buy magic items, etc.) will make them fill your mana pool. (Very useful when practicing your magic skills.)
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gnarbrag: In my install, speaking to a member in the mage guild and selecting their action (identify, buy magic items, etc.) will make them fill your mana pool. (Very useful when practicing your magic skills.)
It's worth noting that this is a consequence of choosing "inability to regenerate spell points". (The dialogue refers to you as a Sorcerer, right?) If you don't have this disadvantage, you can still get a safe place to rest by joining the Fighter's Guild (or, alternatively, if you are at least level 2 you can take out a loan and buy a ship), and level up your spells there.
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gnarbrag: (darkness powered magic is also a good option at -10)
One disadvantage: If you tale this disadvantage, then you will find yourself entering the dungeon with reduced or no spell points, which is not good for a character who can't simply recover them by resting.
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gnarbrag: (you'll probably need to spend a few more points to get the slider out of the red. athleticism isn't a bad choice)
I seem to remember hearing in a speedrun video that athleticism doesn't actually do anything unless you're a Redguard.
Post edited November 25, 2017 by dtgreene
A lot of this looks familiar. I'm a right in saying the Infamous Beginner's Guide to Daggerfall written by Mark Stinson was one of your biggest inspirations? :P
Post edited November 30, 2017 by IwubCheeze
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IwubCheeze: A lot of this looks familiar. I'm a right in saying the Infamous Beginner's Guide to Daggerfall written by Mark Stinson was one of your biggest inspirations? :P
nope, this was: [url=http://en.uesp.net/wiki/Daggerfall:ClassMaker]http://en.uesp.net/wiki/Daggerfall:ClassMaker[/url]