Daggerfall:ClassMaker

thumb|right|300px|The ClassMaker screen
The Custom Class Generator (or ClassMaker) allows you to create your own class. A 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 respectively more difficult or less difficult for the class to improve in skills and thus rise in levels. The Skill Advancement bar represents the difficulty of a custom class learning new skills.
 
 

Class Name
The name of your custom class may contain up to 23 letters. This is purely for role-playing purposes and does not affect gameplay.
 

Attributes
While predefined 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.

Each attribute may be raised to 75 or lowered to 10 points, 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 an attribute, click to select it (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. When all attributes have been adjusted, the counter must read 0.

Bugs
 

Skills
More than anything else, skills define a class. Pick the most important three skills for your custom 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 new character class, but they will be very low when the game begins and 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 between 28 and 31
Major skills will start between 18 and 21
Minor skills will start between 13 and 16
Miscellaneous skills will start between 3 and 6

Skill Advancement For Class
This indicates the speed at which you will 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 0.3x means that you will need 0.3 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.

Max Hit Points 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 hit points per level and 60 endurance, you will gain between 5 and 10 hit points, plus 1. This feature increases your maximum hit points per level and the difficulty slider.

Special Advantages
Special advantages give the class extra abilities. Adding special advantages to a class increases Skill Advancement difficulty. You can select a maximum of seven special advantages.

Some advantages work only in certain places. 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.



Special Disadvantages
Special disadvantages impose restrictions on the class. Special disadvantages also lower the Skill Advancement difficulty. You can select a maximum of seven special disadvantages.

Some disadvantages work only in certain places. 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 paralysis, could take a critical weakness to paralysis and remain immune.



Bugs
 
This bug is not present as of the latest patch (v1.07.213).
 
This bug was fixed in Daggerfall Unity.
 
 
 
This exploit was fixed in Daggerfall Unity, in which:
A High Elf with no weakness to paralysis will have full immunity to it.
A High Elf with low tolerance to paralysis will have 75% resistance to it.
A High Elf with critical weakness to paralysis will have 50% resistance to it.
 
This exploit was fixed in Daggerfall Unity.
 
This bug was fixed in Daggerfall Unity.

Notes
Acute Hearing's practical benefits are not evident.
Daggerfall Unity changes it so Acute Hearing increases the range from which enemy sounds can be heard by 25%, or 50% if enhanced by a magic item.
Adrenaline Rush's practical benefits are not evident.
Daggerfall Unity changes it so Adrenaline Rush increases combat odds by 5, or by 8 if enhanced by a magic item.
Athleticism's practical benefits are not evident.
Daggerfall Unity changes it so Athleticism makes a character lose fatigue 10% slower, or 20% slower if enhanced by a magic item. it also increases jump height by 10%, or 20% if enhanced by a magic item. This does not stack with a Jumping spell effect.

Reputations
Editing Reputations is an optional class creation feature which allows you to help determine how certain broad societal factions are inclined to react to you. These groups are not the only reputation groups in the game: they are merely the broadest and the most common. The base average of all the reputation groups together must always equal zero. Thus if you add five points to your reputation with one group, you must subtract a total of five points from the others.

Note: In order to edit these, you must click on the darker bar to the left of the category name.

Skill Advancement Cost
This table lists all effects that influence the dagger on the Skill Advancement for Class chart. 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 40 points.