Morrowind agent

Morrowind agent DEFAULT

Morrowind:Classes

In Morrowind, every humanoid character has a class, including your character and all NPCs. A character's class reflects their occupation, their position in society, or simply what sorts of things they are good at. In game terms, class comprises three different aspects of a character: Specialization, Favored Attributes, and Major/Minor Skills. Together, these choices have significant impact on the state of your character at the start of the game, as well as how they will develop as they increase in level. When you create a character, you will either create a custom class, or use one of the game's twenty-one predefined player-character classes, detailed below. NPCs also use these classes, and there are many NPC-only classes.

ClassCombatMagicStealthAttribs.
Armorer
ARM
Athletics
ATH
Axe
AXE
Block
BLK
Blunt Weapon
BLU
Heavy Armor
HVA
Long Blade
LBL
Medium Armor
MDA
Spear
SPR
Alchemy
ALC
Alteration
ALT
Conjuration
CON
Destruction
DES
Enchant
ENC
Illusion
ILL
Mysticism
MYS
Restoration
RES
Unarmored
UNA
Acrobatics
ACR
Hand to Hand
H2H
Light Armor
LTA
Marksman
MAR
Mercantile
MER
Security
SEC
Short Blade
SBL
Sneak
SNK
Speechcraft
SPE
AcrobatMmmMMmmMMmAGL, END
AgentmmmmMMmMMMAGL, PER
ArcherMMMmmmmMMmAGL, STR
AssassinmmmmMMMmMMINT, SPD
BarbarianmMMMMMmmmmSPD, STR
BardMMmMmmMmmMINT, PER
BattlemageMMmmMMMmmmINT, STR
CrusadermMMMMmmMmmAGL, STR
HealermmMmMMmMmMPER, WIL
KnightmMMMMmmmmMPER, STR
MagemMmMmMMMmmINT, WIL
MonkMmmmMMMmmMAGL, WIL
NightbladeMmMMmmmmMMSPD, WIL
PilgrimmMmmMmMMmMEND, PER
RoguemMmmmMMMMmPER, SPD
ScoutMMMMmmmmmMEND, SPD
SorcerermmMMMMmMmmEND, INT
SpellswordmMmMmmMMmMEND, WIL
ThiefmMmMmmMMMmAGL, SPD
WarriormMmMmMMMmmEND, STR
WitchhuntermmMMMmmMMmAGL, INT

What Defines a Class

Each class has one of three Specializations: Combat, Magic, or Stealth. Each of the twenty-seven Skills is also classified into one of these Specializations. Your character enjoys a five-point bonus to their starting proficiency in the nine Skills that match the Specialization of their class. They also increase those Skills faster, needing only 80% of the normal experience points for each Skill level. In the table above, the shaded set of Skills for each class indicates their Specialization.

Each class "favors" two of the eight primary Attributes. Your character will start with ten extra points in the favored Attributes of their class, added to the values determined by their race and gender. The final column of the table above shows the favored attributes of each class.

Each class categorizes five Skills as "Major", five others as "Minor", and the remaining seventeen as "Miscellaneous". The greatest significance of this is that only Major and Minor Skills advance your progress toward the next level when they increase. Another benefit, however, is that your character's proficiencies will start at 30 in each Major Skill and 15 in each Minor Skill. Miscellaneous Skills start at 5. These are the values before any bonuses from race or Specialization. The experience points required to increase a Skill are only 75% of normal for Major Skills, but they are increased to 125% of normal for Miscellaneous Skills. In the table above, Major Skills are marked with a capital M, and Minor Skills are marked with a lower-case m.

Choosing a Class

Your character's class is set near the beginning of the game, when you first talk to Socucius Ergalla in the Seyda Neen Census and Excise Office. You have three options for how to go about it. If you choose to "answer his questions", he will ask ten questions and suggest a class based on your answers. See Class Quiz for details. If you choose to "give him the info", you will be able to select one of the predefined classes. The third option, "fill out the forms", will allow you to create and name your own custom class by selecting the Specialization, Favored Attributes, and Major/Minor Skills. You can try any of these options and still have the chance to change your mind and try a different one, but once you confirm all your choices with Socucius, your race, gender, class, and birthsign are fixed and cannot be changed.

Choosing a class is largely a matter of personal taste and style. Fortunately, your choice of class does almost nothing to limit the opportunities available to you for character development, plot, or gameplay. It can simply make some opportunities require more or less effort to exploit. For example, your character need not be a Thief, nor even a Stealth specialist, to join the Thieves Guild, but you may find the Thieves Guild quests to be more challenging if your class considers Skills like Security and Sneak to be Miscellaneous.

Therefore, creating a custom class has no inherent disadvantages, but it does require extra care and consideration. A custom class thrown together haphazardly has every chance of being frustrating to play. The most crippling blunder, arguably, is a lopsided distribution of governing Attributes among your Major, Minor, and Miscellaneous Skills. This can make it extremely challenging to get the best Attribute increases from each level up and cause some Attributes to lag far behind the others when you reach higher levels.

It's also very helpful to learn exactly what actions build experience in each Skill, along with the risks and obstacles to performing those actions successfully. If a Skill starts low because it's Miscellaneous, it can be very tedious or even dangerous to gain experience in it through practice. Beginning with higher proficiencies in some complementary skills can reduce this handicap. For example, it's less dangerous to wield a weapon you are not skilled with when you wear armor that you are skilled in. It's also less time-consuming and expensive to use the weapon repeatedly if you're skilled at repairing it yourself. Taking these things into consideration when choosing Major and Minor skills for a custom class can make your character more enjoyable to play, and allow you to rely on training less often.

One final consideration for custom classes is the option of choosing Luck as a favored attribute. None of the predefined classes do so, but it can be a significant advantage. Taking Luck as a favored attribute will effectively add 5 points to every attribute for the purpose of chance of success (but not derived status such as max health or carry weight), which makes your character better at everything both early on, and (since luck adds to success chance even when an attribute has capped at 100) late game. Since Luck can never increase more than one point each level, it will tend to grow much more slowly than the other primary attributes, which the instant ten-point bonus for a class that favors it substantially mitigates.

Pre-defined Classes

Acrobat

MW-class-Acrobat.jpg
  • In-game Description:Acrobat is a polite euphemism for agile burglars and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture.
  • Specialization: Stealth
  • Attributes:Agility, Endurance

Agent

MW-class-Agent.jpg
  • In-game Description:Agents are operatives skilled in deception and avoidance, but trained in self-defense and the use of deadly force. Self-reliant and independent, agents devote themselves to personal goals, or to various patrons or causes.
  • NPC Agents generally offer training in their 3 highest skills.
  • Specialization: Stealth
  • Attributes:Personality, Agility

Archer

MW-class-Archer.jpg
  • In-game Description:Archers are fighters specializing in long-range combat and rapid movement. Opponents are kept at distance by ranged weapons and swift maneuver, and engaged in melee with sword and shield after the enemy is wounded and weary.
  • Specialization: Combat
  • Attributes:Agility, Strength

Assassin

MW-class-Assassin.jpg
  • In-game Description:Assassins are killers who rely on stealth and mobility to approach victims undetected. Execution is with ranged weapons or with short blades for close work. Assassins include ruthless murderers and principled agents of noble causes.
  • Specialization: Stealth
  • Attributes:Speed, Intelligence

Barbarian

MW-class-Barbarian.jpg
  • In-game Description:Barbarians are the proud, savage warrior elite of the plains nomads, mountain tribes, and sea reavers. They tend to be brutal and direct, lacking civilized graces, but they glory in heroic feats, and excel in fierce, frenzied single combat.
  • Specialization: Combat
  • Attributes:Strength, Speed

Bard

MW-class-Bard.jpg
  • In-game Description:Bards are loremasters and storytellers. They crave adventure for the wisdom and insight to be gained, and must depend on sword, shield, spell and enchantment to preserve them from the perils of their educational experiences.
  • Specialization: Stealth
  • Attributes:Personality, Intelligence

Battlemage

MW-class-Battlemage.jpg
  • In-game Description:Battlemages are wizard-warriors, trained in both lethal spellcasting and heavily armored combat. They sacrifice mobility and versatility for the ability to supplement melee and ranged attacks with elemental damage and summoned creatures.
  • Specialization: Magic
  • Attributes:Intelligence, Strength
Shield (Shield 5pts for 30sec on self)
Water Walking (Water Walking for 60sec on self)
Bound Dagger (Bound Dagger for 60 sec on self)
Summon Ancestral Ghost (Summon Ancestral Ghost for 60sec on self)
Fire Bite (Fire Damage 15-30pts on touch)

Crusader

MW-class-Crusader.jpg
  • In-game Description:Any heavily armored warrior with spellcasting powers and a good cause may call himself a Crusader. Crusaders do well by doing good. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil.
  • Specialization: Combat
  • Attributes:Agility, Strength
Fire Bite (Fire Damage 15-30pts on touch)

Healer

MW-class-Healer.jpg
  • In-game Description:Healers are spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. When threatened, they defend themselves with reason and disabling attacks and magic, relying on deadly force only in extremity.
  • Specialization: Magic
  • Attributes:Willpower, Personality
Hearth Heal (Restore Health 20-80pts on self)
Shield (Shield 5pts for 30sec on self)
Water Walking (Water Walking for 60sec on self)
Detect Creature (Detect Animal 50-150ft for 5sec on self)

Knight

MW-class-Knight.jpg
  • In-game Description:Of noble birth, or distinguished in battle or tourney, knights are civilized warriors, schooled in letters and courtesy, governed by the codes of chivalry. In addition to the arts of war, knights study the lore of healing and enchantment.
  • Specialization: Combat
  • Attributes:Strength, Personality

Mage

MW-class-Mage.jpg
  • In-game Description:Most mages claim to study magic for its intellectual rewards, but they also often profit from its practical applications. Varying widely in temperament and motivation, mages share but one thing in common - an avid love of spellcasting.
  • Specialization: Magic
  • Attributes:Intelligence, Willpower
Hearth Heal (Restore Health 20-80pts on self)
Shield (Shield 5pts for 30sec on self)
Water Walking (Water Walking for 60sec on self)
Fire Bite (Fire Damage 15-30pts on touch)
Chameleon (Chameleon 10% for 30sec on self)
Sanctuary (Sanctuary 10pts for 30sec on self)
Detect Creature (Detect Animal 50-150ft for 5sec on self)

Monk

MW-class-Monk.jpg
  • In-game Description:Monks are students of the ancient martial arts of hand-to-hand combat and unarmored self defense. Monks avoid detection by stealth, mobility, and agility, and are skilled with a variety of ranged and close-combat weapons.
  • Specialization: Stealth
  • Attributes:Agility, Willpower

Nightblade

MW-class-Nightblade.jpg
  • In-game Description:Nightblades are spellcasters who use their magics to enhance mobility, concealment, and stealthy close combat. They have a sinister reputation, since many nightblades are thieves, enforcers, assassins, or covert agents.
  • Specialization: Magic
  • Attributes:Willpower, Speed
Shield (Shield 5pts for 30sec on self)
Water Walking (Water Walking for 60sec on self)
Fire Bite (Fire Damage 15-30pts on touch)
Chameleon (Chameleon 10% for 30sec on self)
Sanctuary (Sanctuary 10pts for 30sec on self)
Detect Creature (Detect Animal 50-150ft for 5sec on self)

Pilgrim

MW-class-Pilgrim.jpg
  • In-game Description:Pilgrims are travellers, seekers of truth and enlightenment. They fortify themselves for road and wilderness with arms, armor, and magic, and through wide experience of the world, they become shrewd in commerce and persuasion.
  • Specialization: Stealth
  • Attributes:Personality, Endurance
Hearth Heal (Restore Health 20-80pts on self)

Rogue

MW-class-Rogue.jpg
  • In-game Description:Rogues are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive.
  • Specialization: Combat
  • Attributes:Speed, Personality

Scout

MW-class-Scout.jpg
  • In-game Description:Scouts rely on stealth to survey routes and opponents, using ranged weapons and skirmish tactics when forced to fight. By contrast with barbarians, in combat scouts tend to be cautious and methodical, rather than impulsive.
  • NPC Scouts generally offer training in their 3 highest skills.
  • Specialization: Combat
  • Attributes:Speed, Endurance

Sorcerer

MW-class-Sorcerer.jpg
  • In-game Description:Though spellcasters by vocation, sorcerers rely most on summonings and enchantments. They are greedy for magic scrolls, rings, armor and weapons, and commanding undead and Daedric servants gratifies their egos.
  • Specialization: Magic
  • Attributes:Intelligence, Endurance
Shield (Shield 5pts for 30sec on self)
Water Walking (Water Walking for 60sec on self)
Bound Dagger (Bound Dagger for 60 sec on self)
Summon Ancestral Ghost (Summon Ancestral Ghost for 60sec on self)
Fire Bite (Fire Damage 15-30pts on touch)
Detect Creature (Detect Animal 50-150ft for 5sec on self)

Spellsword

MW-class-Spellsword.jpg
  • In-game Description:Spellswords are spellcasting specialists trained to support Imperial troops in skirmish and in battle. Veteran spellswords are prized as mercenaries, and well-suited for careers as adventurers and soldiers-of-fortune.
  • Specialization: Magic
  • Attributes:Willpower, Endurance
Hearth Heal (Restore Health 20-80pts on self)
Shield (Shield 5pts for 30sec on self)
Water Walking (Water Walking for 60sec on self)
Fire Bite (Fire Damage 15-30pts on touch)

Thief

MW-class-Thief.jpg
  • In-game Description:Thieves are pickpockets and pilferers. Unlike robbers, who kill and loot, thieves typically choose stealth and subterfuge over violence, and often entertain romantic notions of their charm and cleverness in their acquisitive activities.
  • Specialization: Stealth
  • Attributes:Speed, Agility

Warrior

MW-class-Warrior.jpg
  • In-game Description:Warriors are the professional men-at-arms, soldiers, mercenaries, and adventurers of the Empire, trained with various weapons and armor styles, conditioned by long marches, and hardened by ambush, skirmish, and battle.
  • Specialization: Combat
  • Attributes:Strength, Endurance

Witchhunter

MW-class-Witchhunter.jpg
  • In-game Description:Witchhunters are dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery. They train for martial, magical, and stealthy war against vampires, witches, warlocks, and necromancers.
  • Specialization: Magic
  • Attributes:Intelligence, Agility
Bound Dagger (Bound Dagger for 60 sec on self)
Summon Ancestral Ghost (Summon Ancestral Ghost for 60sec on self)

See Also

Sours: https://en.uesp.net/wiki/Morrowind:Classes

A new company has started in Vvardenfell: VTA-Vvardenfell Travel Agency. When using their services, travelling with companions will be a lot easier. It doesn't matter where you are, the travel agents will always show up and bring you and the rest of your party to one of totally 32 locations.

VTA Travel Agency sells longterm-tickets in the shape of rings that can be bought from the Balmora trader Ra'Virr. One ring will take you and everyone else in your party to 17 Morrowind city destinations and the Redoran, Telvanni and Hlaalu strongholds, from any place you wish. Another ring will take you to Morrowind Ashlander camp destinations. There are also rings for the Mournhold and Solstheim areas.

Just equip a ring, and you will meet one of the VTA travel agents. It doesn't matter where you are - the agents will always be at your service. 

You are welcome to discuss and ask questions about my mods in my forum.

Ver 1.2:
- four new destinations: Suran and Hlaalu, Redoran and Telvanni strongholds
- SkipEquip-function; the player don't have to actually "wear" the rings to use them 

This zip-file includes three esp-files:
VTA_TravelBM+Trib - with totally 32 locations in Morrowind, Mournhold and Solstheim. Requires: Tribunal and Bloodmoon
VTA_TravelTribun - with 28 locations in Morrowind and Mournhold. Requires: Tribunal
VTA_TravelBlood - with 28 locations in the Morrowind and Solstheim area. Requires: Bloodmoon

PLEASE NOTE: Many quest mods, including my own "Blades Quest: Prophecy of the Lost Heir", includes quests that will not work out as supposed if you are using a travel system like this when travelling with your companions. So, the VTA Travel Agency should be used with caution when playing quests where companions are involwed.

Sours: http://lovkullen.net/Emma/TRAVEL.htm
  1. Birdville isd calendar
  2. Long angled bob
  3. Battle beaver controller

Morrowind character and class discussion/questions.

Gaming-Module

Ars Tribunus Angusticlavius

Registered: Jul 8, 2001

Posts: 7738

Posted: Sat May 04, 2002 1:01 am

Thought I would make a thread just for discussing the various characters in Morrowind. NOTE: Please save any technical questions regarding hardware or requests for game tips to the "Morrowind made my jaw fall off thread" as that is what that has generally turned into on its own

Despite some glitches, I am enjoying my foray into the world of Morrowind as an Agent.

If you are considering an Agent, you must keep a few things in mind. For starters, an Agent is good at opening conversation branches and persuading people. As a byproduct of his strong personality, he is good with the merchants. A little brown nosing in addition to an Agent's already high speechcraft skill means cheap goods and better resale prices when turning in your loot.

As for combat, an Agent can take care of himself/herself, but generally shouldn't pick a fight with large groups. When playing as this character, it's very important to use hit and run tactics and try to sneak up on your opponent and whack him as fast as you can without getting hit. This is where the Agent's natural speed and agility come into play. The agent has major specialization in light armor and short swords, so keep that in mind if you are wanting to tank up. He also has minor specialization in conjuration and illusion magical schools, which should make for some spells that allow you to play with your enemy's head a bit, and even summon a creature or otherworldly item for temporary assistance.

This build isn't particularly good at hoarding a bunch of crap on his person and isn't very hardy in the face of disease or poison. I recommend this character if you want to delve really deep into the social aspect of this game. I can already tell that many doors will open to this build just by talking to people, as I already have the entire first town eating out of my hand. Even the guards have 90-100 positive attitude ratings toward me and people are always telling me what a pleasure it has been just from walking by them (although I have heard others here complain of this, I don't mind the praise though View image: /infopop/emoticons/icon_wink.gif )

Your turn.

EnigmaTick

Ars Centurion

Registered: Jun 7, 2000

Posts: 268

Posted: Sat May 04, 2002 1:59 am

I am really loving this games depth. I spent an hour or two just messing around with the character creation, looking at the different races and custom class creation.

After playing - and enjoying quite a bit - JK2 for the past month, I decided to make a "Jedi" character View image: /infopop/emoticons/icon_biggrin.gif Hurray for the custom class selection View image: /infopop/emoticons/icon_biggrin.gif

Redguard, Combat Master, Strength and Agility
Primary: Long Blade, Athletics, Unarmored, Acrobatics, Mysticism
Secondary: Restoration, Speechcraft, Illusion, Hand-to-Hand, and sneak

I chose Redguard for the huge bonus to Long Sword (+15!). This guy is basically a sword fighter, mainly using a two-handed claymore with a bit of magic - mysticism, illusion, restoration - for some backup.

He kicks ass at melee, and has a ton of health too so he can take a little bit of a beating. Hes very fast, and has tons of fatigue for getting around quickly.

Too early to really say how the drawbacks effect him. He has a decent personality, but his luck with persuasion is pretty random. No armor, but with the unarmored skill his armor rating is decent.

Next time, I'm probably going to play as a Wood Elf assassin View image: /infopop/emoticons/icon_smile.gif

Kaeto

Ars Tribunus Angusticlavius

Registered: Mar 21, 2000

Posts: 6197

Posted: Sat May 04, 2002 2:57 am

Don't. I have a WE Assassin. It took me forever just to get a single level, and the first job my guild handed me looks to require another 10. I tried working for the Thieves guild, and was a complete failure at that. Most of my experience has come from running and jumping, which is a crummy way to level. When it comes to actually killing I am extraordinarily incompetent. Backstabbing people just plain doesn't work, and then they turn around and bust my weak, slow ass. The Assassin concept is pretty cool (You go to your boss, get a paper giving you the legal right to kill someone, and then go do them in), but there's no way to level up enough to be able to do it.

Gaming-Module

Ars Tribunus Angusticlavius

Registered: Jul 8, 2001

Posts: 7738

Posted: Sat May 04, 2002 3:18 am

Kaeto, there are three dungeons near the first town. If my Agent can clear them, then so can any of the other stealth specialists. I am only level 2 though, but that is mostly from combat, and I have 1700 gp just from scavenging things.

Kaeto

Ars Tribunus Angusticlavius

Registered: Mar 21, 2000

Posts: 6197

Posted: Sat May 04, 2002 3:56 am

I only have been in one dungeon, most of my time has been spent in cities. I tend to die very rapidly if I head out into the country. I don't have hardly any money, I had saved up a bit but I spent it all trying to get some people to help me. I haven't found anywhere suitable to fight, the only enemies I can really take are rats and those jumping worm things. Everything else I've seen is pretty much instadeath. Maybe I'm fighting wrong somehow but it takes me a good 20-30 attacks to kill almost anything with my bow, less with my sword even though I have less skill with it, but most enemies can kill me in 3 or 4 hits at most. It's a bit annoying trying to find enemies I can deal with, especially since I'm running out of gold to pay my way around and I can't seem to earn any (I got a bunch of money murdering a merchant and stealing/selling all his warez, but I'm trying to avoid that)

Gaming-Module

Ars Tribunus Angusticlavius

Registered: Jul 8, 2001

Posts: 7738

Posted: Sat May 04, 2002 8:59 am

quote:
Originally posted by Kaeto:
I only have been in one dungeon, most of my time has been spent in cities. I tend to die very rapidly if I head out into the country. I don't have hardly any money, I had saved up a bit but I spent it all trying to get some people to help me. I haven't found anywhere suitable to fight, the only enemies I can really take are rats and those jumping worm things. Everything else I've seen is pretty much instadeath. Maybe I'm fighting wrong somehow but it takes me a good 20-30 attacks to kill almost anything with my bow, less with my sword even though I have less skill with it, but most enemies can kill me in 3 or 4 hits at most. It's a bit annoying trying to find enemies I can deal with, especially since I'm running out of gold to pay my way around and I can't seem to earn any (I got a bunch of money murdering a merchant and stealing/selling all his warez, but I'm trying to avoid that)


You're spending money to buy help? Monsters outside of town?

Details please. Maybe my class is just good at breezing through getting help and info, but I don't know. I have not had to pay for help once, in fact everyone falls over themselves to help me and tell me every little detail down to their mother's bra size.

*possible spoilers*

If you are an archer, there is a dungeon opposite side of the mountain from where the litte thieves den is with the locked up prisoners that you free. In it there are steel arrows and steel bows.

You have to kill skeletons for them, but if you can wave a silver shortsword or dagger around, you should be fine.

This game amazes me in that our classes can have such totally different experiences. Maybe you just aren't playing your classes strengths enough?

Lestat

Ars Legatus Legionis
et Subscriptor

Tribus: Denmark

Registered: Aug 16, 2000

Posts: 15188

Posted: Sat May 04, 2002 10:22 am

Sounds like this game is one that is medium difficult if you are a good roleplayer (i.e. plays you character, including weaknesses and strengths) but very hard if you deviate from what would be logical for that character. Sweet! I can't wait till i get my hands on it.
(I know it sucks but i guess i will have to do the bad thing, since the release date in denmark is something like 3 weeks away!! View image: /infopop/emoticons/icon_mad.gif I will definitely buy this game when it comes out, though!!)

L.

Kaeto

Ars Tribunus Angusticlavius

Registered: Mar 21, 2000

Posts: 6197

Posted: Sat May 04, 2002 10:42 am

I doubt it. The reason I joined the Thieves and Assassins guilds is because in theory they should give me jobs I'm suited for. In practice, I guess you HAVE to spend a bunch of timing roaming the countryside around the first town, which I didn't do very much because I quickly found it was fast way to end up dead. It's getting slightly easier as I spend more time killing monsters, but it's getting really lame. I think the problem is, my goals in playing the class don't go too well with the abilities of the class, at least not at low levels. I'm leaning towards saying fuck it and just being evil since my skills help with that, but that'll probably get me kicked out of my guild. Basically Assassin = "good" class, but since your job is doing dirty work you have a couple skills that aren't much good for non-evil purposes if you can't use them for guild jobs.

Lestat

Ars Legatus Legionis
et Subscriptor

Tribus: Denmark

Registered: Aug 16, 2000

Posts: 15188

Posted: Sat May 04, 2002 2:31 pm

I'm starting out as a High-Elf Mage/fighter, i haven't gotten to play much, but i'll keep you tuned in. Oh, and fighting doesn't seem that difficult... I ran out into the countryside fairly quick (first day) and started murdering crabs and rats... Leveled a couple of times, now i'm off to explore some more.

L.

Kaeto

Ars Tribunus Angusticlavius

Registered: Mar 21, 2000

Posts: 6197

Posted: Sat May 04, 2002 2:41 pm

I've leveled up a few more times, level 5 now, and it has gotten quite a bit easier. I can actually hit things with short swords/my bow now, and I'm a bit tougher and better armed too. I still can't complete any missions though, it's pretty lame that there's nothing to do but kill randomly for so long.

Bappo

Ars Centurion

Registered: Oct 22, 2000

Posts: 380

Posted: Sat May 04, 2002 4:22 pm

How are you leveling???

I have done a few jobs for the warriors guild plus a couple other random ones and am still at level 1. A few skill increases here and there but no level.

I'm a Nord Knight BTW which so far is quite fun. Best fight was against 3 bad guys at one time. Took a healing potion and was knocked down once but was sweet.

Lestat

Ars Legatus Legionis
et Subscriptor

Tribus: Denmark

Registered: Aug 16, 2000

Posts: 15188

Posted: Sat May 04, 2002 4:23 pm

You get better real quick. Already i am starting to hit stuff with my lightning sword, more than 75% usually... I just need to focus, so i don't forget to use my magic!!

L.

-KSlayer-

Ars Scholae Palatinae

Tribus: Canada

Registered: Mar 24, 2001

Posts: 1126

Posted: Sat May 04, 2002 4:35 pm

quote:
Originally posted by Bappo:
How are you leveling???

Try to constantly use your primary skills. The game bases your levelups on those skills.

[This message was edited by -KSlayer- on May 04, 2002 at 12:43.]

Kaeto

Ars Tribunus Angusticlavius

Registered: Mar 21, 2000

Posts: 6197

Posted: Sat May 04, 2002 4:45 pm

Bappo, if you aren't level 1 yet, go back to the first town, and wander northeasterly from there. When the game tells you to rest, do so and you'll gain a level. You can mouse over the word level on your status screen for info on how close you are to a level (you can do it with anything, the UI in this game fuckin' rocks) When you run into the volcanic canyon, head sleep 12 hours or so, and then head back (more monsters should spawn).

That should get you to level 2 or 3. Another thing - if you know where the Dweemer ruins are and you can kill the magician guarding them, there are lots of bandits in there who don't have good fighting skills, a good place to level up combat skills, and make a good amount of money grabbing stuff at the same time.

oatmeal

Ars Praefectus

Registered: Aug 31, 2000

Posts: 5655

Posted: Sat May 04, 2002 4:48 pm

yeah I am an Wood Elf archer, and still haven't leveled up. I do have some good skill, even with a sword (badass sword). I went into one 'dungeon' type place for a puzzle piece. And also I went to the country near the miners town and found another dungeon, but got killed. Is there anyway to heal outside of healing potion? bread and meat dont do anything for me. I need health, but I ran out of potion. And of course im pretty far from a town now. I had some people follow me cause im doing favors for them... they actually helped in combat... very cool.

I love the archer tho, as your skill increases you almost always hit the enemy.

Edit: if you are away from a bed, is there anyway to sleep? But I really need to know about Healing.

[This message was edited by oatmeal on May 04, 2002 at 12:57.]

Kaeto

Ars Tribunus Angusticlavius

Registered: Mar 21, 2000

Posts: 6197

Posted: Sat May 04, 2002 4:51 pm

Sleep. That'll make you level too. 10 primary or secondary skill increases + sleep = gain level.

CthulhuDragon

Ars Praefectus
et Subscriptor

Tribus: Leander, TX

Registered: Aug 15, 2001

Posts: 5948

Posted: Sat May 04, 2002 5:04 pm

quote:
Edit: if you are away from a bed, is there anyway to sleep? But I really need to know about Healing.


I had to look this up, Press 'T' to sleep in the wilderness or wait while in town.

Gaming-Module

Ars Tribunus Angusticlavius

Registered: Jul 8, 2001

Posts: 7738

Posted: Sat May 04, 2002 8:15 pm

I still dont know how magic works. Do I have to use scrolls or do you memorize spells to use over and over as your mana stores dictate?

Bappo

Ars Centurion

Registered: Oct 22, 2000

Posts: 380

Posted: Sat May 04, 2002 8:33 pm

Just learn whatever spell, have it selected, press R and cast. It will then fail repeatly (My casting skills suck) until you run out of mana. Scrolls don't use up mana.

Guild quests are hard! not sure how to complete a warrior guild quest I'm on. Bribery? murder? dunno. If I kill the person I will go to jail and that sucks.

Rambar

Ars Praetorian

Registered: Apr 21, 2001

Posts: 560

Posted: Sat May 04, 2002 8:37 pm

Right click and bring up the spell interface, select the one you want then R to bring it up. Click to cast. Works for scrolls and enchanted items that cast spells as well.

Lestat

Ars Legatus Legionis
et Subscriptor

Tribus: Denmark

Registered: Aug 16, 2000

Posts: 15188

Posted: Sat May 04, 2002 8:45 pm

quote:
Originally posted by Rambar:
Right click and bring up the spell interface, select the one you want then R to bring it up. Click to cast. Works for scrolls and enchanted items that cast spells as well.

Also you can map keys to scroll through spells, just like weapons, then ready with [r] and cast.
Rest to regain mana.

L.

Kaeto

Ars Tribunus Angusticlavius

Registered: Mar 21, 2000

Posts: 6197

Posted: Sat May 04, 2002 8:49 pm

There are quite a few kinds of spells. This is what I have seen so far :

Potions (drink to cast)
Scrolls (read to cast, single cast)
Charged items (select to cast, or cast on use (i.e. magic damage on a sword that fires on hit. Recharges over time.)
Knowing spells (select to cast)

TheLurker

Seniorius Lurkius

Registered: Feb 18, 2002

Posts: 11

Posted: Sat May 04, 2002 9:02 pm

also, for spells, hit F1 to bring up a hotkey menu. Then click on the numbers and assign spells to the slots(also works for hotkeying weapons).

~TL

Striderhiryu01

Ars Scholae Palatinae

Tribus: Hong Kong

Registered: Feb 16, 2001

Posts: 664

Posted: Sat May 04, 2002 9:15 pm

I chose the primary skill being unarmed combat.

I was wondering why the hell it took so long to kill something. Punching drains stamina till he faints then I cna do damage. Downside is getting my ass kicked/ seriously hurt in some fights where swords woulda killed the things in a few hits. (I'm persistent) But lvling up the punching is really fast.

Gaming-Module

Ars Tribunus Angusticlavius

Registered: Jul 8, 2001

Posts: 7738

Posted: Sun May 05, 2002 4:33 am

Man, the life of an agent is getting tedious as all get out once in Vivec. It's like the level designers built it to specifically piss the player off with confusion and frustration.

CatCat

Ars Centurion

Registered: Aug 6, 2001

Posts: 367

Posted: Sun May 05, 2002 7:03 am

So the level up system is the same as Daggerfall then? Primary skill usage levels up correct?

If thats so, is its possible to do this following Daggerfall trick?

Build a pure mage, or a character with at least 2 of the primary skills being spell magic. Then go to the Wizard`s guild (or wheever after saving enough money), create a new low level training spell (i.e. a fire attack, with no range, no dammage, and almost no mana use). And then go sit in an inn and cast this spell over and over again to level up fast?

Also..another question..do the special abilities/hindrances in character creation make a return from Daggerfall? (Spell-absorbtion, daylight deals dammage etc?)

-CatCat

Gaming-Module

Ars Tribunus Angusticlavius

Registered: Jul 8, 2001

Posts: 7738

Posted: Sun May 05, 2002 7:09 am

quote:
Also..another question..do the special abilities/hindrances in character creation make a return from Daggerfall? (Spell-absorbtion, daylight deals dammage etc?)


Not sure what you mean by this. If you mean does each class have a weakness and a strength that affects the way you play, then yes.

Deviating from your characters strengths not only makes the game harder in the short term, but retards your characters proper development in the long term.

CatCat

Ars Centurion

Registered: Aug 6, 2001

Posts: 367

Posted: Sun May 05, 2002 8:00 am

Gaming-Module, in Daggerfall, in addition to character class stuff, you could also choose advantages/disadvantages for your character. These didn`t have anything to do with your character class, and were optional.

The thing with advantages/disadvantages was, the more advantages you had, the longer it took to level up. The more disadvantages you had, the shorter time it took. Some advantages/distadvadvantages were better than others, tho, and correspondingly they had a bigger effect on leveling speed.

Some of the advantages were like regeneration, spell-absorbtion, paralyzation immunity..some of the disadvantges were being hurt by daylight, disallowed weapon/armor material types (i.e. iron), disallowed weapon types (no blunt weapons).

It was a fun system, but it was also kinda prone to min/maxing, as you could max some truly evil guys with it tho;p

-CatCat

Gaming-Module

Ars Tribunus Angusticlavius

Registered: Jul 8, 2001

Posts: 7738

Posted: Sun May 05, 2002 8:02 am

There is no such system in Morrowind, sorry.

CatCat

Ars Centurion

Registered: Aug 6, 2001

Posts: 367

Posted: Sun May 05, 2002 8:06 am

Oh you know..rethinking over some posts and the website,, it seems that the "signs" system is the successor to the advantages/disadvantages system..

Probably much less easier to exploit..

-CatCat

Kaeto

Ars Tribunus Angusticlavius

Registered: Mar 21, 2000

Posts: 6197

Posted: Sun May 05, 2002 12:39 pm

Yes. And yes, there are some things you can exploit - but I haven't found myself exploiting them. It's not the kind of game where minmaxing is something I need or want to do. I just do whatever, and have fun with it - right now I'm spending some time leveling up my long sword abilities so I can play around with this daikatana I have.

Oh, and Gaming-Module - deviating from your primary/secondary skills may be tough, but it doesn't HURT your character in any way, it's just time consuming and doesn't help you level at all.

ratchetcat

Ars Centurion

Registered: Jan 27, 2002

Posts: 253

Posted: Mon May 06, 2002 2:18 am

Okay, I'm having an interesting problem -- not sure if this is a bug or not. Anyway, I've completed a couple of fighter's guild quests and advanced to "Swordsman" status. When I ask for orders now, the guildmaster tells me I need to advance. So I try to advance, and she says I'm not ready.

I've checked the requirements for the next rank, and I meet all of them. The requirements are a strength of 30, and endurance of 30 (which I surpass on both counts), and one skill at level 40, two at level 10 for any of Axe, Block, Armorer, Long Sword, Blunt Weapon, and one or two others. I have Block at level 40, and Axe at level 13, Blunt weapon at level 10. Am I missing something here, or should I go up in rank now? Has anyone else run into this?

Mike Y

Ars Scholae Palatinae

Registered: Oct 7, 2000

Posts: 825

Posted: Mon May 06, 2002 2:27 am

quote:
Originally posted by CatCat:
So the level up system is the same as Daggerfall then? Primary skill usage levels up correct?

If thats so, is its possible to do this following Daggerfall trick?

Build a pure mage, or a character with at least 2 of the primary skills being spell magic. Then go to the Wizard`s guild (or wheever after saving enough money), create a new low level training spell (i.e. a fire attack, with no range, no dammage, and almost no mana use). And then go sit in an inn and cast this spell over and over again to level up fast?
-CatCat


Yes, casting certain types of spells repeatedly will raise those magic skills (exceptions would be enchantment and alchemy since they have no spells). Spell creation has been nerfed pretty badly since daggerfall, so it's only useful for creating certain spells that wouldn't exist otherwise (100% open spell for instance). You can still buy low cost spells and train fairly well with those.

Kaeto

Ars Tribunus Angusticlavius

Registered: Mar 21, 2000

Posts: 6197

Posted: Mon May 06, 2002 2:57 am

I started a redguard somewhat tankish character. Long blade, heavy armor, enchantment, armorer and athletics. This character is completely insane. I'm level 1 and I can take on 4 people without batting an eye when my 7 or 8 assassin could have barely handled one of them. Adrenaline Rush is a completely awesome racial ability - +50 to all stats that matter for combat for 60 seconds, cast once a day. The once a day limit doesn't much matter, since you can just go sleep for 24 hours if you need to use it again - which I really don't, one on one I haven't gotten touched by anything. I've complete several of the fighters guild quests, and I doubt my assassin could do any past the entrance quest. I am flat out amazed by how bad stealth skills really are. The game went from being nigh impossible to a complete cakewalk no matter what I try.

Anacher

Ars Praefectus
et Subscriptor

Registered: Jul 1, 2000

Posts: 3766

Posted: Mon May 06, 2002 3:18 am

ratchetcat,

Is this the Fighter's Guild in Balmora? The guildmaster said something to me once about having duties for someone ranking Protector or higher. Since you're still a swordsman, you can't get it yet. Go find another fighter's guild, and get a quest there, and once done, you should be able to go up in rank.

Gaming-Module

Ars Tribunus Angusticlavius

Registered: Jul 8, 2001

Posts: 7738

Posted: Mon May 06, 2002 3:30 am

quote:
Originally posted by Kaeto:

I am flat out amazed by how bad stealth skills really are. The game went from being nigh impossible to a complete cakewalk no matter what I try.


Just to chime in for our viewers. Stealth skills are good unless you derive your enjoyment from killing large groups of enemies right away, which apparently our friend kaeto here likes to do.

My "stealth guy" is currently 91 in short swords, 75 in light armor, and 36 in blocking, and I have no problems taking on groups of 4-5 reasonbly strong humanoids or running through the lower levels of the dwemer mines killing several dwemer battle bots in a row and only losing 20-40 of my 96 hit points. My Agent is level 15 for reference.

On a side note, how the hell do you resist diseases? I've had guys disease me and put me in an encumbered state, thus forcing me to reload from my last save point. I know...carry a bunch of cure, heal, etc potions, but there has got to be a better way to avoid getting diseased/cursed in the first place.

*possible spoiler*

Is anyone else training like a mofo in the lower level of the dwemer mines? With that double door to the left, you can leave one of the sides closed, thus trapping a battlebot or sword bot there. Then you can sit there and let it attack you until you've had enough, then you can go back up the stairs and through the door that you enter the lower level from. It's an awesome way to train block and (insert size) armor. Also, if you go to your left in the opposite direction of the door I just mentioned, you can run through this area killing usually 3-4 battle bots, sword bots, drawven ghosts, spider crawlers per run, go back up the stairs and into the door that you came from and sleep. When you wake up the place is full again.

I have dubbed this spot in the dwemer mines "The Agent Training Compound". View image: /infopop/emoticons/icon_wink.gif View image: /infopop/emoticons/icon_biggrin.gif

Kaeto

Ars Tribunus Angusticlavius

Registered: Mar 21, 2000

Posts: 6197

Posted: Mon May 06, 2002 3:45 am

Dude, I'd be happy if my assassin could stab ONE person in the back. He can barely handle anything. Just try a melee character, you will not go back. The difference is amazing. Redguard's racial trait - TWO HUNDRED stat points for 60 seconds, is completely unbeatable. There are so many advantages to non-stealth. Even at level 1, I can easily kill anyone in the thieves guild except sugarlips, I think she's invincible actually since everyone else takes 2-3 hits and she's still standing after 20 or so. For stealth to be worth shit, several things need to be done :
1. Make sneak work better. Right now, any stealth related task is an endless reload dance until you succeed.
2. Make backstabbing actually doable. I haven't got a single successful backstab. Either you're too far away for it to hit, or you're close enough that the person knows you're there and turns to face you.
3. Make speed have more effect on speed than it currently does. Right now, unless you're bare naked, high strength is far more important for moving fast than high speed is. I was wondering why my combat dude could easily outrun people that my assassin had no chance to outrun when he's got 2/3 the assassins speed and is wearing tons of armor and carrying twice as much. The effect should be toned down some or something, and speed should affect attack speed - right now I see no reason to use short swords over longswords.

ratchetcat

Ars Centurion

Registered: Jan 27, 2002

Posts: 253

Posted: Mon May 06, 2002 3:56 am

Thanks, Anacher! That did the trick. Now I just need to find a boat...

G-M -- I trained down there like crazy (just letting one guy attack me while I blocked). After I got tired of that, I broke into the lower levels and started leveling up like nuts on the Bots down there.

Rhaegar

Ars Tribunus Angusticlavius

Registered: Dec 17, 2001

Posts: 7588

Posted: Mon May 06, 2002 5:11 am

I somewhat agree with you Kaeto... my stealth character has a hard time killing anything and unless there are a lot of quests that don't require combat I might have to restart.

Gaming-Module

Ars Tribunus Angusticlavius

Registered: Jul 8, 2001

Posts: 7738

Posted: Mon May 06, 2002 6:16 am

quote:
Originally posted by Rhaegar:
I somewhat agree with you Kaeto... my stealth character has a hard time killing anything and unless there are a lot of quests that don't require combat I might have to restart.


Please see the spoiler I posted above. A stealth character CAN fight very well, it just doesn't become apparent until after some extensive training.
Sours: https://arstechnica.com/civis/viewtopic.php?f=22&t=835958
Morrowind Gameplay Fighters Guild Quests #2: Telvanni Agents, Code Book (Walkthrough)

Morrowind Character Guide: The Agent

Morrowind
  • Danae

Danae

• 6 min read

Morrowind Character Guide: The Agent

For those who watch my let's plays and livestreams, you'll know that we're all about role-playing and not at all about min-maxing. This series is not about the ultimate [insert class] build, let's face it, sooner or later your character will be a god-killer whether you min-max or not. In addition we tend to always want to play the same way, with the same style, the same weapons, the same game play. So instead, I want to suggest ways to play a class and mods that can make the experience fresh and more unique. For more general role-playing mod recommendations, you can check this guide.

image.jpeg
For the Agent class, Agility and Personality are the main attributes and looking over the skills confirms this, but speed is also quite important and will progress quickly thanks to Short Blade, your main weapon skill.
Agility will increase using Light Armor and Sneak while Personality increases with Speechcraft and Illusion.
If your Agent relies more on combat that deceit, the Khajiit is pretty good: top Agility, and decent Personality. With their high speed, you'll be in and kill and out in seconds.
If you want to go the Personality route, Imperials seem an obvious choice with high Personality and +10 Speechcraft. Be careful, though, their Agility is quite low (lower hit, less dodge, more stagger), and they have no talent for Illusion.
Personally, I like the Altmer for an Agent. The Dominion is not yet ready to take on the Empire but is scheming, nonetheless. They need to know what is happening in Morrowind: anything that might weaken the Empire is good for the Dominion.
Be a Thalmor Agent, long before the rise of the Thalmor!
In addition, Altmers have 40 in Agility and Personality and +5 Illusion, female Altmers also have 40 Speed.

As for birthsigns, The Lady is great (admittedly one of the best birthsigns regardless of class) with a nice boost to Personality. Keep in mind that the 10 points of Endurance doesn’t go towards your starting health. The Lover is a good choice as well, especially if you play a female, The Lover's Kiss is just the thing for a lady-spy.
04-img-36

The Agent is meant to operate, more or less, secretly and in favour of (a) given faction(s). Favour Speechcraft to taunt NPCs if you need them dead, Illusion to calm them to extracted necessary information from them or if you simply changed your mind about killing them ;)

Faction mods

There are very few mods that let you work against a faction, but quite a few to expand certain ones:

For the Imperial Agent (as in, serving the Empire):

Finally, I like the idea of an Agent representing a faction OUTSIDE of Vvardenfell, leaving you free to investigate the powers of Vvardenfell as you see fit: Your character is interested in politics? Join all (3 Great) Houses Essentially, you are free to join any faction, either because their goals align with yours, or because you are working to gather more information on them.

Other mods

  • Give a gift by NullCascade: otherwise known as, the art of bribing!
  • The Last Witness by NullCascade: a must have for the efficient Agent: you might need to kill but you don't want any unwanted attention!
  • Take Notes by qqqbbb: to write down those coded messages or MWSE Journal and Search Edit by Sveng: to keep your notes in your journal. On the plus side, you can add images to your journal.
  • Brutal Backstabbing by Merlord: multiplies damage as long as you attack from behind and with a short blade (configurable).
  • Advanced Persuasion by Danjib: beg and threaten using your Speechcraft.
  • Get that special hood for missions from Ninja Outfits in Molag Maar or go with the scripted Thief's Disguise by Max, lets you buy face paints.
  • Assassin's creed armour by Weslty, for sale in Caldera (I'd go for the darker colours).

Chargen mods

I'd recommend Class Abilities that lets you pick a profession independently of your class though all vanilla classes are there as a profession.
You can of course choose the Agent, which gives you a couple sneaky powers, +10 Sneak, as well as a Jinksword, a Lockpick, and a Probe.
I personally like the Shadowmage that gives a +10 Illusion, especially if you chose an Altmer! Your Illusion should be high enough that you can start charming, calming, and blending into the shadows straight away.
As always, Merlord's Character Backgrounds: this mod doesn't just give you items or powers, it actually influences your gameplay and CREL because it should be on every modlist.
0fa48c483db8f24fcaede9fc6867c703

  • A good Agent is one that doesn't get caught: may I suggest game over if you are arrested? To make this an actual challenge (we all know how dumb guards can be) either go for insta-arrest by King Feraligatr where guard will force-greet you as soon as you approach them while you have a bounty, or for a greater challenge, try Sveng's Pursuit Revisited where guards will actually come from nearby cells as soon as someone reports your crime. Warning, this mods is quite a challenge! Oh, it also lets you lock doors with lockpicks. (not compatible with The Last Witness). If that's too much, then install Go to jail to make the experience more fun.

  • Try to stick to Illusion spells: Charm, Chameleon, Sanctuary, and Paralyze are great in the Agent's arsenal. Hurling fireballs… not so much :)

  • The Agent dabbles into Conjuration: stick to the Summon Dagger spell: the ultimate concealed weapon is the one you are not carrying!

  • Goals will vary with your narrative of course, doing missions for your chosen faction(s) is one thing, killing the leaders of opposing factions is better! You may do the deed yourself or… you could pay the Morag Tong to do your dirty deeds for you, using Archimaestro Antares's Superb BigMod a must-have for any gameplay; in my humble opinion.

  • You are after information: be sure to steal all notes, ledgers, and reports you see.

  • Keep tabs on prominent NPCs by tailing them. Install either Dopey's npcs or Living Cities of Vvardenfell to let npcs change locations. With Dopey's mod, NPCs will simply go home (lighter scripts), with LCV, they will also go out for a drink, wander around the guild hall, etc (heavier scripts).
    7054622436e96f1b7d7cee91b3a95ec2

If you want more ideas for random handicaps and goals, check my blog entry with randomized wheels to click, you can find my permadeath modlist (and all the others, actually) here and if you'd like to see one of the many new characters created in action, join us on Twitch every Sunday for our permadeath runs ;)
I would love to hear how you like to role-play as an Agent~

patreon

Sours: https://danaeplays.thenet.sk/morrowind-character-build-series-the-agent/

Agent morrowind

STEAM
help me create an OP agent
I'm new to this game, but I have played about 200 hours of Skyrim across all playthroughs. I want to be a variation of the agent on my first playthrough. I need help creating my character. here's what I need:
  • race: leaning towards a female wood elf, open to suggestions
  • sign: since I'm stuck with it for the entire game, I need something that is good with the agent class
  • class: I want to play something similar to the agent class, but I hear that prebuilt classes are underpowered. which of the skills should I change to make my character more powerful?
Close

Report this post

Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts.
Sours: https://steamcommunity.com/app/22320/discussions/0/152390648085465252/
Telvanni Agents - Fighters Guild Walkthrough (TES III Morrowind)

How Elder Scrolls' Blades Changed, From Morrowind To Skyrim

The Blades are a prominent faction in the Elder Scrolls franchise, but they have changed as the series progressed from Morrowind to Skyrim.

The Elder Scrolls has many guilds and organizations, but one of the most prominent is the Blades. This organization has been present since the beginning of The Elder Scrolls, but has significantly evolved as the series progressed. The Elder Scrolls 3: Morrowindis one of the series’ most popular installments and features regular appearances by the Blades, and they also appear in both sequels, Oblivion and Skyrim. Though their ranks undergo extreme changes during those years, players familiar with earlier version of the Blades will likely find that the modern version seen in Skyrim feels radically different.

Originally, the Blades were formed to serve The Elder Scrolls' Dragonborn Emperors in all matters. The Blades were also known as the Imperial Intelligence Service and acted as spies in domestic and foreign affairs. Agents could obtain three primary ranks, including Knight Brother/Sister depending on their gender, Chronicler, and Grandmaster. Knight Brothers and Sisters were new members of the Blades, while the Chronicler ensured the secrecy of the organization’s operations. Grandmasters of the Blades recruited new members to the secret organization. These ranks evolved and changed as the games progressed, though the duties remained the same. The Blades worship Talos as their patron deity, as Talos is a deity formerly known as Tiber Septim, the first Emperor of the Tamrielic Empire.

Related: One Of Skyrim’s Toughest Bosses Is A Morrowind Easter Egg

The Elder Scrolls has had a habit of placing the Blades in pivotal roles in the series’ campaigns. Often, members of the organization will secure and guide the player character throughout their quests. Like other guilds, they occasionally provide access to vital services like vendors or trainers, however, the guilds undergo extreme changes depending on each Elder Scrolls title’s era. The Blades’ role in the Empire’s government and military has often been vital to national security, as its members are formidable warriors and effective spies.

The Elder Scrolls 3: Morrowind's Blades

The Elder Scrolls 3: Morrowind takes place on the island of Vvardenfell, part of the titular homeland of the Dunmer, or Dark Elves. Players control a character known as the Nerevarine, a reincarnation of the Dunmer hero Indoril Nerevar. Like Skyrim’s Introduction, players begin on a prison boat after securing a pardon due to interference from the Emperor. Shortly after, the protagonist encounters Morrowind’s Blades and receives orders from the Emperor himself. The Blades act as the primary guides for the Nerevarine, assisting them in their journey to fulfill their destiny and training them in many skills. This is not done out of the goodness of their hearts, however, but under orders, as they serve the Emperor above all else.

The Blade NPCs in Elder Scrolls 3: Morrowind have eight known members. The first and perhaps most memorable Blade players meet is Caius Cosades, the Grandmaster of the Morrowind Blades. Caius is responsible for recruiting new members and establishing a Blades Temple in foreign territory, but he's also demonstrative of the difficulty agents may have working across Tamriel, as he's a rough man addicted to skooma. Players will spend a significant chunk of time taking orders from Caius during the main quest, and the general feeling of the Blades as a group is one of secrecy and professional zealousness. Nine-Toes is the only non-humanoid agent and is falsely accused of murder before the Nerevarine proves his innocence, though the loyalty of the Blades is shown by the Nerevarine likely being expelled if they choose to accuse Nine-Toes of the murder and kill him. Morrowind's branch of the Blades has the largest number of named agents outside of Oblivion.

Related: RPG Worldbuilding Principles For Elder Scrolls: Morrowind-Type Settings

The Elder Scrolls 4: Oblivion's Blades

The Elder Scrolls 4: Oblivion takes place throughout the heart of the Tamrielic Empire, making the appearance and inclusion of the Blades a guarantee. One of the first NPCs encountered by the player character is the leader of the Blades, who meets a gruesome end in the sewers. Elder Scrolls 4:Oblivion’s protagonist is eventually known as the Hero of Kvatch and the Seventh Champion of Cyrodiil. However, the Hero could not have completed their journey without the assistance of the Blades. Both the protagonist and the Blades share the same goal of securing Martin Septim’s place on the Imperial Throne and halting the Oblivion Crisis before it can destroy the Empire. This makes Oblivion’s Blades not only mentors but allies as well.

The Blades in Oblivion are the largest branch in recent Elder Scrolls titles. Oblivion’s Blades faction contains sixteen members, though its notable officers are Jauffre, Renault, and Steffan. Jauffre is the Blades’ Grandmaster, responsible for recruiting new Blades and taking over a leadership role after the unfortunate demise of the Blades Guards, and Renault is a Captain, focusing on the day-to-day operations of the agents. The Blades' quests in Oblivion are geared towards self-sacrifice in the name of a greater good, a value that that the organization seems to have lost after its decline in Skyrim. These agents assist the Hero of Kvatch in a more direct manner, participating in the Oblivion Crisis as soldiers and warriors, rather than just as spies and bodyguards.

The Elder Scrolls V: Skyrim's Blades

The Elder Scrolls V: Skyrim featured the Blades at their most radical. During Skyrim’s campaign, players control the Dragonborn and must fulfill their ancient destiny. As Dragonborn, players possess the unique ability to absorb the souls of Dragons and kill them forever. The Blades are bound by sacred duty to assist the Dragonborn in their quest and guide them to locate the Elder Scroll that holds the secret of Alduin’s weakness. Unfortunately, the Blades abandon their oaths in favor of control, giving the Dragonborn an ultimatum between slaying a dragon or losing the Blades’ support.

Related: Skyrim’s Stones Of Barenziah: Is The Reward Worth It

Delphine and Esbern are the last of the Blades in Skyrim and likely some of the last across Tamriel. Both were forced into hiding after the Empire’s defeat during the Great War, as the White-Gold Concordat disbanded the organization and outlawed Talos worship. Delphine hid as an innkeeper in Riverrun, evading Aldmeri Dominion agents by keeping herself out of the battlefield and hiding her armor and weapons. Esbern adopted a more literal meaning to going underground and arranged to be hidden by the Thieves Guild in the Ratways beneath Riften. Neither Esbern nor Delphin assists the Dragonborn if they refuse to kill Paarthurnax in Skyrim, robbing players of a questline should they decide not to kill the dragon. Both Esbern and Delphine are essential NPCs and survive the events of Skyrim.

The Elder Scrolls V: Skyrim’s Esbern and Delphine are the only Blades known to have survived the fallout of the Great War, leading to uncertainty for the organization’s future. The Blades seem to have fallen to their deeper aspirations for control and power, working in Skyrim to separate the Dragonborn from the Greybeards in order to control them. While the agents of Morrowind and Oblivion work to fulfill the Emperor’s will and secure the future of the Empire, The Elder Scrolls V: Skyrim’s Blades only conditionally save the world. It’s unknown whether The Elder Scrolls 6 will feature the Blades or turn to another faction to guide its protagonist to their destiny.

Next: Elder Scrolls: How Long It Takes To Beat Every Mainline Game

ShareTweetEmail

Skyrim Theory: How Ulfric Stormcloak Could Be Working With The Thalmor

About The Author
Natalie Lindner (287 Articles Published)

Natalie Lindner is a Game Features Writer for Screen Rant, creating content on the past, present, and future of games in the industry. Prior to this, she worked out of a writing consultancy in Rhode Island from 2018 to 2021, where she helped college students improve their writing abilities. Natalie has contributed her video game writing to several smaller websites and projects since 2018 and is eager to continue that journey with Screen Rant. Working out of New Hampshire, Natalie spends the time she isn’t writing about games outside; hiking or biking. On those rainy days, she can be found striving for action on the latest FPS or perusing the latest comic books.

More From Natalie Lindner
Sours: https://screenrant.com/elder-scrolls-skyrim-morrowind-oblivion-emperor-blades-changed/

Similar news:

Thin, taller than Nastya by the head, covered with short black fur. From the knees, legs are purely doggy, fluffy tail, like a shepherd dog. Almost not dressed, only with a piece of cloth wrapped around his loins.



3867 3868 3869 3870 3871