Morrowind

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"Custom_Classes_1.5"
by Midzugae
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"Why walk when you can ride?"

- Caravaner

"Why make when you can pick?"

1. Discription
2. Installation
3. Playing the game
4. Known Bugs/Issues
5. Detailed per-class overview
6. Version history
7. Legal concerns

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1. DISCRIPTION
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Plugin changes character classes by adding new, tweaking most of default and unlocking few of NPC-only classes. It also adds/changes classes text discriptions. Changes are about:

1) introduction of Luck as governing attribute;
2) providing all possible attribute combinations;
3) making each class more specialized and balanced;
4) making Spear and Armorer skills appear as major skills.

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2. INSTALLATION
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Put the plugin file into Morrowind/Data Files directory, then enable through the launcher.Requires 'Morrowind.esm' loaded. Plugin has been cleaned with TEStool utility.

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3. PLAYING THE GAME
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General thoughts behind tweaking:

1) Enchant/Alchemy and Magic Schools are almost mutually exclusive (enchant skill easily substitutes all 'on target' and alchemy - all 'on self' spells). Alchemy and Enchant are obviously 'magic ready for use' and thus more appropriate for non/half magic classes, just like magic scrolls. All classes favoring these skills were seriously changed.

2) Conjuration skill stands aside of other skills, mainly excluding many of them to Minor. Uniqness of Conjuration lies in opportunity to get the job entirely done by summons and acquire weapons/armor far beyond any can find/buy. All classes favoring this skill were seriously changed.

3) Only few of NPC classes have been unlocked and only after some changes applied to them. Generally, NPC classes are not supposed to be played by you as they are built around the goal of countering PC while providing services to him - thus overload of speechcraft, mercantile and unarmoured.

4) Speechcraft and Mercantile coupled in Major skills provided infinite gold supply; these skills have been separated or mutually excluded.

5) Sneak/Security and Mercantile are separated or mutually excluded. Again, grouped together, they allowed one to become rich very quickly.

6) Block adressed as special skills, comparing with Weapon and Armor skills, - its distribution among classes has been changed.

7) Security adressed as special skill (in game built around exploration of such big world) - it's distribution among classes has been slightly changed.

8) Mysticism adressed as special skill (combines Destruction and Restoration, partially cancels Sneak and Security skills) - its distribution among classes has been changed.

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4. KNOWN BUGS/ISSUES
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Obviously, this mod will conflict with any other doing the same thing - tweaking skills selection and destribution among classes.

However, recall that classes itself also determine:

1) what equipment NPCs will grab for use and how they will perform in battle (check your mods that change armor ratings/races bonuses);
2) joining guilds and factions (check your mods that alter faction requirements, favored skills).

Allthough not complicated, changes are quite numerous and, generally, make game harder to play. For better expierence usage of MCP patches and BTBGI is recommended. Usage of mods that LIMIT quantitiy of services available (shut down completely Factions/Trainers/Traders for you - for example early versions of Service Requirements mod) is NOT recommended, but mods that simpy make services harder to acquire without making them totally unavailable are OK.

I feel that few other "pecularities" should also be mentioned:

1) classes favoring Luck as governing attribute, usually don't follow "governing attribute defines favorable skills" rule, as there are no skills governed by Luck. Luck in game acts like overall "experience", boldness and wisdom coming with years, it is sign of aged, seasoned veterans.
2) the aforementioned impact on NPC may make them perform better or worse, but since classes are uniform (no NPC/Player flavor of the same class) it is still worth considering playing the game this way.

And, please, remember - this is CUSTOM classes mod, my classes, my vision, my inclination and point of view.

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5. DETAILED PER-CLASS OVERVIEW
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ACROBAT

- Left unchanged.

AGENT

- Security skill added as Major, because skill discription itself suggested it to be used by Agents. Additionally, it helped to spread Security skill among the classes, as aside from locks there are also traps nearly everywhere (doors, containers), so that one was forced to grab lots of lock/telekinesis scrolls/enchantments in the game that is built around exploration.
- Sneak skill was removed as with light armor and short blade in Majors it made Agent more specialized and similar to Assasins/Nightblades/Thiefs while they seem to be more versatile in their occupations. Mercantile even more suggested this, as along with Speechcraft these two skills stand separate even from Stealth skills series.
- Athletics skill added to Minor skills instead of Block (which seemed to be brutal for Agent's line of work) and to provide more "smooth" moving from Sneak skill to provide his abilities for "avoidance".
- Illusion skill shifted to Major as, though its effects may be hostile, they are not damaging, thus providing full suite of means for "avoidance", not killing enemies.

---Comments on NPC:---

Nothing seriously changed here, except for slightly enchanced speed due to athletics.

ARCHER

- Left unchanged.

ASSASSIN

- Athletics moved to Major skill, thus enchancing Sneak attacks as the faster you sneak, the less time you spent on sneaking to your victim and the less the chance that fail will break out (due to target's movement for example) during sneaking.
- Block moved to Major skills to allow Assassin to eliminate even heavily armed opponents by shutting down their attacks completely with Block while harrasing with extra fast nonstop short blade staggering attacks.
- Long Blade skill substituted with Axe. This is quite contraversial edit, since both Long Blades and Axe are heavy duty weapons, but I banned Spear here as it would overpower Sneak attack by even more decreasing sneaking time due to Spear's weapon reach (and picking enemies with spear is actually hunters territory - that's being reserved for Scouts). Thus, here is Axe here for you to perform ceremonial execution at public and court...and because I know that all of you will eventually grab daedric axe for Sneak attack, so no more shame of this (reserve it for nobles at markets and squares, ok?)
- Marksman moved to Minor skills, as it could actually diminish importance of sneaking; it is still present to somehow weaken your victim but you still will be required to do your job (otherwise archer-sniper could take your business away).

---Comments on NPC:---

As it comes out, Assassins are slightly stronger now (more proficient in Athletics and Block), the only exception being Marksman skill, but their arsenal is still mostly the same with Weapon and Armor remaining in their places.

BARD

- Alchemy (Major skill) and Enchant (Minor skill) exchanged their places. Enchant is more suitable for Bard as Major skill, as this class actually is about seeking and telling stories about legendary magic artifacts; alchemy is more of scholar/scientific sort, and as there is only one magic school only in minor skills, balance seems to be preserved. Also, Alchemy as Major skill is present throughout other classes - this should balance its distribution.

---Comments on NPC:---

Change is minor, no surprises here.

BARBARIAN

- Medium armor moved to Minor skills, because it was too heavy for Barbarians favoring Speed among their Attributes. Medium armor with Axe and Blunt Weapons in Major skills made Barbarian similar to ordinary, generic Warrior class. Medium Armor still in Minor skills to allow usage of elite Medium Armor types (Orcish, Dreugh), and it makes more sense as Minor Skills rise in mid/late game when player has raised his Strength and Speed, thus reducing weight impact of Medium Armor.
- Light Armor moved to Major skills due its positive impact on Speed and providing reasonable defense for this offensive damage-dealing class. It also made usually neglected fur and netch armors actually good choice as they have extremely low weight while allowing job quickly done - survive 2-3 blows which is more than enough to deliver massive rapid amounts of damage. Simple fact - only Heavy and Medium Armors pursue protection as its goal, Light Armor is to 1) survive and 2) win time. It also resulted in making room to carry liquors to enrage yourself before battle thus facilitating Berserk-like fighting style.
- Marksman purged entirely, as it is entirely another fighting style, allowing avoidance of close combat dangers. This tweak is quite controversial, as some Barbarians might use darts, knives as medium-range weapons to facilitate approach to enemy and prepare close combat to their favor. Eventually, presence of Acrobatics in Minor skills convinced me to remove Marksman, cause Acrobatics along with Strength (which also influences you speed through Encumbrance calculacions) even further increases Barbarian's speed and pace making his attacks storm-like.
- Long Blade added instead of Marksman (Conan bless you)
- Hand-to-Hand added to Major skills, not to let you show your uncivilized graces, but because Hand-to-Hand as well as Acrobatics both give green light to Attributes boost. These skills allow Speed and Strength to be maxed out quickly and safely, which is normal for Barbarians living off the land.
- Block purged entirely, obviously it is defensive skill intended for long boring battles.

---Comments on NPC:---

Your will mostly encounter two kinds of Barbarians: Orcs and Nords. Orcs grab Medium armor (Minor skill), so they are weaker in defense; Nords wear Light Armor (Major skill), so they are better defended. Thus, there is better balance in Barbarians camp now and both of them still grab nice two-handed Axes and Hammers. So, you will be rewarded for stopping them before they reach you, but severely punished for letting them close.

BATTLEMAGE

This one was the most hard to tackle with, because it is actually sub-generic class between generic Warrior and Mage, and their specialized flavors. Eventually I ended being true to its discription: attack-based class with close and ranged attacks, supplemented with summonned creatures and elemental damage.

- Marksman moved to Major skills to be in line with ranged attack strategy.
- Alteration moved to Minor skills, cause its spells are generally non-agressive and more defense-oriented.
- Athletics added as Major skill instead of Heavy Armor. Intermediate by itself, Athletics skill has allowed to grant Battlemage with Warrior skill without actually turning him into Warrior, simultaniously compensating weak defense and facilitating ranged attacks by effective distance control.
- Heavy Armor moved to Minor skills, slowly raising Battlemage's defense and overall power as game progresses.
- Illusion, Alteration, Mysticism and Restoration are Minor skills instead of Enchant and Alchemy, making Battlemage indeed Master of War in late game.

---Comments on NPC:---

Many Battlemages grab what they should - heavy armor and axes, and do what they should - summone weapons/armor and cast damaging spells. Obviously, as Heavy armor is Minor skill, Battlemages are less protected now. However, increased Athletics made Battlemages more effective with Bound Weapons spells - they actually spent less of bound limit time on catching you. Also due to enchanced speed they are more coordinated with their mates and summons, making it slightly more difficult to eliminate enemies one by one in single combat. Aside from this - they perform as previously.

CROSSBOWMAN

This is entirely new class, praising Luck as governing attribute and Combat specialization. This is more heavy and less versatile version of Archer, with best range attack, bad close combat abilities, moderate defense, and good self-support skills.

CRUSADER

Crusaders were unique in a strange way - they had the same governing attributes as Archer (Agility/Strength). Agility has been substituted by Willpower, thus providing last missing attribute combination in the game. Crusader's spellcasting skills even more suggested Willpower, as this attribute actually determines spell's cast chance in ANY magic school. Thus Crusaders now are bold and tough - resistant to Paralyze and Silence, apt at spellcasting and still have good Fatigue.

- Long Blade skill moved to Minor skills, as there is overload of Blademasters in Morrowind and Blunt weapons better suit Crusaders, as long as lore is concerned;
- Restoration moved to Major skills, thus allowing Crusader to be played as good (Paladin with Restoration) or bad (Deathknight with Destruction);
- Alchemy skill denied entirely by presence of two schools of magic in Major skills;
- Hand-to-Hand skill removed entirely for better distribution throughout classes (and due to availability of equipment, rendering attributes itself and their boost less important);
- Light Armor added as Minor skill to add more versatility (and game itself suggests Light Armor for Crusaders - Buoyant Armigers are actually "light crusaders").

---Comments on NPC:---

No serious impacts here, only note that there are crusaders in light armor, so they are slightly better protected (aside from some guys in Armigers strongholds with Crusader class and bearing glass armor - they are protected NOT slightly).

HEALER

Although it was not hard to elaborate skill selection for this class, I was nevertheless confused a bit, since I was totally unaware of reasoning of those of you who think Healers should fight enemies and furfill prophecies. Thus, Healer is still very hard class to play (perhaps even more than Monk) for those of you, who seek challenges.

- Alchemy skill moved to Major skills while Mysticism took its place in Minor skills. Mysticism was too powerful magic school to appear in Major skills and it is not much overall widespread among classes - and for good reason, its effects actually combine/substitute Restoration, Destruction and Sneak, Security (telekinesis) skills. Alchemy works only "on self" so Healer became even more non-aggressive, though pushing up his self-sustaining abilities. Alteration skill is still in its place, enchancing Healer's survivability (Shield and Water Walking) without armor skills in Major section and being also non-aggressive in its effects. Mysticism is still present, but only as Minor skill sincerely being true to class discription as "deadly force" reserved for extreme situations. And Hand-to-Hand skill in Major section actually performs more as "massage technique" then martial art;
- as Alchemy skill moved to Major skills, and also due to Mysticism in Minor skills, one magic school (Illusion) was totally purged. This is very contraversial tweak since Personality is governing skill for Healer, but Illusion by itself was more aggressive (Blind, Sound, Silence) then Alteration, so Acrobatics took its place to make you smart without turning you in athlet. Nevertheless, you can still benefit from high Personality by itself and Speechcraft skill (psychotherapists for skooma-addicted included);

---Comments on NPC:---

Healers now are less dangerous with Mysticism spells, although still are able to put some sort of fight with burdens and fists. Armor selection left as previous, so they are still somehow protected.

KNIGHT

- Long Blade moved to Minor skills, once again, there was overload of Blademasters among classes, but the most important thing here - poor Knights, who were deprived of their horses in Morrowind were also short on best horseman's weapon - Spear, which now appears among Major skills. Certainly, Long Blade is weapon of mounted warriors, but knights of Morrowind are actually foot knights, so Axe skill is still among Major ones.
- Armorer and Mercantile skills were totally purged and thus these tweaks, along with absent Athletics, logically completed elegant, "courtier" image of Knight as landowner dependant on servants to carry weapon and armor, smithes to repair equipment and peasants to pay servages.
- Hand-to-Hand skill filled the gap in Minor skills (in case you encounter unarmed or weaker opponent - to help you adhere with code of chivalry).

---Comments on NPC:---

Obviously, knights are less proficient with Long Blades, but their armor and shild still challenging for any duelist.

MAGE

Mages now are more generic and straightforward.

- Enchant and Alchemy are purged completely, Speechcraft and Blunt weapon skills added instead - so go and read spells with proper diction and use your magical staff if necessary.
- Unarmoured skill purged entirely - with such selection of magic schools you should be able to perform smart and great at distance and get punished for letting enemy close.
- Sneak skill added as Minor skill along with Short Blade skill. I heard there bunch of vampires and necromancers in Mages Guild, I swear.

---Comments on NPC:---

Mages now are more vulnerable in close combat, but they usually cast spells and should any mage carry staff - he will perform much better with it, so it seems balance is preserved here.

MERCENARY

This is entirely new class, featuring Luck as governing attribute, of Stealth specialization, with good self-sustaining skills, and versatile in fighting styles.

MONK

Monks were greatly underestimated, mainly because they don't have Major skills, that allowed usage of equipment (which is central power-indicator in RPG). But monks, as their style suggests, are superior at making quick, strong and agile body and reflexes - namely due to those skills in Major section. Hand-to-Hand and Acrobatics are leading here, as they allow monstrous growth of Speed and Strength quickly and safely (how many progress knight can achive with Axe on mudcrab comparing with monk's Hand-to-Hand?). So, while all folks out there go "equipment->skill->attribute" strategy, monks pursue "attribute->skill->equipment". This makes monks best pupils for trainers (no more those messages "you can't train skill above governing attribute") and cause them to perform good with any peace of stuff. Make no mistake - monks are more powerful then you think.

- Alteration skill added as Major skill instead of Sneak (which is now Minor skill). Alteration has many effects that go in line with monks (water walking, weightless walking, damage resistance) and make them less horrible variant to choose for novices. It also smartly sticks with Restoration skill in Minor section.
- Block and Light armor skills have been purged entirely with Spear appearing in Minor section, thus adhering class discription (skilled with weapons, not armors) and completely shutting down armor for monk, for better balance.

---Comments on NPC:---

Nothing special changed here, monks will perform as usual.

NECROMANCER

This in unlocked and overhauled NPC class with Luck as governing attribute, Stealth specialization, unusual and interesting skill selection, built around Conjuration skill. If you want to know why it is Stealth, with Armorer, Mercantile and Sneak as Major skills - refer to in-game "Corpse Preparation" series.

---Comments on NPC:---

As there are only few necromancers, I reworked this class, toning down spellcasting abilities. Luck affects spellcasting, though.

NIGHTBLADE

- Destruction and Marksman substituted with Speechcraft and Acrobatics to also cover their discription as "covert agents", but mainly to delineate Nightblades and Assasins. Assasins are superior in sneak killing and are more fit and quick, while Nightblades rely (almost depend) on magic.

---Comments on NPC:---

No changes here should trigger something odd.

NOBLE

This is unlocked and overhauled NPC class with Luck as governing attribute, Slealth specialization, and variety of skills around Personality, excluding armor skills at all.

---Comments on NPC:---

Although heavily overhauled, Nobles should hardly notice it. Short Blade is still among Major skills, only Block is missing.

PILGRIM

This guy is in fact the most powerfull class in Morrowind. Now, the most powerfull guy in morrowind is one with two bags behind - one full of scrolls and another full of potions. So, with Mercantile and Speechcraft in Major skills, Pilgrims become rich very quickly and get those mentioned bags full. So, I made this class very nasty and tricky in skills selection and distribution. The result now is: you will have lot of money, but your money will go to nowhere again and again - consumed potions, scrolls, enchantments (if you use MCP patches). You will be more powerfull without power and thirsty with water around. And if you even max all your Major and Minor skills, you still wont feel good enough. Eventually, I've ended suprisingly true to Pilgrim class discription - they are harmless travelers, who grab all kind of stuff, without skills to use it, and rely on paid help of others...Or their gods and saints - you haven't forgot what blessings shrines grant? You will now need it.

- Sneak, Block and Illusion are now Major skills. This skills are almost non-aggressive, allowing to hide and survive the enemy, but not kill him.
- Other minor skills are also non-aggressive, with only Spear and, hardly, Hand-to-Hand appear as offensive skills, but, again, as Minor and both of them impertinently cancel Block skill and each other. And there is completely no Armor for traveling Pilgrims.

---Comments on NPC:---

Obviously, these guys are much weaker now. But when they were strong?

ROGUE

- Left unchanged.

SAGE

This is completely new class, favoring Luck as governing attribute, Magic specialization, with moderate fighting and spellcasting abilities (Brave Heart and Highlander salute you).

SCOUT

Scout is, obviously, another kind of Barbarian, although not in "Barbarian-Warrior" meaning, but one who lives off the land.

- Sneak was left in Major section, but Block is now Minor skill (Medium armor present as Major skill along with two weapon skills).
- Spear skill appeared in Major section to facilitate "hunter's" trait of Scout and to stick with Sneak skill.
- Athletics substituted with Acrobatics, as it actually Acrobatics, not Athletics, that helps conquer terrain and pass through harsh places.
- Alchemy left in Minor skills, as it succesfully facilitates "life off the land" - Scout can actually benefit from direct ingridients consumption, getting first effect on ingridient's effects list.
- Alteration disappeared as Alchemy is present as Minor skill.
- Unarmoured purged from Minor section with Athletics now in Minor skills (to delineate Scouts and Barbarians with Scouts moving efficiently and Barbarians faster, Athletics and Unarmoured are both factors of fast moving).

---Comments on NPC:---

Not much overhaul here generally, scouts should perform as usual, although their speed and block skill are lower.

SMITH

This is unlocked and tweaked NPC class, featuring Luck as governing attribute and Combat specialization, with defense being of secondary emphasis. It also features high and quickly growing Strength and broad selection of armor and weapons (which are mostly in Minor section - smith can tell you a lot about armors, but can he actually show you something with them?).

---Comments on NPC:---

Unarmored and Block were purged/moved from Major skills, but substituted with Athletics and Security, so smithes have poor defense, while retaining high damaging attacks and gaining increased speed.

SMUGGLER

This is unlocked and tweaked class with Luck as governing skill, Stealth specialization, good mobility, good interaction/social abilities and good different tools (hammers/probes/lockpicks) usage.

---Comments on NPC:---

Smugglers are less protected with unarmored skill gone. Their speed increased and weapon proficiency toned down (Short Blade is still Major skill, but Axe and Spear are of less usefullenss for Smugglers; these skills initially were in Minor section, so not many worries here).

SORCERER AND WITCHUNTER

I cover them here together as they are rivals in Magic specialization, much alike to/follow each other and responsive to each other's strong and weak points.

They are main users of Conjuration skill ("Why walk when you can ride = why bother when you can summon?")

Sorcerer skills are selected and distributed to facilitate "creature-wall" combat style - summon creature and let them do the work while hiding behind them, protected by armor. His offensive capabilities are very limited and he is forced to attack using his summons. Wide selection of defensive equipment in Minor skills allows him to better benefit from armor bonuses provided by summoned items (quite unusually for Sorcerer to grab such armor selection, but discription states he is really greedy for it, and they only provide protection while allowing only one suit at a time with limited mix). Enchantments and Restoration skills give him ability to assist and strengthen summoned servants (as well as enchance his own defenses).

Witchhunter, on the other hand, more aggresive and offensive, conditioned to counter Soercerer's tricks with Absorb and Dispel, reflect and absorb creatures' magic attacks, while receiving better bonuses for big weapons arsenal in Minor section from summoned items to bring otherworldly creatures down (it is also unusual to Witchhunter to have such arsenal of weapon skills, but they are in Minor section and you can only use one at a time). Alchemy denied completely, as Mysticism is enough powerfull skill. Witchhunter's defenses, though, are much lower, then Sorcerer's ones. Witchhunter now indeed is most comfortable and natural in Deadric ruins and shrines.

---Comments on NPC:---

Sorcerer's spellcasting abilities have been toned down (no Mysticism and Destruction), but his defenses are more serious. Witchhunter performs mostly as usual.

SPELLSWORD

Spellsword was quite easy to tweak. His Major skills selection now represents simple jumping of "offense-defense" and "spell-sword" SUPPORT (they shouldn't be themselves very good at offense/defense).

- Destruction purged entirely to adhere with class discription (supportive, not offensive, role), Enchant skill suits more better for attack support here. Although there are few other magic schools along with Enchant, Spellsword doesn't have any armor skills in Major section, so balance seems to be preserved here;
- Alchemy skill purged entirely (due to Enchant and two magic schools presence);
- Armour skills selection more rich to fill gap in Minor skills and promote supportive, non-itself-offensive style of Spellsword.

---Comments on NPC:---

As generally Major skills determine NPC's overall performance, only absense of Destruction has impact here, though they are still much or less the same.

THIEF

Another one "why walk when you can ride = why Thief when you can Rogue?". Tweaking this class was more interesing then difficult as Rogue was allways present in my thoughts. Eventually, I've ended with Major skills of this class unchanged and Minor ones simply copy Archer's class Major ones (with "no hard close-combat fights for thief" as guiding principle). Thiefs and Rogues are actually two sides of one coin. First are more mercifull (good), others are more brutal (evil). To put it shortly, Thiefs are Thief's Guild, and Rogues are Camonna Tong.

- Mercantile skill purged entirely as Sneak+Security in Major skills made it too easy to get stuff for sale. And also because Mercantile and Speecraft are skills of specialization separate from Combat, Magic and Stealth itself series (they are of some "social" specialization).

---Comments on NPC:---

Very minor changes, so things here follow the old way.

WARRIOR

Warrior class now is more generic and straightforward then it was.

- Major skills section simply got fully packed with all armor styles, with most widespread weapon type (Long Blades) and Athletics to round up (Block is, all in all, special skill, standing aside from weapon and armor skills by its unique advantage of entirely preventing damage infliction).
- Minor skills incorporated all heavy-duty Weapon types, with Block and Armorer to round up (and Marksman purged entirely).

---Comments on NPC:---

Warriors now are sligtly less protected (well, shield grants protection through armor skill, not Block, so Warriors now in fact not less protected, but simply less proficient with shield).

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6. VERSION HISTORY
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Version 1.1

Updates brought to tackle Unarmored skill among classes, and further balance skills of Alchemy and Conjuration.

- Agent: Security skill moved to Major, Athletics added as Minor (more even distribution of security skill);
- Barbarian: Marksman skill purged, Medium armor returned (caused many Barbarians to go nude), but as Minor skill (Orcish Armor less protective for Barbarians, but they retain their damage-inflicting style, so this seems to be balanced and more so with appearance of Long Blades among their skills);
- Battlemage: Unarmored skill deleted (caused nudity), Heavy Armor remains Minor skill, Athletics added as Major skill to compensate for pure defense;
- Crossbowman: purged Security skill, Light Armor added as Minor;
- Smuggler: overhauled around Security Skill;
- Necromancer: overhauled around switching to Stealth specialty (much lore-friendly) and balancing Conjuration skill in Major skills.
- Crusaders lost Alchemy in Minor skills (hence their proficiency with Restoration and Destruction), but wear also Light Armor as Minor Skill.
- Sorcerers no longer pursue Unarmored in Minor skills, Block skill added instead.

Version 1.5

- deep overhaul across all classes with clear guiding principles and reasoning finally coming up;
- changed discription for Warrior class (deleted Mercenaries that were mentioned there);
- changed discription for Crusader class (to reflect good and bad alignment).

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7. LEGAL CONCERNS
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By using this mod, You guarantee to uphold following requirements with utter caution, attention and seriousness:

1) You will never state, in public or privately, that Morrowind has pure combat system;
2) You will abandone completely Gothic series, both old, recent and those that may come in future;

Thank you