GreyViper said:
There is guide up at Beth forum, try ed it out and worked like charm. There are few additional hints that DosBox guide didn't have so Id recommend using that. Oh and a little tip to people who just came out of Privateers' Hold, travel to The Rusty Ogre Lodge. There is single tavern, named "The White Goblin". If you save your game within and reload, there will be daedric weapons in all of these chests upstairs, regardless of your character level. But be redy to high tail it out as soon as you hear the familiar mantra Halt! HALT!HALT!!!!
Oh yeah! I remember that, but I usually choose to be given an ebony dagger at the beginning of the game (with those questions and stuff) so I'm pretty much set for early in the game.
Here's another nifty thing that I do. When creating a custom class I always choose High Elf as my race. High Elves are naturally immune to paralysis, which is great because you don't want to be sitting there paralyzed as a spider bites you to death. Anyway, in the custom class menu the modifiers are buggy (the whole game is pretty buggy), so it will let you choose a Critical Weakness to Paralysis even if you are already immune. Choose that for one of your disadvantages and you'll be able to choose better advantages with your skill advancement staying relatively toward average.
Here's my usual custom class advantages/disadvantages:
Immunity to Shock
Immunity to Disease
Regenerate health in darkness
Increased magery 3x Int in Spell Points
Forbidden weaponry Missile weapon (I find bows to be pretty useless)
Low tolerance to poison (out of all my years playing this, since 1996, I have only been poisoned once or twice)
Critical Weakness to Paralysis (doesn't matter, High Elves are already immune
)
Forbidden armor type Leather (completely useless, you'll find some plate armor really early in the game, like in the dungeon you start out in)