For Requesting a new Class please use the following format
Classname: Add Class name here
Class Tier: - Tier 0: Classes with 5 Class Levels - Tier 1: Classes with 10 Class Levels - Tier 2: Classes with 15 Levels ... - Prestige Class: A Class the doesn't have Levels and can't be mastered. They only provided Bonuses while equipped.
Prerequisite: Every Tier X Class should have at least one Tier X-1 Class as a Prerequisite, other possible Prerequisite are Player Level or having to finish specific Quest First. Also, a Class can have more Prerequisite listed than are needed, if that is the case please mark down stuff like "(2/3)" meaning from the 3 Prerequisites you only need to complete 2
Exp Bonus: Amount and for which Skills a Bonus should be provided. Perks: A Base Perk that scales with the Class Level and at least one Perk for every 5 Class Levels.
Classname: Death Knight Class Tier: 2 Prerequisite: Knight + Occultist EXP Bonus: +5% more Experience Gained In One-Handed, Two-Handed, Heavy Armor, Conjuration & Destruction
Perks:
Level 1: Serve me!: Killing an enemy automatically reanimates the body. Can only happen every 20 minutes. Cooldown reduced by 1 minute per class level.
Level 5: Frost specialisation: Your frost spells are 1% stronger, cost 1% less and slow the target by 2% per class level. Your other destruction spells (like fire and lightning) are 2% weaker and cost 2% more per class level.
Level 10: Your soul is mine! : Your Perk "Serve me!" now also automatically fills a soul gem.
Level 15: Death is cold: Your reanimated servants are immune to frost spells, but they take 25% more damage other spells.
Level 1: I personally don't like doing real-time cooldowns, so I would probably do something like the Battlemage that can trigger every 6 in-game hours. In general, feels way too powerful for a Level 1 perk
Level 5: Probably would switch that with the Level 1 one and add the same bonus to reanimation spells that are added to frost
Level 10: That should work, I guess
Level 15: Making someone completely immune only work with perks, you can't really handle out Perks to Npc on runtime, not even with SPID (as far as I know), so best is giving them higher resistance (which is capped by 90%, I think)
I have to disagree with this and this should be tier 1. Death Knight has a different path on tier 2 and death knight's main focus is weapon enchantment, summon dead, and self-buff. It is great for undeath quest for death knights and necromancers.
With a spirit steeled by the horrors of the deep and a body weathered by Dwarven fire and Draugr fury. The Delver fights an eternal war against the depths, plundering the ruins of civilisations past and exterminating the subterranean creatures that would mean Tamriel's destruction should they lay buried and lurking. The Delver will use any means necessary to ensure the surface-lands are safe from the dark underground, even if they die forgotten and lost to some void-spawned abomination.
Class Name: Delver
Class Tier: Prestige
Prerequisite: Commoner, Burglar, Thief, Mage, Mystic, Warrior, Barbarian, Berserker and Finished the Quest "Blindsided" (1/1)
Into The Depths: Deal 50% more damage against Bears, Chaurus, Daedra, Draugr, Dwarven Automatons, Falmer, Frostbite Spiders, Hagravens, Mages, Shades, Skeletons, Trolls and Vampires. Deal 25% more damage to enemies when indoors. Attack Speed and Movement Speed is increased by 25%when indoors.
Plunderer Extraordinaire: Carry Weight is increased by 300. Gain the 'Loot Chest' spell (an Alteration spell that costs 150 magicka to summon a chest wherever you are, items put in the chest can be resummoned). Increased chance of finding gold and magical items in containers. Locked containers are easier to lockpick.
Underlord: All spells cost 25% less Magicka to cast when indoors. All spells are 20% more powerful when cast indoors. Gain the 'Underlord' power (a power that grants Night Vision, +200 to Armour Rating and puts all nearby enemies (REGARDLESS OF LEVEL) into a frenzy)
Sun-Scarred: Deal 50% less damage when under sunlight. Deal 25% less damage when outdoors. Spells are 20% less powerful and cost 25% more Magicka when cast outdoors.
Hi! I'm the guy who designed the class! You have to master the priest class first, in the mod MCM you have to pick the priest class first, and mastering it by using restoration spells will unlock the cleric class by itself, you'll get a notification when that happens.
I suggest you to enable the master notification, UI menu and the lesser power on the MCM, with this you'll get the class menu automatically after you level up your skills in the game (activating the perk trees menu). I also suggest you to use the settings loader add-on so you don't have to configurate your MCM in every new game.
Exp Bonus: 5% Block, 10% Heavy Armor, 15% Restoration
Perks: (Base): Dropping health below 20% grants you additional armor and magic resistance that scale with Class Level. (At level 5): Your melee attacks burn the target during daytime. (At level 10): Gain Divine Favor: Once per day, you can instantly heal an ally to full health, magicka, and stamina. (At level 15): Gain Divine Intervention: Once per day, revive you to full health, magicka, and stamina upon taking fatal damage.
Decided that this mod needs some love. One question though, is there a template that you used in order to implement the community classes, or was that all scripting? I want to make class packs for this mod and it looks modular enough.
Classname: Soldier/Raptor
Class Tier: Tier 2
Prerequisite: Warrior, Knight
Exp Bonus: +15% 1H Exp and +15% Heavy Armor Exp
Perks:
Base: Weapon Guard: 10% damage reduction when attacking and followers gain a flat 5% damage reduction.
Level 5: Rally The Troops: All allies while near the Soldier gain a 100% health bonus and a small (2%, maybe 3%) damage boost.
Level 10: Pride Rush: Power attacks ignore 25% of a target's armor.
Exp Bonus: +15% Experience on Two-handed and Heavy Armor
Perks:
Base - Bloodlust: +3% Two-handed Weapon when you're below half health per class level
On Level 5 - Rampage: When equipped with Two-handed Weapon, attack speed is increased by 30% when you're below half health
On Level 10 - Furious: When equipped with Two-handed Weapon, movement speed is increased by 30% when you're below half health
On Level 15 - Berserk: Gain a new power called Berserk. You reduce your health to 20% of your max health, but you take 80% less damage from all sources. Can be toggled on and off
Class: Artificer Tier: 1 Prereq: Merchant Archetype and any other Archetype mastered. Exp Bonus: +15% EXP in all crafting skills.
Base - Procure: Carrying capacity is increased by 20 per level, up to 200. More likely to find empty soul gems and scrolls in corpses. Level 5 - Optimize: Scrolls and staves are 1% stronger per level, up to 10%. Killing with a staff or enchanted weapon restores 200 charge to it. Level 10 - Infuse: Wielding a staff reduces incoming damage and improves whatever is in the other hand by 20%: spells are stronger, shields block better and weapons deal more damage.
Gameplay: Let's be honest, crafting is powerful but improving it is tedious. This class is available as soon as level 21 and leveling is about to become harder. The EXP bonus only applies to three skills but eases the pain or mixing hundreds of potions, crafting millions of daggers and then enchanting them.
Staves are also a really underwhelming item in vanilla so providing more viable means to use them is always cool. I personally enjoy Vokrii's overhaul on enchanting for that regard and this class would really benefit from it. However, I planned it as a general solution for how boring and bothersome playing a crafter is: * You need to find and fill soul gems -> Partially solved by improved loot chances. To fill them just enchant a dagger with Soul Trap. * Damn, my weapon is draining -> Kill some creature, anything. It is rather ridiculous that the 200 charge would apply even to a bunny. Perhaps make it 20 charge per creature's level like Enai's Atronach Stone? * You're hauling tons of crafting materials -> Solved with the increased carrying capacity. * Scrolls and staves deal low damage -> Gotcha covered. This won't make 'em viable but it helps. * Still, very little use for using a staff -> The capstone gives you some reason for it.
I tried putting the most necessary QOL stuff in earlier stages and the more exciting stuff as a final treat. I'm open to suggestions .
It took me a while, I often started typing a responds but deleted it, because it sounded overly negative, so I tried my best, if it comes over badly I'm really sorry, that is not how I mean it, I have similar perks to this in some Classes Ideas, so it's not like I don't like the ideas, it's just I don't feel like it all fits together.
Why merchant? That doesn't really fit with anything in the class, I would have understood Inquisitor because it already comes with a boost to Staves, but Merchant?
That Perk doesn't really fit with the rest, why would a Class focused on fighting with Staves grant you a Carry weight bonus?
The main problem here is that it's really hard to figure out which weapon was used to kill an opponent (the best bet is to look up which animation was played to figure out which weapon was used, but then you need to be lucky and the animation has to still be running when the script triggers, so yeah, I don't know how to implement that. (and giving out charges when you kill something with a weapon in the other hand, is overpowered)
That alone doesn#t make a Staff useful, instead of a small bonus to the stuff in the other hand you could just equip another Weapon/Spell in the second hand, which probably will deal more damage and don't have the drawback a stave has aka running out of charges.
Okay; that sounded pretty negative again, sorry.
Btw It was pretty easy to level it back in the days, but that got patched out because people abused it to power level (not sure why that was a problem in a single-player game, but that how it was)
In my opinion, crafting is really bad in Skyrim, without mods it is really tedious and not really rewarding for the most part, but once it#s mastered it's completely broken. And that comes to the main problem with crafting Classes, namely, you can design them around vanilla then they will still be boring and break the system even more once you mastered them and got crafting high enough or you can design them around a mod, which I have tried to avoid with all the Classes so far.
On staves, i have an Idea to make them more interesting and useful, but (if that ever will be finished) that will be a separate mod.
Hey, no probs! I like discussing gameplay stuff so the feedback comes in handy. The idea of making a "crafting" class viable or fun is really hard. Perhaps that's the area of mods like Vokrii. But yeah, if you could make Staves or Scrolls as part of a class that'd be awesome.
Class Request (157 comments)
Classname: Add Class name here
Class Tier:
- Tier 0: Classes with 5 Class Levels
- Tier 1: Classes with 10 Class Levels
- Tier 2: Classes with 15 Levels
...
- Prestige Class: A Class the doesn't have Levels and can't be mastered. They only provided Bonuses while equipped.
Prerequisite: Every Tier X Class should have at least one Tier X-1 Class as a Prerequisite, other possible Prerequisite are Player Level or having to finish specific Quest First. Also, a Class can have more Prerequisite listed than are needed, if that is the case please mark down stuff like "(2/3)" meaning from the 3 Prerequisites you only need to complete 2
Exp Bonus: Amount and for which Skills a Bonus should be provided.
Perks: A Base Perk that scales with the Class Level and at least one Perk for every 5 Class Levels.
Classname: Harbinger
Class Tier: Prestige
Prerequisite: Fighter, Duellist, Barbarian, Knight, Scout (2/5) and Finished the Quest "Glory to the Death" (1/1)
Exp Bonus: None
Perks:
or
Classname: Necromance
Class Tier: Tier 1
Prerequisite: Mage
Exp Bonus: +15% Conjuration Exp
Perks:
Class Tier: 2
Prerequisite: Knight + Occultist
EXP Bonus: +5% more Experience Gained In One-Handed, Two-Handed, Heavy Armor, Conjuration & Destruction
Perks:
Level 5: Probably would switch that with the Level 1 one and add the same bonus to reanimation spells that are added to frost
Level 10: That should work, I guess
Level 15: Making someone completely immune only work with perks, you can't really handle out Perks to Npc on runtime, not even with SPID (as far as I know), so best is giving them higher resistance (which is capped by 90%, I think)
Class Name: Delver
Class Tier: Prestige
Prerequisite: Commoner, Burglar, Thief, Mage, Mystic, Warrior, Barbarian, Berserker and Finished the Quest "Blindsided" (1/1)
Exp Bonus: +20% Lockpicking EXP, +20% One-Handed EXP, +10% Alteration EXP, +10% Illusion EXP
Perks:
I suggest you to enable the master notification, UI menu and the lesser power on the MCM, with this you'll get the class menu automatically after you level up your skills in the game (activating the perk trees menu). I also suggest you to use the settings loader add-on so you don't have to configurate your MCM in every new game.
Class Tier: Tier 0
Prerequisite: None
Exp Bonus: +10% Melee Weapons
Perks:
Base: +5 stamina when hit.
On Level 5: Gets +50 Health Magicka and Stamina if killed 24 humans in last 24 hours
Class Tier: 2
Prerequisite: Knight and Paladin
Exp Bonus: 5% Block, 10% Heavy Armor, 15% Restoration
Perks:
(Base): Dropping health below 20% grants you additional armor and magic resistance that scale with Class Level.
(At level 5): Your melee attacks burn the target during daytime.
(At level 10): Gain Divine Favor: Once per day, you can instantly heal an ally to full health, magicka, and stamina.
(At level 15): Gain Divine Intervention: Once per day, revive you to full health, magicka, and stamina upon taking fatal damage.
Classname: Soldier/Raptor
Class Tier: Tier 2
Prerequisite: Warrior, Knight
Exp Bonus: +15% 1H Exp and +15% Heavy Armor Exp
Perks:
Class Tier: Tier 2
Prerequisite: Barbarian
Exp Bonus: +15% Experience on Two-handed and Heavy Armor
Perks:
i got the idea of a Daedra worthshipping class. either prestige or a lvl 15 class.
Its prerequsistite is:
2 or 3 of the daedric questlines (except Thieves guild)
2 of the medium classes.
Bonus:
1 % attack and spell dmg per daedric quest
bonuses if vampire or werewolf
etc.
Class name: Witcher
Class Tier: 2
Prerequisites: Fighter
While equipped:
Level 1: I carry two swords. They’re both for monsters.
Level 5: Trial of the Grasses
Level 10: Trial of the Dreams
Level 15: Trial of the Mountains
Requirement: quest The Throat of the World completed
Most of these are taken from Witcher Trials page of Witcher Wiki.
Tier: 1
Prereq: Merchant Archetype and any other Archetype mastered.
Exp Bonus: +15% EXP in all crafting skills.
Base - Procure: Carrying capacity is increased by 20 per level, up to 200. More likely to find empty soul gems and scrolls in corpses.
Level 5 - Optimize: Scrolls and staves are 1% stronger per level, up to 10%. Killing with a staff or enchanted weapon restores 200 charge to it.
Level 10 - Infuse: Wielding a staff reduces incoming damage and improves whatever is in the other hand by 20%: spells are stronger, shields block better and weapons deal more damage.
Gameplay: Let's be honest, crafting is powerful but improving it is tedious. This class is available as soon as level 21 and leveling is about to become harder. The EXP bonus only applies to three skills but eases the pain or mixing hundreds of potions, crafting millions of daggers and then enchanting them.
Staves are also a really underwhelming item in vanilla so providing more viable means to use them is always cool. I personally enjoy Vokrii's overhaul on enchanting for that regard and this class would really benefit from it. However, I planned it as a general solution for how boring and bothersome playing a crafter is:
* You need to find and fill soul gems -> Partially solved by improved loot chances. To fill them just enchant a dagger with Soul Trap.
* Damn, my weapon is draining -> Kill some creature, anything. It is rather ridiculous that the 200 charge would apply even to a bunny. Perhaps make it 20 charge per creature's level like Enai's Atronach Stone?
* You're hauling tons of crafting materials -> Solved with the increased carrying capacity.
* Scrolls and staves deal low damage -> Gotcha covered. This won't make 'em viable but it helps.
* Still, very little use for using a staff -> The capstone gives you some reason for it.
I tried putting the most necessary QOL stuff in earlier stages and the more exciting stuff as a final treat. I'm open to suggestions .
Why merchant? That doesn't really fit with anything in the class, I would have understood Inquisitor because it already comes with a boost to Staves, but Merchant?
That Perk doesn't really fit with the rest, why would a Class focused on fighting with Staves grant you a Carry weight bonus?
The main problem here is that it's really hard to figure out which weapon was used to kill an opponent (the best bet is to look up which animation was played to figure out which weapon was used, but then you need to be lucky and the animation has to still be running when the script triggers, so yeah, I don't know how to implement that. (and giving out charges when you kill something with a weapon in the other hand, is overpowered)
That alone doesn#t make a Staff useful, instead of a small bonus to the stuff in the other hand you could just equip another Weapon/Spell in the second hand, which probably will deal more damage and don't have the drawback a stave has aka running out of charges.
Okay; that sounded pretty negative again, sorry.
Btw
It was pretty easy to level it back in the days, but that got patched out because people abused it to power level (not sure why that was a problem in a single-player game, but that how it was)
In my opinion, crafting is really bad in Skyrim, without mods it is really tedious and not really rewarding for the most part, but once it#s mastered it's completely broken. And that comes to the main problem with crafting Classes, namely, you can design them around vanilla then they will still be boring and break the system even more once you mastered them and got crafting high enough or you can design them around a mod, which I have tried to avoid with all the Classes so far.
On staves, i have an Idea to make them more interesting and useful, but (if that ever will be finished) that will be a separate mod.
The idea of making a "crafting" class viable or fun is really hard. Perhaps that's the area of mods like Vokrii.
But yeah, if you could make Staves or Scrolls as part of a class that'd be awesome.