Gameplay:Classes

## What Defines a Class

Each class has one or two of four Specializations:

* Arcana (Magic, Gods, & Spirits)
* Physis (Science, Technology, & Engineering)
* Guile (Stealth, Speechcraft, & Survival)
* Martial (Combat, Athletics, & Smithing)

Each of the ninety-two Skills is also classified into one of these Specializations. Your character enjoys a five-point bonus to their starting proficiency in the Skills that match the Specialization of their class. They also increase those Skills faster, needing only 80% of the normal experience points for each Skill level.

Each class also favors three of the eleven Attributes. Your character will start with ten extra points in the favored Attributes of their class, added to the values determined by their starting attributes, race, and gender.

Each class categorizes five Skills as "Primary", seven others as "Major", ten others as "Minor", and the remaining seventy as "Miscellaneous". The greatest significance of this is that only Primary, Major, and Minor Skills advance your progress toward the next level when they increase. Another benefit, however, is that your character's proficiencies will get a +15 starting bonus in each Major Skill, a +10 starting bonus in each Major Skill, and a +5 starting bonus in each Minor Skill. The experience points required to increase a Skill are only 50% of normal for Primary and 75% of normal for Major Skills, but they are increased to 125% of normal for Miscellaneous Skills.

## Custom Classes

With a custom class, you can select all of the class-specific details freely. This includes all of the five primary, seven major, and ten minor skills affiliated with the class as well as selecting three of the eleven attributes for +10 point permanent bonuses.

For a custom class you need to select the following:

* **Specialization** (Arcana, Physis, Guile, Martial) -- +5 to related Skills, 80% xp to level for related Skills.
	+ For Arcana : Arcana, Abjuration, Transmutation, Restoration, Illusion, Divination, Evocation, Conjuration, Necromancy, Thaumaturgy, Mysticism, Alchemy, Enchanting, and Spellcraft
	+ For Physis : Physis, Formal Science, Mathematics, Computer Science, Natural Science, Biology, Chemistry, Physics, Aerology, Geology, Astronomy, Social Science, Anthropology, Economics, Linguistics, Military Science, Politology, Psychology, Historia, Applied Science, Flying, Medicine, Electrical Engineering, Mechanical Engineering, and Structural Engineering
	+ For Guile : Guile, Acrobatics, Dodge, Driving, Disguise, Escape Artist, Handle Animal, Locksmith, Pickpocket, Sleight of Hand, Sneak, Speechcraft, Bluff, Bribery, Etiquette, Intimidate, Mercantile, Sense Motive, Streetwise, Survival, Carpentry, Cartography, Cooking, Forgery, and Trapping
	+ For Martial : Martial, Athletics, Melee, Axe, Blunt, Long Blade, Polearm, Short Blade, Equestrianism, Explosive, Marksman, Archery, Energy Weapon, Heavy Weapon, Light Weapon, Small Arm, Thrown, One Handed, Two Handed, Unarmed, Block, Powered Armor, Heavy Armor, Medium Armor, Light Armor, Unarmored, Armorsmith, Fletching, Gunsmith, and Weaponsmith
* **Two Favored Attributes** -- +10 to these Attributes.
* **Five Primary Skills** -- +15 to these Skills, 50% xp to level for these Skills.
* **Seven Major Skills** -- +10 to these Skills, 75% xp to level for these Skills.
* **Ten Minor Skills** -- +5 to these Skills.

Minor skills level up at the normal rate and Miscellaneous skills take 125% the xp. So the starting bonuses and xp to level for any class combinations are: