Classes (Morrowind)

Acrobat
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

Major Skills:


 * Acrobatics


 * Athletics


 * Marksman


 * Sneak


 * Unarmored

Minor Skills:


 * Speechcraft


 * Alteration


 * Spear


 * Hand-to-Hand


 * Light Armor

Agent
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.


 * Specialization: Stealth


 * Attributes: Personality, Agility

Major Skills:


 * Speechcraft


 * Sneak


 * Acrobatics


 * Light Armor


 * Short Blade

Minor Skills:


 * Mercantile


 * Conjuration


 * Block


 * Unarmored


 * Illusion

Archer
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. Major Skills: Minor Skills:
 * Specialization: Combat
 * Attributes: Agility, Strength
 * Marksman
 * Long Blade
 * Block
 * Athletics
 * Light Armor
 * Unarmored
 * Spear
 * Restoration
 * Sneak
 * Medium Armor

Assassin
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

Major Skills:


 * Sneak


 * Marksman


 * Light Armor


 * Acrobatics

Minor Skills:


 * Security


 * Long Blade


 * Alchemy


 * Block


 * Athletics

Barbarian
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. Major Skills: Minor Skills:
 * Specialization: Combat
 * Attributes: Strength, Speed
 * Axe
 * Medium Armor
 * Blunt Weapon
 * Athletics
 * Block
 * Acrobatics
 * Light Armor
 * Armorer
 * Marksman
 * Unarmored

Bard
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

Major Skills:


 * Speechcraft


 * Alchemy


 * Acrobatics


 * Long Blade


 * Block

Minor Skills:


 * Mercantile


 * Illusion


 * Medium Armor


 * Enchant


 * Security

Battlemage
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. Major Skills: Minor Skills: Spells:
 * Specialization: Magic
 * Attributes: Intelligence, Strength
 * Alteration
 * Destruction
 * Conjuration
 * Axe
 * Heavy Armor
 * Mysticism
 * Long Blade
 * Marksman
 * Enchant
 * Alchemy
 * Shield (Shield 5 points for 30 seconds on self)
 * Water Walking (Water Walking for 60 seconds on self)
 * Bound Dagger (Bound Dagger for 60 seconds on self)
 * Summon Ancestral Ghost (Summon Ancestral Ghost for 60 seconds on self)
 * Fire Bite (Fire Damage 15-30 damage on touch)

Crusader
Any heavily armored warrior with spell-casting powers and a good cause may call himself a Crusader. Crusaders do well simply by doing good as opposed to evil. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil.


 * Specialization: Combat


 * Attributes: Agility, Strength

Major Skills:


 * Blunt Weapon


 * Long Blade


 * Destruction


 * Heavy Armor


 * Block

Minor Skills:


 * Restoration


 * Armorer


 * Hand-to-Hand


 * Medium Armor


 * Alchemy

Spells


 * Fire Bite (Fire Damage 15-30points on touch)

Healer
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. Major Skills: Minor Skills: Spells:
 * Specialization: Magic
 * Attributes: Willpower, Personality
 * Restoration
 * Mysticism
 * Alteration
 * Hand-to-Hand
 * Speechcraft
 * Illusion
 * Alchemy
 * Unarmored
 * Light Armor
 * Blunt Weapon
 * Hearth Heal (Restore Health 20-80 points on self)
 * Shield (Shield 5 points for 30 seconds on self)
 * Water Walking(Water Walking for 60 seconds on self)
 * Detect Creature (Detect Animal 50-150ft for 5seconds on self)

Knight
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

Major Skills:


 * Long Blade


 * Axe


 * Speechcraft


 * Heavy Armor


 * Block

Minor Skills:


 * Restoration


 * Mercantile


 * Medium Armor


 * Enchant


 * Armorer

Mage
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. Major Skills: Minor Skills: Spells
 * Specialization: Magic
 * Attributes: Intelligence, Willpower
 * Mysticism
 * Destruction
 * Alteration
 * Illusion
 * Restoration
 * Enchant
 * Alchemy
 * Unarmored
 * Short Blade
 * Conjuration
 * Hearth Heal (Restore Health 20-80 points on self)
 * Shield (Shield 5 points for 30 seconds on self)
 * Water Walking (Water Walking for 60 seconds on self)
 * Fire Bite (Fire Damage 15-30 points on touch)
 * Chameleon (Chameleon 10% for 30 seconds on self)
 * Sanctuary (Sanctuary 10 points for 30 seconds on self)
 * Detect Creature (Detect Animal 50-150 feet for 5 seconds on self)

Monk
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

Major Skills:


 * Hand-to-Hand


 * Unarmored


 * Athletics


 * Acrobatics


 * Sneak

Minor Skills:


 * Block


 * Marksman


 * Light Armor


 * Restoration


 * Blunt Weapon

Nightblade
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. Major Skills: Minor Skills: Spells:
 * Specialization: Magic
 * Attributes: Willpower, Speed
 * Mysticism
 * Illusion
 * Alteration
 * Sneak
 * Short Blade
 * Light Armor
 * Unarmored
 * Destruction
 * Marksman
 * Security
 * Shield (Shield 5points for 30 seconds on self)
 * Water Walking (Water Walking for 60 seconds on self)
 * Fire Bite (Fire Damage 15-30 points on touch)
 * Chameleon (Chameleon 10% for 30 seconds on self)
 * Sanctuary (Sanctuary 10 points for 30 seconds on self)
 * Detect Creature (Detect Animal 50-150 feet for 5seconds on self)

Pilgrim
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

Major Skills:


 * Speechcraft


 * Mercantile


 * Marksman


 * Restoration


 * Medium Armor

Minor Skills:


 * Illusion


 * Hand-to-Hand


 * Short Blade


 * Block


 * Alchemy

Spells:


 * Hearth Heal (Restore Health 20-80 points on self)

Rogue
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. Major Skills: Minor Skills:
 * Specialization: Combat
 * Attributes: Speed, Personality
 * Short Blade
 * Mercantile
 * Axe
 * Light Armor
 * Hand-to-Hand
 * Block
 * Medium Armor
 * Speechcraft
 * Athletics
 * Long Blade

Scout
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.


 * Specialization: Combat


 * Attributes: Speed, Endurance

Major Skills:


 * Sneak


 * Long Blade


 * Medium Armor


 * Athletics


 * Block

Minor Skills:


 * Marksman


 * Alchemy


 * Alteration


 * Light Armor


 * Unarmored

Sorcerer
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. Major Skills: Minor Skills: Spells:
 * Specialization: Magic
 * Attributes: Intelligence, Endurance
 * Enchant
 * Conjuration
 * Mysticism
 * Destruction
 * Alteration
 * Illusion
 * Medium Armor
 * Heavy Armor
 * Marksman
 * Short Blade
 * Shield (Shield 5 points for 30 seconds on self)
 * Water Walking (Water Walking for 60 seconds on self)
 * Bound Dagger (Bound Dagger for 60 seconds on self)
 * Summon Ancestral Ghost (Summon Ancestral Ghost for 60 seconds on self)
 * Fire Bite (Fire Damage 15-30 points on touch)
 * Detect Creature (Detect Animal 50-150 feet for 5 seconds on self)

Spellsword
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

Major Skills:


 * Block


 * Restoration


 * Long Blade


 * Destruction


 * Alteration

Minor Skills:


 * Blunt Weapon


 * Enchant


 * Alchemy


 * Medium Armor


 * Axe

Spells:


 * Hearth Heal (Restore Health 20-80 points on self)


 * Shield (Shield 5 points for 30 seconds on self)


 * Water Walking (Water Walking for 60 second on self)


 * Fire Bite (Fire Damage 15-30 points on touch)

Thief
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. Major Skills: Minor Skills:
 * Specialization: Stealth
 * Attributes: Speed, Agility
 * Security
 * Sneak
 * Acrobatics
 * Light Armor
 * Short Blade
 * Marksman
 * Speechcraft
 * Hand-to-Hand
 * Mercantile
 * Athletics

Warrior
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

Major Skills:


 * Long Blade


 * Medium Armor


 * Heavy Armor


 * Athletics


 * Block

Minor Skills:


 * Armorer


 * Spear


 * Marksman


 * Axe


 * Blunt Weapon

Witchhunter
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. Major Skills: Minor Skills: Spells:
 * Specialization: Magic
 * Attributes: Intelligence, Agility
 * Conjuration
 * Enchant
 * Alchemy
 * Light Armor
 * Marksman
 * Unarmored
 * Block
 * Blunt Weapon
 * Sneak
 * Mysticism
 * Bound Dagger (Bound Dagger for 60 seconds on self)
 * Summon Ancestral Ghost (Summon Ancestral Ghost for 60 seconds on self)