The ClassMaker allows you to create your own class. Your new class must include:
- A Name
- 3 Primary Skills
- 3 Major Skills
- 6 Minor Skills
All other custom features are optional. Adjusting some of these, such as adding special advantages or disadvantages and higher or lower health points per level, makes it more or less difficult for the class to improve in skills and thus rise in levels. The sliding "dagger" bar marked "Skill Advancement" represents the difficulty of a class learning new skills.
While standard character classes rely on the attribute range belonging to their race, custom characters can create their own attribute ranges. Custom characters begin with a base 50 in each attribute, which may be modified before generating the character. When the character is actually created, the game may add as much as 10 points to each attribute.
All attributes may be raised or lowered by as much as 25 points each, but the base average must equal 50. Thus, if 15 points are added to Strength, 10 points are added to Intelligence, and 15 points are added to Endurance, then a total of 40 points must be subtracted from two or more of the remaining attributes (Willpower, Agility, Personality, Speed, and/or Luck).
To change the starting point of any attribute, select the attribute (the counter will move next to that attribute), click the arrow above the counter to add a point to the attribute or click the arrow below the counter to remove a point from the attribute. When all attributes have been adjusted, the counter must read 0.
- If there are undistributed points in the counter, pressing "U" will reset the counter to zero. (verified in v.213, v1.79 and unpatched.)
 Class Name
You may choose any name for your new character class, so long as the name does not exceed 23 letters.
More than anything else, skills define a class. Pick the most important three skills for your class as Primary Skills, the next three important skills as Major Skills, and the next six important as Minor Skills. The other skills will be available for your character class, but they will be poorly mastered if known at all when the game begins, and they will be more difficult to raise. It is more important to pick skills most commonly used by the new class for the Primary and Major Skills. these skills will increase with constant use and, as the skills increase, so will the character's level.
- Primary skills will start in the upper 20s to lower 30s
- Major skills will start in the lower to mid-20s
- Minor skills start in the mid-teens
- Miscellaneous skills typically start at five or less
 Skill Advancement
This is your "Difficulty Dagger". This changes how fast you level up. Having the bar at 3.0x means that you will need 3 times the normal skill checks to advance the skill. Having the bar at .3x means that you will need .3 times the normal skill checks to advance. This bar is changed by any advantages and/or disadvantages, maximum hit points per level, and your game speed.
Editing Reputations is an optional class creation feature which allows you to help determine how certain broad societal factions are inclined to react to someone of your custom class. These groups are by no means the only reputational groups in the game: they are merely the broadest and the most common. The base average of all the reputational groups together must always equal zero. Thus if you add five points to your reputation with one group, you must subtract five from another.
Note: In order to edit these, you must click on the darker bar to the left of the category name.
 Max Hitpoints Per Level
The game system makes it so that at each level, you gain between 1/2 of this value and this value, plus your endurance modifier. So if you have a maximum of 10 hitpoints per level and 60 endurance, you will gain between 5 and 10 hitpoints, plus 1. This feature increases your maximum hitpoints per level and the difficulty slider.
 Special Advantages
Special Advantages are optional finishing touches for the customized class. Adding Special Advantages to a class always increases the difficulty of improving skill levels. Watch the dagger bar marked "Skill Advancement", the higher the dagger, the tougher it is to raise skill levels. You can select a maximum of 7 Special Advantages.
Some advantages work only in certain places. Note that many have the options "In Darkness", "In Light", and "In Water". "In Darkness" means that the advantage will work only in dungeons and at night. "In Light" means that the advantage works only in daylight or buildings that are well-lit.
- Acute Hearing - Not Included in Manual. Suspected to increase range at which you can hear other animals. (This seems to remove the chance that a wandering monster in a dungeon will hit you before waking you up by its approach.[verification needed — Originally tagged as "by experimentation", so could use independent confirmation.])
- Adrenaline Rush - When low on health, the Adrenaline kicks in, giving you bonuses to some attributes.
- Athleticism - Stamina decreases slower when running, jumping, climbing, and swimming.
- Bonus to Hit - Increases accuracy and damage against certain monsters. Note that if you have a bonus to hit a monster, you may not have a phobia of the same monster.
- Expertise In - Increases accuracy and damage with a certain weapon. Note that if you have this advantage, you may not have the disadvantage "Forbidden Weaponry" for the same weapon.
- Blunt Weapon
- Hand to Hand
- Long Blade
- Missile Weapon
- Short Blade
- Immunity - Allows the player to become immune to the selected element or status effect. Note that the class would not be able to choose the similar "resistance", "critical weakness", or "low tolerance" advantage/disadvantage.
- Increased Magery - This increases the amount of Magicka the player has. Essential for magic users, since by default Spell Points are only at 0.5x Int.
- 1.5x Int in Spell Points
- 1.75x Int in Spell Points
- 2x Int in Spell Points
- 3x Int in Spell Points
- Int in Spell Points
- Rapid Healing - This allows the player to increase the rate he/she heals while resting.
- In Darkness
- In Light
- Regenerate Health - Allows the player to slowly regenerate health. (15 HP/hour)
- While Immersed in Water
- Resistance - Allows the player to resist the selected element/status effect. Note that the class would not be able to choose the similar "immunity", "critical weakness", or "low tolerance" advantage/disadvantage.
- Spell Absorption - Allows the player to sometimes absorb spells. ((INT+WIL)/2)
 Special Disadvantages
Special Disadvantages are optional finishing touches such as Forbidden Weaponry and Inability to Regenerate Spell Points for the customized class. The primary reason to add Special Disadvantages is to lower the difficulty of raising skill levels. you can select a maximum of 7 Special Disadvantages. Some disadvantages work only in certain places. Note that many have the options "In Darkness", "In Light", and "In Water". "In Darkness" means that the disadvantage will work only in dungeons and at night. "In Light" means that the disadvantage works only in daylight or buildings that are well-lit. Any advantages you have from your race or vampirism will override your potential weaknesses. So High Elves, who are immune to paralyzation, could take a critical weakness to paralyzation and remain immune.
- Critical Weakness - Makes the player very vulnerable to the selected element/status effect. Note that the class would not be able to choose the similar "resistance", "immunity", or "low tolerance" advantage/disadvantage.
- Damage - The player suffers 12 HP damage per 4 in-game minutes in certain places
- Darkness Powered Magery - This hinders the player's magic ability during the day.
- Lower Magic Ability in Daylight (This decreases the maximum amount of Magicka)
- Unable to Use Magic in Daylight
- Forbidden Armor Types - Makes it impossible to wear certain armor.
- Plate (Iron, Steel, Silver, Elven, Dwarven, Mithril, Adamantium, Orcish, Ebony, and Daedric armor)
- Forbidden Material - This forbids the player from wearing armor AND weapons of the selected material.
- Forbidden Shield Types - The player can't use shields of this type.
- Kite Shield
- Round Shield
- Tower Shield
- Forbidden Weaponry - The player can't use weapons of this type.
- Blunt Weapon
- Hand to Hand
- Long Blade
- Missile Weapon
- Short Blade
- Inability to Regen Spell Points - The class gets the inability to regenerate spell points while resting.
- Light Powered Magery - This hinders the player's magic ability during the night and in dungeons.
- Lower Magic Ability in Darkness (Decreases the maximum magicka.)
- Unable to Use Magic in Darkness
- Low Tolerance - Causes the player to be slightly weak to selected elements/status effects. Note that the class would not be able to choose the similar "resistance", "critical weakness", or "immunity" advantage/disadvantage.
- Phobia - Decreases the damage and the accuracy against the selected type of enemy. Note that if you have a phobia against a certain type of monster, you may not take the "Bonus To-Hit" advantage for that same monster.
- Note that this is only verified in the unpatched version: there is a cheat/bug that allows you to forbid yourself from a given weaponry/material/shield twice with the same skill advancement increase and be immune to as well as having a critical weakness to shock netting a skill advancement bonus.
- Also, you can choose critical weakness to disease and then answer the background questions such that you get a further penalty to disease ("Your frail health as a child has made you less resistant to disease." or "You have the most trouble avoiding diseases."), the net result being that you will be almost, if not completely immune to disease. This bug is the result of an overflow -- the system confuses a negative number with a very high positive number. Note that immunity/resistance to disease does not lower the chance to contract vampirism or lycanthropy. The odds of contracting either are constant at 0.6% and neither advantages nor disadvantages modify the odds.
- There is an exploit/bug that allows you to choose both types of darkness powered magery, meaning you can get both Lower Magic Ability in Daylight and Unable to Use Magic in Daylight. This is also true for the Light Powered magery disadvantage.
- You can pick all the Increased magic special advantages but they don't stack and only the last one added is applied.
 Skill Advancement Cost
This table lists all effects that influence the difficulty dagger. Each effect is measured in points, where one point is the smallest increase/decrease possible. For comparison: To get to the lowest factor of 0.3, you need a total of -12 points, while the highest allowed value is 48 points.
|Max HP +1 (> 8)||1|
|Max HP -1 (< 8)||-2|
|Bonus to Hit Animal||6|
|Bonus to Hit Daedra||3|
|Bonus to Hit Humanoid||6|
|Bonus to Hit Undead||6|
|Expertise in ...||2|
|Immunity to ...||10|
|Increased Magery 1.0x||2|
|Increased Magery 1.5x||4|
|Increased Magery 1.75x||6|
|Increased Magery 2.0x||8|
|Increased Magery 3.0x||10|
|Rapid Healing (general)||4|
|Rapid Healing (darkness)||3|
|Rapid Healing (light)||1|
|Regenerate Health (general)||14|
|Regenerate Health (darkness)||10|
|Regenerate Health (light)||6|
|Regenerate Health (water)||2|
|Resistance to ...||5|
|Spell Absorbtion (general)||14|
|Spell Absorbtion (darkness)||12|
|Spell Absorbtion (light)||8|
|Critical Weakness to ...||-14|
|Damage from Holy Places||-6|
|Damage from Sunlight||-10|
|Darkness-powered lower magic||-7|
|Darkness-powered no magic||-10|
|Forbidden Armor: Chain||-2|
|Forbidden Armor: Leather||-1|
|Forbidden Armor: Plate||-5|
|Forbidden Material: Adamantium||-5|
|Forbidden Material: Daedric||-2|
|Forbidden Material: Dwarven||-7|
|Forbidden Material: Ebony||-4|
|Forbidden Material: Elven||-9|
|Forbidden Material: Iron||-1|
|Forbidden Material: Mithril||-6|
|Forbidden Material: Orcish||-3|
|Forbidden Material: Silver||-6|
|Forbidden Material: Steel||-10|
|Forbidden Shield: ...||-1|
|Forbidden Weapon: ...||-2|
|Inability to Regen SP||-14|
|Light-powered lower Magic||-10|
|Light-powered no Magic||-14|
|Low Tolerance to ...||-5|