In the Sewers
Written January 2009
The main purpose of this guide is to walk you through making a balanced character, one that despite of type, will have maxed out stats. Subsequently, it will lead you to Level 23. By that point you should have a grasp on how the game works, what to do for the rest of the time to continue leveling, and most importantly it is were advancement “tops out”. Weapon and armor types, item enchantments, enemies, as well loots from felled foes and chests you find are all leveled to you. The same quest can reward you vastly differently from Level 1 to Level 25, but with more negligible differences between levels 21 and 25. It was upsetting after a few playthoughs to realize this, that items I favored my first time through were rather mediocre, and good only because I achieved others things earlier. After you get to Lvl 23, you can proceed with the game and look at all the prizes acquired on equal footing. This will level the treasure pool, allowing you to compare rewards on an even level so you can know for certainty what you do and do not like. Knowing this firsthand, STILL I am cautious, and usually level up to 25 before actually playing the game at all.
Terms I Use
Stats: I may also use attributes (per the spells) to denote this. Stats are found in the character information menu starting with Strength and ending with Luck. When I play I seek to max these out every character (numbering 100). Some play for archetype and only maximize whatever is in their type (their Mages would have no or few improvements to Strength, their Fighters would be dumb as stumps with no Intelligence). I play to make virtual godlings.
Skills: Found in the character information menu. Begins with seven Major Skills that you choose, and descends into Minor Skills. In alphabetical order after Specialized Skills, those matching your selected archetype.
Leveling/Grinding: I use these to mean doing the work to raise Skills and Stats. Grinding is a term I have only recently come to know. It is repetitively performing a task in order to gain levels. This is what most of the leveling will entail.
Training: Counts towards leveling, but Training comes from Trainers of some type. Most times you have to pay for it, others will require a quest be completed before the Trainer will do business with you. THEN they will happily take your money.
First off, overarching archetypes (these reflect in part how you will see them in the game):
Fighter: Primarily uses melee attacks. Wears heavy armor and makes use of melee weapons.
Mage: Makes use of magics, normally ranged. Carry daggers which are used in the event of low magicka (MP more traditionally) or if YOU close the distance. Many, at later levels, will make use of Conjured heavy arms. This will be explained somewhat later, but you should be mindful of this. Otherwise unarmored.
Rouge: May use sneak attacks, bow and arrows, poisons. Typically lithe, stick to light armor.
Most walk throughs would lead you to pick one of these. While picking one is required in progression, I’ve always played to the style of them all, typically in the order of Rouge, Fighter, Mage, in accordance with my particular idiom and circumstance.
I’ve played the game several times. As such I’m willing to do some weird things for the sake of maximization. Your first time through, I cannot encourage you enough to play however you so wish. This is a wonderful title. Any acclaims and accolades that precede it to your ears are well earned. See for yourself. Digressing, I will try to include activities you can do while leveling up your skills (ideally in subsequent playthroughs). If my first few minutes are any indication, this may be the quickest leveling character I’ve made to date.
Let’s get started shall we?
Section 1: Character Generation
Not necessary, but I may reference this so it’s good to know whatever terminology I throw out.
In the bottom right-hand corner of the screen are three bars. I refer to these as the vital stats. The red bar is your hit points, the blue bar represents your current/total magicka, and the green bar highlights fatigue. No hit points, you need to reload. Vital. No magicka, no spellslinging. Vital. Although, if the ability you are using is not MP dependent (Greater or Lesser Power, scroll, and the like) the icon representing it will remain bright. If the skill cannot be thrown for whatever reason, it will be grayed out. No or low fatigue, your melee attacks do noticeably less damage and you are more liable to be knocked down by some attacks. It is possible to debate on it vitality, but let’s not give anyone free hits just to be safe. In the menu screen, this will be the rightmost screen/tab on the rightmost menu.
Next is the compass. When you have a quest selected, the target is highlighted by a red arrow if you are not in the same area. If you are in the same area the arrow will be green. MOST OF THE TIME it will lead you exactly where you need to go, down to finding a person, creature, book, ring, rock… whatever the target may be. And if it’s moving, the arrow moves too. On the area and world map screens you can set a marker of your own. Running to a cave and found an out of place chest but don’t feel like stopping? Set a marker on the area map at your/the chests’ location. Have a quest at the palace but you feel like stopping at the Mages Guild Tower first? Set the marker on the world map and head toward the blue arrow.
In the top right-hand corner will appear any temporary spell effects that are active. Things like timed healing, Feather, and poison effects will appear here.
1-1 Sex and Race
You start the story off in a prison cell. In it you get to pick your sex and race, as well as craft your personal appearance if you so choose. I will not trudge you down with too many details here, as those can be found in the instruction manual, various other walkthroughs, and are explained in game somewhat. Plus most information is subjective to your play style and preferences. I’ll share with you my opinions. Those in bold are races I’ve actually played.
Imperial: Basic character type. Some advantages with mercantile and charm.
Breton: Magic geared human. +50 total MP as a racial bonus.
Nord: Humans, magic resistant.
Argonian: Lizard people. Accomplished thieves. Immune to poisons and can breathe underwater inherently.
Khajit: Cat people. Agile.
Wood elf: Accomplished archers. They have a racial skill to Charm animals to fight with/for them.
Redguard: Combat humans. My first character was a Redguard. They start off with bonuses to Blade/Blunt, Heavy Armor, and Armorer I believe. It’s been awhile.
Orc: My current character. Didn’t pay attention to bonuses. Wanted to make a heavy armored stealthy Orc. Why? Well, what’s scarier than an Orc that can sneak in heavy armor?
Dark Elf: Bonuses to Destruction and Conjuration.
High Elf: +100 total MP, +25% weakness to fire, ice, and lightning.
On the whole, males will have more physical prowess, while women will be more mentally acute. Higher strength and endurance will typically be male oriented, females usually get bonuses to intelligence and personality. Not tried and true, but basically. It should also be noted that each race comes with it’s own “Greater Power”, which is an ability that can be executed once every 24 in game hours. I’ve never used them because of that. You may where I do not.
For this play test I created:
Bai Lee, High Elf, Female
After some time you’ll basically be asked “What’s Your Sign?” Disturbing from a female POV, but it’s Patrick Stewart asking, so I’m fine with it. Some Birthsigns give Greater Powers. These are skills you can use once a day. Perhaps useful at first when you have nothing else, but I’ve never had a need to, even on my first character. Those I have not and probably will not use, so I won’t discuss them. The abilities are explained right up front. Ones I recommend:
The Thief: +10 to Speed, Agility, and Luck. In my methods having the largest number of stat points possible means less leveling spent on each one. In addition, Luck does not govern any other skill, so it only increases a point at each level if you so choose. A plus ten is a BIG deal. However, I’ve not chosen the Thief previously and got everything but Luck up to 100, so it’s not necessary, especially now that I’ve remedied the Luck issue.
The Steed: +20 speed.
The Mage: +50 total MP.
The Apprentice: +100 total MP, +100 Weakness to Magic. Against foes that don’t use magic this is great. But since a great many do, I can’t recommend this lightly. Plus, if memory serves, enchantments count as magic and there are plenty of magic weapons out there. Some races (Nords and Orcs come to mind) come with a modicum of inherent magical resistance, so it balances somewhat for them. Beware using this with a High Elf (as I did once). All magic does double damage, but it’s cranked up to 125% if it’s comprised of fire, ice, and/or lightning.
The Atronach: +150 total MP, no MP regeneration, +50% Spell Absorption. For sheer, towering, maximum MP count, this works GREAT. However, not being able to regenerate MP naturally is a major detriment. Worse, depending upon items or getting hit by opponents magic to bump you back up can be tedious. Items can get heavy and the spell absorption may not take. I acquiesce that you have more magicka by letting it regenerate naturally. Though you can create spells at a variety of strengths I have yet to see a time when I needed 400 magicka to survive when 200 refilling would do. I created a potion that allows this Birthsign to be functional, but it will be even moreso with a naturally refilling pool. Use discretion when picking this sign, but I’d recommend something more conservative.
Bai Lee, High Elf, Female
1-3 Class Creation, Stats, and Skills
After proceeding along you will be asked what you Class are. Class basically denotes what your expertise is. Up to now I’ve mentioned Stats and Stat Points without saying anything about them. I will do so here on the Stats individually. More on Stats and Skills are expounded upon in appropriate sections. Also, there are Skill Perks granted every 25 levels. These levels are Novice (0-24) and hold no particular enhanced Perk, Apprentice (25-49), Journeyman (50-74), Expert (75-99), and Master (100). I’ll cover some of the ones I have found most notable. The format for this section will be as follows:
Stat Name and Description: What the stat allows you to do, and how it effects you as it is increased.
–+Notable Skill Perks
(Analysis interspersed among descriptions)
Concerning Classes: There are a number of preset classes. Look through them if you so choose. When you’re ready, choose to make your own. (This will not be used ever again, but if you see a picture you like on another class, select that class and then make a custom one. It will be made with that picture) You may end up making one that perfectly matches a preset. I’d rather you KNOW what you chose. I’m all for “doing it yourself”. When you select to make a custom class you are told to choose a Specialization. Each specialization governs seven Skills. They are:
Combat: Armorer, Athletics, Blade, Block, Blunt, Hand to Hand (H2H), Heavy Armor
Magic: Alchemy, Conjuration, Destruction, Alteration, Illusion, Mysticism, Restoration
Stealth: Acrobatics, Light Armor, Marksman, Mercantile, Security, Sneak, Speechcraft
The Skills under the path you choose will be given +10 skill levels and increase faster than they would otherwise.
Next, you will be told to choose two favored Attributes, which will each gain +5. Those Stats/Attributes will be explained below, along with my opinion of them.
After the Attributes, you will be told to select seven Skills to be your Major Skills. These will start off at Level 25. Major Skills are how you level up. Of the seven Skills you select, any combination of ten levels gained in them will afford you a Level Up. You must find a bed to rest in to Level Up, have your stats increase, and to accurately observe progress level by level. If one is VERY meticulous you can do all your potential leveling at Level 1 and sleep in a bed repeatedly for each level until you max out. I would not recommend that. Much futher below I will explain some ins and outs to know. For now, explanations:
Strength: Controls how hard you hit with melee weapons. Additionally, each 1 point gives you 5 encumbrance (enc) points, meaning you can carry more stuff (up to a count of 500). I’ve never played a character that had less than 150 enc to start off. This also ties in with Willpower, Agility, and Endurance to determine Fatigue (explained below). Moderate to high importance.
-Blade: Damage done by daggers, swords, and limited axes. Pick either Blade or Blunt and stick with it. There are a large variety of enchanted blades scattered about, making this my first choice.
-Blunt: Damage done by hammers and most axes. While there are several enchanted axes, the enchantments are limited and redundant. Unless you have The Shivering Isles DLC, I can’t recommend this as a primary (while fun, that’s an awful lot for just a hammer or two). Good as a back up stat increaser.
-H2H: Damage done with bare hands. It’d be cool if there were fist weapons, but there are none, making this next to useless. If you keep this skill low you can use it to quickly level up the Strength stat later on.
–+Perks: All these Skills hold the same perks. Higher levels deal higher damage. The power attacks (holding down the attack button, R2 if the positions hold steady from 360 to PS3) have different effects, included disarming opponents, knocking them down, and Paralysis when Mastered.
Intelligence: Directly determines total magicka (MP). 2 MP for ever 1 Int point, maximum 200 MP. Medium importance. As long as this gets maxed out, you’ll have more magicka weight to toss about.
-Alchemy: Ability to mix ingredients into potions. Level this skill up by making potions or eating raw ingredients. Be careful. Even if you don’t know all the effects (see Perks below) you’ll get hit with them all. I’m not 100% sure if they are connected to your actual level or your Alchemy level, but you need at least a “Novice Mortal and Pestle” to make potions. One can be found in the tunnels near the first Goblin and a Sneaking tutorial. Keep an eye out for this event. Potion-Making equipment up through Master level will be found sporadically in loot (Mortal and Pestle, Retort, Alembic, and Calcinator)
–+Perks: Each ingredient has four effects. Every 25 levels you get to recognize a new effect for all ingredients, allowing you to make more effective potions. By Level 75 you can make “The Best Potion Ever!!!”, my pride and joy. At Level 100 you can make potions with a single ingredient. This gives you plenty of stuff to sell if you need money.
-Conjuration: Variety of magic which allows you to summon a variety of of Deadric (demonic) creatures. My personal favorite are the Xivalais. Worth mention is that if you want all the spells you must go to Bruma (northern city). The Mages’ Guild member Vorando (High Elf, green shirt) is the only one to sell Summon Draemora Lord. These demonic overseers come equipped in full heavy armor with a two handed sword. Never a bad bud to have on tap. Take a heavy purse, perhaps around 5000 to be safe, especially if you aren’t a member of the Mages’ Guild and have no Charm Spells. If you are already a member of the Mages Guild, it will be less. As long as you follow this guide you should have no problem acquiring the means to do so.
–+Perks: Each variety of magic allows you to cast more powerful spells at each level (Novice, Apprentice, Journeyman, Expert, Master) The aforementioned Xivalai and Dramora Lord require Master level. Also, each level gained will reduce the amount of MP required for spells of the corresponding type.
-Mysticism: I rarely use this. I’ll add spells here later. Detect life is notable.
–+Perks: Variety of magic. (see Conjuration)
Willpower: Affects how quickly you regenerate MP and works in conjunction to determine fatigue. MP regeneration is tied to maximum MP. Having 200 total magicka points compared to 400… the person with 400 will have theirs’ restored more quickly. Extremely useful… in theory. If, like me, you use The Atronach birthsign, this is only important in raising fatigue. But if your character regenerates magicka (as they bloody well should) nigh indespensible, especially if running a magic geared character.
-Alteration: Lets you walk on and breathe in water. Allows you to carry more. Provides shield spells, as well as lock picking spells.
–+Perks: Variety of magic. (see Conjuration)
-Destruction: Rather self explanatory. Fire, ice, lighting, pure health damage, disintegrate weapons and armor, among other effects.
–+Perks: Variety of magic. (see Conjuration)
-Restoration: Curing magics. Skill and Stat boosting spells also fall under this category, and are quite fun to make use of.
–+Perks: Variety of magic. (see Conjuration)
Agility: Increases damage done by bows. With a lack of fatigue attacks can stagger or knock you down. A high Agility helps negate this. Helps determine fatigue. Low to moderately useful.
-Security: Allows you to pick locks. It takes a bit to get a hang of, but once you do in game skill level will be moot. Use the directional control to select a tumbler, press up to tap the tumbler. I base my timing on sight. If you watch carefully you will notice tumblers will fall at different speeds. Typically after if falls at a comparatively high speed, it will next fall at a comparatively slow speed. In fact, it will stick a little. You want to press the confirmation button when it is in that position. With practice, it’s easy. I probably could get through the whole game with 200 lockpicks. An increased level in this skill actually makes tumblers MORE DIFFICULT. Investing time in a spell and the ability to cast it has been up many persons’ alleys. In addition, an item called a Skeleton Key exists, and is an unbreakable lockpick… REALLY making this skill moot.
–+Perks: Locks have five tumblers at most. At each level, one less tumbler will fall if you make a mistake and break a lockpick.
-Sneak: Ability to move unnoticed. Allows you to pickpocket and conduct sneak attacks. Be wary. Light can expose you. Don’t wear shoes (or if you do very lightweight ones) and do not cast magic as the light from casting does the same thing as environmental light. Move slowly. Leveling this up makes using this skill MUCH easier and more enjoyable. In essence, this is inverse to Security.
–+Perks: Novice: No bonus. Apprentice: Damage bonus for successful sneak attack. 6X for Blades, 3X for Bows, 2X for H2H (I think), none for Blunt (it says 1X if memory serves correct). Journeyman: Shoes do not effect detection (heavy armored thief!!!). Expert: Movement speed does not affect detection. Feel free to run full blast in sneak mode. Master: On successful sneak attacks, armor rating is ignored, allowing for sneak attacks to do full projected damage even to fully heavy armored foes.
Marksman: Competency with bows. Higher levels equal higher damage. Worth mention, bows can be enchanted, not arrows. Enchanted arrows are in the world. My person favorites are the Arrows of Withering, which dock every stat by two points per successful shot. Granted this is a lot, but after 50 shots most enemies will have 0 points in every stat. Rare arrows, but worth it to some funny results.
–+Perks: Apprentice: Holding back bow does not reduce fatigue (important if you use an opening shot so you can continue fighting). Journeyman: Holding Block button while aiming bow allows you to zoom in for more accurate shooting. Expert: All shots hold chance to knock down targets. Master: All shots have chance of paralyzing target (yike). Though rare, watch out for exceedingly skilled archers. This is one hell of a perk to have coming AT you!
-Speed: Determines how fast you move, including some melee attacks (I think). With a few exceptions (notably in the Arena) most enemies move at what I would say is an upper max of a 70 speed. At 80 or 90, you can outrun most foes. Moderate to high usefulness.
Athletics: Determines how fast you run, on top of your Speed level. Swim rather than run to increase this more swiftly. Combining maxed Speed and Athletics (both 100) and you run at insane rates.
–+Perks: As the level increases the amount of fatigue regeneration while running increases, to the point where running does not fatigue you. Makes maneuverability and continuous attack while dodging more effective.
Light Armor: Determines the effectiveness of light armor. Worth note, wearing armor reduces magic effectiveness. It’s why mages are seen wearing robes in this game. Still… I choose my heavy armor. I shall explain in that section.
–+Perks: Apprentice: Slower deterioration of armor. Journeyman: Half weight. Expert: No weight. Light armor doesn’t hamper your movements and the cost on encumbrance is completely removed for the pieces currently worn. Master: Wearing ALL Light Armor confers a 25% boost, which makes a full suit of the same armor as effective as a full suit of Heavy Armor piece by piece for most every tier.
Acrobatics: Determines how high you can jump and how damaging long falls are. It starts off realistic, and ends up ridiculous. For instance, at the beginning of the game a waist high fence can give you trouble. At skill level 100, you’re leaping cottages, and giving The Matrix or Crouching Tiger, Hidden Dragon runs for their money. Really.
–+Perks: Apprentice: Attack while jumping. Journeyman: While Blocking press jump to execute a roll in a chosen direction. Expert: Reduced fatigue from jumping. Master: Jump off water’s surface if command is properly timed.
Endurance: Most importantly, affects your health and how much it increases per level. Every time you sleep to level up one tenth of your endurance is added to your total HP count. At 100, that’s ten points a level. Starting off with a high endurance and getting to 100 ASAP will give you a large HP pool. Also helps determine fatigue. Want more HP? Primary importance. Get to 100 as quick as you’re able. The higher this starts off at, the more HP you’ll have throughout the game.
-Block: Use a weapon or shield, for greater effectiveness, to block enemy attacks. Perks differ from shield or weapon and bare hand use. Since I don’t go bare handed in a fight, I won’t cover those.
–+Perks: Novice: Blocking does not induce fatigue. Journeyman: Shield/weapon is not damaged by blocking. Expert: Can stagger opponent with a shield bash. Master: Shield bash can disarm opponents.
-Armorer: Insanely, insanely, insanely, INSANELY Sheogorath level crazy useful. Allows you to repair your own weapons and armor. Sure, there are smiths in every town to do so for you. But that gets real expensive, real quick. Repair hammers are much cheaper. Plus this can bulk up your endurance. In addition…
–+Perks: Novice: Repair hammers break half as often. Journeyman: Can repair magic weapons and armor. Expert: Can work items up to 125% effectiveness, making your weapons stronger and armor more protective than in town smiths can provide. Master: Repair hammer(s) never break. 1 point of encumbrance for a single hammer and you will ALWAYS be able to restore weapons and armor to ultimate effectiveness WHEREVER you are between EVERY skirmish. If I hadn’t done so previously, this is where my repair hammer gets a hotkey.
-Heavy Armor: Increases the effectiveness of heavy armor.
–+Perks: Weight of worn armor steadily decreases. Master: No encumbrance from worn heavy armor.
Okay… the great debate… If heavy armor weighs so much while reducing magic effectiveness (only 95%) and light armor can equal it in defensive capability, why do I choose heavy armor? If I have heavy armor boots that protect for 15 points of damage, and light armor that protects for 10 but is boosted to 15, why the heavy? Because if the next piece is heavy at 15 it’s thirty. With light, if they are BOTH light it will be thirty, but if one is heavy and one is light the Light Armor defense perk is negated. A whole suit of light armor can be docked in effectiveness by using a heavy armor shield. It’s just simpler to go with heavy armor. Plus it takes more to repair it, improving my Armorer skill. Plus both of those boost my Endurance, which means more HP. HP good. In addition, the Glass armor (highest tier of Light Armor outside of DLC) looks cool. But the Deadric (best Heavy Armor)… there’s just something about storming into battle dressed as a demon. Especially when I can summon a Dramora Lord to my side. How cool is that? PLUS… The Shivering Isles comes with two new sets of armor (Light and Heavy) that are always a set better than whatever you SHOULD have (explained in The World section below). I LOVE the look of the Madness armor and comparatively abhor the Amber armor, plus I like Cutter (Madness Ore smith. She makes your Madness armor for you). She’s wonderful and twisted and understands what I need from my protective gear. So there are practical and aesthetic reasons. Also, when in “mages gear” (a hood, robe, shoes, maybe gloves or gauntlets) that is one less enchantment for armor. Plus regular clothing and robes come with very minor defensive boosts that will never be improved upon.
Personality: Affect how much people like you with no prior interaction, which allows you to get information more easily as well as helps with getting better deals. Exception to this is a quest for the Deadric lord Namira. You have to have a personality score less than 30 (I think it’s even less than 20…) to be granted the quest. If you get this score too high before you hit the level requirement or before you find the shrine you’ll have a time chipping away at it. My advice? Spells and wine, in addition to flagging this quest as early as possible. Minor importance, if not wholly dismissable.
-Speechcraft: Each individual NPC has their own disposition towards you. Using this skill can change what it is, for better or worse. Bribing is a way around a low speechcraft/personality score. I spent the last game with a speechcraft of 5 (lowest possible skill level) and a personality of around 30 by and large. I had more than enough money to bribe everyone.
–+Perks: Unremembered. Rarely use the skill, mainly to level personality. Some reduce how much of a hit a persons’ disposition towards you tanks when you say something they don’t like.
-Mercantile: Get better deals both buying and selling in shops. Really rough and tedious to level because you HAVE to sell things to level it up. The higher your Personality the more shopkeepers will like you right off the bat. Higher Mercantile skill will let you haggle more aggressively (watch the character’s individual disposition and their Mercantile skill). Worth note, each individual transaction helps increase the level. Got 300 steel arrows have you? Sell them in one lump? That’s one transaction. Sell them one at a time? That’s 300 transactions. Each merchant holds a set amount of gold. For example, Agnes the Pickled at the Hammer and Tongs weapon shop in Skingrad has 1200 gold. That is the most you can sell any one (set of) item(s) for. Don’t worry… it’s not daily, it’s just for any one sale. This will not stop them for charging you 12,000 gold for some really rare stuff, even things you’re buying back from them. By the by, outside of the DLC, 1200 is the norm for the highest amount of store gold available. I think Fathis Ules of the Thieves guild has a higher count, but he’s a Master merchant, and you have to be past a specific point in the Theieves’ Guild questline to even barter with him. Plus he’s damned hard to peg down. Even then he may not be open for business. And then there’s an event in Chorrol that seems to remove him from NPCdom all together if you choose to array yourself against him.
–+Perks: Apprentice: Weapon and armor condition do not affect selling price (if you have a high armorer skill you can get more money by repairing them to 125 before Mercantile passes level 25). Journeyman: Sell anything to anyone. Ordinarily clothiers will only by clothes, potion sellers will only buy potions off you. Expert: Invest 500 gold into a store allowing you to make more money selling items. Master: All stores will boast an addition 500 gold (1000 gold total that may be “added” on).
-Illusion: The great equalizer. Max this out, make a Charm spell for 100 points, and you won’t have to worry about bribing or chatting someone up again. In fact, short of killing a person (mostly) and wanton killing sprees you can trick the guards into paying off your fines for you. Also houses Paralyze. Expensive, but useful.
–+Perks: Variety of Magic
Luck: Connected to none, effects all? Luck is tricky. It can weigh the treasure chests to rarer and more powerful items. In the Arena bets you can get better odds on your guy. Doesn’t seem to do much else. Since it’s not connected to any skills it’s a hard road to max it out. I think I topped out at 90 or so in prior, less dedicated play throughs.
A little after this, you reach the prison/sewer exit, and are given the chance to edit your character in all the details I’ve covered. Before you exit save your game, and keep it intact. That way if you ever wish to begin a new game or another character (Jan. 26, or you have to edit the one you’re made) you don’t have to go through the whole opening/training section again.
The character I’ve created for this walk through (I’ll reference previous character for comparison):
Female, High Elf (Permanent +100 total MP)
The Atronach (Permanent +150 MP)
Kitsune (Custom Class)
Endurance and Luck as favored attributes (+5)
Major Skills (Level 25 Base, Apprentice Level)
Restoration 25, Acrobatics 25, Light Armor 25, Marksman 25, Mercantile 25, Sneak 25, Speechcraft 25
Minor Skills (Level 5 Base, Novice Level)
Armorer 10, Athletics 10, Blade 10, Block 10, Blunt 10, H2H 10, Heavy Armor 10, Alteration 15, Destruction 15, Mysticism 15, Alchemy 10, Conjuration 10, Illusion 10, Security 5