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.
| Class | Special Traits | Governing Skills | ||
|---|---|---|---|---|
| Primary Skills | Major Skills | Minor Skills | ||
| Acrobat | Athleticism, Adrenaline Rush, no light armor, no daedric gear, no axes, 1x Intelligence in spell points.
Starting Spells: Cure Health, Jumping |
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| Archer | No medium armor, no daedric gear, 1x Intelligence in spell points.
Starting Spells: Cause Damage, Cure Health |
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| Assassin | No light armor, no daedric gear, 1x Intelligence in spell points.
Starting Spells: Cause Damage, Cure Health, Invisibility |
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| Barbarian | No medium armor, no ebony gear, 1x Intelligence in spell points.
Starting Spells: Cause Damage, Cure Health |
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| Bard | No medium armor, no daedric gear, 1.5x Intelligence in spell points.
Starting Spells: Cure Health, Etherealness, Monster Summoning |
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| Battlemage | No light armor, no daedric gear, 2x Intelligence in spell points.
Starting Spells: Cause Damage, Cure Health, Etherealness |
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| Burglar | No light armor, no daedric gear, 1x Intelligence in spell points.
Starting Spells: Cure Health, Invisibility, Shiels |
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| Healer | Rapid Healing, no medium armor, no daedric gear, 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 heavy armor, no orcish gear, 1x Intelligence in spell points.
Starting Spell: Cure Health |
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| Mage | No medium armor, no daedric gear, 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, no light armor, no daedric gear, 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 | No light armor, no daedric gear, 2x Intelligence in spell points.
Starting Spells: Cure Health, Etherealness, Invisibility |
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| Ranger | No heavy armor, no daedric gear, 1x Intelligence in spell points.
Starting Spell: Cure Health |
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| Rogue | No medium armor, no daedric gear, 1x Intelligence in spell points.
Starting Spells: Cure Health, Etherealness |
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| Sorcerer | Spell Absorption, no medium armor, no daedric gear, 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 | No medium armor, no daedric gear, 1.5x Intelligence in spell points.
Starting Spells: Cause Damage, Shield |
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| Thief | No light armor, no daedric gear, 1x Intelligence in spell points.
Starting Spells: Cure Health, Etherealness, Invisibility |
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| Warrior | No heavy armor, no daedric gear, 1x Intelligence in spell points.
Starting Spells: Cause Damage, Cure Health |
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