i played a LOT of that game the last few months and made a lot of char's...
to start, i like to beef up my mana because thats the main thing in the game that doesn't go up very much unless you start w/ it... so i pick the breton and then for a sign i pick the one that boosts your mana .5 % (i think the apprentice) that starts me w/ a healthy mana pool, and i can beef up my combat skills later. this also is a neat combo because the bretons resistance to magic cancels out the weakness to it you get from the sign.
when it comes to selecting skills i choose...
1)things that don't go up very fast or are hard to use. sneak is a great example of this...it's hard to slowly creep thru the game hoping the comp checks to see if creatures notice you or not.
2) things that are hard to find training for... like marksman. theres nothing more painful than looking through the huge island for a guy to beef up a skill you need for the next part of the game.
in terms of magic i reccomend specializing in...
1)alteration for its usefulness in accessing hard to reach places w/ levitate. you can also get a spell maker to make you a 100 point open spell for all those tuff chests and doors once you have a hi ability w/ this.
2) illusion... invisibility is very helpful when you've just taken a heap of damage and need to cast a healing spell or drink a potion. also a spellmaker can make you a reasonble costing charm spell, which lets you get any info or items you might need to complete quests. finally paralyze is great in combat.
3) mysticism has my favorite combat spell... absorb health, w/ mark and recall being useful to have while treasure hunting and telekenisis taking away the need for probes to get rid of traps on doors and chests.
4) conjuration is great for putting things in between you and hostile projectiles and spells and the bound weapon spells are very handy because they boost the applicable weapon skill by 10... i like to cast bound longsword then switch to my enchanted longsword for the extra elemental damage it provides.
5) enchant... this is probly the least important magic of important magics to me because it's so difficult to make enchanted weapons, but it does boost the charges and effectiveness of the magic items you find so a little investment or training in it is worth it.
** as a sidenote illusion, mysticism, and enchant seem to be the most difficult to find training for so you might want to beef those to start.**
in terms of combat i start w/ marksmanship because it can drop a lot of health from someone b4 they even know you're there... after that you can pick any weapon you'd like but make sure you stick to it so you're not spreading your money and skill points around too much
finally i reccomend staying away from alchemy (unless you want to be all up in the potion maker interface all day), destruction(because theres combat spells in other more useful disciplines), and mercantile/speechcraft because a charm spell is way more effective than the stupid persuasion interface.
hope this makes sense and good luck w/ your character.
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