RPGDot Network    
   

 
 
Armalion
Display full image
Pic of the moment
More
pics from the gallery
 
 
Site Navigation

Main
   News
   Forums

Games
   Games Database
   Top 100
   Release List
   Support Files

Features
   Reviews
   Previews
   Interviews
   Editorials
   Diaries
   Misc

Download
   Gallery
   Music
   Screenshots
   Videos

Miscellaneous
   Staff Members
   Privacy Statement

FAQ
Members
Usergroups
non-magic using Assassin character generation
  View previous topic :: View next topic
RPGDot Forums > Morrowind - General

Author Thread
LTJ
Village Dweller
Village Dweller




Joined: 07 Oct 2005
Posts: 2
non-magic using Assassin character generation
   

Hi people

just started playing MW after getting new PC, and thrilled to find that (i think) that you can join a legitimate Assassins Guild without having to slaughter innocent people (aka Daggerfall) before getting quests and asked to join. Sooo, having ponced around with 4 or 5 char generations and not being happy with what I developed could you lovely people give me some some tips on producing a solid base for an Assassin Class.

Thanks!
_________________
Too many quests...never enough time
Post Fri Oct 07, 2005 2:15 pm
 View user's profile
cfmdobbie
High Emperor
High Emperor




Joined: 01 Jul 2002
Posts: 1859
Location: London, England
   

I have one problem with rogue-type characters in Morrowind - too many useful skills are governed by Agility.

You most useful skills will be:
  • Athletics (Speed)
  • Security (Intelligence)
  • Sneak (Agility)
  • Acrobatics (Strength)
  • Light Armour (Agility)
  • Marksman (Agility)
  • Short Blade (Speed)


Because they tend to increase fast enough anyway, I'd leave Athletics and Acrobatics to your Misc skills. Light Armour is a no-brainer, with one particular type of armour* being the best choice throughout most of your career. Marksman is useful for taking out guards and for long-distance assassination, but you must be prepared to go melee as well - a dwemer or glass jinkblade will be necessary to acquire early on.

Sign-wise, I'd recommend either The Shadow or The Steed.

In addition to the equipment mentioned above, make sure you get hold of the Amulet of Shadows. You can pick up a Thief Ring very early on**, which gives a nice boost. Make sure you generate enough money to keep you in potions.

Spoiler:
*Dark Brotherhood, Tribunal expansion pack required

Spoiler:
**First cave outside of Seyda Neen - search the mushroom patches in the deserted areas of the map

_________________
Charlie Dobbie
=Member of The Nonflamers' Guild=
=Moderator of the Morrowind/Oblivion Forums=
Post Fri Oct 07, 2005 7:29 pm
 View user's profile
LTJ
Village Dweller
Village Dweller




Joined: 07 Oct 2005
Posts: 2
   

thanks charlie, pretty much confirmed my way of thinking, but wasnt sure about the star sign, so will look at Shadow and steed again

cheers
_________________
Too many quests...never enough time
Post Fri Oct 07, 2005 10:43 pm
 View user's profile
mazu
Protector of the Realm
Protector of the Realm




Joined: 21 Nov 2004
Posts: 251
Location: Desert Camp
   

I liked to have an easy start so I created a superior melee fighter and later trained him to be an assasin.
_________________
I really, really tried to figure out something clever here like "Life is a waterfall" and artistic stuff like that but no! I still cannot figure out a signature arrrr yarrr! Me bucko! Pirates!
Post Sat Oct 08, 2005 8:53 am
 View user's profile



All times are GMT.
The time now is Tue Apr 09, 2019 1:49 am



Powered by phpBB © 2001 phpBB Group
 
 
 
All original content of this site is copyrighted by RPGWatch. Copying or reproducing of any part of this site is strictly prohibited. Taking anything from this site without authorisation will be considered stealing and we'll be forced to visit you and jump on your legs until you give it back.