Written by Crazmadsci of Ethereal ArmyChapter 2: Character CreationChapter 2: Character Creation Consider your Role...
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Chapter 2: Character Creation Chapter 2: Character Creation Consider your Role ............................................ 1 Deciding on a Faction ........................................ 2 Aldmeri Dominion ........................................ 3 The Daggerfall Covenant ............................... 4 Ebonheart Pact .............................................. 6 Races: High Elves (Altmer) ................................ 8 Wood Elves (Bosmer) .....................................10 Khajiit ..........................................................12 Dark Elves (Dunmer) ...................................14 Nord ............................................................. 16
Welcome to the section all of you have been daydreaming about, the development of your new best friend. Over the course of your travels in Tamriel, you will be spending hundreds of hours looking at your character and having them be your representation to the community of Tamriel. This chapter of the guide will go in depth for some of the categories such as Faction, Race and Class. We will hint at grouping and roles in this chapter but they will be discussed in depth in chapter 3. Player will have to make important decisions such as choosing your race, class, and potential role, which you want to play. Some examples of roles are healing, tanking, and damage dealers (DPS). Sometimes players must even consider whether they will utilize a stamina or magicka based builds.
Argonians .....................................................18 Bretons.........................................................20 Redguards ....................................................22 Orcs .............................................................. 24 Imperial....................................................26 Player Classes ...................................................28 Dragonknight...............................................28 Sorcerer ........................................................29 Nightblade ...................................................30 Templar .......................................................31 Commonly Asked Questions ........................... 32
Consider your Role There are several good things to know when choosing a race and class. The first thing you should do when deciding that you want to be is figure out what play style you wish to spend your time on Once that happens you can start to eliminate choices that do not fit your play style. Any racial passives which only help by granting bonuses to leveling a weapon or armor type provide only short term gains and will not aid you during end game play. Do not worry your character choice
can always change as you figure out what play style you really enjoy playing.
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Once of the most important racial bonuses people should start looking when choosing a race are bonuses to magicka, stamina, and health and in some cases regeneration of those while in combat. I find that these passives are highly valuable because there is no situation in the game, including the champion system, where you can increase your overall attributes for your character no matter the situation. *Note*: There are passives such as those in the undaunted skill line that can increase magicka, stamina, and health based on the number of different armor types you are wearing. Also while leveling and spending champion points your attribute pools will increase in value naturally. Typically, melee build characters should look for races that support stamina based play styles where casters should look for magicka. Suggested things to try would be a Redguard (king of stamina) for those melee builds, Nightblade, Templar (for DPS or tank spec), or Dragonknight. For casters who want to do magicka based DPS, I would highly recommend the Dunmer or the Altmer due to the bonuses they receive to fire or destruction abilities. Common classes for those are Sorcerers, Dragonknights and Templars.
Deciding on a Faction Another important decision is which faction you should play. There are three factions; the Aldmeri Dominion, Ebonheart Pact, and Daggerfall Covenant. These factions are groups of people with similar goals, causes, or philosophy for which they are fighting to be the main ruling faction for the Empire. Each alliance has a chosen leader for which the players of the community fight for every day in Cyrodiil PvP to bring their faction glory. Players will be given the choice for each character they create and the faction that they choose will determine who they will be able to group with in the game since players can only group with their own faction. Each faction has three races from which you can choose to play with. However if you buy the Adventurers Pack/Explorers Pack, players will be able play any race with any faction. ** Note: If you make a friend in another faction you will both have to be in the same faction in order to group.** Let’s first go over the lore for the factions and how they formed.
**Special Note: Players who purchase the Imperial edition can play the imperial race on any faction.**
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Aldmeri Dominion
Background: “Three allies whose people rarely agree on anything. Three races as diverse as any within the world. Three states at war for their very lives, but unable to reconcile their differences in moments of piece. More than allies, but less than friends. And that must change.
Provenances: Summerset Isle, Valenwood, Elsweyr
Our Dominion is beset on many sides. The Ebonheart Pact and the Daggerfall Covenant attack us from the outside, but we have other enemies more deadly and more dangerous to our alliance than those external foes. If our wartime bonds are to remain strong, we must forge relationships and alliances in peace. Our Bosmeri hunters must provide food for our civilians as well as our soldiers. Our Khajiiti traders must provide goods as well as weapons. And our Altmeri wizards must spend their magicka wisely to win the peace as well as the war.
Associated Races: Altmer (High Elf) Bosmer (Wood Elf) Khajiit
Leader: Queen Ayrenn
Our first step is to join together in celebration as one of our alliance members, the Bosmer, renews their divine pact with a joining between their two spiritual leaders, the Silvenar and the Green Lady. Let all members of the Aldmeri Dominion recognize this wedding and participate in the revels that follow. Our best wishes to the Silvenar, the Green Lady, and the Bosmeri people. May this new generation know a strength in peace as well as war.” -
Aicantar of Shimmerene “An Unusual Alliance”
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The Daggerfall Covenant
Background: “The Daggerfall Covenant is a contract between the peoples of northwest Tamriel- Bretons, Redguards, and Orcs- that forms an alliance of mutual defense, with a vision of establishing peace and order across Tamriel. Indeed, the kings of Covenant take the Remans as their model, claiming to be the spiritual heirs of the Second Empire.
Provenances: High Rock and Hammerfell
Associated Races: Breton Redguard Orc Leader: High King Emeric
The Daggerfall Covenant was born in 2E 542, when the kings of High Rock allied to repulse an invasion by a horde of Reachmen under the command of Durcorach, “the Black Drake.” Howling out of the eastern mountains, the Reach barbarians razed Evermore, besieged Wayrest, sacked Camlorn, and marched as far as the gates of Daggerfall before the Bretons finally stopped them. In the wake of Durcorach’s defeat, the kings of Daggerfall, Wayrest, Camlorn, Evermore, and Shornhelm swore the so-called “first” Daggerfall Covenant, a solemn oath to defend each other’s kingdoms and stand as one against all foreign foes. High Rock prospered as the Bretons rebuilt, especially after 2E 561, when miners near Wayrest made the biggest orichalcum strike in recorded history. Emeric, Earl of the domain of Cumberland, the site of the mines, proposed to use the resulting wealth to enhance Wayrest’s fleet and improve trade throughout High Rock. King Gardner of Wayrest granted his approval, but before the fleet was completed, the dreaded Knahaten Flu swept through Wayrest and killed the entire Gardner royal household. Earl Emeric was elevated to the throne and House Cumberland became the second royal dynasty of Wayrest.
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The new King Emeric of Wayrest had been courting the daughter of King Ranser of Shornhelm, but in 2E 566 he married Princess Maraya of Sentinel. This nearly brought down the first Covenant when Ranser, who felt betrayed, launched a surprise attack on Wayrest. The kings of Camlorn, Evermore, and Daggerfall all sided with Wayrest, and Emeric’s superior diplomacy brought the armies of Sentinel into the fray to protect Emeric’s queen. Furthermore, Emeric reached out to a great clan of Orcs in Wrothgar and offered them Orsinium in return for aid. Shornhelm was defeated and the Covenat was reborn: not as a mere Breton defensive pact, but as a new, multinational alliance.
So this is the modern Daggerfall Covenant, an alliance of the Redguards of northern Hammerfall, under King Fahara’jad, the Orcs of the mountainous northeast, under King Kurog of Orsinium, with the Breton King Emeric of High Rock residing from his palace in Wayrest. At its best, it is a noble alliance of honorable and chivalrous peoples, representing all the best aspects of the First and Second Empires. And from this solid foundation perhaps a third, even mightier Emire shall arise, providing all the peoples of Tamriel the benefits of mutual respect, vigorous trade, and reverence for the Divines.” -Guide to the Daggerfall Covenant lorebook
The conclave that negotiated the alliance lasted for months, with argument and debate at every turn. The final result was the child of King Emeric’s vision, made manifest in dozens of compromises and carefully negotiated provisions. Freedom of trade was guaranteed throughout the region, and over the objections of the nobles of Rivenspire and the Crown Redguards of Alik’r, the Orcs were accepted as full members of the alliance. Eventually, all the city-states of northwest Tamriel swore fealty to the Covenant’s Royal Council, presided over by High King Emeric. As the architect of the alliance, he claimed supreme leadership.
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Ebonheart Pact
Provenances: Skyrim, Morrowind, and Black Marsh
involved, the Pact remains relatively free of inner strife and discord. The Nords and Dark Elves have so much of their own territory to deal with that they have little time to spare for meddling in each other’s affairs. The Ebonheart Pact came about in 2E 572 in response to the Second Akaviri Invasion of northern Tamriel. The Nords, Dark Elves, and free Argonians joined forces to save the rest of Tamriel from slaughter and subjugation. Forged in war, the alliance brought a sudden new power to the continent. At first, few believed the Dark Elves would be able to maintain an alliance with their ancient blood enemies and former slaves, but after a troubled decade, the Pact remains strong and intact. A Great Moot Governs the Pact. This Council of Equals from each of their member races is not only known for hot tempers and loud voices, but also for mutual respect and an amazing will to hold the Pact together against all odds. Only as equals can the allies hope to mollify the pride of the Nords and the Dark Elves while addressing the injuries suffered by the onceenslaved Argonians.
Associated Races: Nord Argonian Dunmer (Dark Elf)
Leader: Jorunn the Skald-King Background: “The Ebonheart Pact has forged an unlikely alliance between the far-flung nations of Morrowind, Skyrim, and Black Marsh, bringing together the Dark Elves, Nords, and free Argonians for their mutual defense. Thanks to the size of its allied nations and the distances
Serving as an integral, perhaps even critical, part of the alliance, the Dark Elves of Morrowind are aloof, proud, and profoundly strange. They work hard to conceal their disdain for their “inferior” allies, but the current crisis requires the strong arms of Nords and wily resourcefulness of Argonians to keep rival alliances at bay. Wizardly craft and a deep well of experience serve the Dark Elves well, providing the Pact with the vital ability to react and adaptsomething neither the Aldmeri Dominion nor the Daggerfall Covenant can claim to do as well. The Pact fields superior warriors and sorcerers. And they possess an asset that no other race can match. Three living gods- Almalexia, Vivec, and Sotha Sil-abide among them. The Nords of Eastern Skyrim are fearless and aggressive, industrious and enterprising.
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They excel at war and prosper in trade, and they are without equal as explorers and trailblazers. Strong, stubborn, and hardy, they customarily solve problems through combat. Nords cheerfully rush into battle with a ferocity that frightens and appalls their enemies. They accept and even revel in their role as shock troops for the Ebonheart Pact. Nords are direct, not subtle: they champion simple solutions in the meetings of the Great Moot, though they are often outvoted by shrewd Argonians and sagacious Dark Elves. On the field of battle, however, they have no equals. Pact generals tend to be Nords, as are most of the soldiers in the field. The Nords don’t mind. This means they also get the first choice in the spoils of war.
Today, the young Joruun the Skald King serves as the acting High King of the Moot, but not all in the alliance support him. As the members of the Pact struggle to maintain and solidify their alliance, they must also deal with internal threats to each of their nations. Unsolved, these threats could destroy them before they ever face the Dominion or Covenant in open battle.” -
Guide to the Ebonheart Pact
By their decisive intervention against the Akaviri, the Argonians of Black Marsh won their freedom from the Dark Elf enslavement, and the lessons they learned have made them a valuable member of the Pact. Reserved and alien, their expressionless faces and flat intonations make it difficult for other races to interpret their true motives. Nevertheless, the Argonians possess a cool intelligence. Slow to trust and hard to know, their natural agility makes them as comfortable employing magic as they are using stealth and steel. Years of defending their borders have made them experts in waging war against stronger, more traditionally organized armies. Equally at home on land or in water, they serve as scouts and skirmishers for Pact forces. Other aspects of Argonian culture are nearly incomprehensive to outsiders, including their social hierarchy and collective decision-making. Their representatives present strange proposals without explanation, but their allies have learned that there’s always a reason for everything they do.
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Races: High Elves (Altmer) Faction: Aldmeri Dominion Physiology: Some of the tallest of the humanoid races. Skin pale with a golden glow Slender, prominently pointed ears and almond shaped eyes. Altmer typically have a smaller build than humans, generally not as strong. Among the most intelligent and magically inclined races
Racial Bonuses:
culture of the High Elves has not deviated and ramified in many ways, because it has. It is simply that, by viewing modern Aldmeri culture with the eye of a historian, we can perceive the outlines of its origins. The High Elves strive for a simple elegance in their designs, in which flowing lines reflect graceful forms from the natural world. More-or-less abstract birds, flowers, and sea shells are common motifs, rendered in rich but muted colors. Armor will be tooled or embossed to represent scales or feathers, and even heavy cuirasses and helmets may sport styled wings or beaks. Metallic items are often accented with a translucent greenish material called “glass.” This is a sort of jade-like obsidian that Elven smiths have learned to work by secretive processes known only to the Altmer. Though rigid enough to take a superb edge when cool, glass can be made malleable enough to assume almost any form, and the High Elves use it extensively on ornamental arms and armor. “ Racial Motifs 1: The High Elves by Doctor Alfidia Lupus, Imperial Ethnographer for Potenate SavirienChorak from 2E 418 to 431 lorebook
Background: “The High Elves, the reclusive Altmer of the Summerset Isles, often make the argument that civilization in Tamriel was brought here by the Aldmeri of Old Ehlnofey. Insofar as Elves of Summerset consciously strive to maintain the heritage of their Merethic ancestors, their traditions are certainly closer to those of pre-First Era society than any other.
Notable: Altmer:
This is not to say that, in the thousands of years since the arrival of the first Aldmeri, the
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Mannimarco Queen Aryenn
Altmer Crafting: Armor:
Weapons:
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Wood Elves (Bosmer) Faction: Aldmeri Dominion Physiology: Bosmer are the smallest race in Tamriel and range in skin color from light brown to pale tan to light green. Bosmer are cousins of the Dunmer and Altmer. The Wood Elf lineage is less noble than that of the Altmer but have adapted to Tamriel.
Racial Bonuses:
Background: “Next we complete our study of the Elves with the Bosmer of Valenwood. Though less influential in the world at large than their cousins the High Elves and the Dark Elves, the Wood Elves outnumber all other Mer in Tamriel, being relatively fecund (for Elves) and more, shall we say, amorouslyinclined. It’s commonplace to point out that the Wood Elves favor natural motifs, but as I learned, there’s more to it than that. Their reverence for Y’ffre and the story of the Earth Bones is reflected in the stylized fashion in which these natural motifs are represented. The Bosmer believe that all nature was in chaos before Y’ffre gave all plants, animals and people their names, which defined the permanent form each species would take. Thus each species is depicted by a particular, idealized motif which represents the ur-form it was given by Y’ffre. This is reflected in the designs that appear everywhere on Wood Elven arts, crafts, and clothing. These designs are drawn from a large repertoire, as there is a design for each species of plat and animal in the Bosmer’s world, but the use and depiction of these designs is culturally prescribed, and there is very little room for variation. Unorthodox usage of these stylized pictograms is considered improper, and just plain “wrong.”…” Racial Motifs 3: The Wood Elves, by Doctor Alfidia Lupus Notable Bosmer: Aeradan- Camoran King of the Wood Elves
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Bosmer Crafting:
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Khajiit Background: Faction: Aldmeri Dominion Physiology: Khajiit are one of the beast races that inhabit Tamriel, primarily their home province of Elsweyr. They are known for their natural agility and stealthily feline abilities. They also commonly refer to themselves in the third person.
Racial Bonuses:
“…There are superficial similarities between the motifs and designs of the Khajiit and the Redguards, perhaps because they both inhabit hot, arid environments, but where the Redguards favor long, flowing curves, the Cat-Folk are devoted to circular and crescent form moon-shapes. The Shapes of Masser and Secunda in all their phases appear everywhere on Khajiiti clothing and ornaments. The falcate silver of the crescent moon also brings to mind the Khajiiti claws that spring from pads in their hands and feet, a subtle but ever-present threat to softer folk…” Racial Motifs 7: The Khajiit, by Doctor Alfidia Lupus
Notable Khajiit: Razum-Dar
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Khajitt crafted Items:
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Dark Elves (Dunmer) Faction: Ebonheart Pact Physiology: Most Dunmer have red eyes with skin tones varying from green tint to a common gray or light blue hue. Dunmer are commonly known to be strong, intelligent, and quick. Both male and female Dunmer have heights similar to most of the human races. Meaning they are taller than the Bosmer and Shorter than the Altmer.
Racial Bonuses:
beyond that their styles could not be more different. Morrowind is a far harsher environment than fair Summerset, and that rigor is reflected in Dunmeri designs. The Dark Elves also draw on nature for their inspiration, but in place of avian and floral motifs, Dunmeri artifice draws on the curved and spiky forms of the carapaces of the giant insects that inhabit Morrowind. Elegant these are, but also fearsome, a constant reminder that the Dunmer daily fight for their very existence. Ebony is the favored metal for Dark Elven heavy armor, but even in their light armors and shields, steel and steel alloys are often lacquered in dark tones to appear ebony-like. Clothing, armor included, is often accented by flaring extensions at shoulder, crest or hip, with overlapping geometric designs that may have been borrowed from Dwarven culture, though Divayth bristled at the idea of any Dwemeri influence on the Dunmer.”
Background: “The Dark Elves, originated in the Summerset Isles before their migration to Morrowind. Their culture can thus be considered an offshoot of the Altmeri, though in many ways that of the Dunmer is a reaction to that of Summerset rather than an extension.
Racial Motifs 2: The Dark Elves, by Doctor Alfidia Lupus Notable Dunmner: General Yeveth Noramil
Elegance is as much a goal for the Dark Elves as it is for the High Elves, but
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Tanval Indoril
Dunmer Crafting:
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Background:
Nord
“The Nords, the first human culture on Tamriel to successfully resist, and even displace, Eleven hegemony on the continent.
Faction: Ebonheart Pact Physiology: The Nords are a race of Men who typically are as light-skinned, fair-haired, and imposing in size and build. Along with the Redguards and Orcs, the Nords are on average more muscular and larger of size than the other races of Nirn. They are known to have an innate resistance to the freezing cold as well as a fierce and uncompromising mindset in the face of adversity; physiological and psychological traits that are likely a consequence of countless generations having successfully endured the harsh, overcast northern climates of Atmora and Skyrim.
Racial Bonuses:
Not unlike the Bosmer, the Nords rely heavily on stylized, often interlocking natural motifs in their architecture, crafts, and clothing. However, where the Wood Elves’ designs are mainly floral, the Nords emphasize animals, in particular the eight “totem” animals of the old Atmoran religion: wolf, hawk, whale, snake, moth, fox and so forth. They also allow for much more variation of design, to the point where some of the animal motifs are so abstract they are difficult to recognize. Indeed, areas of trim are often filled with interlocking geometric designs that evoke nothing natural at all. Nord design varies in other ways from that of the Elves as well, in general relying on simple, heavy yet dynamic forms where Elven work would be slender, elegant, and understand. Nothing the Nords make is understated, ever…” Racial Motifs 4: The Nords, by Doctor Alfidia Lupus Notable Nord: Jorunn the Skald-King
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Nord Crafting:
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Background:
Argonians Faction: Ebonheart Pact Physiology: Argonians start out in life as eggs. How Argonians go through maturity is rather debated and poorly understood. Argonians have gills on their necks and are covered in scales. This gives the Argonians the ability to breathe underwater. Argonians have a wide variety of cranial features such as fins, feathers, ridges, spines, spikes, or horns. Female Argonians have been known to pierce their cranial features.
Racial Bonuses:
The Argonians are possessed of a cool intellect, and are well-versed in the magical arts, stealth, and the use of blades. They are also guerilla warfare experts, long accustomed to defending their borders from invaders. They often serve as the scouts and skirmishers for the forces of the Pact. -elderscrolls.wikia.com Argonians
“… Everywhere I looked I saw Argonian hangings, sculptures, and fetishes, all made from natural materials such as shells, bone, and feathers, glowing with bright spiral and geometric designs. If these objects were representative of what the Argonians used in their home regions, then snakeskin, tortoise shell, jagged teeth, turquoise and jade, all of which we would consider exotic materials, must be common place in Black Marsh….” Racial Motifs 9: The Argonians, by Doctor Alfidia Lupus Notable Argonians: Sees-All Colors
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Argonian Crafting:
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Bretons Background: Faction: Daggerfall Covenant Physiology: Bretons are sometimes called “Manmeri” as a result of interbreeding with the Aldmeri-Nedic peoples and Aldmeri-Atmorn which means “man-elf.” Although their Aldmeri ancestry is shadowed by their appearance, they still inherit the magical affinity of their elven blood. Their physical features resemble their Nedic ancestors, including their pale skin tone and the obvious physical resemblance to Imperials/Nords, but some still inherit the frail, sharp appearance of the elves, along with the arrogance, and some have slight point to their ears.
Racial Bonuses:
“The Bretons were the last major group of humans on Tamriel to free themselves from their Elven overlords, and in many ways their long vassalage to the Direnni defines their culture. They are fiercely autonomous; each kingdom in High Rock jealous of its individual sovereignty, but Breton society retains a feudal structure that hearkens back to the rank-obsessed Direnni Hegemony. The Bretons are nearly as fractious as their cousins the Nords, but their long tutelage under the Elves makes them open to the magical arts, rather than suspicious of them. How is it reflected in their arts and crafts? Let’s look at Breton armor, for example. The gleaming heavy armor of the Breton knight is as tough and practical as that of a Nord housecarl, but its pleasing form exhibits a subtle sophistication that is reminiscent of Eleven elegance. One sees the same influence in Breton weaponry, which is beautiful yet undeniable deadly…” Racial Motifs 5: The Bretons, by Doctor Alfidia Lupus Notable Breton: King Emeric
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Breton Crafting:
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Background:
Redguards Faction: Daggerfall Covenant Physiology: The Redguard’s innate agility and prolific level of endurance allows them to excel in any activity that demands sustained effort, most notably combat. They are likewise blessed with a very hardy constitution that allows them to resist poison and disease. The Redguards skin tone can range from light brown to nearly black and their hair texture ranges from thick and wavy to tightly curled and wiry. Redguards are also largely average in height, well-muscled and sturdy, much like the Nords and the Orcs.
Racial Bonuses:
“…The Redguards’ ancient home of Yokuda and their current province of Hammerfell are (or were, in the case of Yokuda) deserts. To stay cool, and for protection from the elements, Redguard clothing tends to be light, long and flowing, and these flowing curves are carried into their artisanal designs. Their robes and armor are often accented by flared curves at joints and on headgear. Even their swords tend to be curved. In contrast their architecture appears rather heavy, though on close inspection this is mainly for the purpose of insulation from the desert’s extremes of temperature. Zirumir showed me the chapel’s clever system of louvered ventilation ducts in the clerestory, designed to catch the slightest breeze and funnel it down into the nave…” Racial Motifs 6: The Redguards, by Doctor Alfidia Lupus
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Redguard Crafting:
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Orcs
Background:
Faction: Daggerfall Covenant Physiology: With skin tones ranging from light green to dark brown, a heavily muscular frame, and a considerable stature the Orsimer stand apart amongst Mer and Men. They are also the only race to display tusks and protruding bone ridges. Born without the magical affinity the Orcs have developed a strong warrior culture that makes them highly valuable in hand-to-hand combat.
Racial Bonuses:
“Strange to think that a fold as brutish as the Orcs seem to be could design and create such sophistication! Of course, they’re known across Tamriel as fine armorers, but I’d always assumed that was due to their great strength rather than skill. A glance at their arms and armor were enough to show me how wrong my assumption had been. Though never ornate or over-embellished, their metalwork, though even similar and more utilitarian than the Nords’ displaces a deep understand of the laws of proportion, symmetry, and harmonic congruity. An Orcish ward may be a weapon of violence, but to contemplate the dynamic sweep of its blade, visually balance by its heavy but shapely hilt. Obviously molded to flow into the hand of its wielder- why, it’s almost restful and reassuring…” Racial Motifs 8: The Orcs, by Doctor Alfidia Lupus
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Orc Crafting
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Imperial
Background:
Faction: Neutral (Cyrodiil) Physiology: Imperials can be differentiated from Bretons and Nords by their fair to swarthy skin, as opposed to the typically fairer complexion of Bretons and Nords. Imperial skin tone is not as dark as that of Redguards. Imperials also have slightly sharper faces than other races of men. They are descended from the Native Nedic and Cyro-Nordic peoples that were enslaved by the Ayleids. Racial Bonuses:
Imperials, like any race, have had their share of both internal and external conflicts in their native homeland. Due to relatively frequent invasions from various Elven civilizations and simply Cyrodiil's sheer size, unification of the region as a whole was proven a difficult task. The earliest known Empire in Cyrodiil was the Empire of the Ayleids, which had ruled since before recorded history. The Fall of White-Gold Tower in 1E 243 is the year generally associated with the end of Ayleid rule over humans in Cyrodiil. Following this came the Alessian Empire, created by the former human slaves of the Ayleids, including Alessia. The Empire, alongside the monotheistic religion that had grown to prominence during the same time, the Alessian Order, eventually collapsed in a war known as the War of Righteousness.1
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Imperial Crafting:
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Player Classes Elder Scrolls Online classes: Dragonknight Sorcerer Nightblade Templar There are three class skill lines specific to each class. There are five active ability slots and an ultimate per weapon bar and you unlock the second weapon bar at level 15 for a total of 10 active abilities and two ultimate’s. Each of the three skill lines provide a unique template from which you can design your character to your play style; heals, tanky, or butt kicking damage dealer. You could even create a character that is a combination of those traits. You should in no way feel restricted by your class choice and your style of play. In some situations some classes exhibit stronger tendencies to heal, tank or even sneaky damage deal for those of you who wish to min/max. However the game is intended and designed to be flexible to any style of play. Now that we have gone over the racial bonuses, it is time to talk about class choice. Players can choose four classes from, Dragonknight, Sorcerer, Templar, and Nightblade. Let us break down the class choices and what they all have to offer and potential approaches you can apply for each character.
Dragonknight “These skillful masters-at-arms use the ancient Akaviri martial arts tradition of battle-spirit, and wield fearsome magic that pounds, shatters and physically alters the world around them.” The Dragonknight is the closest thing a player can get to a warrior class. These players apply the skill trees; Ardent Flame, Draconic Power, and Earthen Heart. This fiery class is by far one of the most common choices for it’s damage mitigation usage as end game tanks and crazy high DPS dealers.
Ardent Flame: This class skill tree is the most offensive skill line of the three. The ardent flame harnesses flame damage to deal massive damage over time (DoT) effects, pull enemies in closer, and even provide a few debuffing effects.
Draconic Power: Harnesses the power of the dragon with earth grabbing talons, regeneration for health with green dragon blood, and even reflect spells for defensive bonuses. This class is in many ways one of the best skill trees for survivability to continue to fight and take down those enemies.
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Earthen Heart: Is the bread and butter of crowd control and damage mitigation. Not only do you use the power of rock to pound people into the ground, petrify them into statues, you can even bring up a cloud of ash to deal damage and get it into your enemies eyes to reduce their movement speed. Common Race Choice: Imperial Orc (DC) Nord (EP) Dunmer (EP) Redguard (DC) Argonian (EP) Redguard is a great choice for stamina DK. Dunmer to help make that ardent flame skill tree shine. The rest are typically chosen as great tanks.
Sorcerer “Sorcerers can use conjuration and destruction spells to hurl lightning bolts and create shock fields, wield dark magic to snare and stun, and summon Daedric combat followers from Oblivion to assist them.”
Dark Magic: In many cases is one of the best crowd control skill bars allowing you to imprison and curse enemies. This skill line even allows you to conjure dark crystals to shoot your enemies and stun or even exchange an attribute for other attributes.
Deadric Summoning: Allows conjuration of creatures and minions to fight for you or to help deal damage or take damage. This skill bar also allows you to create wards or summoned armor to protect yourself in battle making it ideal for those Sorcerer tanks.
Storm Calling: Is one of the most offensive class skill lines using the power of lightning to deal massive amounts of damage. Between streaking away to hide from the massive zergs in Cyrodiil and improving your weapon damage, this skill line provides unique abilities to create a character special to your own design. Common Race Choices:
The sorcerer is the definition of mage or wizard type characters. These classes are commonly used as DPS or healers but have shown up a few times as tanks using magicka summoned armor. These fun characters can be seen streaking away in PvP or actually summoning pets to fight for them.
Written by Crazmadsci of Ethereal Army
Altmer (AD) Breton (DC) Dunmer (EP)
Nightblade “Nightblades are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on stealth, blades, and speed. Nightblades thrive on conflict and misfortune, trusting to their luck and cunning to survive.”
Common Race Choice: Bosmer (woodelf): (AD) Khajiit: (AD) Imperial: Imperial Edition Reguard: (DC)
Nightblades are commonly the most sneaky of assassins. Do not anger one or they will stab you in the back. Not only do these players have incredible damage coming out of combat but are commonly found jumping at you during the most unlucky of times in PvP. These characters are typically damage dealing and on occasion find the unique healer using the siphoning tree or even a tank.
Assassination: This skill tree allows heavy damage dealing through impaling for executes or ambushing coming into battle. These abilities can let you evade enemies or even mark enemies for your friends to attack.
Shadow: As the skill line describes this skill line is for those sneaky assassins providing abilities to terrify your enemy, scaring them away, or even blending into the night, and disguise yourself for periods of time.
Siphoning: What is better than sucking the power and soul out of your enemies? Not only can you funnel the health from enemies and help heal your allies. You can also reduce your opponents agility, improve weapon damage, and movement speed. Written by Crazmadsci of Ethereal Army
Templar
Dawn’s Wrath: If summoning
“These traveling knights call upon the powers of light and the burning sun to deal massive damage to their enemies while restoring health, magicka, and stamina to their allies.” Templars are another class that is capable to be a jack of all trades. Not only can you use holy light to heal your allies, you can harness the heat of the sun to do fire damage, and you can form light to create spears and throw javelins at your enemies. This class is most commonly found as one of the most powerful healers in the game. But these players can also be great tanks and DPS players.
spears is not enough you can use fire to deal other amounts of great damage. You can eclipse enemies in light that can reflect back their own damage. Also now known for its famous nickname the “Jesus Beam” burns enemies with holy fire is found here as an incredibly fun execute against enemies.
Restoring Light: Famous for powers of healing. This skill line offers a great line of survivability for those solo players while providing one of the strongest burst heals in the game. You even have the power to consecrate the souls of the dead and restore health and stamina from fallen corpses.
Common Races Choice: Breton: (DC) Altmer: (AD) Dunmer: (EP)
Aedric Spear: This skill line can summons spears and javelins to do incredible amounts of damage. Not only is this class great with powerful passives to improve weapon damage you can also summon powerful shields or provide support by stunning and providing synergies to restore ally attributes.
Written by Crazmadsci of Ethereal Army
Now for that ever so popular question series…. What is the best class? What is the best race/class combination? What class should I play for X role? Will I be able to adapt my choices later in the future? Why do factions matter? Will I be able to play with my friends from other factions? So let’s clear up any confusion you may have and answer these questions while also providing the information and tools you will need to be fully informed to make the decision that could help the process of creating your characters.
Commonly Asked Questions What is the best Class? There is no best class to play in the game. During any period of time the popular builds, top players and communities may be playing one specific race/class/role but the game is constantly changing. What may be so called the “best” today will not be that way tomorrow. Play what you want the way that you want.’
Does the choice of race for my class and playstyle really matter all that much? I will not deny that the choice of race and playstyle working hand and hand can make your character stronger. However players can play well and be competitive with unique combinations of races, classes and playstyles.
What are the most common class choices and playstyles (tank, healers, and DPS)? Before I go into the current most popular of choices for who tanks, heals or deals the most damage. It is still entirely possible to be successful to do all three things on each of the classes. Arguably though there are some classes that make it easier to accomplish various roles over other classes. I encourage you to not be discouraged if your class is not listed in the idea role you wish to play. It is still very possible for you to accomplish your goal.
Disclaimer: “Each Class can fulfill each role, but some are easier to play and gear than others”
What is the best race/class combination? Much like the question above the combination for race and class do not matter significantly when it comes to enjoyment of the game. Only when it comes to being a competitive min/max player would the decision of class race and role would it make a difference. Written by Crazmadsci of Ethereal Army
Tanks: The Dragonknight is one of the most common and popular of choices due to its damage mitigation and crowd controlling abilities. The second most common choice of tank is also the Templar due to their survivability capability. Imperial: imperial edition no faction restriction Orc: (DC) Argonian: (EP) Nord: (EP) All of these classes improve health however both the Orc and Imperial have improved magicka and health values. Argonian is unique as a tank due to up to 6% increased on healing received. Nords are interesting tanks due to a 6% reduction in all incoming damage.
Healers: The Templar has been notorious as one of the best healers in the game by having one of the 3 skill lines being for healing. Not only that but one of the only burst heals in game are found on the Templar line. Other great healers are also Sorcerers creative Nightblade builds, and support Dragonknight heals on the side.Since update 1.6 Dragonknights have become very strong and powerful healers.
Both the Altmer and Dunmer offer unique bonuses for destructive damage or fire damage with increases to magic. The Altmer is the only one of these three races that has improved regeneration in combat. An interesting additional passive for the Brentons allows for a total of 3% reduction of spell cost
DPS: Every class can successfully DPS in game
So now what? How in the world can you make the important decisions to play a character you can really stand behind. Well the answer is simple. Read the lore, descriptions, and breakdowns below, use the process of trial and error, and find what you really enjoy. Maybe the Templars are considered the best healers in the game but you really enjoy the Nightblade. You can become a successful healer as a Nightblade play the way you want this is an Elder Scrolls Game.
Atlmer (AD) Breton: (DC) Dunmer-:(EP)
Written by Crazmadsci of Ethereal Army