Classes ( Arena ) Classes in help determine the starting attributes of the Eternal Champion , what equipment they can or can not use and whether or not they can cast spells . Classes can be either selected or generated by the player during character creation . If generated , the player will be asked ten preset questions to decide which class will be picked , although the choice can be changed if desired . There are a total of 18 classes in " Arena " , with 6 " subclasses " being divided into 3 main groups . Warrior classes . Warriors and their subclasses are the strong arm of the Empire . They are versatile and useful in most situations , since there is no question that any problem can be solved with a sword . Unless otherwise specified , Warriors and their subclasses cannot ever cast spells . The governing statistics for warriors and their subclasses are Strength and Endurance . A high Agility is also desirable , since this directly affects their Armor Rating . None of the Warrior classes can cast spells . Warriors . Warriors are the basic stock of the world of Tamriel . They are a versatile character , able to employ their skill at arms in almost any situation . They may use any weapon , armor , or shield . With the exception of Knights and Rangers , Warriors are the only other class able to wear plate armor . This fact is important , for only plate armor is strong enough to be enchanted . Therefore , only Warriors , Knights and Rangers may wear enchanted armor . Warriors are the second fastest to rise in experience , Thieves being the fastest . At high levels this , along with the use of magical equipment , puts them in equal standing with Mages and their ilk . Knights . Knights are the fighters of the noble class . They are well schooled in the ways of chivalry and conduct themselves with honor and dignity . Knights may use any weapon , wear any armor except for leather , and use any shields . In addition , because of a Knight ’ s innate strength of character , they are immune to paralysis , whether they by carried by spells or poison . They also have the ability to repair damaged weapons or armor . This ability is done automatically to any weapons or armor in their inventory . Knights and the other Warrior subclasses do not rise in experience as quickly as a Warrior . Rangers . Rangers are woodsmen and hunters , adept at tracking , survival , and pathfinding . Rangers may wear any armor up to and including plate armor , and use any weapon . Rangers because of their skills at tracking and survival automatically decrease their traveling time between cities . In addition , Rangers do extra damage equivalent to their level to their opponents . Archers . Archers are the marksmen of the Empire , adept at using any missile weapon during melee . They may wear any armor up to and including chain , and use any weapon . They may not use shields . Archers have a chance of causing a critical strike upon a target per experience level when using any missile weapon ( longbow or shortbow ) . A critical strike equals 3x the normal damage caused for the weapon used . Monks . Monks use the discipline of their mind to hone their bodies into lethal killing machines . Monks may not wear armor or use shields , but may use any weapon they prefer . Monks have a chance per level of experience to deliver a critical strike ( 3x damage ) when engaged with an opponent . They do not have this ability with missile weapons . Further , Monks deduct from their opponents base chance to hit for each level of experience they have attained . Because of their mental discipline , Monks can actually reduce the amount of damage they would normally take . If they successfully save versus a spell , it will result in no damage , as opposed to the normal result of taking half damage . Barbarians . Barbarians are warriors who have learned to fight in order to survive the harsh life of their homeland . Barbarians may wear armor up to and including Chain , and may use any weapon or shield . Barbarians begin with the most hit points of any character class . Because of their hardy upbringing , Barbarians have a natural immunity to poison . Barbarians , because of their incredible physique , heal additional health points based upon their endurance . Mage classes . Wizards and their subclasses use and manipulate the essence of magic . They are , at high levels , some of the most powerful characters available to play , mainly because of the wide variety of spells they can employ . Wizards and their subclasses use Intelligence and Willpower as their governing statistics . All of the Mage classes can cast spells . Mages . Mages are born and bred for manipulating magic . They may not wear armor or use shields . They may however use a limited assortment of weapons . They depend upon spells for offensive and defensive power . Mages have 2x their INT in spell points . Sorcerers . Sorcerers are a strange breed of magic users . They are those born with the potential of casting spells , but with no power to generate spell points internally . This does not make them any less powerful ; in fact Sorcerers have the potential to be the most powerful of all the Mage classes . This is because of the unique way in which they manipulate magic . Sorcerers are in essence , magical ‘ batteries ’ . They absorb spell points from spells that are targeted at them . Sorcerers may absorb up to 3x their INT in spell points . If a spell is absorbed , the Sorcerer takes no damage , but instead adds the spell ’ s total power points , divided by the Sorcerer ’ s level , to his / her own spell points . These points are permanent until used . If a Sorcerer fails to absorb a directed spell , they take the normal effects , whatever they may be . Sorcerers do not regenerate spell points and they do not absorb points from their own spells . If a Sorcerer has absorbed spell points to his / her maximum , they will be unable to absorb more spells , and will take damage from spells just as any other character . Regardless of these restrictions they have the ability to cast more powerful spells because when they are fully ‘ charged ’ , they have more spell points than any other Mage class . They can therefore cast more powerful spells at lower levels , provided that the spell is in their spellbook . Sorcerers have a wide selection of weapons and armor , but cannot use shields . Without a charge of spell points , they would quickly succumb to attacks if they did not practice defending themselves . Healers . Healers are mages dedicated to treating injuries and helping those in need . Their powers tend to be powerful in a defensive nature , and weak in an offensive nature . Healers have an increased base healing rate . Certain defensive spell effects in the Spellmaker are cheaper for a healer to purchase . Healers have 1 . 75x their INT in spell points . Battlemages . Battlemages are mages trained and bred to manipulate the essence of magic in battle . They are highly skilled at delivering offensive spells at their targets . They have 1 . 75x their INT in spell points . Certain offensive spell effects in the Spellmaker are cheaper for a Battle Mage to purchase . In combat , a trained Battle Mage has few equals . Spellswords . Spellswords are those few mages who have found that they have a unique ability cast spells while in armor or using weapons . They are warrior - mages , dedicating their lives to learning not only the arts of war , but the ethereal ways of power . They may use any weapon , almost any armor , and any shield except for the tower shield . Spellswords , because of their dedication to learning both arts , receive only 1 . 5x their INT in spell points . This is more than made up for by their versatility in combat and their increased starting hit points . Nightblades . Nightblades are those mages who have perfected their arts to help in activities involving infiltration , spying , and stealth . They are much like thieves , creatures of the night , able to use their considerable powers to help them in their nocturnal activities . In combat , Nightblades receive a chance per level of scoring a critical hit ( 3x damage ) . Nightblades can pick locks about as well as Rogues . They also receive 1 . 5x their INT in starting spell points . Thief classes . Although all thieves and thief sub - classes have the ability to pick locks , pick pockets , and steal items , various classes have certain advantages or disadvantages in these areas . The governing statistics for all thief classes are Agility and Intelligence . A high Speed rating is also very desirable . Only one of the Thief classes can cast spells ; the Bard . Thieves . Quick , agile , cunning , Thieves use agility and speed to steal for a living . They are useful in combat to surprise the enemy , scout , or try for critical hits . Thieves have a chance per level of experience to score a critical hit when attacking an opponent . A critical hit is defined as 3x the damage the weapon normally does . Thieves are the fastest to rise in experience levels . They start with 25 health points plus a d10 in health . Thieves have the ability to pick locks and pockets . This ability increases as the Thief increases in levels . Burglar s . Burglars are adept at picking locks and infiltrating different areas . They do this better than any other class , honing their skills to be able to find ways into areas thought inaccessible . They are very useful when exploring new dungeons , palaces , or other areas where others may be stopped by locked doors and / or chests . Because of the delicate nature of their work , they are restricted in the armor they may wear and the weapons they may carry . They may not use shields . Burglars also receive a chance per level to score a critical strike ( 3x damage ) when attacking an opponent , though they are not as adept at this as Thieves . Assassin s . Assassins are the dark hand of the night , their skills honed to the killing of others . They are very adept at this , able to find weak points or critical areas to strike , often felling opponents much more powerful than themselves . Assassins have the greatest chance per level to score a critical hit ( 3x damage ) when attacking . Because of their training , Assassins have a wide variety of weapons from which to pick , but because of their need for stealth , they are not allowed to wear armor greater than leather or allowed to use shields . Rogues . Rogues are thieves who have also trained in using arms and armor . They have combined the agile and cunning of their brethren with the skill of arms found in warriors . This makes them formidable and versatile . They are comparable in combat to the warrior class , but still retain the ability to pick locks and pockets . Rogues may wear up to chain armor and use any weapon or shield , with the exception of the Tower Shield . Rogues have a slight chance per level to critical strike an opponent ( 3x damage ) . Acrobats . Acrobats are thieves who have honed their physical skills in agility and balance to such a degree that they are almost supernaturally adept at scaling walls , running , jumping , and tumbling . They retain the ability to score a critical hit . They also have the ability to leap great distances and climb walls more securely and faster than the average thief . They are , in general , the fastest characters on foot . Further , because of their nimbleness , Acrobats deduct a certain percentage from their opponent ’ s base chance to hit when engaged in combat with them . This makes them difficult foes to hit , and dangerous adversaries . Because of their need for agility and speed , Acrobats use only leather armor , but never shields , and have a reasonable selection of weapons . Bards . Bards are the proverbial ‘ Jack of all Trades ’ . They are able to perform many tasks , including but not limited to : critical strikes , weapons skill , picking locks / pockets , and magic . They are a very versatile class , able to take up slack in almost any situation . Bards receive an amount equal to their INT in spell points . They have a wide selection of weapons , may wear armor up to chain , and use any shield except the Tower Shield . A Bard ’ s critical strike capability is useful when cornered by stronger opponents , though their chance to score is not as great as Thieves and the others in this subclass .