Battlespire:Intrinsic Classes

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Each default class begins with several of the advantages and/or disadvantages which are available during custom class creation. These may include weaknesses, resistances, weapon and armor restrictions, and maximum spell points. In addition you can also pick you starting equipment (weapons, spells magical items and potions) at will. You can change all features of your default character during the character generation, except the skills that are picked for your primary, major and minor skills. The choices the games makes by default for a specific class are shown below. There is also the option to create an own class.

Intrinsic Battlespire Character Classes
Class Special Traits Governing Skills
Primary Skills Major Skills Minor Skills
Acrobat Athleticism, Adrenaline Rush, light armor only, no axes, 1x Intelligence in spell points.

Starting Spells: Cure Health, Jumping

  • Jumping
  • Dodging
  • Blunt Weapon
  • Hand to Hand
  • Stealth
  • Restoration
  • Swimming
  • Critical Strike
  • Missile
  • Long Blade
  • Alteration
  • Destruction
Archer light and medium armor only, 1x Intelligence in spell points.

Starting Spells: Cause Damage, Cure Health

  • Missile
  • Dodging
  • Short Blade
  • Axe
  • Destruction
  • Stealth
  • Jumping
  • Long Blade
  • Restoration
  • Thaumaturgy
  • Alteration
  • Mysticism
Assassin light armor only, 1x Intelligence in spell points.

Starting Spells: Cause Damage, Cure Health, Invisibility

  • Stealth
  • Backstabbing
  • Short Blade
  • Blunt Weapon
  • Mysticism
  • Missile
  • Destruction
  • Restoration
  • Thaumaturgy
  • Dodging
  • Alteration
  • Critical Strike
Barbarian light and medium armor only, no gear better than ebony, 1x Intelligence in spell points.

Starting Spells: Cause Damage, Cure Health

  • Axe
  • Jumping
  • Blunt Weapon
  • Hand to Hand
  • Long Blade
  • Swimming
  • Destruction
  • Restoration
  • Critical Strike
  • Missile
  • Dodging
  • Stealth
Bard light and medium armor only, 1.5x Intelligence in spell points.

Starting Spells: Cure Health, Etherealness, Monster Summoning

  • Hand to Hand
  • Long Blade
  • Stealth
  • Restoration
  • Backstabbing
  • Jumping
  • Destruction
  • Dodging
  • Missile
  • Thaumaturgy
  • Mysticism
  • Alteration
Battlemage light armor only, 2x Intelligence in spell points.

Starting Spells: Cause Damage, Cure Health, Etherealness

  • Destruction
  • Long Blade
  • Short Blade
  • Dodging
  • Thaumaturgy
  • Mysticism
  • Restoration
  • Critical Strike
  • Missile
  • Stealth
  • Alteration
  • Jumping
Burglar light armor only, 1x Intelligence in spell points.

Starting Spells: Cure Health, Invisibility, Shield

  • Jumping
  • Stealth
  • Short Blade
  • Alteration
  • Dodging
  • Swimming
  • Restoration
  • Illusion
  • Backstabbing
  • Destruction
  • Thaumaturgy
  • Missile
Healer Rapid Healing, light and medium armor only, no long bladed weapons, no axes, no missile weapons, 3x Intelligence in spell points.

Starting Spells: Cure Health, Etherealness, Spell Absorption

  • Restoration
  • Dodging
  • Blunt Weapon
  • Thaumaturgy
  • Mysticism
  • Alteration
  • Jumping
  • Stealth
  • Hand to hand
  • Illusion
  • Critical Strike
  • Short Blade
Knight No armor restrictions, no gear better than orcish, 1x Intelligence in spell points.

Starting Spell: Cure Health

  • Long Blade
  • Blunt Weapon
  • Short Blade
  • Dodging
  • Axe
  • Missile
  • Critical Strike
  • Destruction
  • Restoration
  • Jumping
  • Stealth
  • Alteration
Mage light and medium armor only, no long bladed weapons, no axes, no missile weapons, 3x Intelligence in spell points.

Starting Spells: Cause Damage, Cure Health, Etherealness, Monster Summoning, Shield, Spell Absorption, Vampiric Drain

  • Mysticism
  • Alteration
  • Thaumaturgy
  • Destruction
  • Restoration
  • Illusion
  • Blunt Weapon
  • Short Blade
  • Dodging
  • Stealth
  • Jumping
  • Swimming
Monk Athleticism, light armor only, no short bladed weapons, no long bladed weapons, no axes, 2x Intelligence in spell points.

Starting Spells: Cure Health, Shield

  • Dodging
  • Restoration
  • Blunt Weapon
  • Hand to Hand
  • Alteration
  • Missile
  • Critical Strike
  • Backstabbing
  • Jumping
  • Stealth
  • Thaumaturgy
  • Destruction
Nightblade light armor only, 2x Intelligence in spell points.

Starting Spells: Cure Health, Etherealness, Invisibility

  • Short Blade
  • Dodging
  • Thaumaturgy
  • Illusion
  • Stealth
  • Missile
  • Destruction
  • Long Blade
  • Critical Strike
  • Backstabbing
  • Restoration
  • Alteration
Ranger No armor restrictions, 1x Intelligence in spell points.

Starting Spell: Cure Health

  • Long Blade
  • Axe
  • Missile
  • Dodging
  • Blunt Weapon
  • Stealth
  • Restoration
  • Swimming
  • Alteration
  • Jumping
  • Critical Strike
  • Thaumaturgy
Rogue light and medium armor only, 1x Intelligence in spell points.

Starting Spells: Cure Health, Etherealness

  • Dodging
  • Long Blade
  • Short Blade
  • Critical Strike
  • Backstabbing
  • Jumping
  • Restoration
  • Thaumaturgy
  • Stealth
  • Blunt Weapon
  • Missile
  • Hand to Hand
Sorcerer Spell Absorption, light and medium armor only, no long bladed weapons, no axes, no missile weapons, 3x Intelligence in spell points.

Starting Spells: Cause Damage, Cure Health, Etherealness, Monster Summoning, Shield

  • Destruction
  • Alteration
  • Thaumaturgy
  • Mysticism
  • Restoration
  • Illusion
  • Critical Strike
  • Dodging
  • Stealth
  • Blunt Weapon
  • Jumping
  • Short Blade
Spellsword light and medium armor only, 1.5x Intelligence in spell points.

Starting Spells: Cause Damage, Shield

  • Axe
  • Jumping
  • Long Blade
  • Destruction
  • Blunt Weapon
  • Alteration
  • Stealth
  • Thaumaturgy
  • Restoration
  • Critical Strike
  • Dodging
  • Missile
Thief light armor only, 1x Intelligence in spell points.

Starting Spells: Cure Health, Etherealness, Invisibility

  • Stealth
  • Short Blade
  • Dodging
  • Backstabbing
  • Illusion
  • Jumping
  • Restoration
  • Long Blade
  • Critical Strike
  • Missile
  • Thaumaturgy
  • Alteration
Warrior No armor restrictions, 1x Intelligence in spell points.

Starting Spells: Cause Damage, Cure Health

  • Long Blade
  • Axe
  • Dodging
  • Critical Strike
  • Hand to Hand
  • Missile
  • Jumping
  • Stealth
  • Restoration
  • Destruction
  • Blunt Weapon
  • Alteration
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