[edit] Special Advantages
Special advantages give the class extra abilities. Adding special advantages to a class increases Skill Advancement difficulty. You can select a maximum of seven special advantages.
Some advantages work only in certain places. Many have the options "In Darkness", "In Light", and "In Water". "In Darkness" means that the advantage will work only in dungeons and at night. "In Light" means that the advantage works only in daylight or buildings that are well-lit.
Acute Hearing - Allows the player character to hear sounds from farther away.
Adrenaline Rush - When low on health, gain bonuses to some combat-related attributes.
Athleticism - Stamina decreases slower when running, jumping, climbing, and swimming.
Bonus to Hit - Increases accuracy and damage against certain monsters. Note that if you have a bonus to hit a monster, you may not have a phobia of the same monster.
Animals
Daedra
Humanoid
Undead
Expertise In - Increases accuracy and damage with a certain weapon. Note that if you have this advantage, you may not have the disadvantage "Forbidden Weaponry" for the same weapon.
Axe
Blunt Weapon
Hand to Hand
Long Blade
Missile Weapon
Short Blade
Immunity - Allows the player to become immune to the selected element or status effect. Note that the class would not be able to choose the similar "resistance", "critical weakness", or "low tolerance" advantage/disadvantage.
Disease
Fire
Frost
Magic
Paralysis
Poison
Shock
Increased Magery - This increases the amount of magicka the player has. Essential for magic users, since by default Spell Points are only at 0.5x Int.
1.5x Int in Spell Points
1.75x Int in Spell Points
2x Int in Spell Points
3x Int in Spell Points
Int in Spell Points
Rapid Healing - This allows the player to increase the rate he/she heals while resting.
General
In Darkness
In Light
Regenerate Health - Allows the player to slowly regenerate health. (15 HP/hour)
General
Darkness
Light
While Immersed in Water
Resistance - Allows the player to resist the selected element/status effect. Note that the class would not be able to choose the similar "immunity", "critical weakness", or "low tolerance" advantage/disadvantage.
Disease
Fire
Frost
Magic
Paralysis
Poison
Shock
Spell Absorption - Allows the player character to sometimes absorb spells, adding it to their own magicka. The chance of this is equal to (INT+WIL)/2. Spells absorbed over the player character's maximum magicka cause damage.
General
Darkness
Light
[edit] Special Disadvantages
Special disadvantages impose restrictions on the class. Special disadvantages lower the Skill Advancement difficulty. You can select a maximum of seven special disadvantages. Some disadvantages work only in certain places. Many have the options "In Darkness", "In Light", and "In Water". "In Darkness" means that the disadvantage will work only in dungeons and at night. "In Light" means that the disadvantage works only in daylight or buildings that are well-lit. Any advantages you have from your race or vampirism will override your potential weaknesses. So High Elves, who are immune to paralysis, could take a critical weakness to paralysis and remain immune.
Critical Weakness - Makes the player very vulnerable to the selected element/status effect. Note that the class would not be able to choose the similar "resistance", "immunity", or "low tolerance" advantage/disadvantage.
Disease
Fire
Frost
Magic
Paralysis
Poison
Shock
Damage - The player suffers 12 HP damage per 4 in-game minutes in certain places
From Holy Places (Temples and guildhalls of the Fighter Trainers)
From Sunlight
Darkness Powered Magery - This hinders the player's magic ability during the day.
Lower Magic Ability in Daylight (This decreases the maximum amount of Magicka)
Unable to Use Magic in Daylight
Forbidden Armor Types - Makes it impossible to wear certain armor. They can still be carried in the inventory.
Chain
Leather
Plate (Iron, Steel, Silver, Elven, Dwarven, Mithril, Adamantium, Orcish, Ebony, and Daedric armor)
Forbidden Material - This forbids the player character from wearing armor and weapons of the selected material. They can still be carried in the inventory.
Adamantium
Daedric
Dwarven
Ebony
Elven
Iron
Mithril
Orcish
Silver
Steel
Forbidden Shield Types - The player character can't use shields of this type. They can still be carried in the inventory
Buckler
Kite Shield
Round Shield
Tower Shield
Forbidden Weaponry - The player character can't use weapons of this type. They can still be carried in the inventory.
Axe
Blunt Weapon
Hand to Hand
Long Blade
Missile Weapon
Short Blade
Inability to Regen Spell Points - The class cannot regenerate spell points while resting.
Light Powered Magery - This hinders the player's magic ability during the night and in dungeons.
Lower Magic Ability in Darkness (Decreases the maximum magicka.)
Unable to Use Magic in Darkness
Low Tolerance - Causes the player to be slightly weak to selected elements/status effects. Note that the class would not be able to choose the similar "resistance", "critical weakness", or "immunity" advantage/disadvantage.
Disease
Fire
Frost
Magic
Paralysis
Poison
Shock
Phobia - Decreases the damage and the accuracy against the selected type of enemy, while that enemy will have an easier time attacking the player character. Note that if you have a phobia against a certain type of monster, you may not take the "Bonus To-Hit" advantage for that same monster.
Animal
Daedra
Humanoid
Undead