The ClassCrafting System
I mentioned this concept previously but never fully explored the possibilities. Also upon reading previous feedback on various class discussions. I took others feedback into account and wanted to try and put this out there in the hopes ZoS would consider adding a ClassCrafting system. They might as well since there is no class or race unique story or specific class quest for each class playthrough. Starting from zero to play a new class after investing so much time in the current class could be stressful for players who have grown attached to their characters. This can be a thing if ZoS considers a few things. Kind of makes sense too. I don't recall having to pick a class at character creation in Skyrim. They can keep you starting out as one of the four archetypes just don't make it lock you into that archetype for the rest of the game.
- Fact #1: Dragonknight, Templar, Sorcerer, and Nightblades are actually archetypes and not an actual class, but are being thought of as the former. The actual skills and passives mostly come from the skill lines they equip and the racial passives.
- Fact#2: Locking class skill lines unto an archetype almost guarantees players will not be able to shape their character how they want. Some archetypes are inherently better at using certain skills than others.
- Fact#3: Locking class skill lines unto an archetype prevents players from experiencing every skill line ESO ever offers on one character.
My proposal:
Unlock the class the skill lines from the archetypes and just make each character a vestige. This vestige can equip any skill line and those skill lines will dictate what passives they can equip. Let the difference between builds rely upon racial passives, skill lines equipped, armor/weapons equipped,and available class passives be locked to a class. If there is worry about losing the archetypes might cause characters to be too similar in appearance. They can keep the archetypes as a visual indicator aka iconic look. Equipping 3 specific skill lines unlocked under the Templar skill line makes you the Templar class. But mix and match 3 skill lines from different classes and you become a pseudo class.
A few notes I want to mention
- The champion system is built to accommodate different builds and multiple characters.
- Most skills come from weapon lines, armors,guilds, and class lines(not the archetype).
- Spellcrafting will allow mixing and matching from different schools of magic
- Mundus Stones are boons applicable to one character during a time
- The cry for balance could disappear because there was no this archetype is better than my archetype or this archetype is better because of that skill line locked to it.
Classcrafting Incentives
- Class Crafting will allow mixing and matching from different schools of classes on one character.
- Class Crafting will allow players to progress how they want depending on what they want to unlock on one character.
- Class Crafting will not make you start off anew from scratch with old characters to experience all different skill lines, will only have to reroll for racial or different nation story.
- Class Crafting will allow players to earn experience currency based on what content they do to unlock special Class perks.

A UI of constellations similar to the champion system. There will be a constellation for each iconic class introduced. Imagine a Dragon Knight or Templar set in the stars among other constellations and future ones such as Cryomage or Monk. Each constellation has 3 Major Stars representing the 3 native skill lines.There will be quest lines with immersive story covering the journey of discovering all the skill lines of these constellations.
But there is no locked class system per character since every player can learn every skill from every constellation eventually. You could simply mix and match 3 skill lines from different classes and be classless, yet you would be able to play how you want.You quest the skill lines, each class constellation would have 3 skill lines to quest and unlock. For instance, equip Ardent Flame, Draconic Power, and Earthen Heart and you become a DragonKnight. Or equip Ardent Flame, Daedric Summoning, and Shadow and you become a stealthy fire wielding summoner!
Create a build swap with in the Champion UI that allows preset skills,champion points,armor, and weapons to be saved and swapped between on the fly outside combat and would be one hell of a fluid system. It would be as easy as clicking on an unlocked class constellation and clicking on a build. There will be a constellation called Vestige for setting skill line builds not locked into a class.
The supposed classes will be color shifted as TheShadowScout said in their class morph idea. So each class would be visually unique with different colors. Also they lay forth some future class possibilities.
TheShadowScout's Class Morphing Idea
Here is my Monk class idea and some visual mock-ups of two possible classes in the pictures.
Kalifa's Monk Class Concept
Class Crafting Note and Costs
Class Crafting Notes:
Champion Points function as a currency.
Skills and Perks cost X amount of currency.
Achieving Milestones like completion of 1-50 story quests, Specific Dungeons, Trials, World Bosses, and Elite Spawns to earn elite currency.
General Champion Experience Points earn you normal Champion currency as it does now.
Earn Champion Points & Elite Champion Points.
Use Elite Champion Points to unlock classes and passives.
Use Normal Champion Points as Currency to buy the original perks we have now.
Keep in mind, that everything you alter has a cost. And the larger or more powerful you alter the skills to be. The cost is weighed in. Pump too much into one parameter of the skill and your other skills for that class will suffer. The cost might even be too great to get one or two particular skills the exact way you want it.
The cost cap and how the cost applies:
Each parameter has different cost.
The lesser upgrades cost 5 Champion points.
The middle upgrades cost 10 Champion Points.
The greater upgrades cost 15-20 Champion points.
Each class has a cost cap of 450 Champion Points per class.
Each skill has a cost cap of 100 Champion Points per class.
Each Class has 5 Active and 4 passive abilities.
My caps may be off so let me know if they should be more or less.
When you come to your first morph for the new class skill after ranking it up sufficiently.
The class morph will cost one Normal Champion Currency
This initial purchase is the actual class move in terms of animation and what it's primary effect is. Things like spike damage, dot damage, hot done,stuns, snares, or bleeding,etc Zenimax sets the base & primary effect for the 3 morphs and synergies associated with skills. I exclude actual spells because the spell crafting system will cover that if it is ever implemented.The Class Crafting Process
The Class Crafting Process Step by Step:
- Conquer the initial story and gain level 50 earns you the first elite champion point to unlock a new class.
- Use your elite point and it unlocks a quest to undertake to unlock the class.
- Do the class specific quest that sends you on a journey learning about how the class works and how it came to be.
- Play on the new class and unlock new skills as you do now. Enlightenment kicks in immediately as you begin playing on the new class.
- Rank up your class skills like you do now.
- Select one morph from a list of 3 possible predefined morphs.
- You choose the parameters for the morph and define it.
- Pick what the skill scales off from the choices of Health, Stamina, and Magicka.
- Pick if the skill is single target or Area of Effect.
- Pick the range. Close, Medium, Far.
- Pick how the skill is cast. Front Target, Frontal Cone, Donut around your character, targeted radius,behind you,rear conal, or straight line before you.
- Pick an additional effect. This is the first major effect, what we call buffs and debuffs like Maim,Endurance, Fortitude,etc.
- Pick a second additional effect. This is second major effect, what we call buff and debuffs like Intellect, Berserk, Protection, etc.
You will see below in accordance with the cost for parameter altering and the later cost associated with a new passive ability system I am laying forth further down this post. That you could theoretically pick all the highest cost skills and max out all 5 active abilities for the class you are customizing. However, that would leave you with 0 Champion Points left to purchase the custom selective passives designed by Zenimax.The cost of custom selective passives is 10 Normal Champion Points each.
Each parameter you set has a cost associated to it. Remember, the lesser upgrades cost 5 Champion Points and the greater upgrades cost 10 Champion Points.
The cost of parameters modifier:
- The damage scale selector cost you 5 Champion Points regardless of which attribute you scale off.
- The type of execution cost you 5 Champion Points for single target and 10 Champion Points for Area Of Effect.
- The range selector cost you 5 Champion Points for close, 10 Champion Points for medium, and 15 Champion Points for Far.
How the skill is cast modifier cost is:
- 5 CP for front target
- 5 CP for behind you
- 10 CP for Frontal cone
- 10 CP for rear conal
- 15 CP for straight line before you
- 15 CP for donut around character
- 20 CP for targeted radius
The Cost for the primary additional effect is:
- 10 Champion Points for Minor Additional Effects
- 20 Champion Points for Major Additional Effects
The Cost for the Secondary additional effect is:
- 10 Champion Points for Minor Additional Effects
- 20 Champion Points for Major Additional Effects
The New Custom Selective Passive System
Ever head the age old debate of please nerf X class because that class is overpowered compared to the class I play? Me too, and while not the whole reason for that debate. Part of that reason is certain passives lend themselves to certain playstyles or builds more than another playstyle or build. You might say that also has to do with racial passives, or better class development for certain classes over the other.
If Zenimax is even going to attempt to add Class Crafting which is a system that allows player to customize class skills. Then it needs a passive system that is free to help shape and mold character builds as well. What if Zenimax would allow us the option to choose and select 4 passives from a global list that is available for all classes to access. It no longer is a my class can't have that other class's passives, but a choice to have their passives or not. One class couldn't have every single passive but could choose a specific 4 passives to accentuate the class crafting build a player molded. The cost of custom selective passives is 10 Normal Champion Points each.
There are a couple ways or difference in how the passives work.
These are the class specific passives that should not be selectable:
Class Locked While Slotted
Class Locked While Using Abilities.
Only Boost Specific Class Skills
Gain Ultimate only when using specified class ability
Stance improving a specific class ability
These are the non class specific skills that should be selectable:
Open with No Lock Gaining Generalized Boons
When activating an ultimate ability
The writing in red under the passives section is some proposed additions to give more options.Types of Passives
Class Lock While Slotted:
Piercing Spear:
- Increases the damage bonus for your Critical Strikes by 5% and your damage against blocking targets by 5%.
- Increases the damage bonus for your Critical Strikes by 10% and your damage against blocking targets by 10%.
Spear Wall:
- Increases the amount of damage you can block against melee attacks by 7%.
- Increases the amount of damage you can block against melee attacks by 10%.
Elder Dragon:
- Increases Health Recovery by 2% for each Draconic Power ability slotted.
- Increases Health Recovery by 4% for each Draconic Power ability slotted.
Magicka Flood:
- Increases Max Magicka by 4% while a Siphoning ability is slotted.
- Increases Max Magicka by 8% while a Siphoning ability is slotted.
Hemmorage: With An Assassination Ability Slotted:
- Rank 1:Increases damage dealt by Critical Strikes by 10%. A successful critical hit gives nearby allies Minor Savagery, increasing Weapon Critical Strike rating by 657 for 10 seconds.
- Rank 2:Increases damage dealt by Critical Strikes by 10%. A successful critical hit gives nearby allies Minor Savagery, increasing Weapon Critical Strike rating by 657 for 20 seconds.
Pressure Points:
- Increases Critical Strike and Spell Critical ratings by 1314 for each Assassination ability slotted.
- Increases Critical Strike and Spell Critical ratings by 2629 for each Assassination ability slotted.
Expert Mage:
- Increases Spell Damage and Weapon Damage by 1% for each Sorcerer ability slotted.
- Increases Spell Damage and Weapon Damage by 2% for each Sorcerer ability slotted.
Daedric Summoning:
- Rank1: Increases your Health Recovery and Stamina Recovery by 10% when a Daedric Summoning ability is slotted.
- Rank 2:Increases your Health Recovery and Stamina Recovery by 20% when a Daedric Summoning ability is slotted.
Soul Siphoner:
- Rank 1:Increases the effectiveness of your Healing done by 2% for each Siphoning ability slotted.
- Rank 2:Increases the effectiveness of your Healing done by 3% for each Siphoning ability slotted.
Class Locked While Using Abilities:
Mending:
- Rank 1:Increases the healing effects from your Restoring Light abilities by up to 5%, in proportion to the severity of the target's wounds.
- Rank 2:Increases the healing effects from your Restoring Light abilities by up to 10%, in proportion to the severity of the target's wounds.
Burning Light:
- Gives you a 25% chance to cause an extra [x] Magic Damage any time you hit with an Aedric Spear ability.
Deals Physical Damage and scales with Weapon Damage, or deals Magic Damage and scales with Spell Damage, based on whichever is higher.
- Gives you a 25% chance to cause an extra 2[x] Magic Damage any time you hit with an Aedric Spear ability.
Deals Physical Damage and scales with Weapon Damage, or deals Magic Damage and scales with Spell Damage, based on whichever is higher.
Burning Heart:
- Rank 1:Increases healing received by 6% while a Draconic ability is active.
- Rank 2: Increases healing received by 12% while a Draconic ability is active.
Helping Hands:
- Activating an Earthen Heart ability restores 2% Stamina
- Activating an Earthen Heart ability restores 5% Stamina
Mountain's Blessing
- Activating an Earthen Heart ability grants Minor Brutality to you and nearby allies, increasing Weapon Damage by 5% for 10 seconds.
If you are in combat, you also gain 2 Ultimate. This can only occur once every 6 seconds.
- Activating an Earthen Heart ability grants Minor Brutality to you and nearby allies, increasing Weapon Damage by 5% for 20 seconds.
If you are in combat, you also gain 3 Ultimate. This can only occur once every 6 seconds.
Executioner:
- Rank 1:Killing an enemy with an Assassination ability restores [x] Magicka over 6 seconds.
- Rank 2:Killing an enemy with an Assassination ability restores 2[x] Magicka over 6 seconds.
Restoring Spirit: Activating a dawns wrath ability
- Reduces Magicka, Stamina and Ultimate ability costs by 2%.
- Reduces Magicka, Stamina and Ultimate ability costs by 4%.
Illuminate:
- Grants Minor Sorcery to you and your group, increasing Spell Damage by 5% for 10 seconds.
- Grants Minor Sorcery to you and your group, increasing Spell Damage by 5% for 20 seconds.
Blood Magic:
- Rank 1:Hitting an enemy with a Dark Magic ability heals you for 4% Max Health.
- Rank 2:Hitting an enemy with a Dark Magic ability heals you for 8% Max Health.
Persistence:
- Rank 1:Increases the duration of Dark Magic abilities by 10% while using Dark Magic Abilities.
- Rank 2:Increases the duration of Dark Magic abilities by 20% while using Dark Magic Abilities.
Exploitation:
- Rank 1:Activating a Dark Magic ability grants Minor Prophecy to nearby allies, increasing Spell Critical by 657 for 10 seconds.
- Rank 2: Activating a Dark Magic ability grants Minor Prophecy to nearby allies, increasing Spell Critical by 657 for 20 seconds.
Expert Summoner
- Rank 1: Increases your Max Health by 4% if you have a Daedric Summoning pet active.
- Rank 2: Increases your Max Health by 8% if you have a Daedric Summoning pet active.
Light Weaver:
- Rank 1:Increases the duration of Restoring Aura by 10%
Healing Ritual grants 1 Ultimate to allies under 60% Health
Channeling Right of Passage grants 8580 bonus to your Armor.
- Rank 2:Increases the duration of Restoring Aura by 20%
Healing Ritual grants 2 Ultimate to allies under 60% Health
Channeling Right of Passage grants 16500 bonus to your Armor.
Only Boost Specific Class Skills:
Warmth:
- Damaging enemies with Ardent Flame abilities also reduces their movement speed by 15% for 2 seconds.
- Damaging enemies with Ardent Flame abilities also reduces their movement speed by 30% for 4 seconds.
Enduring rays
- Rank 1:Increases duration of your Sun Fire, Eclipse and Nova abilities by 15%.
- Rank 2:Increases duration of your Sun Fire, Eclipse and Nova abilities by 30%.
Searing Heat:
- Rank 1:Increases the duration of Fiery Breath, Searing Strike, and Dragonknight Standard abilities by 2 seconds.
- Rank 2:Increases the damage of Fiery Breath, Searing Strike, and Dragonknight Standard abilities by 3% and the duration by 2 seconds.
Shadow Barrier:
- Rank 1:Activating a Shadow ability grants you Major Ward and Major Resolve, increasing Spell Resistance and Physical Resistance by 5280 for 2 seconds. This duration is increased for each piece of Heavy Armor equipped.
- Rank 2:Activating a Shadow ability grants you Major Ward and Major Resolve, increasing Spell Resistance and Physical Resistance by 5280 for 2 seconds. This duration is increased for each piece of Heavy Armor equipped.
Gain Ultimate only when using specified class ability:
Prism:
- Rank 1: Activating a Dawn's Wrath ability grants 2 additional Ultimate. This can only occur once every 6 seconds.
- Rank 2: Activating a Dawn's Wrath ability grants 3 additional Ultimate. This can only occur once every 6 seconds.
Transfer:
- Rank 1: Activating a Siphoning ability grants 1 Ultimate. This effect has a 4 second cooldown.
- Rank 2: Activating a Siphoning ability grants 2 Ultimate. This effect has a 4 second cooldown.
Catalyst:
- Rank 1: After drinking a potion you gain 10 Ultimate.
- Rank 2: After drinking a potion you gain 20 Ultimate.
When Activating an ultimate ability:
Battle Roar
- Rank 1: Activating an Ultimate Restores Health, Magicka and Stamina in amounts increased by 35% of the Ultimate's cost.
- Rank 2: Activating an Ultimate Restores Health, Magicka and Stamina in amounts increased by 70% of the Ultimate's cost.
Open with No Lock Gaining Generalized Boons:
Balanced Warrior:
- Rank 1: Increases Weapon Damage by 3% and Spell Resistance by 1320.
- Rank 2: Increases Weapon Damage by 6% and Spell Resistance by 2640.
World In Ruin:
- Rank 1:Increases the damage of Flame and Poison area of effect abilities by 3%.
- Rank 2:Increases the damage of Flame and Poison area of effect abilities by 6%.
Combustion:
- Rank 1:Increases the damage of Burning and Poison status effects by 33%
- Rank 2:Increases the damage of Burning and Poison status effects by 66%
Iron Skin:
- Rank 1:Block an additional 5% damage
- Rank 2:Block an additional 10% damage
Scaled Armor
- Rank 1:Increases Spell Resistance by 1320
- Rank 2:Increases Spell Resistance by 2640
Unholy Knowledge:
- Rank 1:Reduces Magicka and Stamina costs for all abilities by 3%
- Rank 2:Reduces Magicka and Stamina costs for all abilities by 5%.
Capacitor:
- Rank 1:Increases Magicka Recovery by 5%.
- Rank 2:Increases Magicka Recovery by 10%.
Energized:
- Rank 1:Increases your Physical and Shock Damage by 3%.
- Rank 2:Increases your Physical and Shock Damage by 5%.
Implosion
- Rank 1:Whenever you deal Shock Damage you have a 3% chance to instantly disintegrate enemies under 15% Health, dealing [y] Shock Damage.
Whenever you deal Physical Damage you have a 3% chance to instantly pulverize enemies under 15% Health, dealing [y] Physical Damage.
- Rank 2:Whenever you deal Shock Damage you have a 6% chance to instantly disintegrate enemies under 15% Health, dealing [y] Shock Damage.
Whenever you deal Physical Damage you have a 6% chance to instantly pulverize enemies under 15% Health, dealing [y] Physical Damage.
Refreshing Shadows:
- Increases Stamina, Health and Magicka Regeneration by 7%.
- Increases Stamina, Health and Magicka Regeneration by 15%.
Master Assassin:
- Increases Weapon and Spell Damage while invisible or stealthed by 5%. The stun from the Crouch ability stuns for 100% longer.
- Increases Weapon and Spell Damage while invisible or stealthed by 10%. The stun from the Crouch ability stuns for 100% longer.
Stance improving an specific class ability:
Sacred Ground:
- Rank 1:While standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect and for up to 2 seconds after leaving them you gain Major Mending, increasing your healing done by 25%.
Enemies standing in your Cleansing Ritual, Rune Focus or Rite of Passage areas of effect have their Movement Speed Reduced by 15%
- Rank 2:While standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect and for up to 4 seconds after leaving them you gain Major Mending, increasing your healing done by 25%.
Enemies standing in your Cleansing Ritual, Rune Focus or Rite of Passage areas of effect have their Movement Speed reduced by 30%.
Dark Shadows:
- Rank 1: While standing in you own <insert Nightblade area of effects> and for 2 seconds after leaving them you gain Major Savagery, increasing your weapon criticals by 10%.
Enemies standing in your <insert Nightblade area of effects> have their Movement Speed Reduced by 15%
- Rank 2: While standing in you own <insert Nightblade area of effects and for 4 seconds after leaving them you gain Major Savagery, increasing your weapon criticals by 10%.
Enemies standing in your <insert Nightblade area of effects> have their Movement Speed Reduced by 30%
Wrapping it up:This system would be designed to add more replay-ability per character. It would add additional meaning and cost to the champion system. So Instead of spending all the champion points on the normal global increases. This system adds actual class specific tailoring. The result would be the player having to choose risk/reward choosing between how much they can pump up the normal Champion Point system we have now and still manage to tailor their class builds how they wish.They could also add Custom Ultimate Crafting but that is for some other day. I couldn't begin to imagine how to balance something like that.
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