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Custom classes

Instead of a stock class, you can build your own at Character creation.

Building a class

  • Choose health per level (4 to 30).
  • Choose 3 primary, 3 major and 6 minor Skills.
  • Spread Attributes between 10 and 75 each.
  • Add up to 7 advantages and 7 disadvantages.

You can export and import custom classes as files.

Difficulty points and the difficulty dagger

Each advantage and disadvantage has a point value. Health per level changes the total as follows:

Health per level Difficulty points per hit point
Above 8 +1
Below 8 −2

The total must be between −12 and +40.

That total sets how fast you level: an advancement multiplier from 0.3 (easiest) to 3.0 (hardest). The difficulty dagger gauge beside the sheet shows it. See Leveling.

Advantages and disadvantages

Special Kind Points Options Effect
Acute Hearing Advantage +1 None You hear enemies' noises 25% louder, so you notice them sooner by ear.
Adrenaline Rush Advantage +4 None Under an eighth of your health you hit 5 points more often and enemies hit you 5 points less often.
Athleticism Advantage +4 None Your jumps carry 10% further and fatigue drains 10% slower.
Bonus To Hit Advantage +3 to +6 Animals (+6)
Daedra (+3)
Humanoid (+6)
Undead (+6)
Extra damage on every hit against that kind of enemy: your level in stock combat, a random 0 up to 10 + (Willpower – 50) ÷ 5 – half the enemy's level under the default Physical Combat overhaul. Excludes Phobia of the same kind.
Expertise In Advantage +2 Axe
Blunt Weapon
Hand-to-Hand
Long Blade
Missile Weapon
Short Blade
Bonus damage and to-hit with that weapon type: damage level ÷ 3 + 1 and to-hit +level in stock combat, scaled from your attributes under the default Physical Combat overhaul. Excludes Forbidden Weaponry of the same type.
Immunity Advantage +10 To Disease
To Fire
To Frost
To Magic
To Paralysis
To Poison
To Shock
Takes no harm from that effect: the saving throw becomes certain. Excludes Resistance, Low Tolerance and Critical Weakness to the same effect.
Increased Magery Advantage +2 to +10 INT In Spell Points (+2)
1.5X INT In Spell Points (+4)
1.75X INT In Spell Points (+6)
2X INT In Spell Points (+8)
3X INT In Spell Points (+10)
Spell points are Intelligence × the multiplier; without it a custom class has × 0.5. Only one Magery pick (Increased, Darkness-Powered or Light-Powered) per class.
Rapid Healing Advantage +2 to +4 General (+4)
In Darkness (+3)
In Light (+2)
Resting heals faster (the Medical term of the rest rate is 100 instead of 60): always, at night or indoors, or by day outdoors.
Regenerate Health Advantage +2 to +14 General (+14)
In Darkness (+10)
In Light (+6)
While Immersed In Water (+2)
Heals 1 health every 4th magic round: always, at night or in a dungeon, by day outside a dungeon, or while swimming.
Resistance Advantage +5 To Disease
To Fire
To Frost
To Magic
To Paralysis
To Poison
To Shock
+25 on your saving throw against that effect (the throw starts at 50 before Willpower). Excludes Immunity, Low Tolerance and Critical Weakness to the same effect.
Spell Absorption Advantage +8 to +14 General (+14)
In Darkness (+12)
In Light (+8)
Destruction spells cast at you are absorbed while you have room in your spell points, and you get half the points back (rounded down): always, at night or indoors, or by day outdoors.
Critical Weakness Disadvantage –14 To Disease
To Fire
To Frost
To Magic
To Paralysis
To Poison
To Shock
–50 on your saving throw against that effect, so it lands far more often and harder.
Damage Disadvantage –10 to –6 From Holy Places (–6)
From Sunlight (–10)
Lose 12 health every 4th magic round in a temple (or a Fighters Guild hall), or in sunlight outdoors by day. A raised hood shields you from the sun.
Darkness-Powered Magery Disadvantage –10 to –7 Lower Magic Ability In Daylight (–7)
Unable To Use Magic In Daylight (–10)
In sunlight your spell points fall by a third, or to nothing. Counts as the class's one Magery pick.
Forbidden Armor Type Disadvantage –5 to –1 Chain (–2)
Leather (–1)
Plate (–5)
You cannot wear armour of that type.
Forbidden Material Disadvantage –10 to –1 Adamantium (–5)
Daedric (–2)
Dwarven (–7)
Ebony (–5)
Elven (–9)
Iron (–1)
Mithril (–6)
Orcish (–3)
Silver (–6)
Steel (–10)
You cannot use weapons or armour made of that material.
Forbidden Shield Types Disadvantage –1 Buckler
Kite Shield
Round Shield
Tower Shield
You cannot use that kind of shield.
Forbidden Weaponry Disadvantage –2 Axe
Blunt Weapon
Hand-to-Hand
Long Blade
Missile Weapon
Short Blade
You cannot use that type of weapon. Excludes Expertise In the same type.
Inability To Regen Spell Points Disadvantage –14 None Resting does not restore spell points offline (online, rest still restores them).
Light-Powered Magery Disadvantage –14 to –10 Lower Magic Ability In Darkness (–10)
Unable To Use Magic In Darkness (–14)
At night or indoors your spell points fall by a third, or to nothing. Counts as the class's one Magery pick.
Low Tolerance Disadvantage –5 To Disease
To Fire
To Frost
To Magic
To Paralysis
To Poison
To Shock
–25 on your saving throw against that effect. Excludes Immunity, Resistance and Critical Weakness to the same effect.
Phobia Disadvantage –4 Animals
Daedra
Humanoid
Undead
Less damage on every hit against that kind of enemy: your level in stock combat, up to half the enemy's level less (Willpower – 50) ÷ 5 under the default Physical Combat overhaul. Excludes Bonus To Hit against the same kind.
Sources (19)