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Skills & Perks
Combat Skills
Armorer - Maintain weapons and armor at top efficiency. Worn and damaged weapons and armor are less effective.
- Governing Attribute: Endurance
- Skill Perks:
- Novice - Cannot repair enchanted items.
- Apprentice - Repair hammers last twice as long.
- Journeyman - Can now repair magic items.
- Expert - Can repair items beyond their highest condition (to 125%). Expert-improved weapons do extra damage, and Expert-improved armor protects more.
- Master - Never breaks repair hammers; one hammer lasts a lifetime.
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Athletics - Run and swim faster, and regenerate lost fatigue faster.
- Governing Attribute: Speed
- Skill Perks:
- Novice - Regenerates Fatigue slowly when running.
- Apprentice - Regenerates Fatigue 25% faster when running.
- Journeyman - Regenerates Fatigue 50% faster when running.
- Expert - Regenerates Fatigue 75% faster when running.
- Master - Running never reduces the regeneration of Fatigue.
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Blade - Deliver the slashing and thrusting attacks of dagger and sword weapons more effectively.
- Governing Attribute: Strength
- Skill Perks:
- Novice - Does a Basic Power Attack with a damage bonus in all directions.
- Apprentice - Gains damage bonus with a Mastery Standing Power Attack.
- Journeyman - Gains the Mastery Left and Right Power Attacks, which have a chance to disarm.
- Expert - Gains a Mastery Backwards Power Attack, which has a chance of a knockdown.
- Master - Gains a Mastery Forward Power Attack, with a chance to paralyze.
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Block - Parry melee attacks with shields and weapons. Successful blocks reduce damage.
- Governing Attribute: Endurance
- Skill Perks:
- Novice - Fatigued by blocking, and hand-to-hand blocking against weapons has no effect.
- Apprentice - No longer fatigued by blocking.
- Journeyman - Shield or weapon no longer takes damage when blocking, and opponents may recoil when blocking with hand-to-hand.
- Expert - Blocking with a shield has a chance to do a knockback counterattack, staggering an enemy if the shield blow connects.
- Master - When blocking with a shield, gain an additional chance of disarming an enemy with a successful knockback counterattack.
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Blunt - Deliver the crushing blows of mace and axe weapons more effectively.
- Governing Attribute: Strength
- Skill Perks:
- Novice - Does a Basic Power Attack with a damage bonus in all directions.
- Apprentice - Gains damage bonus with a Mastery Standing Power Attack.
- Journeyman - Gains the Mastery Left and Right Power Attacks, which have a chance to disarm.
- Expert - Gains a Mastery Backwards Power Attack, which has a chance of a knockdown.
- Master - Gains a Mastery Forward Power Attack, with a chance to paralyze.
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Hand to Hand - Attack without weapons to damage and fatigue opponents.
- Governing Attribute: Strength
- Skill Perks:
- Novice - Does a Basic Power Attack with a damage bonus in all directions.
- Apprentice - Gains damage bonus with a Mastery Standing Power Attack.
- Journeyman - Gains the Mastery Left and Right Power Attacks, which have a chance to disarm.
- Expert - Gains a Mastery Backwards Power Attack, which has a chance of a knockdown.
- Master - Gains a Mastery Forward Power Attack, with a chance to paralyze.
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Heavy Armor - Make more effective use of Iron, Steel, Dwarven, Orcish, Ebony, and Daedric armors.
- Governing Attribute: Endurance
- Skill Perks:
- Novice - Heavy armor degrades rapidy with use (150% of normal rate).
- Apprentice - Heavy armor degrades at a normal rate.
- Journeyman - Heavy armor degrades at a 50% slower rate.
- Expert - Equipped heavy armor only encumbers player by 50%.
- Master - Equipped heavy armor does not encumber player at all.
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Magic Skills
Alchemy - Create potions and gain benefits from alchemical ingredients more effectively.
- Governing Attribute: Intelligence
- Skill Perks:
- Novice - Recognize only the first of four potential alchemical properties of a substance.
- Apprentice - Recognize the first two of four potential alchemical properties of a substance.
- Journeyman - Recognize the first three of four potential alchemical properties of a substance.
- Expert - Recognize all four potential alchemical properties of a substance.
- Master - Make potions from a single ingredient.
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Alteration - Cast spells to breathe or walk on water, open locks, shield from physical and magical damage, and alter encumbrance.
- Governing Attribute: Willpower
- Skill Perks:
- Alteration spells and spell effects are rated by Mastery Level; you can only cast spells rated at or below your current mastery Level. Alteration Spell List
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Conjuration - Cast spells to summon otherworldly creatures, magical weapons and armor, and turn the undead.
- Governing Attribute: Intelligence
- Skill Perks:
- Conjuration spells and spell effects are rated by Mastery Level; you can only cast spells rated at or below your current mastery Level. Conjuration Spell List
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Destruction - Cast spells to inflict magical, fire, frost, and shock damage or to reduce resistances to magic attacks.
- Governing Attribute: Willpower
- Skill Perks:
- Destruction spells and spell effects are rated by Mastery Level; you can only cast spells rated at or below your current mastery Level. Destruction Spell List
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Illusion - Cast spells to charm, conceal, create light, silence, paralyze, command, or affect morale or aggressiveness.
- Governing Attribute: Personality
- Skill Perks:
- Illusion spells and spell effects are rated by Mastery Level; you can only cast spells rated at or below your current mastery Level. Illusion Spell List
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Mysticism - Cast spells that absorb, reflect, and dispel magic, move objects, sense life, and bind souls.
- Governing Attribute: Intelligence
- Skill Perks:
- Mysticism spells and spell effects are rated by Mastery Level; you can only cast spells rated at or below your current mastery Level. Mysticism Spell List
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Restoration - Cast spells to restore, fortify, or absorb physical and magical attributes, cure disease, and resist magical attacks.
- Governing Attribute: Willpower
- Skill Perks:
- Restoration spells and spell effects are rated by Mastery Level; you can only cast spells rated at or below your current mastery Level. Restoration Spell List
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Stealth Skills
Acrobatics - Jump long distances and avoid damage when falling great distances.
- Governing Attribute: Speed
- Skill Perks:
- Novice - Cannot attack when jumping or falling.
- Apprentice - Make normal attacks (not power attacks) when jumping or falling
- Journeyman - Gains the Dodge ability, and can hold Block and jump ina direction to do a quick avoidance roll.
- Expert - Fatigue loss for jumping is reduced by 50%.
- Master - Gains the Water Jump ability, and, with precise timing, can jump off the surface of water.
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Light Armor - Make more effective use of Fur, Leather, Chainmail, Mithril, Elven, and Glass armors.
- Governing Attribute: Speed
- Skill Perks:
- Novice - Light armor degrades rapidly with use (150% of normal rate).
- Apprentice - Light armor degrades at normal rate.
- Journeyman - Light armor degrades at a 50% slower rate.
- Expert - Equipped light armor does not encumber the player at all.
- Master - When wearing only light armor, the player gains a bonus of 50% to the armor rating of that armor.
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Marksman - Deliver more deadly ranged attacks with bow and arrow weapons.
- Governing Attribute: Agility
- Skill Perks:
- Novice - Player is fatigued while holding a bow drawn back.
- Apprentice - No Fatigue cost for holding a bow drawn back.
- Journeyman - Holding Block while bow is drawn will Zoom in.
- Expert - Arrow attacks have a chance of knocking down an opponents.
- Master - Arrow attacks have a chance of paralyzing an opponents.
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Mercantile - Get better deals when buying or selling goods.
- Governing Attribute: Personality
- Skill Perks:
- Novice - The value of an item is reduced by the worn condition of the item.
- Apprentice - The value of an item is not affected by the worn condition of the item.
- Journeyman - Buy or sell any items to any vendor, even if he normally does not deal in those type of wares.
- Expert - Invest in a shop, giving the merchant money to permanently increase his shop's available gold by 500.
- Master - All shops in the world always have 500 more gold available for barter.
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Security - Use lockpicks to open locked doors and containers.
- Governing Attribute: Agility
- Skill Perks:
- Novice - As many as four tumblers will fall when a pick is broken.
- Apprentice - As many as three tumblers will fall when a pick is broken.
- Journeyman - As many as two tumblers will fall when a pick is broken.
- Expert - Only one tumbler will fall when a pick is broken.
- Master - No tumblers will fall when a pick is broken.
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Sneak - Pick pockets and move unseen and unheard by observers.
- Governing Attribute: Agility
- Skill Perks:
- Novice - Gain a 4x damage bonus for one-handed weapon and hand-to-hand attacks, and a 2x damage bonus for marksman attacks, when undetected.
- Apprentice - Gain a 6x damage bonus for one-handed and hand-to-hand attacks, and a 3x damage bonus for marksman attacks, when undetected.
- Journeyman - No penalty for chance of detection while Sneaking for the weight of equipped boots.
- Expert - No penalty for chance of detection while Sneaking for moving while Sneaking.
- Master - Undetected attacks ignore an opponents armor rating.
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Speechcraft - Use speech to persuade listeners to like and trust you.
- Governing Attribute: Personality
- Skill Perks:
- Novice - Can offer bribes to increase the Disposition of some persons.
- Apprentice - Gain a free rotation of the wedge in the Persuation Menu.
- Journeyman - The Falling-Disposition timer in the Persuation Menu is 50% slower.
- Expert - Disposition loss from "Hate it" results in the minigame are reduced from -150% to -100%.
- Master - Bribes cost half as much.
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