Daggerfall:Character Creation
The UESPWiki – Your source for The Elder Scrolls since 1995
Below is some compiled information relating to character creation in Daggerfall. Much of this came from the wonderful file TEXT.RSC in the ARENA2 directory.
Contents |
[edit] Attributes
Since Daggerfall is a computer game (CRPG specifically) then everything must be abstracted; the measure of your character as an individual (everything from his raw physical prowess to his likability) is a set of simple numbers. The following table describes the numbers which describe your character.
There are eight base attributes (measures of your character) from which all other values are either derived, or by which are impacted. Attributes have a range of (1, 100). In the event an attribute would be reduced (from a curse or a disease, for example) to 0, your character dies, hence the exclusion of 0 from the valid range. When starting a new character, attributes will have a base value of 50 plus up to 10 points. The variance is determined by the computer's virtual dice rolling. Don't worry if you think your numbers are particularly low; you will have the chance to distribute additional points before the process is complete. Each time your character gains a level, you will be awarded additional points to improve your attributes as you like, ranging (4, 6), and there is even a powerful artifact which grants an additional 30 points to distribute as you like, so it is possible to attain a value of 100 in each of your attributes during the game's progression regardless of your character's starting scores.
It is these attributes which fundamentally define your character's capabilities. Determining the ease, or difficulty, of almost all actions available in the game. A character with very poor scores in the physical attributes would have great difficulty in the early stages of the game (where the character's first objective is to escape a terrible death-trap), but would not be particularly disadvantaged after that. Characters with poor mental attributes, on the other hand, may find great difficulty at the latter stages where powerful, hostile magics are in play. In either case, the game can still be "won" by either character, and both offer exciting avenues of play. Therefore, one shouldn't worry about having "low" scores or a particular combination of scores at the start; there will be plenty of opportunity to improve your character and the game can still be completed.
[edit] Races
When creating a new character, you will be prompted to select your homeland from one of the provinces of Tamriel. You are in effect selecting your character's race, as each of the eight major races hail from a specific province. There is an additional province, Cyrodiil, but it is not an available option: it is the Imperial seat and, according to Daggerfall lore, it does not boast any one specific indigenous race because of its geographically central position (the Imperial race was only introduced in later Elder Scrolls games).
For additional information, see Daggerfall Player Races.
It should be noted that the following bonuses and penalties to the character's attributes due to their race do not actually function as they were intended. Your class will define the starting values of your attributes, and will overwrite any modifications made by your race. Because of this, your choice of race is almost purely cosmetic; other characteristics of a race, such as the Nords' resistance to frost magic and the High Elven immunity to Paralysis, do still apply.
[edit] Argonian
Argonians hail from the province of Black Marsh. You are part of a highly-evolved race of reptiles, known for their intelligence, agility, and speed. Because of their reptilian nature, Argonians do not tire easily when swimming. While many Argonians have successfully mastered the arts of thievery and spellcasting, there are some regarded well as warriors.
- Male Argonian character modifiers:
- Female Argonian character modifiers:
[edit] Breton
Bretons hail from the province of High Rock. You are part of a tall, fair-skinned people, highly intelligent and willful. Magic seems to infuse the very being of the Breton people. As a race, they are more resistant to the effects of hostile magic than any other group, and thus are excellent in all arcane arts.
- Male and Female Breton character modifiers:
- +10 Intelligence
- +10 Willpower
- -10 Strength
- -10 Endurance
[edit] Dark Elf
Dark Elves hail from the province of Morrowind. You are part of a tall, dark-skinned people, known to be extremely strong, intelligent, and quick. They are extremely versatile in all manners of skills and well-known as warriors and mages.
- Male Dark Elf character modifiers:
- +10 Strength
- +10 Intelligence
- -10 Willpower
- -10 Personality
- Female Dark Elf character modifiers:
- +10 Intelligence
- -10 Willpower
[edit] High Elf
High Elves hail from the province of Sumurset Isle (note that spelling of this province's name has changed in more recent games). You are part of a tall, golden-skinned people, extremely intelligent, agile, and willful. The magical nature of Sumurset Isle has made the High Elves natural spellcasters who are immune to paralysing poisons and spells.
- Male High Elf character modifiers:
- +10 Intelligence
- +10 Willpower
- -10 Strength
- -10 Endurance
- Female High Elf character modifiers:
- +10 Intelligence
- +10 Personality
- -10 Strength
- -10 Endurance
[edit] Khajiit
Khajiit hail from the province of Elsweyr. You are part of a tawny-skinned people, extremely hardy, intelligent, and agile. Many Khajiit have taken to painting their faces to more resemble their legendary feline cousins, the predatory cats that hunt the great desert. Khajiit are on the whole excellent climbers, and adept in all the arts of the thief.
- Male Khajiit character modifiers:
- Female Khajiit character modifiers:
- -10 Luck
[edit] Nord
Nords hail from the province of Skyrim. You are part of a tall and fair-skinned people, strong, willful, and hardy. Owing to the climate of Skyrim, Nords are resistant to the coldest of temperatures, and take little damage even from ice-based magical attacks. Nords are historically well-suited to all the arts of the warrior.
- Male Nord character modifiers:
- +10 Strength
- +10 Endurance
- -10 Intelligence
- -10 Willpower
- -10 Agility
- Female Nord character modifiers:
- +10 Luck
- -10 Intelligence
[edit] Redguard
Redguards hail from the province of Hammerfell. You are part of a dark-skinned people, extremely hardy and quick. Legend has it that the Redguard are innately more proficient with weaponry than any other race. In general, Redguards make excellent warriors.
- Male Redguard character modifiers:
- +10 Agility
- +10 Luck
- -10 Intelligence
- -10 Willpower
- -10 Endurance
- Female Redguard character modifiers:
[edit] Wood Elf
Wood Elves hail from the province of Valenwood. You are part of a tall, fair-skinned people known to be extremely agile and quick. Wood Elves have a natural affinity for the bow and arrow, and all members of their race have some ability with that weapon. There are well-known Wood Elves in most every class, but the arts of thievery are their particular forte.
- Male Wood Elf character modifiers:
- Female Wood Elf character modifiers:
- none
[edit] Skills
Almost every action your character can perform is governed by a skill. The score for a skill measures his proficiency in that field; one who is adept has higher values than the novice. Each skill is governed by an attribute which sets not only an upper limit, and may offer bonuses or penalties towards the application of that skill.
The application of a skill is either passive or active, with the majority of invocations as the active type. This means the character is undertaking some action, rather than just letting things happen. An example of an active skill invocation would be the Jumping skill. The character's skill is only applied when the player issues the correct command. Passive skills, on the other hand, are invoked by the Daggerfall game engine itself on the player's behalf. Medical is a prime example of a passive skill, because it is invoked each time the character rests, on the character's behalf by the computer, even if the player's intention was to idle for several hours.
An action is resolved as a success or a failure by evaluating the governing skill with some random chance. The score of a skill is proportional to the probability of success in that action if given "average" circumstances. Naturally some circumstances may be more difficult than others, and the skill evaluation process considers any applicable bonuses or penalties, but for the most part one may consider a skill's score as a success probability expressed as a percentile.
[Example: The Archery skill is governed by Agility, which means not only will a character with a high score in Agility become adapt at Archery faster than a character with a low score in Agility, but will also receive bonuses towards resolving any application of that skill. Since Archery is an active skill, it is only evaluated when the character uses Bows. ]
| Skill | Attribute | Description |
|---|---|---|
| Alteration | Willpower | Alteration refers to the School of Alteration, one of the six avenues of magical study. This school is concerned with magicka's ability to change the very structure and composition of objects. Dimunition and Shield are two classic Alteration spells. |
| Archery | Agility | Archery is the skill governing one's ability to hit targets and cause damage using a bow and arrow. |
| Axe | Strength | Axe is the skill automatically checked whenever one uses a battleaxe or a waraxe on a target. |
| Backstab | Agility | Backstabbing is a skill checked whenever a target is struck from behind. It is easier for a person proficient at this skill to hit a target from behind. It is also probable that more damage will be dealt with a well-delivered backstab. |
| Blunt Weapon | Strength | Blunt Weapon is a skill checked whenever one strikes a target with a heavy, blunt weapon such as a mace or a staff. Proficient Blunt Weapon specialists have a greater chance of hitting and cause more damage with each blow. |
| Centaurian | Intelligence | Centaurian is a language skill checked whenever one tries to talk with a Centaur. |
| Climbing | Strength | Climbing is a skill checked whenever one attempts to scale a wall or a steep incline. It is continually checked until one is on level ground again. |
| Critical Strike | Agility | Critical Striking is a skill checked whenever one has successfully struck a target. A target that receives a successful Critical Strike suffers withering, often fatal, additional damage. |
| Daedric | Intelligence | Daedric is a language skill checked whenever one attempts to speak with a Daedra, such as a Fire Daedra or a Daedra Lord. |
| Destruction | Willpower | Destruction refers to the School of Destruction, one of the six formal avenues of magical study. Destruction spells are those with a primary purpose of causing damage to a target, such as Fireball or Acidic Field. |
| Disguise | Personality | (Not available) Disguise is a skill automatically checked whenever one attempts either to infiltrate a hostile environment or to secrete items away from prying eyes. |
| Dodging | Speed | Dodging is a skill checked before one is struck by an enemy's weapon or spell. |
| Dragon | Intelligence | Dragon is a language skill checked whenever one attempts to speak with a dragon. |
| Elvish | Intelligence | (Not available) Elvish is a language skill checked whenever one attempts to speak with a Wild Elf. |
| Etiquette | Personality | Etiquette is a skill checked whenever one attempts to be polite, deferential, and charming in conversation. |
| Faerie | Intelligence | (Not available)Faerie is a language skill checked whenever one attempts to speak with a Faerie. |
| Giantish | Intelligence | Giantish is a language skill checked whenever one attempts to speak with a Giant. |
| Hand-to-Hand | Agility | Hand-to-Hand is a skill checked whenever one attempts to strike a target with a punch or a kick. |
| Harpy | Intelligence | Harpy is a language skill checked whenever one attempts to speak with a Harpy. |
| Illusion | Willpower | Illusion refers to the School of Illusion, one of the six avenues of magical study. Illusion spells are capable of camouflaging, illuminating, or obscuring objects, as the spells Invisibility and Light demonstrate. |
| Impish | Intelligence | Impish is a language skill checked whenever one attempts to speak with an Imp. |
| Jumping | Strength | Jumping is a skill checked to determine the height and distance one is capable of leaping. |
| Lockpicking | Agility | Lockpicking is a skill automatically checked whenever one attempts to pick the lock on a door or a chest. |
| Long Blade | Strength | Long Blade is a skill checked whenever one attempts to strike a target with a long-bladed, slashing weapon such as a claymore or a katana. |
| Medical | Intelligence | Medical skill is automatically checked whenever one rests, allowing one to diagnose minor injuries and illnesses. |
| Mercantile | Personality | Mercantile is a skill checked whenever one enters into negotiations with a merchant, attempting to buy or sell an item at the best possible price. |
| Mysticism | Willpower | Mysticism refers to the School of Mysticism, one of the six avenues of magical study. Mysticism is the most arcane school, and the spells created by its application are as varied as Far Silence and Soul Trap. |
| Nymph | Intelligence | Nymph is a language skill checked whenever one attempts to speak with a Nymph. |
| Orcish | Intelligence | Orcish is a language skill checked whenever one attempts to speak with an Orc. |
| Pickpocketing | Agility | Pickpocketing is a skill automatically checked whenever one attempts to steal an item off a person or shelf without being detected. |
| Restoration | Willpower | Restoration refers to the School of Restoration, one of the six avenues of magical study. Any healing spell such as Cure Poison and Troll's Blood hails from Restoration. |
| Running | Speed | Running is a skill automatically checked whenever one begins to run, to check the possible speed. |
| Short Blade | Strength | Short Blade is a skill checked whenever one attempts to strike a target with a short-bladed stabbing weapon such as dagger as tantos, to determine the aim and damage possible in a strike. |
| Spriggan | Intelligence | Spriggan is a language skill checked whenever one attempts to speak with a Spriggan. |
| Stealth | Agility | Stealth is a skill which allows one to avoid the attention of a hostile creature. It is automatically checked at every encounter. |
| Streetwise | Personality | Streetwise is a skill checked whenever one attempts to be blunt, colloquial, or otherwise informal in conversation. |
| Swimming | Endurance | Swimming is a skill automatically checked whenever one encounters water to see how fast one can swim, how fatigued one gets while swimming, and how long one can stay underwater. |
| Thaumaturgy | Willpower | Thaumaturgy refers to the School of Thaumaturgy, one of the six avenues of magica study. A Thaumaturgical spell does not change the appearance or structure of a force or object, but can manipulate laws temporarily, as evident in such spells as Levitate and Detection. |
[edit] Classes
Each of the predefined character classes in Daggerfall offer a unique twist on how one proceeds along the main quest set by your Emperor. The Nightblade is fundamentally different in play than the Healer, yet either is capable of following the story through to conclusion. The aspects of particular interest are the Governing Skills associated with each class, as these fundamentally define that character's options throughout the game. While it is true that eventally one may master each of Daggerfall's skills, the skills listed in the table below start much higher than all the character's other skills, and the majority of time spent on the path to mastery will focus on that character's Governing Skills.
Each default class (except the Warrior) begins with several of the advantages and/or disadvantages which are available during custom class creation. These may include weaknesses, resistances, weapon and armor restrictions, and maximum spell points. Hit Points gained per level is determined randomly upon each level-up (the value is modified by Endurance score); maximum gain per level varies with the classes.
| Class | Description | Governing Skills | ||
|---|---|---|---|---|
| Primary Skills | Major Skills | Minor Skills | ||
| Acrobat | Acrobats practice the thieving arts, and use their remarkable physical skills to aid them. They are very quick, agile, and nimble. Special traits: Athleticism, Adrenaline Rush, Leather Armor only, no shields, no axes. Maximum gain of 8 HP/level. | |||
| Archer | Archers are warriors specially trained in the use of the bow. Special traits: Expertise with missile weapons, leather or chain armor only, no shields. Max gain of 13 HP/level. | |||
| Assassin | Assassins are much feared and respected, for they use the night for concealment, and their cunning to strike deadly blows. Even secure locks cannot stay the Assassin's blade. Special traits: leather armor only, no shields, bonus to hit humanoids. | |||
| Barbarian | Barbarians are warriors that hail from the harsh lands that fringe more civilized areas. They make excellent fighters, well-suited to survival under the worst conditions. Special traits: resist poison, leather or chain armor only. Barbarians have the highest HP gain potential: up to 25 per level. | |||
| Bard | Bards are the most versatile class, learned in many different arts. They are familiar with weaponry, magic, and the thiefly talents. Special traits: 1x Intelligence in spell points, leather or chain armor only, no tower shields. Max gain of 8 HP/level. | |||
| Battlemage | Battlemages use their mastery of magic for combat purposes. They are naturally adept at casting offensive magic spells. Special traits: 1.75x Intelligence in spell points, leather armor only, no kite/tower shield. Max gain of 10 HP/level.
Starting Spells: Shock, Slowfall, Buoyancy |
|||
| Burglar | Burglars are well versed in the arts of picking locks. They can sneak undetected into even the most secure of noble houses and escape detection. Special traits: plate armor only, no shield. Gains up to 8 HP/level. | |||
| Healer | Healers use their magic to treat injuries and cure illnesses. Their function is primarily defensive in nature. Special traits: 1.75x intelligence in spell points, rapid healing, leather or chain armor only, no long blades, no axes, no kite/tower shield. Max gain of 8 HP per level.
Starting Spells: Heal, Slowfall, Lock, Bouyancy |
|||
| Knight | Knights are trained as warriors. They hail from noble stock, and adhere to the code of chivalry. Special traits: immune to paralysis, no leather armor, no staffs, no Daedric gear. Max gain of 17 HP/level. | |||
| Mage | Mages are those that devote their lives to the study and practice of the arcane magical arts. An experienced mage can be a deadly force to reckon with. Special traits: 2x intelligence in spell points, no long blades, no axes, no bows, leather armor only, no shields except buckler. Max HP increase per level is a paltry 6.
Starting Spells: Lock, Shock, Heal, Water Walking, Slowfall |
|||
| Monk | Monks are specially trained in mental disciplines. This intense mental awareness includes the ability to turn the body into a lethal machine. Special traits: resist shock, resist magicka, no armors, no shields. | |||
| Nightblade | Nightblades use their magic abilities as an aid to subterfuge. The Nightblade is often like a thief with the capability to use magic. Special traits: 1.5x intelligence in spell points, leather armor only, no shield except buckler. Gains up to 8 HP per level.
Starting Spells: Bouyancy, Chameleon |
|||
| Ranger | Rangers are at home in the wilderness, and are excellent hunters. They are very skilled at survival and tracking. Special traits: no tower shield. Can gain an impressive 18 HP per level. | |||
| Rogue | Rogues are trained in both the shadowy arts of the thief, and the combat arts of the warrior. Special traits: leather or chain armor only, no tower shields. Max HP gain is 12 per level. | |||
| Sorcerer | Sorcerers are quite adept at the manipulation of magic, although they do not generate their own magical energy. Rather, they absorb the energy of spells cast at them, and use this energy to power their own spells. Special traits: 3x intelligence in spell points, can't regenerate magicka, spell absorbtion, leather and chain armor only, no shields. HP gain per level is limited to 6.
Starting Spells: Lock, Shock, Heal, Buoyancy, Slowfall |
|||
| Spellsword | Spellswords are warriors who are also highly skilled in the use of magic. This dual specialization makes the Spellsword a formidable opponent indeed. Special traits: 1.5x intelligence in spell points, leather and chain armor only, no tower shields. Gains up to 12 HP per level.
Starting Spells: Shock, Slowfall, Chameleon |
|||
| Thief | Thieves are well known for their adeptness in using stealth, speed, and cunning to steal for a living. Special traits: no blunt weapons, leather armor only, no shields except buckler. HP increases by a maximum of 10 per level. | |||
| Warrior | Warriors are those most heavily trained in the arts of combat and warfare. They are adept in the use of many weapons and are often heavily armored. Special traits: none. Only gains up to 12 HP per level, a low value compared to some of the other combat classes. | |||
[edit] Custom Classes
November 1996
- One idea is having a High Elf character and then taking a Critical Weakness to Paralysis, to which High Elves are already immune.
- Taking Critical Weakness to: Disease and Poison isn't a bad thing at high levels.
- Points well spent: Immunity to Magic and Shock, as many people seem to use shock.
- Don't have more than one weapon in your Primary Skill area, this means that only using your favorite weapon is a plus; that skill is the only weapon ever used, and you could forbid all the others.
- Chose primary weapon skill of long blade. Short blades aren't any good, axes are rare, and archery just isn't as useful as you would think. Blunt is fine, but Long Blades are better.
- As for Advantages and Disadvantages, pick increased magery and restricted weapons and armor. Leather is useless. Axes, bucklers, and round shields are pointless.
- Bonus to hit daedra and undead makes higher levels easier
- Rapid Healing (General) makes for characters that can do 4+ quests simultaneously (never rests for longer than 2-3hrs)
- Have Running on one of your top three areas, and then run until you're in danger of being declared "Master" of running.
- You should also pick some mage schools, Mysticism and Alteration are useful, as is Restoration. Don't pick running, climbing, or jumping as Primary or Major skills, as this will severely inhibit you character's maximum level (you'll gain them quickly, but as soon as you hit 100%, your level gaining is over).
- While creating a custom class, a glitch allows all minimum attribute scores to be raised to 75. Change all them to 75 and then hit the "u" key on your keyboard. The counter telling you how many points must be redistributed will reset to 0.
You may also take a look at Custom Class Example #1, Custom Class Example #2, or Custom Class Example #3

![[Content is available under Attribution-ShareAlike]](http://www.uesp.net/w/images/Somerights.png)