Battlespire:Intrinsic Classes
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.
| Class | Special Traits | Governing Skills | ||
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| 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 |
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| Archer | light and medium armor only, 1x Intelligence in spell points.
Starting Spells: Cause Damage, Cure Health |
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| Assassin | light armor only, 1x Intelligence in spell points.
Starting Spells: Cause Damage, Cure Health, Invisibility |
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| Barbarian | light and medium armor only, no gear better than ebony, 1x Intelligence in spell points.
Starting Spells: Cause Damage, Cure Health |
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| Bard | light and medium armor only, 1.5x Intelligence in spell points.
Starting Spells: Cure Health, Etherealness, Monster Summoning |
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| Battlemage | light armor only, 2x Intelligence in spell points.
Starting Spells: Cause Damage, Cure Health, Etherealness |
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| Burglar | light armor only, 1x Intelligence in spell points.
Starting Spells: Cure Health, Invisibility, Shield |
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| 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 |
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| Knight | No armor restrictions, no gear better than orcish, 1x Intelligence in spell points.
Starting Spell: Cure Health |
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| 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 |
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| 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 |
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| Nightblade | light armor only, 2x Intelligence in spell points.
Starting Spells: Cure Health, Etherealness, Invisibility |
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| Ranger | No armor restrictions, 1x Intelligence in spell points.
Starting Spell: Cure Health |
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| Rogue | light and medium armor only, 1x Intelligence in spell points.
Starting Spells: Cure Health, Etherealness |
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| 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 |
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| Spellsword | light and medium armor only, 1.5x Intelligence in spell points.
Starting Spells: Cause Damage, Shield |
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| Thief | light armor only, 1x Intelligence in spell points.
Starting Spells: Cure Health, Etherealness, Invisibility |
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| Warrior | No armor restrictions, 1x Intelligence in spell points.
Starting Spells: Cause Damage, Cure Health |
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