And thats all i was trying to get at.. I use whatever perk i wish.. I understand the universal "pure warr" however, is basically a master at arms.. Master with all weapons, and heavy armor...Not really magic.. I guess i got too wrapped up in the argument at hand, but yea.. the "pure warr" is really described as master at arms... I personally woldnt consider any magic abilities t be utilized by that class..
That said, its been stepped on, and reworded so much over the years, who knows.. Im willing to bet that the ones that argued the pure warr wouldnt use said magic were 25+ years of age, whereas those who were, are younger.. Just a guess, not intended as judgment/criticism.. We may hold onto our older views of how it "was"..That argument started as what the definition of pure warr was, then turned into how TES describes various skills... Since TES has no "Classes" the entire argument was moot..
I was personally looking at it from the games standpoint, AND actual history, but others werent so it ended up being a situation where we agree to disagree i guess...
I cannot find the definitions, or Bethesdas wording on Alchemy, or enchanting anywhere, (i got home from work when i started this new thread) so if someone could post it, id be greatful...If were ging by bethesda though, id think that the Stones say it all..You can be a warrior class, and use enchanting.. But the "pure-warr", and i think many would agree, is an armsman.. There fr the physical combnat.. Then again.. TES defines Alch,Enchant, and smithing as "Skills", and not abilities, like flames..
This argument, is open to too much interpretation...
Thief stone- Archery, sneak, alchemy, light armor, lockpicking, pickpocketing
Warrior Stone- 1Hand, 2Hand, Heavy Armor, Block, Smithing, speech
Mage Stone- Enchanting, Illusion, Destruction, Conjuration, Restoration, ALteration,
Each has 6..