Classes (Morrowind)

Classes are occupations, vocations, or jobs fulfilled by player characters and NPCs in . After being introduced, and brought ashore, The Hero, also known as the Nerevarine, is asked by Socucius Ergalla to choose a class, or create a custom one.
==Description==
Morrowind hosts 21 set classes for players to choose from, each with its own skill set, governing attributes, and abilities. Classes specializing in stealth include Acrobat, Agent, and Thief. Magic-using classes include Mage, Sorcerer, and Witchhunter. Fighter classes include Knight, Barbarian, and Warrior. Some classes cross the traditional styles of gameplay, sampling skills from each of the three archetypes. The Nightblade class, which uses swords, magic, and armor, illustrates this cross-class genre of character class. If none of these options suit a player, they may create their own, custom made class.
==Acrobat==
Acrobat is a polite euphemism for agile burglars and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture.
*Specialization: Stealth
*Attributes: Agility, Endurance
Major Skills:
*Acrobatics
*Athletics
*Marksman
*Sneak
*Unarmored
Minor Skills:
*Speechcraft
*Alteration
*Spear
*Hand-to-Hand
*Light Armor
==Agent==
Agents are operatives skilled in deception and avoidance, but trained in self-defense and the use of deadly force. Self-reliant and independent, agents devote themselves to personal goals, or to various patrons or causes.
*Specialization: Stealth
*Attributes: Personality, Agility
Major Skills:
*Speechcraft
*Sneak
*Acrobatics
*Light Armor
*Short Blade
Minor Skills:
*Mercantile
*Conjuration
*Block
*Unarmored
*Illusion
==Archer==
Archers are fighters specializing in long-range combat and rapid movement. Opponents are kept at distance by ranged weapons and swift maneuver, and engaged in melee with sword and shield after the enemy is wounded and weary.
*Specialization: Combat
*Attributes: Agility, Strength
Major Skills:
*Marksman
*Long Blade
*Block
*Athletics
*Light Armor
Minor Skills:
*Unarmored
*Spear
*Restoration
*Sneak
*Medium Armor
==Assassin==
Assassins are killers who rely on stealth and mobility to approach victims undetected. Execution with ranged weapons or with short blades for close work. Assassins include ruthless murderers and principled agents of noble causes.
*Specialization: Stealth
*Attributes: Speed, Intelligence
Major Skills:
*Short Blade
*Sneak
*Marksman
*Light Armor
*Acrobatics
Minor Skills:
*Security
*Long Blade
*Alchemy
*Block
*Athletics
==Barbarian==
Barbarians are the proud, savage warrior elite of the plains nomads, mountain tribes, and sea reavers. They tend to be brutal and direct, lacking civilized graces, but they glory in heroic feats, and excel in fierce, frenzied single combat.
*Specialization: Combat
*Attributes: Strength, Speed
Major Skills:
*Axe
*Medium Armor
*Blunt Weapon
*Athletics
*Block
Minor Skills:
*Acrobatics
*Light Armor
*Armorer
*Marksman
*Unarmored
==Bard==
Bards are loremasters and storytellers. They crave adventure for the wisdom and insight to be gained, and must depend on sword, shield, spell and enchantment to preserve them from the perils of their educational experiences.
*Specialization: Stealth
*Attributes: Personality, Intelligence
Major Skills:
*Speechcraft
*Alchemy
*Acrobatics
*Long Blade
*Block
Minor Skills:
*Mercantile
*Illusion
*Medium Armor
*Enchant
*Security
==Battlemage==
Battlemages are wizard-warriors, trained in both lethal spellcasting and heavily armored combat. They sacrifice mobility and versatility for the ability to supplement melee and ranged attacks with elemental damage and summoned creatures.
*Specialization: Magic
*Attributes: Intelligence, Strength
Major Skills:
*Alteration
*Destruction
*Conjuration
*Axe
*Heavy Armor
Minor Skills:
*Mysticism
*Long Blade
*Marksman
*Enchant
*Alchemy
Spells:
*Shield (Shield 5 points for 30 seconds on self)
*Water Walking (Water Walking for 60 seconds on self)
*Bound Dagger (Bound Dagger for 60 seconds on self)
*Summon Ancestral Ghost (Summon Ancestral Ghost for 60 seconds on self)
*Fire Bite (Fire Damage 15–30 damage on touch)
==Crusader==
Any heavily armored warrior with spell-casting powers and a good cause may call himself a Crusader. Crusaders do well simply by doing good as opposed to evil. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil.
*Specialization: Combat
*Attributes: Agility, Strength
Major Skills:
*Blunt Weapon
*Long Blade
*Destruction
*Heavy Armor
*Block
Minor Skills:
*Restoration
*Armorer
*Hand-to-Hand
*Medium Armor
*Alchemy
Spells
*Fire Bite (Fire Damage 15–30 points on touch)
==Healer==
Healers are spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. When threatened, they defend themselves with reason, disabling attacks and magic, relying on deadly force only in extremity.
*Specialization: Magic
*Attributes: Willpower, Personality
Major Skills:
*Restoration
*Mysticism
*Alteration
*Hand-to-Hand
*Speechcraft
Minor Skills:
*Illusion
*Alchemy
*Unarmored
*Light Armor
*Blunt Weapon
Spells:
*Hearth Heal (Restore Health 20–80 points on self)
*Shield (Shield 5 points for 30 seconds on self)
*Water Walking (Water Walking for 60 seconds on self)
*Detect Creature (Detect Animal 50–150 ft for 5 seconds on self)
==Knight==
Of noble birth, or distinguished in battle or tourney, knights are civilized warriors, schooled in letters and courtesy, governed by the codes of chivalry. In addition to the arts of war, knights study the lore of healing and enchantment.
*Specialization: Combat
*Attributes: Strength, Personality
Major Skills:
*Long Blade
*Axe
*Speechcraft
*Heavy Armor
*Block
Minor Skills:
*Restoration
*Mercantile
*Medium Armor
*Enchant
*Armorer
==Mage==
Most mages claim to study magic for its intellectual rewards, but they also often profit from its practical applications. Varying widely in temperament and motivation, mages share but one thing in common - an avid love of spellcasting.
*Specialization: Magic
*Attributes: Intelligence, Willpower
Major Skills:
*Mysticism
*Destruction
*Alteration
*Illusion
*Restoration
Minor Skills:
*Enchant
*Alchemy
*Unarmored
*Short Blade
*Conjuration
Spells
*Hearth Heal (Restore Health 20–80 points on self)
*Shield (Shield 5 points for 30 seconds on self)
*Water Walking (Water Walking for 60 seconds on self)
*Fire Bite (Fire Damage 15–30 points on touch)
*Chameleon (Chameleon 10% for 30 seconds on self)
*Sanctuary (Sanctuary 10 points for 30 seconds on self)
*Detect Creature (Detect Animal 50–150 feet for 5 seconds on self)
==Monk==
Monks are students of the ancient martial arts of hand-to-hand combat and unarmored self-defense. Monks avoid detection by stealth, mobility, and Agility, and are skilled with a variety of ranged and close-combat weapons.
*Specialization: Stealth
*Attributes: Agility, Willpower
Major Skills:
*Hand-to-Hand
*Unarmored
*Athletics
*Acrobatics
*Sneak
Minor Skills:
*Block
*Marksman
*Light Armor
*Restoration
*Blunt Weapon
==Nightblade==
Nightblades are spellcasters who use their magics to enhance mobility, concealment, and stealthy close combat. They have a sinister reputation, since many nightblades are thieves, enforcers, assassins, or covert agents.
*Specialization: Magic
*Attributes: Willpower, Speed
Major Skills:
*Mysticism
*Illusion
*Alteration
*Sneak
*Short Blade
Minor Skills:
*Light Armor
*Unarmored
*Destruction
*Marksman
*Security
Spells:
*Shield (Shield 5 points for 30 seconds on self)
*Water Walking (Water Walking for 60 seconds on self)
*Fire Bite (Fire Damage 15–30 points on touch)
*Chameleon (Chameleon 10% for 30 seconds on self)
*Sanctuary (Sanctuary 10 points for 30 seconds on self)
*Detect Creature (Detect Animal 50–150 feet for 5 seconds on self)
==Pilgrim==
Pilgrims are travellers, seekers of truth and enlightenment. They fortify themselves for road and wilderness with arms, armor, and magic, and through wide experience of the world, they become shrewd in commerce and persuasion.
*Specialization: Stealth
*Attributes: Personality, Endurance
Major Skills:
*Speechcraft
*Mercantile
*Marksman
*Restoration
*Medium Armor
Minor Skills:
*Illusion
*Hand-to-Hand
*Short Blade
*Block
*Alchemy
Spells:
*Hearth Heal (Restore Health 20–80 points on self)
==Rogue==
Rogues are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive.
*Specialization: Combat
*Attributes: Speed, Personality
Major Skills:
*Short Blade
*Mercantile
*Axe
*Light Armor
*Hand-to-Hand
Minor Skills:
*Block
*Medium Armor
*Speechcraft
*Athletics
*Long Blade
==Scout==
Scouts rely on stealth to survey routes and opponents, using ranged weapons and skirmish tactics when forced to fight. By contrast with barbarians, in combat scouts tend to be cautious and methodical, rather than impulsive.
*Specialization: Combat
*Attributes: Speed, Endurance
Major Skills:
*Sneak
*Long Blade
*Medium Armor
*Athletics
*Block
Minor Skills:
*Marksman
*Alchemy
*Alteration
*Light Armor
*Unarmored
==Sorcerer==
Though spellcasters by vocation, sorcerers rely most on summonings and enchantments. They are greedy for magic scrolls, rings, armor and weapons, and commanding undead and Daedric servants gratifies their egos.
*Specialization: Magic
*Attributes: Intelligence, Endurance
Major Skills:
*Enchant
*Conjuration
*Mysticism
*Destruction
*Alteration
Minor Skills:
*Illusion
*Medium Armor
*Heavy Armor
*Marksman
*Short Blade
Spells:
*Shield (Shield 5 points for 30 seconds on self)
*Water Walking (Water Walking for 60 seconds on self)
*Bound Dagger (Bound Dagger for 60 seconds on self)
*Summon Ancestral Ghost (Summon Ancestral Ghost for 60 seconds on self)
*Fire Bite (Fire Damage 15–30 points on touch)
*Detect Creature (Detect Animal 50–150 feet for 5 seconds on self)
==Spellsword==
Spellswords are spellcasting specialists trained to support Imperial troops in skirmish and in battle. Veteran spellswords are prized as mercenaries, and well-suited for careers as adventurers and soldiers-of-fortune.
*Specialization: Magic
*Attributes: Willpower, Endurance
Major Skills:
*Block
*Restoration
*Long Blade
*Destruction
*Alteration
Minor Skills:
*Blunt Weapon
*Enchant
*Alchemy
*Medium Armor
*Axe
Spells:
*Hearth Heal (Restore Health 20–80 points on self)
*Shield (Shield 5 points for 30 seconds on self)
*Water Walking (Water Walking for 60 second on self)
*Fire Bite (Fire Damage 15–30 points on touch)
==Thief==
Thieves are pickpockets and pilferers. Unlike robbers, who kill and loot, thieves typically choose stealth and subterfuge over violence, and often entertain romantic notions of their charm and cleverness in their acquisitive activities.
*Specialization: Stealth
*Attributes: Speed, Agility
Major Skills:
*Security
*Sneak
*Acrobatics
*Light Armor
*Short Blade
Minor Skills:
*Marksman
*Speechcraft
*Hand-to-Hand
*Mercantile
*Athletics
==Warrior==
Warriors are the professional men-at-arms, soldiers, mercenaries, and adventurers of the Empire, trained with various weapons and armor styles, conditioned by long marches, and hardened by ambush, skirmish, and battle.
*Specialization: Combat
*Attributes: Strength, Endurance
Major Skills:
*Long Blade
*Medium Armor
*Heavy Armor
*Athletics
*Block
Minor Skills:
*Armorer
*Spear
*Marksman
*Axe
*Blunt Weapon
==Witchhunter==
Witchhunters are dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery. They train for martial, magical, and stealthy war against vampires, witches, warlocks, and necromancers.
*Specialization: Magic
*Attributes: Intelligence, Agility
Major Skills:
*Conjuration
*Enchant
*Alchemy
*Light Armor
*Marksman
Minor Skills:
*Unarmored
*Block
*Blunt Weapon
*Sneak
*Mysticism
Spells:
*Bound Dagger (Bound Dagger for 60 seconds on self)
*Summon Ancestral Ghost (Summon Ancestral Ghost for 60 seconds on self)
==See Also==
*Birthsigns
*Races
es:Clases (Morrowind)
fr:Classes (Morrowind)
ru:Классы (Morrowind)
uk:Класи (Morrowind)
Category:Morrowind: Classes
Category:Morrowind: Gameplay