The Elder Scrolls Online: Classes
There will be four playable classes at launch: Dragon Knight, Nightblade, Sorcerer, and Templar. All three factions will have access to the same classes.
Weapons and Armor
Every type of weapon and armor in the game is available to all players regardless of class. As players use weapons, they gain proficiency in the weapon type they are using. As proficiency is gained, additional melee attacks will be unlocked and become available.
Armor is categorized into three types: light, medium, and heavy. The following bonuses are granted to armor based on type.
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Light Armor
Provides bonuses to spell damage and magicka regeneration.
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Medium Armor
Improves stamina-based abilities like dodging, sprinting, or sneaking.
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Heavy Armor
Provides bonuses to healing received and damage absorption.
Players can use any mixture or combination of these types when equipping a character.
Skills and Abilities
Each class has a unique number of skills and abilities. Players may choose six to use at any given time; these abilities can be changed on the fly adapt to various situations. Unique selections of skills and abilities are a way in which players can differentiate their characters from others in the same class.
Constellations and birth-signs make their way into ESO as Mundus Stones. These stones function similarly to the Guardian Stones in Skyrim by providing a permanent buff. Some Mundus Stones unlock additional abilities.
Dragon Knight
Nord Dragon Knight
Description
The Dragon Knight is an offensive warrior class that specializes in melee combat and is an expert in all forms of weapons. However, they are also adept at drawing upon destructive magic to fortify their power in battle. Their armor is enhanced with magical defenses while offensive spells aid the knights in quickly eliminating their hostile foes.
Skill Paths
Dragon Knights have a mixture of damage-dealing, absorption, and armor enhancing abilities. They emphasize direct assaults with melee while wielding fire-based spells.
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Ardent Flame
Offensive spells that keep enemies in melee range and deal fiery damage.
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Draconic Power
Tap into the Dragon Knight's draconic bloodline to fortify defenses and lock down enemies. Eliminates foes quickly and brutally.
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Earthen Heart
Draw on the power of the earth to gain controlling spells that disrupt enemies whilst fortifying allies.
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Nightblade
Argonian Nightblade
Description
Nightblades are assassins who value finesse above all else, and as a result favor agility over strength. They avoid open combat, instead choosing to stick to the shadows while waiting for the optimal opportunity to strike silently. When the strike finally falls, it is often deliberate and fatal; few have survived an encounter with a Nightblade.
The Nightblades employ a combat style that naturally lends itself to the use of light, quick weapons, and a hit-and-run strategy. They are known for launching preemptive attacks -- often with a bow and arrow -- before retreating safely back to the shadows. Should they be caught off-guard, the Nightblades utilize their speed and agility to dart around the battlefield, bewildering slower enemies.
Skill Paths
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Assassination
Deal damage quickly before your enemies have a chance to respond.
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Shadow
Utilize stealth and other perks to turn the tide of the battle.
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Siphoning
Boost your fighting ability by wearing down your opponents.
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Sorcerer
Breton Sorcerer
Description
Sorcerers are powerful offensive spell casters who utilize magicka to destroy enemies and manipulate the elements. Renowned for their ability in the arcane arts, Sorcerers maintain unprecedented control over the elements - fire, ice, and lightning.
While perfectly capable of solitary adventuring, the true potential of a Sorcerer is unlocked when accompanying others from different classes. In groups, Sorcerers can sacrifice their defensive worries in exchange for unleashing unparalleled offensive attacks.
Skill Paths
Sorcerers focus on bending the will of others, summoning powerful Daedra to serve as allies, and harnessing the elements to rain damage upon their foes.
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Daedric Summoning
Summon powerful Daedra from Oblivion to serve as allies and to destroy enemies. Also grants shields and curses.
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Dark Magic
Control the actions of enemies to decrease the threat they pose to the player and his/her allies. Grants crowd control abilities such as stuns, knockbacks, and disorients.
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Storm Calling
Channel raw elemental energy to inflict damage upon enemies. The pure damage-dealing path.
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Templar
Templar of Unknown Race
Description
Templars are defensive champions, renowned for their tanking abilities. They call upon the power of the sun to strengthen themselves, aid allies, and damage foes with magic. Often employing the use of heavy armor and a strong shield, attacks bounce off of their defenses like water upon rock. Although less offensive than Dragon Knights, they have additional abilities for the survival of both themselves and their allies.
Bastions of order and justice, Templars pride themselves on resisting the occult forces of magic, Daedra, and undead. Their dedication to the protection of allies often leads to them intercepting harmful attacks, healing wounds, and drawing away enemy forces.
Skill Paths
The Templar utilizes defensive abilities that call upon the power of the sun to damage foes and heal allies.
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Aedric Spear
Utilize a combination of offensive and defensive abilities.
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Dawn's Wrath
Unleash the power of the sun through fiery projectiles to burn your enemies.
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Restoring Light
Become a conduit of positive energy and restore the health of yourself and nearby allies.
Templar |
Aedric Spear |
Dawn's Wrath |
Restoring Light |
Ultimate |
Radial Sweep
- Cast Time: Instant
- Radius: 5m
- Cost: 75 Ultimate
- Deal 22 magic damage to nearby enemies.
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Morphs
- Empowering Sweep: Gain armor rating for each enemy hit.
- Crescent Sweep: Deal additional damage to enemies in front of you.
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Nova
- Cast Time: Instant
- Range: 28m
- Cost: 300 Ultimate
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For 8 seconds...
- Enemies deal 40% less damage.
- Enemies take 9 magic damage per second.
- Allies may activate Super Nova synergy, dealing damage and stunning all enemies in the area.
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Morphs
- Solar Prism: Allies may activate a more powerful synergy - Gravity Crush.
- Solar Disturbance: Snares enemies standing in the area by 50%.
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Rite of Passage
- Channel Time: 4 Seconds / Self
- Radius: 12m
- Cost: 150 Ultimate
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For 4 seconds...
- Nearby allies are healed for 11 every 0.5 seconds.
- Caster is unable to move while casting.
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Morphs
- Rememberance: Allies take less damage.
- Practiced: Increases self-healing.
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Active |
Puncturing Strikes
- Channel Time: 1.1 Seconds
- Range: 8m
- Cost: 42 Magicka
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Four-hit attack for 2x4 damage to enemies in front of you.
- Closest enemies takes 100% additional damage.
- Last hit knocks back closest enemy.
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Morphs
- Biting Jabs: Critical hit chance increased against low-health enemies.
- Puncturing Sweep: Damage dealt in a large cone.
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Piercing Javelin
- Cast Time: Instant
- Range: 20m
- Cost: 53 Magicka
- Deals 12 magic damage by hurling a spear.
- Knock target back 5 meters.
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Morphs
- Aurora Javelin: Deals additional damage based on distance thrown.
- Binding Javelin: Increases knowckdown duration.
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Focused Charge
- Cast Time: Instant
- Range: 3.5m - 22m
- Cost: 35 Magicka
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Charge toward target enemy.
- Casting targets are interrupted and unbalanced for 5 seconds.
- Deals 16 magic damage.
- Immobilize target for 0.5 seconds.
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Morphs
- Explosive Charge: Deal AoE damage.
- Topling Charge: Adds 1.5 second stun, sets casters off balance.
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Spear Shards
- Cast Time: Instant
- Range: 25m
- Radius: 5m
- Cost: 42 Magicka
- Deals 11 magic damage to enemies in target area.
- Disorient one target for 6 seconds.
- An ally may pick up the spear, granting the ally and caster 1(?) weapon power and 0(?) spell power for 15 seconds.
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Morphs
- Luminous Shards: Restores stamina and magicka over time.
- Blazing Spear: Spear ignites ground on impact. Stuns instead of disorienting enemy.
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Sun Shield
- Cast Time: Instant / Self
- Radius: 5m
- Cost: 42 Magicka
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Create damage shield that absorbs up to 24% of your maximum health for 6 seconds.
- Caster no longer regenerates magicka while shield holds.
- Each enemy hit increases shield strength by 4% of your maximum health.
- Deals 7 magic damage to nearby enemies.
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Morphs
- Radiant Ward: Deals additional damage on activation.
- Blazing Shield: Deals damage when shield ends based on damage absorbed.
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Sun Fire
- Cast Time: Instant
- Range: 28m
- Cost: 35 Magicka
- Deals 11 magic damage and 6 fire damage over 4.5 seconds.
- Snares target 40% for 4.5 seconds.
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Morphs
- Vampire's Bane: Deals increased damage over time.
- Reflective Light: Affects multiple targets.
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Solar Flare
- Cast Time: 1.5 Seconds
- Range: 28m
- Cost: 42 Magicka
- Deals 23 magic damage to target.
- Next attack against target and nearby enemies gain 4 weapon power and 0 spell power.
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Morphs
- Dark Flare: Affected enemies receive -30% healing.
- Solar Barrage: Radius increased to 8m (PBAoE).
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Backlash
- Cast Time: 1.5 Seconds
- Range: 28m
- Cost: 25 Magicka
- Stores up damage dealt on target over 6.5 seconds. When effect ends, target takes an additional 30% of the damage dealt.
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Morphs
- Purifying Light: +2% power per attack for duration (stacks 5 times).
- Power of the Light: A node is left that heals 46 health every 2 seconds (8 second duration) when Backlash explodes.
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Eclipse
- Cast Time: Instant
- Range: 28m
- Cost: 60 Magicka
- Target reflects negative single-target spells back at themselves for 4 seconds.
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Morphs
- Total Dark: -15 spell power for 4.5 seconds on an enemy when eclipse ends.
- Unstable Core: Deal 11 magic damage to nearby enemies when the effect ends.
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Blinding Light
- Cast Time: Instant
- Radius: 5m
- Cost: 53 Magicka
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For 3.5 seconds...
- Enemies have a 50% chance to be set off balance and miss attacks.
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Morphs
- Searing Light: Nearby enemies have 50% chance to miss and be unbalanced for 4 seconds. Affected targets take damage.
- Blinding Flashes: Pulses every 2 seconds, causing nearby enemies to have 50% chance to miss and be unbalanced for 4 seconds.
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Rushed Ceremony
- Cast Time: Instant
- Radius: 28m
- Cost: 60 Magicka
- Heal nearby ally for 33.
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Morphs
- Honor the Dead: Restore magicka when healing low health allies.
- Breath of Life: Heals up to 3 targets.
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Healing Ritual
- Cast Time: 2 Seconds
- Radius: 12m
- Cost: 39 Magicka
- Heals nearby allies for 22.
- Heal self for an additional 30%.
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Morphs
- Lingering Ritual: Adds health points to affected allies after 8 seconds.
- Ritual of Rebirth: Self-heal increased to 50%.
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Restoring Aura
- Cast Time: Instant
- Radius: 12m
- Cost: 46 Magicka
- Slotted: +15% stamina and health regeneration.
- Active: +80% stamina and health regeneration of nearby allies for 6 seconds. Chooses a target based on the target’s distance from the Templar, favoring closer allies.
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Morphs
- Radiant Aura: Increased radius.
- Repentance: Instead of the normal activated regeneration effect, the caster recovers health and stamina for each nearby corpse.
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Cleansing Ritual
- Cast Time: Instant
- Radius: 12m
- Cost: 49 Magicka
- Instantly removes a negative effect from self.
- Heals allies in area for 2 (?) every 2 seconds over 12 seconds.
- Allies may activate Purify synergy, removing all negative effects and healing the target.
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Morphs
- Purifying Ritual: Removes 2 negative effects and heals nearby allies for 3 health every 2 seconds. -7 magicka cost.
- Extended Ritual: Increase duration by 4 seconds.
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Rune Focus
- Cast Time: Instant / Self
- Cost: 25 Magicka
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Create an area of protection for 12 seconds...
- +25 armor and spell resistance
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Morphs
- Channeled Focus: Recover magicka.
- Restoring Focus: +15% healing received.
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Passive |
Piercing SpearRank 1/2
- +5% critical strike rating with Aedric Spear abilities.
- +5% Aedric Spear ability damage vs blocking targets.
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Spear WallRank 1/2
- +8% block against melee attacks when you have a slotted spear ability.
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Burning LightRank 1/2
- 25% chance to deal 5 magic damage on hit with a spear ability.
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Balanced WarriorRank 1/2
- +2% weapon damage.
- +2 spell resistance.
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Enduring RaysRank 1/2
- +10% duration for Dawn's Wrath abilities.
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PrismRank 1/2
- +1 ultimate when activating a sun ability.
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IlluminateRank 1/2
- +5 spell resistance if attacker is affected by one of your Dawn's Wrath abilities.
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Restoring SpiritRank 1/2
- +2% magicka when activating an ability.
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MendingRank 1/2
- Increase critical strike chance of Restoring Light abilities on allies by up to 15%.
- Critical strike chance increases the more health the ally is missing.
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Focused HealingRank 1/2
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+15% healing for Restoring Light abilities on allies standing in your areas of protection.
- Areas of Protection: Rite of Passage, Cleansing Ritual, Rune Focus
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Light WeaverRank 1/2
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Restoring light abilities gain the following effects...
- Restoring Aura: +10% duration.
- Healing Ritual: -10% cost.
- Rite of Passage: +13 armor and spell resistance while channeling.
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Master RitualistRank 1/2
- +20% resurrection speed.
- +50% more health for resurrected players.
- 50% chance to gain a soul gem after a successful resurrect.
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