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Balathustrius Danae

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Danae123

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Class Abilities
By Balathustrius, Danae

Version: 3.2

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Contents
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1. Requirements
2. Incompatibilities
3. Credits

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Description
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From the Original readme:
Succinctly, this mod adds more special abilities, once-a-day-powers, and starting equipment to your character, depending on your stated choice of character class. This is intended to simulate training, talents, or skills that your character might have developed before incarceration independent of Morrowind's skillsets.

My edits:
- nerfed the enchanted bow for the archer profession (constant fortify marksman 15 to 10)
- nerfed the Bladsinger: Manifest Blade is now a power.
- The dialogue to choose your profession is now availalbe from any guard (as opposed to Sellus Gravius in Seyda Neen) to make the mod compatible with various chargen mods
- The topic (professions and abilities) are available from the start and don't need to be added via console, even when not starting a new game or when not starting in Seyda Neen.
- dialogue and journal entries tweaked to reflect the changes.
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Incompatibilities: none
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This mod has no assets, does not touch any cell and does not modify vanilla topics.
I have not renamed the esp to preserve the mlox rules (if any). As a result, the esp is still called Class Abilities 3.1

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Changelog
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3.2a: dialogue tweaks
3.2b: removed guard dialogue
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Credits
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This mod is entirely Balathustrius', I merely edited bits of it for balance and compatibility.
Thanks to Bethesda Softworks for developing Morrowind and the Construction Set.

Thanks to Brucoms for developing the TES3 Readme Generator this readme was made from.
Thanks to Spacedevo for suggesting dialogue improvements

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Profession perks
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Archers are fighters that specialize in mobility and long-range killing. Sharpshooters and marksmen par excellence, archers can often be found among mercenary or guardsman companies, selling their expertise for silver.
Daily Powers Called Shot, Escape
Constant Abilities: None
Bonus Skills: +10 Marksman
Starting Equipment: Very Good

Barbarians are nomadic warriors toughened by life in the wilderness. Their harsh lives have granted them an increase in carrying capacity and slightly faster fatigue regeneration. Wild and uncouth, barbarians look down upon civilization as unnatural and stifling, preferring the freedom of the outdoors.
Daily Powers Blind Rage
Constant Abilities: +1 Fatigue Regen, +30 Feather
Bonus Skills +5 Axe, +5 Athletics
Starting Equipment: Poor
Special: +5 Strength

Bladesingers are warriors that seek enlightenment through mastery of the sword. They often forego encumbering armor in favor of speed and mobility, and are among the most feared duelists in Tamriel.
Daily Powers: Leap, Manifest Blade
Constant Abilities: +15 Sanctuary +15 Fortify Attack
Bonus Skills: +5 Longblade, +5 Unarmored
Starting Equipment: Average

Knights are civilized fighters, defenders, and champions of the warrior caste. Chivalrous and noble, they live their lives as inspirations to others and are often able to command fealty and ignite courage merely through their powerful presence.
Daily Powers: Inspire Fealty, Inspire Courage
Constant Abilities: None
Bonus Skills: +5 speechcraft, +5 heavy armor
Starting Equipment: Excellent
Special: +10 personality

Paladins are holy warriors, devoted to upholding the good and extremely effective at combating the undead. They are also excellent as party leaders, able to heal their companions and inspire courage in the most dire of situations.
Daily Powers: Heal Other, Inspire Courage, Blessing, Strength of One
Constant Abilities: +20 Reflect
Bonus Skills: None
Starting Equipment: Good

Rangers are scouts, trackers, and huntsmen. Relying primarily on stealth, they prefer to avoid unnecessary battle when possible. When forced to fight, however, rangers are well equipped to strike hard and fast with ranged weapons and skirmish tactics. Rangers are often seen traveling with animal companions.
Daily Powers: Called Shot, Call Wolf Companion
Constant Abilities: None
Bonus Skills: +5 marksman, +5 sneak, +5 alchemy
Starting Equipment: Poor

Spellswords are spellcasting specialists trained to support Imperial troops in battle. Veteran spellswords are prized as mercenaries and well-suited for careers as adventurers and soldiers-of-fortune.
Daily Powers: Daedric Barrier, Magicka Leech
Constant Abilities: Magicka Mult Bonus 5, +10 Spell Absorption
Bonus Skills: None
Starting Equipment: Excellent

Witchhunters are dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery. Highly trained and often exceedingly well equipped, they are well-suited for tracking down and executing necromancers and corrupted mages in their lairs or even exterminating hives of undead.
Daily Powers: Silence, Dispel Magicka, Magicka Leech, Anti-Magic Sphere
Constant Abilities: +50 Magicka Resistance
Bonus Skills: +5 Blunt Weapon, +5 Block
Starting Equipment: Excellent

Healer 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.
Daily Powers: Heal Self, Heal Other, Calm, Blessing, Strength of One
Constant Abilities: None
Bonus Skills: +5 Restoration, +5 Alchemy
Starting Equipment: Poor

Monks are students of the ancient martial arts of hand-to-hand combat and unarmored self-defense. They eschew material possessions in favor of greater speed and mobility
Daily Powers: Martial Trance, Leap
Constant Abilities: +10 Sanctuary, +10 Fortify Attack, +30 Magicka Resistance
Bonus Skills: +5 Unarmed, +5 Hand to Hand
Starting Equipment: Worthless

Shamans rely on mystical powers drawn from the worship of nature and animal spirits. They are known to be able to summon living creatures to fight by their sides, and it is said that no wild animal will wilingly harm a shaman.
Daily Powers: Call Wolf Companion, Lightning Shield, Wild Empathy
Constant Abilities: None
Bonus Skills: None
Starting Equipment: Poor
Special: May calm animals at will

Alchemists are scholars who make a specialty of potions, reagents, and poisons. Generally disinclined to partake of the hazards of adventure, alchemists usually reside in urban environs where they can put their lucrative skills to profitable use.
Daily Powers: Greater Alchemy, Poison
Constant Abilities:
Bonus Skills: +10 Alchemy
Starting Equipment: Excellent

Battlemages are wizard-warriors, trained in both lethal spellcasting and heavily armored combat. Their arcane studies enable them to cast an array of shielding spells and to break the elemental and magickal resistances of their enemies, and they start well-equipped with armor and enchantments.
Daily Powers: Frost Shield, Lightning Shield, Daedric Barrier, Break Resistance, Summon Clannfear
Constant Abilities: None
Bonus Skills +5 Destruction, +5 Heavy Armor
Starting Equipment: Very Good

Enchanters are scholars who make a specialty of enchantments and the art of enchanting. Generally disinclined to partake of the hazards of adventure, enchanters often reside in urban environs where they can put their lucrative skills to profitable use.
Daily Powers: Greater Enchanting
Constant Abilities: None
Bonus Skills +10 Enchant
Starting Equipment: Excellent
Special: May cast Minor Soultrap at will

Mages are specialists at the manipulation of the forces of magicka. As a group, they tend to share little in common other than an aptitude for and an avid love of spellcasting.
Daily Powers: Magicka Leech
Constant Abilities: Magicka Mult Bonus 8, +15 Spell Absorption
Bonus Skills: +5 Alteration
Starting Equipment: Very Good
Special: +5 Intelligence

Necromancers are practitioners of the dark arts with an unhealthy interest in death and the undead. They specialize in the summoning of undead minions and the application of debilitating curses. Shunned and reviled even by their scholarly peers, necromancers tend to eschew society.
Daily Powers: Summon Skeletal Minion, Summon Bonewalker, Terror, Decrepify, Unholy Blessing
Constant Abilities: None
Bonus Skills: +5 Conjuration
Starting Equipment: Worthless
Special: +5 Willpower

Sorcerers are spellcasters by vocation but 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. Their power often intoxicates and addicts them, and sorcerers have a disturbingly high incidence of madness and megalomania.
Daily Powers: Summon Scamp, Summon Dremora, Daedric Barrier
Constant Abilities: None
Bonus Skills: +5 Conjuration, +5 Enchant
Starting Equipment: Very Good

'Acrobat' is a polite euphemism for agile burgulars and second-story men. These thieves avoid detection by stealth and rely on mobility and cunning to avoid capture. Generally urban by nature, acrobats make their homes among the rooftops of the city's skyline.
Daily Powers: Escape, Leap
Constant Abilities: +5 Jump, +1 Slowfall, +5 Sanctuary
Bonus Skills: +10 Acrobatics
Starting Equipment: Worthless
Special: +5 Agility

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.
Daily Powers: Sleep, Escape, Backstab
Constant Abilities: None
Bonus Skills +10 Sneak
Starting Equipment: Very Good

Assassins are stealth-fighters, executioners, and murderers. Whether employed amidst the glitz and ritz of society's upper crust or enforcing for the sewer-lords of the hive-slums, death and its dealing are the assassin's bread and butter.
Daily Powers: Backstab, Poison
Constant Abilities: +5 Sanctuary, +5 Fortify Attack
Bonus Skills: +5 sneak
Starting Equipment: Average

Bards are entertainers and quintessential jacks-of-all-trades, extremely talented at manipulation. With their wide array of skills and abilities, bards can do well in many areas, and their great versatility more than makes up for any lack of specialization they may suffer from.
Daily Powers: Charm, Escape, Calm, Dire Charm, Taunt, Pick-Pocket
Constant Abilities: None
Bonus Skills: None
Starting Equipment: Good

Shadowmages are thieves with inborn magical talents that they use to enhance their thievish skills and to prolong their lifespans. What they lack in specialization they make up for in versatility, and shadowmages are often among the most successful and highly sough-after thieves in any given guild.
Daily Powers: Escape, Invisibility, Magicka Leech
Constant Abilities: Magicka Mult Bonus of 5
Bonus Skills: +10 Illusion
Starting Equipment: Worthless

Thieves are among the most common sort of rogue and for good reason. Versatile and well-balanced, thieves excel at all manner of aquisitive activities.
Daily Powers: Pick-Pocket, Backstab, Escape
Constant Abilities: None
Bonus Skills: +5 Sneak, +5 Security
Starting Equipment: Worthless
Special: +5 Luck

Merchants are traders and masters of barter. Generally wealthy and charming, they prefer to avoid the hazards of adventure, though every merchant is aware of the maxim that without risk there can be no gain.
Daily Powers: Swindle, Charm
Constant Abilities: None
Bonus Skillss: +15 Mercantile
Starting Equipment: Excellent
Special: +5 Personality