Classes Redone Mod

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harbinger451
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Classes Redone Mod

Post by harbinger451 »

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Buffs the default Classes, not only to make them more playable, but to toughen the Human Enemy NPCs and make them more of a challenge to your maxed out Custom Class PC.

DESCRIPTION:

The default classes have been buffed and, in some cases, made more individual and versatile. Some similar classes have been more greatly differentiated so as to present a wider choice in potential character types and play styles. I've increased the Hit Points of all classes, except Barbarian (reduced from 25 to 23), which was pretty bolstered to begin with. They still have the highest Hit Point scores of all the Classes, but some of the others now give them a run for their money in that department. Many classes have been made more dangerous and deadly to come up against... especially at higher levels. Existing class descriptions have been updated to reflect the changes.

This mod is heavily influenced by ACNAero's Better Default Classes, with a fair few of the same changes, but with a fair few of them missed out, added to, or changed. This is very much my interpretation of how the Default Classes should be. I'm well aware that you can't please all of the people all of the time, especially with something like this, so I've very much geared it to my own preferences, keeping each Class relatively faithful to the original ones (granted, some more so than others). I've given most some sort of Weapon Expertise or a To-Hit bonus, along with other pertinent advantages and disadvantages; I've also added some magery to a few that didn't have it. The magery changes are mostly inline with the same classes in later Elder Scrolls games like Battlespire and Morrowind.

Where needed, the above changes and additions are reflected in the newly edited Class Descriptions (text string IDs 2100-2117) which quote the new Primary and Major skills and often allude to the more important advantages and disadvantages. A complete description of all the changes can be found below. All classes will level slower than the original ones, due to the increased Max Hit Points and added Advantages, but they are all now much easier to play at lower levels.

RECOMMENDED MODS:

My Background Question And History Fixes mod is designed to compliment this one, so obviously I recommend it.

My Classes Expanded mod is also designed to compliment this one - by adding 14 NEW CLASSES for you to choose from.

Some of the classes can be enhanced by using Macadaynu's Language Skills Overhaul - An NPC Follower Mod. It's not required (you can use this mod without it perfectly fine), but it is recommended, especially for the Ranger, Barbarian and Sorcerer classes because that mod introduces specific Animal Training*, Silvan Tongue* and Necromancy* skills to the game (by reworking some of the existing language skills).

VERSIONS:

Version 1.0: Initial Release.

Version 1.1: Includes some minor corrections and adjustments to the Mage, Healer, Nightblade, Bard, Acrobat, Thief, Barbarian, Warrior and Knight CLASS files.

Version 1.2: A few more balance issues and oversights corrected. Hopefully the final version.

Version 1.3: Added Frost Resistance to Ranger and Barbarian (outdoor types used to cold), added Plate Armor to Sorcerer, Rogue and (back to) Ranger (plate was massively under-represented; now each broad character type has at least one class with access to it). Added skills Spriggan (Animal Training*) back to Ranger, Centaurian (Silvan Tongue*) to Barbarian, and Nymph (Necromancy*) to Sorcerer. Made a few further tweaks for balance. FINAL!

Version 1.4: Remodeled the Barbarian class a little (see DETAILS below) after some feedback I agreed with. Refined some of the Class descriptions (Healer, Burglar, Thief, Monk, Barbarian and Warrior). Absolutely the FINAL version (barring any unforeseen fixes).

Version 1.5: Optimized the method for adding text, corrected a few mistakes in the class description texts, and made some slight changes to the Spellsword and Barbarian Classes. For DFU 0.15.4a or above.

Version 1.6: Includes minor change to the Burglar Class (put pickpocket skill back in and removed running skill). Still needs DFU 0.15.4a or above.

DOWNLOAD:

From NEXUS here: https://www.nexusmods.com/daggerfallunity/mods/446!

HOW TO INSTALL:

This mod cannot be installed using VORTEX! You must paste the CLASS files into your original Daggerfall game's ARENA2 folder and then paste the dfmod file into your Daggerfall Unity's StreamingAssets/MODs folder. Overwrite as required. Make sure the dfmod is enabled and play. Obviously, because this mod affects character creation, it requires a new character in a new game... though the new CLASS files will probably affect NPCs in an existing game too.

HOW TO UNINSTALL:

Delete the dfmod and paste the Backup CLASS files provided with this mod into the the original game's AREN2 folder and over-write. This will return the Classes and their descriptions to their original form.

PROBLEMS AND CONFLICTS:

This will conflict with any mod that also changes the CLASS files like ACNAero's Better Default Classes. I've built this mod to be fully compatible with my Background Questions And History Fixes mod and my Classes Expanded mod (which adds 14 new classes to the list). These three mods are designed to work together, but can also be used separately if you so wish

DETAILS:

00 Mage / 2100. Dedicated to the study and practice of the arcane magical arts; they are adept in all the schools of magic and are proficient spell casters and skillful wielders of their often ever-present staff.
Base Attributes: Str/40, Int/60, Wil/65, Agi/50, End/45, Per/50, Spe/45, Luc/45.
Primary: Alteration, Mysticism, Thaumaturgy (same as original).
Major: Blunt Weapon, Destruction, Restoration (bumped up Blunt from minor and Illusion down).
Minor: Daedric, Dodging, Etiquette, Illusion, Short Blade, Stealth (removed Dragonish and Medical, added Etiquette and Stealth).
Advantages [Skill Advancement Bonus]:
Expertise in Blunt Weapons (added to give lower levels a fighting chance). [+2]
Increased Magery - Int x3 (increased from original) [+10]
Resistance to Magic & Fire (added because working with magic has built a resistance to it) [+10]
Disadvantages [Skill Advancement Penalty]:
Forbidden Armor - Chain and Plate (as original) [-7]
Forbidden Shields - Kite and Tower (they can now use round shields to help with melee defense at lower levels) [-2]
Forbidden Weapons - Axe, Long Blade and Missile (as original) [-6]
Max Hit Points Per Level [Skill Advancement Bonus]: 10 (increased from 6) [+2]
Skill Advancement Points = 9
Leveling Speed = x(1 + (9/20) = x1.45 (slower than original 1.04)

01 Spellsword / 2101. Dedicated to the mastery of both the magical arts and bladed weapons; this dual approach makes them a formidable and tricky force to be reckoned with.
Base Attributes: Str/60, Int/50, Wil/55, Agi/50, End/50, Per/45, Spe/45, Luc/45.
Primary: Alteration, Illusion, Long Blade (removed Blunt and Axe, bumped Alteration and Illusion up to Primary from Major).
Major: Critical Strike, Destruction, Short Blade (added Critical Strike and bumped up Short Blade from Minor).
Minor: Archery, Dodging, Mysticism, Restoration, Running, Thaumaturgy (added Dodging and Running, removed Hand-to-Hand).
Advantages [Skill Advancement Bonus]:
Adrenaline Rush (added for that last ditch physical fight) [+4]
Expertise in Long Blade (added to give primary weapon skill more bite) [+2]
Increased Magery - Int x1.75 (increased slightly from original) [+6]
Disadvantages [Skill Advancement Penalty]:
Forbidden Armor - Plate (as original) [-5]
Forbidden Shields - Kite and Tower (added Kite to forbidden) [-2]
Forbidden Weapons - Blunt (added to differentiate from other mage types) [-2]
Max Hit Points Per Level [Skill Advancement Bonus]: 16 (increased from 12) [+8]
Skill Advancement Points = 11
Leveling Speed = x(1 + (11/20) = x1.55 (slowed majorly from 0.91)

02 Battlemage / 2102. Dedicated to using their mastery of magical manipulation and martial arms explicitly for combat purposes; they make for dangerous adversaries, not to be messed with.
Base Attributes: Str/50, Int/60, Wil/60, Agi/50, End/45, Per/40, Spe/50, Luc/45.
Primary: Alteration, Axe, Destruction (bumped down Long Blade to major and Alteration up to primary).
Major: Long Blade, Mysticism, Thaumaturgy (removed Hand-to-Hand and bumped up Mysticism from minor).
Minor: Blunt, Daedric, Dodging, Illusion, Restoration, Short Blade (added Daedric and Dodging, removed Archery).
Advantages [Skill Advancement Bonus Pts]:
Expertise in Axe (added to give primary weapon skill more bite) [+2]
Increased Magery - Int x2 (increased slightly from original) [+8]
Disadvantages [Skill Advancement Penalty]:
Forbidden Armor - Chain and Plate (as original) [-7]
Forbidden Shield - Kite and Tower (as original) [-2]
Forbidden Weapon - Missile (added because not needed) [-2]
Max Hit Points Per Level [Skill Advancement Bonus]: 14 (increased from 10) [+6]
Skill Advancement Points = 11
Leveling Speed = x(1 + (11/20) = x1.55 (slowed majorly from 0.96)

03 Sorcerer / 2103. Dedicated to being adept at the manipulation of magic, though they don't generate magicka, they absorb it from spells cast at them. Their skill with a knife also makes them dangerous opponents, even at low levels.
Base Attributes: Str/45, Int/60, Wil/65, Agi/45, End/45, Per/50, Spe/45, Luc/45.
Primary: Alteration, Destruction , Mysticism (bumped up Destruction from Major and Thaumaturgy down).
Major: Short Blade, Illusion, Thaumaturgy (bumped up Short Blade from minor and Restoration down).
Minor: Blunt, Daedric, Dodging, Medical, Nymph (Necromancy*), Restoration (removed Dragonish and added Nymph).
Advantages [Skill Advancement Bonus]:
Expertise in Short Blade (added, with bumping up short blade, to give lower levels more of a fighting chance) [+2]
Increased Magery - Int x3 (as original) [+10]
Rapid Healing - General (added to compensate for bumping Restoration down, also, it's needed at low levels) [+4]
Spell Absorption - General (as original) [+14]
Disadvantages [Skill Advancement Penalty]:
(have allowed plate armor because I think, of all magic-user types, sorcerers would need it most and have enough disadvantages as is)
Forbidden Shields - Buckler, Kite, Round and Tower (as original) [-4]
No Regen of Spell Points (as original) [-14]
Max Hit Points Per Level [Skill Advancement Bonus]: 12 (increased from 6) [+4]
Skill Advancement Points = 14
Leveling Speed = x(1 + (14/20) = x1.7 (slowed from 1.04)

04 Healer / 2104. Dedicated to the study and mastery of magical and practical healing, but also perfectly able to defend themselves when needed with lethal blunt-force trauma.
Base Attributes: Str/45, Int/65, Wil/60, Agi/45, End/45, Per/50, Spe/45, Luc/45.
Primary: Dodging, Medical, Restoration (as original).
Major: Alteration, Blunt, Mysticism (bumped Thaumaturgy down to minor and Blunt up).
Minor: Critical Strike, Etiquette, Illusion, Short Blade, Streetwise, Thaumaturgy (removed Hand-to-Hand, and added Critical Strike).
Advantages [Skill Advancement Bonus]:
Expertise in Blunt Weapons (added to give lower levels a fighting chance) [+2]
Increased Magery - Int x2 (upped slightly from original 1.75) [+8]
Rapid Healing - General (as original) [+4]
Disadvantages [Skill Advancement Penalty]:
Forbidden Armor - Plate (as original) [-5]
Forbidden Shields - Kite and Tower (as original) [-2]
Forbidden Weaponry - Axe, Missile and Long Blade (added missile, inspired by Battlespire Class) [-6]
Max Hit Points Per Level [Skill Advancement Bonus]: 14 (increased from original 8) [+6]
Skill Advancement Points = 7
Leveling Speed = x(1 + (7/20) = x1.35 (slower than original 1.0)

05 Nightblade / 2105. Dedicated to using their magical abilities in the aid of subterfuge, thieving and deceiving; they can be dangerous and slippery customers indeed, especially in the dark.
Base Attributes: Str/45, Int/55, Wil/60, Agi/65, End/40, Per/40, Spe/50, Luc/45.
Primary: Illusion, Short Blade, Stealth (bumped Dodging down to major and Short Blade up to primary).
Major: Alteration, Dodging, Lockpicking (bumped Thaumaturgy down to minor and Alteration up).
Minor: Backstabbing, Critical Strike, Mercantile, Mysticism, Restoration, Thaumaturgy (removed Destruction, added Mysticism - more useful to a stealthy character).
Advantages [Skill Advancement Bonus]:
Adrenaline Rush (added to buff somewhat) [+4]
Athleticism (added to buff somewhat) [+4]
Expertise in Short Blade (added to give more of a fighting chance with their only weapon skill) [+2]
Increased Magery - Int x2 (buffed from original 1.5 to compensate for Dark Powered Magery) [+8]
Disadvantages [Skill Advancement Penalty]:
Dark Powered Magery - reduced magery in daylight (added because night is in the name) [-7]
Forbidden Armor - Chain and Plate (as original) [-7]
Forbidden Shields - Kite and Tower (made Round available for better defense) [-2]
Max Hit Points Per Level [Skill Advancement Bonus]: 12 (up from 8) [+4]
Skill Advancement Points = 6
Leveling Speed = x(1 + (6/20) = x1.3 (only a little slower than original 1.0)

06 Bard / 2106. Oriented toward performance and distraction; they use their silver-tongue and a stealthy, magical skill-set to further their often deceptive and underhand plans and manipulations.
Base Attributes: Str/45, Int/55, Wil/50, Agi/55, End/40, Per/60, Spe/50, Luc/45.
Primary: Etiquette, Short Blade, Streetwise (bumped Pickpocket down to major and Short Blade up).
Major: Pickpocket, Stealth, Thaumaturgy (removed Hand-to-Hand and added Thaumaturgy for charm and pacify spells, suitable for a bard).
Minor: Alteration, Archery, Destruction, Illusion, Lockpicking, Restoration (as original).
Advantages [Skill Advancement Bonus]:
Acute Hearing (added to express a more refined ear for trouble) [+1]
Athleticism (added to buff somewhat) [+4]
Expertise in Short Blade (added to give more of a fighting chance) [+2]
Increased Magery - Int x1.5 (buffed slightly from original 1.0) [+4]
Disadvantages [Skill Advancement Penalty]:
Forbidden Armor - Chain and Plate (as original) [-7]
Forbidden Shields - Kite and Tower (added Kite) [-2]
Max Hit Points Per Level [Skill Advancement Bonus]: 12 (up from 8) [+4]
Skill Advancement Points = 6
Leveling Speed = x(1 + (6/20) = x1.3 (somewhat slower than original 0.96)

07 Burglar / 2107. Oriented toward breaking and entering; using their stealthy intelligence and magical deceptions to avoid a fight rather than start one, though they are still more than capable of ending one when needed.
Base Attributes: Str/50, Int/60, Wil/40, Agi/60, End/45, Per/50, Spe/50, Luc/45.
Primary: Lockpicking, Short Blade, Stealth (bumped Climbing down and Short Blade up).
Major: Climbing, Pickpocket, Illusion (bumped Mercantile and Dodging down, Pickpocket up and added Illusion for invisibility spells).
Minor: Backstabbing, Critical Strike, Dodging, Jumping, Mercantile, Mysticism (removed Streetwise and Running, added Mysticism for open/recall).
Advantages [Skill Advancement Bonus]:
Acute Hearing (added to express an acute ear for trouble) [+1]
Adrenaline Rush (added to aid getting out of tight scrapes) [+4]
Athleticism (added to buff somewhat) [+4]
Expertise in Short Blade (added to give more of a fighting chance with their one weapon skill) [+2]
Increased Magery - Int x1 (added with Illusion and Mysticism, inspired by Battlespire Class) [+2]
Disadvantages [Skill Advancement Penalty]:
Forbidden Armor - Chain and Plate (swapped Plate for the previous Leather - which makes way more sense) [-7]
Forbidden Shields - Buckler, Kite, Round and Tower (as original) [-4]
Max Hit Points Per Level [Skill Advancement Bonus]: 12 (up from 8) [+4]
Skill Advancement Points = 6
Leveling Speed = x(1 + (6/20) = x1.3 (slightly slower than original 1.00)

08 Rogue / 2108. Oriented toward highway robbery with menaces and a certain roguish charm; prone to bullish bragging, but with a physical robustness and lethal skill-set to back it up.
Base Attributes: Str/60, Int/40, Wil/45, Agi/60, End/50, Per/50, Spe/50, Luc/45.
Primary: Dodging, Long Blade, Stealth (as original).
Major: Backstabbing, Pickpocket, Streetwise (as original).
Minor: Archery, Blunt, Critical Strike, Etiquette, Lockpicking, Running (added Archery and Etiquette, removed Hand-to-Hand and Swimming).
Advantages [Skill Advancement Bonus]:
Athleticism (added to buff somewhat) [+4]
Expertise in Long Blade (live by the sword, die by the sword) [+2]
Disadvantages [Skill Advancement Penalty]:
(have allowed plate armor because it was underrepresented and I think, of all stealthy types, rogues would def use it)
Forbidden Shields - Kite and Tower (added Kite) [-2]
Forbidden Weapon - Axe (added to limit usable weapons somewhat) [-2]
Max Hit Points Per Level [Skill Advancement Bonus]: 16 (up from 12) [+8]
Skill Advancement Points = 10
Leveling Speed = x(1 + (10/20) = x1.5 (slightly slower than original 0.91)

09 Acrobat / 2109. Oriented toward athletic and gymnastic escapades and escapes; they are fast and agile, able to dodge most opponents and then swiftly dispatch them with ease.
Base Attributes: Str/40, Int/40, Wil/45, Agi/65, End/50, Per/50, Spe/65, Luc/45.
Primary: Dodging, Jumping, Short Blade (bumped Short Blade up from minor, and Running down to major).
Major: Climbing, Running, Swimming (bumped Swimming up from minor and Stealth and Hand-to-Hand down).
Minor: Alteration, Archery, Backstabbing, Hand-to-Hand, Pickpocket, Stealth (added Alteration).
Advantages [Skill Advancement Bonus]:
Adrenaline Rush (as original) [+4]
Athleticism (as original) [+4]
Expertise - Short Blade (added to buff their offense somewhat) [+2]
Increased Magery - Int x 1 (added, with Alteration, for resist and shield spells - like in Battlespire/Morrowind) [+2]
Disadvantages [Skill Advancement Penalty]:
Forbidden Armor - Chain and Plate (as original) [-7]
Forbidden Shields - Kite, Round and Tower (made Buckler available to help with defense) [-3]
Forbidden Weapons: Axe (as original) [-2]
Max Hit Points Per Level [Skill Advancement Bonus]: 12 (higher than original 8) [+4]
Skill Advancement Points = 4
Leveling Speed = x(1 + (4/20) = x1.2 (only slightly slower than original 1.0).

10 Thief / 2110. Oriented toward classic thieving, primarily by picking pockets and shop-lifting from merchants; more then capable of making a swift and silent getaway, but can easily stand their ground and fight if needed.
Base Attributes: Str/45, Int/50, Wil/40, Agi/60, End/45, Per/50, Spe/60, Luc/45.
Primary: Pickpocket, Short Blade, Stealth (as original).
Major: Backstabbing, Dodging, Lockpicking (bumped Dodging up from minor, and Climbing down).
Minor: Climbing, Critical Strike, Jumping, Mercantile, Running, Streetwise.
Advantages [Skill Advancement Bonus]:
Athleticism (added to aid with the getaway) [+4]
Expertise in Short Blade (added to give more of an edge in a fight) [+2]
Resistance to - Shock (added to bolster slightly) [+5]
Disadvantages [Skill Advancement Penalty]:
Forbidden Armor - Chain and Plate (as original) [-7]
Forbidden Shields - Kite, Round and Tower (as original) [-3]
Forbidden Weapons: Blunt (as original) [-2]
Max Hit Points Per Level [Skill Advancement Bonus]: 14 (upped from original 10) [+6]
Skill Advancement Points = +5
Leveling Speed = x(1 + (5/20) = x1.25 (a little slower than original 0.96).

11 Assassin / 2111. Oriented toward dealing in death from the shadows; anonymous, impersonal, silent and deadly, they are among the most feared of classes.
Base Attributes: Str/55, Int/50, Wil/45, Agi/60, End/50, Per/45, Spe/50, Luc/45.
Primary: Backstabbing, Short Blade, Stealth (Short Blade bumped up from major, Critical Strike bumped down).
Major: Critical Strike, Lockpicking, Long Blade (Blunt removed, Lockpicking upped from minor).
Minor: Archery, Climbing, Dodging, Pickpocket, Running, Medical (removed Axe, added Medical and Running).
Advantages [Skill Advancement Bonus]:
Bonus to hit Humanoids (as original) [+6]
Expertise in - Long Blade and Short Blade (added so doubly lethal - as it should be) [+4]
Resistance to Poison (working with poison has given a resistance to it) [+5]
Disadvantages [Skill Advancement Penalty]:
Forbidden Armor - Chain and Plate (as original) [-7]
Forbidden Shields - buckler, Kite, Round and Tower (as original) [-4]
Forbidden Weapons - Blunt (to limit usable weapons somewhat and bring down leveling speed a little) [-2]
Max Hit Points Per Level [Skill Advancement Bonus]: 16 (upped from original 12). [+8]
Skill Advancement Points = +10
Leveling Speed = x(1 + (10/20) = X1.5 (quite a bit slower than original 0.96).

12 Monk / 2112. Disciplined in the martial arts and perfecting their physical prowess; making up for a lack of armor with a proficiency in magical shields and resistances.
Base Attributes: Str/55, Int/45, Wil/45, Agi/60, End/50, Per/40, Spe/60, Luc/45.
Primary: Critical Strike, Dodging, Hand-to-Hand (as original).
Major: Alteration, Blunt, Medical (added Alteration, bumped Swimming down).
Minor: Archery, Climbing, Jumping, Long Blade, Running, Swimming (removed Axe and Short Blade, added Running).
Advantages [Skill Advancement Bonus]:
Expertise in Hand-to-Hand (added because their hands are lethal weapons) [+2]
Increased Magery - Int x1 (added, with Alteration, to improve defenses with shield/resist spells) [+2]
Resistance to Magic and Paralysis (swapped Shock with Paralysis) [+10]
Disadvantages [Skill Advancement Penalty]:
Forbidden Armor - Leather, Chain and Plate (as original) [-8]
Forbidden Shields - Buckler, Kite, Round and Tower (as original) [-4]
Forbidden Weapons - Axe (added to bring down leveling speed somewhat) [-2]
Max Hit Points Per Level [Skill Advancement Bonus]: 18 (up from original 14) [+10]
Skill Advancement Points = +10
Leveling Speed = x(1 + (10/20) = X1.5 (a lot slower than original 0.87)

13 Archer / 2113. Disciplined in the martial art of archery they are lethal at a distance, but with a strong close-quarter offense when needed and a somewhat stealthy skill-set ideal for ambushing opponents.
Base Attributes: Str/55, Int/45, Wil/45, Agi/60, End/50, Per/45, Spe/55, Luc/45.
Primary: Archery, Dodging, Running (removed Hand-to-Hand, and bumped Running up from minor).
Major: Axe, Critical Strike, Medical (added Medical and removed Blunt).
Minor: Backstabbing, Climbing, Jumping, Short Blade, Stealth, Swimming (added backstabbing and swapped out Long Blade for Stealth).
Advantages [Skill Advancement Bonus]:
Bonus to Hit - Humanoids (added because it suits their skill set) [+6]
Expertise in Archery and Axe Weapons (added Axe for close quarter fighting) [+4]
Disadvantages [Skill Advancement Penalty]:
Forbidden Armor - Plate (as original) [-5]
Forbidden Shields - Buckler, Kite, Round and Tower (as original) [-4]
Max Hit Points Per Level [Skill Advancement Bonus]: 18 (up from original 16) [+12]
Skill Advancement Points = 9
Leveling Speed = x(1 + (9/20) = x1.45 (slower then original 0.83)

14 Ranger / 2114. Disciplined in fighting, survival and hunting skills, they are well suited to long stints in the wilderness, prolonged dungeon dives and stealthy infiltrations.
Base Attributes: Str/60, Int/45, Wil/45, Agi/55, End/55, Per/45, Spe/50, Luc/45.
Primary: Archery, Critical Strike, Long Blade (bumped Archey and Critical Strike up; Axe and Climbing down).
Major: Axe, Dodging, Stealth (added Stealth, bumped Dodging up and Swimming down).
Minor: Climbing, Restoration, Running, Spriggan (Animal Training*), Swimming, Thaumaturgy (removed Blunt, Hand-to-Hand and Short Blade; added Restoration and Thaumaturgy).
Advantages [Skill Advancement Bonus]:
Bonus to Hit - Animals (added because wilderness and hunting) [+6]
Expertise in Archery and Long Blade (added because hunting and fighting is what they do) [+4]
Increased Magery - Int x1 (added, along with Restoration and Thaumaturgy, for healing, calm and tame spells - as in Battlespire) [+2]
Resist - Frost (they're used to camping out on cold nights in the wilderness) [+5]
Disadvantages [Skill Advancement Penalty]:
Forbidden Shields - Buckler, Round, Kite and Tower (can't use shields when hunting with a bow) [-4]
Forbidden Weaponry - Blunt (added to limit usable melee weapons somewhat) [-2]
Max Hit Points Per Level [Skill Advancement Bonus]: 20 (up from original 18) [+12]
Skill Advancement Points = +18
Leveling Speed = x(1 + (18/20) = x1.9 (much slower than original 0.79)

15 Barbarian / 2115. Wild, barbarous melee fighters skilled in wilderness survival; they have no love for magic or magic users, but they make for brave, formidable and terrifying opponents in the field of battle.
Base Attributes: Str/65, Int/40, Wil/45, Agi/50, End/60, Per/40, Spe/55, Luc/45.
Primary: Axe, Long Blade, Running (removed Blunt, and bumped Running up from major).
Major: Climbing, Jumping, Swimming (bumped Climbing up from minor).
Minor: Archery, Centaurian (Silvan Tongue*), Critical Strike, Dodging, Medical, Orcish (removed Giantish, added Centaurian and Orcish).
Advantages [Skill Advancement Bonus]:
Adrenaline Rush (added because Barbarians have good survival instincts) [+4]
Athleticism (added because, dude, they are buff) [+4]
Expertise in Axe and Long Blade (added as a barbarian's main weapons of choice) [+4]
Rapid Healing - General (added because they enjoy rather rude health) [+4]
Resistance to Frost and Poison (debuffed poison from original immunity and added frost because they're outdoor types) [+10]
Disadvantages [Skill Advancement Penalty]:
Forbidden Armor - Plate (as original) [-5]
Forbidden Material - Daedric (removed Orcish but kept Daedric because Barbarians are superstitious) [-2]
Unable to Cast in Light (they don't trust magic or magic users and certainly won't use it themselves) [-10]
Unable to Cast in Dark (ditto) [-10]
Max Hit Points Per Level [Skill Advancement Bonus]: 23 (less than original 25) [+15]
Skill Advancement Points = +14
Leveling Speed = x(1 + (14/20)) = x1.7 (massively slower than original 0.64)

16 Warrior / 2116. Disciplined in all the physical combat skills; a versatile and all round combatant that fights for monetary gain and the fun of it as much as for the glory.
Base Attributes: Str/60, Int/45, Wil/45, Agi/60, End/55, Per/45, Spe/45, Luc/45.
Primary: Critical Strike, Long Blade, Short Blade (bumped Axe and Blunt down, Short Blade up, and added Critical Strike).
Major: Archery, Axe, Dodging (bumped Hand-to-Hand down and Dodging up).
Minor: Blunt, Climbing, Hand-to-Hand, Jumping, Running, Swimming (removed Medical).
Advantages [Skill Advancement Bonus]:
Expertise in - Long Blade and Short Blade (they're trained warriors after all) [+4]
Rapid Healing in General (added to make up for loosing Medical skill) [+4]
Disadvantages [Skill Advancement Penalty]:
Low Tolerance - Disease (added because disease is a soldier's greatest enemy) [-5]
Max Hit Points Per Level [Skill Advancement Bonus]: 22 (up from original 20) [+14]
Skill Advancement Points = +17
Leveling Speed = (1 + (17/20)) = 1.85 (a lot slower than original 0.75)

17 Knight / 2117. Disciplined in heavily armed and armored combat skills; usually of noble stock, they fight in the honorable service of their patron lord or chosen temple.
Base Attributes: Str/60, Int/45, Wil/50, Agi/55, End/50, Per/55, Spe/40, Luc/45.
Primary: Axe, Etiquette, Long Blade (bumped Axe up and Blunt down).
Major: Archery, Blunt, Medical (bumped Medical up and removed Short Blade).
Minor: Alteration, Critical Strike, Dodging, Dragonish, Running, Restoration (added Alteration, Critical Strike, Dragonish and Restoration, removed Climbing, Hand-to-Hand, Jumping and Swimming).
Advantages [Skill Advancement Bonus]:
Bonus to Hit - Humanoid (added for killing man and monster - it's what they do) [+6]
Expertise in - Axe (added a primary weapon bonus for all those guards with axes) [+2]
Resistance - Paralysis (debuffed from original immunity to limit bonuses somewhat) [+5]
Increased Magery - Int x1 (added with Alteration & Restoration for resist, heal & fortify spells as in Battlespire/Morrowind) [+2]
Disadvantages [Skill Advancement Penalty]:
Forbidden Armor - Leather and Chain (added Chain to fit the idea of heavily armored knight) [-3]
Forbidden Material - Daedric (as original) [-2]
Forbidden Shields - Buckler and Round (added to fit the idea of heavily armored knight) [-2]
Low tolerance - Poison (added to even out the benefits of Advantages somewhat) [-5]
Max Hit Points Per Level [Skill Advancement Bonus]: 20 (up from original 18) [+12]
Skill Advancement Points = +15
Leveling Speed = (1 + (15/20)) = x1.75 (much slower than original 0.79)

I'm open to comments and suggestions, should anyone have them. :D
Last edited by harbinger451 on Thu Oct 26, 2023 4:43 pm, edited 9 times in total.
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Re: Classes Redone Mod

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Initial Release is now available on NEXUS. OP has been updated to reflect this.
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Re: Classes Redone Mod

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Released v1.1 ... Includes some minor corrections and adjustments to the Mage, Healer, Nightblade, Bard, Acrobat, Thief, Barbarian, Warrior and Knight CLASS files.

OP updated to reflect this.
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Re: Classes Redone Mod

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Released Version 1.2: A few more balance issues and oversights corrected. Hopefully the final version.

OP updated to reflect this.
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Re: Classes Redone Mod

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Released Version 1.3: Added Frost Resistance to Ranger and Barbarian (outdoor types used to cold), added Plate Armor to Sorcerer, Rogue and (back to) Ranger (plate was massively under-represented; now each broad character type has at least one class with access to it). Added skills Spriggan (Animal Training*) back to Ranger, Centaurian (Silvan Tongue*) to Barbarian, and Nymph (Necromancy*) to Sorcerer. Made a few further tweaks for balance. FINAL!

Updated Op to reflect this.
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Re: Classes Redone Mod

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I have moved this topic to Released Mods.

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Re: Classes Redone Mod

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Thanks Jay_H ... much appreciated.
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Re: Classes Redone Mod

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Uploaded version 1.4 to NEXUS: Remodeled the Barbarian class a little (see DETAILS in OP) after some feedback I agreed with. Refined some of the Class descriptions (Healer, Burglar, Thief, Monk, Barbarian and Warrior). Absolutely the FINAL version (barring any unforeseen fixes).

Updated OP to reflect this.
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Re: Classes Redone Mod

Post by harbinger451 »

Uploaded Version 1.5 to NEXUS: Optimized the method for adding text, corrected a few mistakes in the class description texts, and made some slight changes to the Spellsword and Barbarian Classes. For DFU 0.15.4a or above.

Updated OP to reflect these changes.
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Re: Classes Redone Mod

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Uploaded Version 1.6 to Nexus: Includes minor change to the Burglar Class (put pickpocket skill back in and removed running skill). Still needs DFU 0.15.4a or above.

OP has been updated accordingly.
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