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Morrowind:Classes

(Redirecionado de Bloodmoon:Acrobat)

In Morrowind, every humanoid character has a class, including your character and all NPCs. A character's class reflects their occupation, their position in society, or simply what sorts of things they are good at. In game terms, class comprises three different aspects of a character: Specialization, Favored Attributes, and Major/Minor Skills. Together, these choices have significant impact on the state of your character at the start of the game, as well as how they will develop as they increase in level. When you create a character, you will either create a custom class, or use one of the game's twenty-one predefined classes.

Class Combat Magic Stealth Attribs.
Armorer
ARM
Athletics
ATH
Axe
AXE
Block
BLK
Blunt Weapon
BLU
Heavy Armor
HVA
Long Blade
LBL
Medium Armor
MDA
Spear
SPR
Alchemy
ALC
Alteration
ALT
Conjuration
CON
Destruction
DES
Enchant
ENC
Illusion
ILL
Mysticism
MYS
Restoration
RES
Unarmored
UNA
Acrobatics
ACR
Hand to Hand
H2H
Light Armor
LTA
Marksman
MAR
Mercantile
MER
Security
SEC
Short Blade
SBL
Sneak
SNK
Speechcraft
SPE
Acrobat M m m M M m m M M m AGL, END
Agent m m m m M M m M M M AGL, PER
Archer M M M m m m m M M m AGL, STR
Assassin m m m m M M M m M M INT, SPD
Barbarian m M M M M M m m m m SPD, STR
Bard M M m M m m M m m M INT, PER
Battlemage M M m m M M M m m m INT, STR
Crusader m M M M M m m M m m AGL, STR
Healer m m M m M M m M m M PER, WIL
Knight m M M M M m m m m M PER, STR
Mage m M m M m M M M m m INT, WIL
Monk M m m m M M M m m M AGL, WIL
Nightblade M m M M m m m m M M SPD, WIL
Pilgrim m M m m M m M M m M END, PER
Rogue m M m m m M M M M m PER, SPD
Scout M M M M m m m m m M END, SPD
Sorcerer m m M M M M m M m m END, INT
Spellsword m M m M m m M M m M END, WIL
Thief m M m M m m M M M m AGL, SPD
Warrior m M m M m M M M m m END, STR
Witchhunter m m M M M m m M M m AGL, INT

What Defines a Class

Each class has one of three Specializations: Combat, Magic, or Stealth. Each of the twenty-seven Skills is also classified into one of these Specializations. Your character enjoys a five-point bonus to their starting proficiency in the nine Skills that match the Specialization of their class. They also increase those Skills faster, needing only 80% of the normal experience points for each Skill level. In the table above, the shaded set of Skills for each class indicates their Specialization.

Each class "favors" two of the eight primary Attributes. Your character will start with ten extra points in the favored Attributes of their class, added to the values determined by their race and gender. The final column of the table above shows the favored attributes of each class.

Each class categorizes five Skills as "Major", five others as "Minor", and the remaining seventeen as "Miscellaneous". The greatest significance of this is that only Major and Minor Skills advance your progress toward the next level when they increase. Another benefit, however, is that your character's proficiencies will start at 30 in each Major Skill and 15 in each Minor Skill. Miscellaneous Skills start at 5. These are the values before any bonuses from race or Specialization. The experience points required to increase a Skill are only 75% of normal for Major Skills, but they are increased to 125% of normal for Miscellaneous Skills. In the table above, Major Skills are marked with a capital M, and Minor Skills are marked with a lower-case m.

Choosing a Class

Your character's class is set near the beginning of the game, when you first talk to Socucius Ergalla in the Seyda Neen Census and Excise Office. You have three options for how to go about it. If you choose to "answer his questions", he will ask ten questions and suggest a class based on your answers. See Class Quiz for details. If you choose to "give him the info", you will be able to select one of the predefined classes. The third option, "fill out the forms", will allow you to create and name your own custom class by selecting the Specialization, Favored Attributes, and Major/Minor Skills. You can try any of these options and still have the chance to change your mind and try a different one, but once you confirm all your choices with Socucius, your race, gender, class, and birthsign are fixed and cannot be changed.

Choosing a class is largely a matter of personal taste and style. Fortunately, your choice of class does almost nothing to limit the opportunities available to you for character development, plot, or gameplay. It can simply make some opportunities require more or less effort to exploit. For example, your character need not be a Thief, nor even a Stealth specialist, to join the Thieves Guild, but you may find the Thieves Guild quests to be more challenging if your class considers Skills like Security and Sneak to be Miscellaneous.

Therefore, creating a custom class has no inherent disadvantages, but it does require extra care and consideration. A custom class thrown together haphazardly has every chance of being frustrating to play. The most crippling blunder, arguably, is a lopsided distribution of governing Attributes among your Major, Minor, and Miscellaneous Skills. This can make it extremely challenging to get the best Attribute increases from each level up and cause some Attributes to lag far behind the others when you reach higher levels.

It's also very helpful to learn exactly what actions build experience in each Skill, along with the risks and obstacles to performing those actions successfully. If a Skill starts low because it's Miscellaneous, it can be very tedious or even dangerous to gain experience in it through practice. Beginning with higher proficiencies in some complementary skills can reduce this handicap. For example, it's less dangerous to wield a weapon you are not skilled with when you wear armor that you are skilled in. It's also less time-consuming and expensive to use the weapon repeatedly if you're skilled at repairing it yourself. Taking these things into consideration when choosing Major and Minor skills for a custom class can make your character more enjoyable to play, and allow you to rely on training less often.

One final consideration for custom classes is the option of choosing Luck as a favored attribute. None of the predefined classes do so, but it can be a significant advantage when you want a character that's as balanced as possible. Since Luck can never increase more than one point each level, it will tend to grow much, much more slowly than your other primary Attributes. The instant ten-point bonus for a class that favors it mitigates that substantially, and makes your character just that much better at everything.

Pre-defined Classes

Acrobat

  • In-game Description: 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

  • In-game Description: 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.
  • NPC Agents generally offer training in their 3 highest skills.
  • Specialization: Stealth
  • Attributes: Personality, Agility
  • Major Skills:
  Speechcraft
  Sneak
  Acrobatics
  Light Armor
  Short Blade
  • Minor Skills:
  Mercantile
  Conjuration
  Block
  Unarmored
  Illusion

Archer

  • In-game Description: 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.
  • Specialization: Combat
  • Attributes: Agility, Strength
  • Major Skills:
  Marksman
  Long Blade
  Block
  Athletics
  Light Armor
  • Minor Skills:
  Unarmored
  Spear
  Restoration
  Sneak
  Medium Armor

Assassin

  • In-game Description: 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
  Short Blade
  Acrobatics
  • Minor Skills:
  Security
  Long Blade
  Alchemy
  Block
  Athletics

Barbarian

  • In-game Description: 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.
  • Specialization: Combat
  • Attributes: Strength, Speed
  • Major Skills:
  Axe
  Medium Armor
  Blunt Weapon
  Athletics
  Block
  • Minor Skills:
  Acrobatics
  Light Armor
  Armorer
  Marksman
  Unarmored

Bard

  • In-game Description: 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

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

Crusader

  • In-game Description: Any heavily armored warrior with spellcasting powers and a good cause may call himself a Crusader. Crusaders do well by doing good. 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 15-30pts on touch)

Healer

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

Knight

  • In-game Description: 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

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

Monk

  • In-game Description: 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

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

Pilgrim

  • In-game Description: 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 20-80pts on self)

Rogue

  • In-game Description: 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.
  • Specialization: Combat
  • Attributes: Speed, Personality
  • Major Skills:
  Short Blade
  Mercantile
  Axe
  Light Armor
  Hand-to-hand
  • Minor Skills:
  Block
  Medium Armor
  Speechcraft
  Athletics
  Long Blade

Scout

  • In-game Description: 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.
  • NPC Scouts generally offer training in their 3 highest skills.
  • Specialization: Combat
  • Attributes: Speed, Endurance
  • Major Skills:
  Sneak
  Long Blade
  Medium Armor
  Athletics
  Block
  • Minor Skills:
  Marksman
  Alchemy
  Alteration
  Light Armor
  Unarmored

Sorcerer

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

Spellsword

  • In-game Description: 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 20-80pts on self)
Shield (Shield 5pts for 30sec on self)
Water Walking (Water Walking for 60sec on self)
Fire Bite (Fire Damage 15-30pts on touch)

Thief

  • In-game Description: 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.
  • Specialization: Stealth
  • Attributes: Speed, Agility
  • Major Skills:
  Security
  Sneak
  Acrobatics
  Light Armor
  Short Blade
  • Minor Skills:
  Marksman
  Speechcraft
  Hand-to-hand
  Mercantile
  Athletics

Warrior

  • In-game Description: 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

  • In-game Description: 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.
  • Specialization: Magic
  • Attributes: Intelligence, Agility
  • Major Skills:
  Conjuration
  Enchant
  Alchemy
  Light Armor
  Marksman
  • Minor Skills:
  Unarmored
  Block
  Blunt Weapon
  Sneak
  Mysticism
  • Spells:
Bound Dagger (Bound Dagger for 60 sec on self)
Summon Ancestral Ghost (Summon Ancestral Ghost for 60sec on self)

See Also