Skills N Perks

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Perk Rank Skill Req. Perk Req.

Description

Novice Alteration Cast Novice level Alteration spells for half magicka.
Dual casting an Alteration spell overcharges the effects into an even more powerful
Alteration Dual Casting 20 Alteration Novice Alteration version.
Apprentice Alteration 25 Alteration Novice Alteration Cast Apprentice level Alteration spells for half magicka.
1 30 Alteration Apprentice Alteration Blocks 10% of a spell's effects.
2 50 Alteration Blocks 20% of a spell's effects.
Magic Resistance 3 30 70 Alteration Blocks 30% of a spell's effects.
Adept Alteration 50 Alteration Apprentice Alteration Cast Adept level Alteration spells for half magicka.
Expert Alteration 75 Alteration Adept Alteration Cast Expert level Alteration spells for half magicka.
Atronach 100 Alteration Expert Alteration Absorb 30% of the magicka of any spells that hit you.
Master Alteration 100 Alteration Expert Alteration Cast Master level Alteration spells for half magicka.
Stability 70 Alteration Adept Alteration Alteration spells have greater duration.
1 30 Alteration Apprentice Alteration Protection spells like Stoneflesh are twice as strong if not wearing armor.
2 50 Alteration Protection spells like Stoneflesh are 2.5 times as strong if not wearing armor.
Mage Armor 3 30 70 Alteration Protection spells like Stoneflesh are three times as strong if not wearing armor.

Novice Conjuration Cast Novice level Conjuration spells for half magicka.
Apprentice Conjuration 25 Conjuration
Novice Conjuration Cast Apprentice level Conjuration spells for half magicka.
Apprentice
Adept Conjuration 50 Conjuration Conjuration Cast Adept level Conjuration spells for half magicka.
Expert Conjuration 75 Conjuration Adept Conjuration Cast Expert level Conjuration spells for half magicka.
Master Conjuration 100 Conjuration Expert Conjuration Cast Master level Conjuration spells for half magicka.
Conjuration Dual Casting 20 Conjuration Novice Conjuration Dual casting a Conjuration spell overcharges the spell, allowing it to last longer.
Mystic Binding 20 Conjuration Novice Conjuration Bound weapons do more damage.
Soul Stealer 30 Conjuration Mystic Binding Bound weapons cast Soul Trap on targets.
Oblivion Binding 50 Conjuration Soul Stealer Bound weapons will banish summoned creatures and turn raised ones.
Necromancy 40 Conjuration Novice Conjuration Greater duration for reanimated undead.
Dark Souls 70 Conjuration Necromancy Reanimated undead have 100 points more health.
1 30 Conjuration Novice Conjuration Can summon atronachs or raise undead twice as far away.
30 70
Summoner 2 Conjuration Can summon atronachs or raise undead three times as far away.
Atromancy 40 Conjuration Summoner Double duration for conjured Atronachs.
Elemental Potency 80 Conjuration Atromancy Conjured Atronachs are 50% more powerful.
Dark Souls or
Twin Souls 100 Conjuration Elemental Potency You can have two atronachs or reanimated zombies.

Novice Destruction Cast Novice level Destruction spells for half magicka.
Apprentice Destruction 25 DestructionNovice Destruction Cast Apprentice level Destruction spells for half magicka. 0pts, When you specialise in a school you get Apprentice (school) training for free.
Apprentice
Adept Destruction 50 Destruction Destruction Cast Adept level Destruction spells for half magicka.
Expert Destruction 75 Destruction Adept Destruction Cast Expert level Destruction spells for half magicka.
Master Destruction 100 Destruction Expert Destruction Cast Master level Destruction spells for half magicka.
Apprentice
Rune Master 40 Destruction Destruction Can place runes five times farther away.
1 30 Destruction Novice Destruction Fire spells do 25% more damage. Add +1dice step per level of spell to damage, up to the base damage of the spell.
30 60
Augmented Flames 2 Destruction Fire spells do 50% more damage. i.e +D2 Novice, +D4 Apprentice, +D6 Adept, +D8 Exert, +D10 Master
Intense Flames 50 Destruction Augmented Flames Fire damage causes targets to flee if their health is low.
1 30 Destruction Novice Destruction Frost spells do 25% more damage.
30 60
Augmented Frost 2 Destruction Frost spells do 50% more damage.
Deep Freeze 60 Destruction Augmented Frost Frost damage paralyzes targets if their health is low.
1 30 Destruction Novice Destruction Shock spells do 25% more damage.
30 60
Augmented Shock 2 Destruction Shock spells do 50% more damage.
Disintegrate 70 Destruction Augmented Shock Shock damage disintegrates targets if their health is low.
Dual casting a Destruction spell overcharges the effects into an even more powerful
Destruction Dual Casting 20 Destruction Novice Destruction version.
Destruction Dual
Impact 40 Destruction Casting Most destruction spells will stagger an opponent when dual cast.

Novice Illusion Cast Novice level Illusion spells for half magicka.
Animage 20 Illusion Novice Illusion Illusion spells now work on higher level animals.
Kindred Mage 40 Illusion Animage All Illusion spells work on higher level people.
Quiet Casting 50 Illusion Kindred Mage All spells you cast from any school of magic are silent to others.

Apprentice Illusion 25 Illusion Novice Illusion Cast Apprentice level Illusion spells for half magicka.
Adept Illusion 50 Illusion Apprentice Illusion Cast Adept level Illusion spells for half magicka.
Expert Illusion 75 Illusion Adept Illusion Cast Expert level Illusion spells for half magicka.
Master Illusion 100 Illusion Expert Illusion Cast Master level Illusion spells for half magicka.
Calm spells now work on higher level opponents. Cumulative with Kindred Mage and
Hypnotic Gaze 30 Illusion Novice Illusion Animage.
Fear spells work on higher level opponents. Cumulative with Kindred Mage and
Aspect of Terror 50 Illusion Hypnotic Gaze Animage.
Frenzy spells work on higher level opponents. Cumulative with Kindred Mage and
Rage 70 Illusion Aspect of Terror Animage.
Quiet Casting or
Master of the Mind 90 Illusion Rage Illusion spells work on undead, daedra and automatons.
Illusion Dual Dual casting an Illusion spell overcharges the effects into an even more powerful
Casting 20 Illusion Novice Illusion version.

Novice Restoration Cast Novice level Restoration spells for half magicka.
Apprentice Restoration 25 RestorationNovice Restoration Cast Apprentice level Restoration spells for half magicka.
Apprentice
Adept Restoration 50 Restoration Restoration Cast Adept level Restoration spells for half magicka.
Expert Restoration 75 Restoration Adept Restoration Cast Expert level Restoration spells for half magicka.
Master Restoration 100 Restoration Expert Restoration Cast Master level Restoration spells for half magicka.
1 30 Restoration Novice Restoration Magicka regenerates 25% faster.
30 60
Recovery 2 Restoration Magicka regenerates 50% faster.
Avoid Death 90 Restoration Recovery Once a day, heals 250 points automatically if you fall below 10% health.
Regeneration 20 Restoration Novice Restoration Healing spells cure 50% more.
Necromage 70 Restoration Regeneration All spells are more effective against undead.
Respite 40 Restoration Novice Restoration Healing spells also restore Stamina.
Dual casting a Restoration spell overcharges the effects into an even more powerful
Restoration Dual Casting 20 Restoration Novice Restoration version.
Ward Absorb 60 Restoration Novice Restoration Wards recharge your magicka when hit with spells.

1 New enchantments are 20% stronger.


2 20 Enchanting New enchantments are 40% stronger.
3 40 Enchanting New enchantments are 60% stronger.
4 60 Enchanting New enchantments are 80% stronger.

Enchanter 5 0 80 Enchanting New enchantments are 100% stronger.


Fire Enchanter 30 Enchanting Enchanter Fire enchantments on weapons and armor are 25% stronger.
Frost Enchanter 40 Enchanting Fire Enchanter Frost enchantments on weapons and armor are 25% stronger.
Storm Enchanter 50 Enchanting Frost Enchanter Shock enchantments on weapons and armor are 25% stronger.
Insightful Enchanter 50 Enchanting Enchanter Skill enchantments on armor are 25% stronger.
Corpus Enchanter 70 Enchanting Insightful Enchanter Health, magicka, and stamina enchantments on armor are 25% stronger.
Corpus Enchanter or
Extra Effect 100 Enchanting Storm Enchanter Can put two enchantments on the same item.
Soul Squeezer 20 Enchanting Enchanter Soul gems provide extra magicka for recharging.
Death blows to creatures, but not people, trap 5% of the victim's soul, recharging the
Soul Siphon 40 Enchanting Soul Squeezer weapon.
Perk Rank Skill Req. Perk Req. Description

1 Bows do 20% more damage. N/A - increase in skill increases damage


2 20 Archery Bows do 40% more damage.
3 40 Archery Bows do 60% more damage.
4 60 Archery Bows do 80% more damage.
Overdraw 5 0 80 Archery Bows do twice as much damage. D2-D8, Extrodinary hits do an extra dice of wounds equal to
1 30 Archery Overdraw 10% chance of a critical hit that does extra damage. the trait.
2 60 Archery 15% chance of a critical hit that does 25% more critical damage.
Critical Shot 3 30 90 Archery 20% chance of a critical hit that does 50% more critical damage.
Hunter's Discipline 50 Archery Critical Shot Recover twice as many arrows from dead bodies. Moving up to walking pace asa free extra action when
Ranger 60 Archery Hunter's Discipline Able to move faster with a drawn bow. shooting bow walking is normallyy a free action.
Eagle Eye 30 Archery Overdraw Pressing Block while aiming will zoom in your view. Reduce range
Damage beforepenalties
armour, by one step
greater than targets vitality will force
Power Shot 50 Archery Eagle Eye Arrows stagger all but the largest opponents 50% of the time. them back a step
Quick Shot 70 Archery Power Shot Can draw a bow 30% faster. No dice penalty for the second shot of a turn
1 40 Archery Eagle Eye Zooming in with a bow slows time by 25%. Reduce targeted shot penalties by one step
Steady Hand 2 40 60 Archery Zooming in with a bow slows time by 50%.
Bullseye 100 Archery Ranger or Quick Shot 15% chance of paralyzing the target for a few seconds.

1 Blocking is 20% more effective.


2 20 Block Blocking is 25% more effective.
3 40 Block Blocking is 30% more effective.
4 60 Block Blocking is 35% more effective.
Shield Wall 5 0 80 Block Blocking is 40% more effective.
Deflect Arrows 30 Block Shield Wall Arrows that hit the shield do no damage.
Elemental Protection 50 Block Deflect Arrows Blocking with a shield reduces incoming fire, frost, and shock damage by 50%.
Block Runner 70 Block Elemental Protection Able to move faster with a shield raised.
Power Bash 30 Block Shield Wall Able to do a power bash.
Deadly Bash 50 Block Power Bash Bashing does five times more damage.
Disarming Bash 70 Block Deadly Bash Chance to disarm when power bashing.
Disarming Bash or
Shield Charge 100 Block Block Runner Sprinting with a shield raised knocks down most targets.
Quick Reflexes 30 Block Shield Wall Time slows down if you are blocking during an enemy's power attack.

1 Increases armor rating for Heavy Armor by 20%.


2 20 Heavy Armor Increases armor rating for Heavy Armor by 40%.
3 40 Heavy Armor Increases armor rating for Heavy Armor by 60%.
4 60 Heavy Armor Increases armor rating for Heavy Armor by 80%.
Juggernaut 5 0 80 Heavy Armor Increases armor rating for Heavy Armor by 100%.
Fists of Steel 30 Heavy Armor Juggernaut Unarmed attacks with Heavy Armor gauntlets do their armor rating in extra damage.
Cushioned 50 Heavy Armor Fists of Steel Half damage from falling if wearing all Heavy Armor: head, chest, hands, feet.
Conditioning 70 Heavy Armor Cushioned Heavy Armor weighs nothing and doesn't slow you down when worn.
Well Fitted 30 Heavy Armor Juggernaut 25% Armor bonus if wearing all Heavy Armor: head, chest, hands, feet.
Tower of Strength 50 Heavy Armor Well Fitted 50% less stagger when wearing only Heavy Armor.
Matching Set 70 Heavy Armor Tower of Strength Additional 25% Armor bonus if wearing a matched set of Heavy Armor.
10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor:
Reflect Blows 100 Heavy Armor Matching Set head, chest, hands, feet.

1 One-Handed weapons do 20% more damage.


2 20 One-handed One-Handed weapons do 40% more damage.
3 40 One-handed One-Handed weapons do 60% more damage.
4 60 One-handed One-Handed weapons do 80% more damage.
Armsman 5 0 80 One-handed One-Handed weapons do twice as much damage.
1 30 One-handed Armsman Attacks with swords have a 10% chance of doing critical damage.
2 60 One-handed Attacks with swords have a 15% chance of doing more critical damage.
Bladesman 3 30 90 One-handed Attacks with a swords [sic] have a 20% chance of doing even more critical damage.
1 30 One-handed Armsman Attacks with maces ignore 25% of armor.
2 60 One-handed Attacks with maces ignore 50% of armor.
Bone Breaker 3 30 90 One-handed Attacks with maces ignore 75% of armor.
1 30 One-handed Armsman Dual wielding attacks are 20% faster.
Dual Flurry 2 30 50 One-handed Dual wielding attacks are 35% faster.
Dual Savagery 70 One-handed Dual Flurry Dual wielding power attacks do 50% bonus damage.
Fighting Stance 20 One-handed Armsman Power attacks with one-handed weapons cost 25% less stamina.
Critical Charge 50 One-handed Fighting Stance Can do a one-handed power attack while sprinting that does double critical damage.
Standing power attacks do 25% bonus damage with a chance to decapitate your
Savage Strike 50 One-handed Fighting Stance enemies.
Critical Charge or
Paralyzing Strike 100 One-handed Savage Strike Backwards power attack has a 25% chance to paralyze the target.
1 30 One-handed Armsman Attacks with war axes cause extra bleeding damage.
2 60 One-handed Attacks with war axes cause more bleeding damage.
Hack and Slash 3 30 90 One-handed Attacks with war axes cause even more bleeding damage.

Steel Smithing Can create Steel armor and weapons at forges, and improve them twice as much.
Arcane Blacksmith 60 Smithing Steel Smithing You can improve magical weapons and armor.

Dwarven Smithing 30 Smithing Steel Smithing Can create Dwarven armor and weapons at forges, and improve them twice as much.
Orcish Smithing 50 Smithing Dwarven Smithing Can create Orcish armor and weapons at forges, and improve them twice as much.
Ebony Smithing 80 Smithing Orcish Smithing Can create Ebony armor and weapons at forges, and improve them twice as much.
Daedric Smithing 90 Smithing Ebony Smithing Can create Daedric armor and weapons at forges, and improve them twice as much.
Elven Smithing 30 Smithing Steel Smithing Can create Elven armor and weapons at forges, and improve them twice as much.
Advanced Armors 50 Smithing Elven Smithing Can create Scaled and Plate armor at forges, and improve them twice as much.
Glass Smithing 70 Smithing Advanced Armors Can create Glass armor and weapons at forges, and improve them twice as much.
Daedric Smithing or
Dragon Armor 100 Smithing Glass Smithing Can create Dragon armor at forges, and improve them twice as much.

1 Two-Handed weapons do 20% more damage.


2 20 Two-handed Two-Handed weapons do 40% more damage.
3 40 Two-handed Two-Handed weapons do 60% more damage.
4 60 Two-handed Two-Handed weapons do 80% more damage.
Barbarian 5 0 80 Two-handed Two-Handed weapons do twice as much damage.
Champion's Stance 20 Two-handed Barbarian Power attacks with two-handed weapons cost 25% less stamina.
Standing power attacks do 25% bonus damage with a chance to decapitate your
Devastating Blow 50 Two-handed Champion's Stance enemies. 1 Two-Handed weapons do 20% more damage.
Great Critical Charge 50 Two-handed Champion's Stance Can do a two-handed power attack while sprinting that does double critical damage. 2 20 Two-handed Two-Handed weapons do 40% more damage.
Great Critical Charge
Sweep 70 Two-handed or Devastating Blow Sideways power attacks with two-handed weapons hit all targets in front of you. 3 40 Two-handed Two-Handed weapons do 60% more damage.
Warmaster 100 Two-handed Sweep Backwards power attack has a 25% chance to paralyze the target. 4 60 Two-handed Two-Handed weapons do 80% more damage.
1 30 Two-handed Barbarian Attacks with greatswords have a 10% chance of doing critical damage. Barbarian 5 0 80 Two-handed Two-Handed weapons do twice as much damage.

2 60 Two-handed Attacks with greatswords have a 15% chance of doing more critical damage. Champion's Stance 20 Two-handed Barbarian Power attacks with two-handed weapons cost 25% less stamina.
Standing power attacks do 25% bonus damage with a chance
Deep Wounds 3 30 90 Two-handed Attacks with greatswords have a 20% chance of doing even more critical damage. Devastating Blow 50 Two-handed Champion's Stance to decapitate your enemies.
Can do a two-handed power attack while sprinting that does
1 30 Two-handed Barbarian Attacks with battle axes cause extra bleeding damage. Great Critical Charge 50 Two-handed Champion's Stance double critical damage.
Sideways power attacks with two-handed weapons hit all
2 60 Two-handed Attacks with battle axes cause more bleeding damage. Sweep 70 Two-handed Great Critical Charge or Devastating Blow targets in front of you.
Backwards power attack has a 25% chance to paralyze the
Limbsplitter 3 30 90 Two-handed Attacks with battle axes cause even more bleeding damage. Warmaster 100 Two-handed Sweep target.

1 30 Two-handed Barbarian Attacks with warhammers ignore 25% of armor. 1 30 Two-handed Barbarian Attacks with greatswords have a 10% chance of doing critical damage.
Attacks with greatswords have a 15% chance of doing more
2 60 Two-handed Attacks with warhammers ignore 50% of armor. 2 60 Two-handed critical damage.
Attacks with greatswords have a 20% chance of doing even
Skullcrusher 3 30 90 Two-handed Attacks with warhammers ignore 75% of armor. Deep Wounds 3 30 90 Two-handed more critical damage.
1 30 Two-handed Barbarian Attacks with battle axes cause extra bleeding damage.
2 60 Two-handed Attacks with battle axes cause more bleeding damage.

Limbsplitter 3 30 90 Two-handed Attacks with battle axes cause even more bleeding damage.
1 30 Two-handed Barbarian Attacks with warhammers ignore 25% of armor.
2 60 Two-handed Attacks with warhammers ignore 50% of armor.
Skullcrusher 3 30 90 Two-handed Attacks with warhammers ignore 75% of armor.
Perk Rank Skill Req. Perk Req. Description

1 Increase armor rating for Light armor by 20%.


2 20 Light Armor Increase armor rating for Light armor by 40%.
3 40 Light Armor Increase armor rating for Light armor by 60%.
4 60 Light Armor Increase armor rating for Light armor by 80%.
Agile Defender 5 0 80 Light Armor Increase armor rating for Light armor by 100%.
Custom Fit 30 Light Armor Agile Defender 25% Armor bonus if wearing all Light Armor: head, chest, hands, feet.
Matching Set 70 Light Armor Custom Fit Additional 25% Armor bonus if wearing a matched set of Light Armor.
Unhindered 50 Light Armor Custom Fit Light Armor weighs nothing and doesn't slow you down when worn.
Wind Walker 60 Light Armor Unhindered Stamina regenerates 50% faster in all Light Armor: head, chest, hands, feet.
10% chance of avoiding all damage from a melee attack while wearing all Light
Deft Movement 100 Light Armor Wind Walker or Matching Set Armor: head, chest, hands, feet.

Novice Locks Novice locks are much easier to pick.


Apprentice Locks 25 Lockpicking Novice Locks Apprentice locks are much easier to pick.
Quick Hands 40 Lockpicking Apprentice Locks Able to pick locks without being noticed.
Wax Key 50 Lockpicking Quick Hands Automatically gives you a copy of a picked lock's key if it has one.
Adept Locks 50 Lockpicking Apprentice Locks Adept locks are much easier to pick.
Expert Locks 75 Lockpicking Adept Locks Expert locks are much easier to pick.
Golden Touch 60 Lockpicking Adept Locks Find more gold in chests.
Treasure Hunter 70 Lockpicking Golden Touch 50% greater chance of finding special treasure.
Locksmith 80 Lockpicking Expert Locks Pick starts close to the lock opening position.
Unbreakable 100 Lockpicking Locksmith Lockpicks never break.
Master Locks 100 Lockpicking Expert Locks Master locks are much easier to pick.

1 Pickpocketing bonus of 20%. Item weight and value reduce pickpocketing odds.
2 20 Pickpocket Pickpocketing bonus of 40%. Item weight and value reduce pickpocketing odds.
3 40 Pickpocket Pickpocketing bonus of 60%. Item weight and value reduce pickpocketing odds.
4 60 Pickpocket Pickpocketing bonus of 80%. Item weight and value reduce pickpocketing odds.

Light Fingers 5 80 Pickpocket Pickpocketing bonus of 100%. Item weight and value reduce pickpocketing odds.
Night Thief 30 Pickpocket Light Fingers +25% chance to pickpocket if the target is asleep.
Cutpurse 40 Pickpocket Night Thief Pickpocketing gold is 50% easier.
Keymaster 60 Pickpocket Cutpurse Pickpocketing keys almost always works.
Misdirection 70 Pickpocket Cutpurse Can pickpocket equipped weapons.
Perfect Touch 100 Pickpocket Misdirection Can pickpocket equipped items.
Extra Pockets 50 Pickpocket Night Thief Carrying capacity is increased by 100.
Poisoned 40 Pickpocket Night Thief Silently harm enemies by placing poisons in their pockets.

1 You are 20% harder to detect when sneaking.


2 20 Sneak You are 25% harder to detect when sneaking.
3 40 Sneak You are 30% harder to detect when sneaking.
4 60 Sneak You are 35% harder to detect when sneaking.
Stealth 5 0 80 Sneak You are 40% harder to detect when sneaking.
Backstab 30 Sneak Stealth Sneak attacks with one-handed weapons now do six times damage.
Deadly Aim 40 Sneak Backstab Sneak attacks with bows now do three times damage.
Assassin's Blade 50 Sneak Deadly Aim Sneak attacks with daggers now do a total of fifteen times normal damage.
Muffled Movement 30 Sneak Stealth Noise from armor is reduced 50%.
Light Foot 40 Sneak Muffled Movement You won't trigger pressure plates.
Silent Roll 50 Sneak Light Foot Sprinting while sneaking executes a silent forward roll.
Silence 70 Sneak Silent Roll Walking and running does not affect detection.
Crouching stops combat for a moment and forces distant opponents to search for a
Shadow Warrior 100 Sneak Silence target.

1 Buying and selling prices are 10% better.


2 20 Speech Buying and selling prices are 15% better.
3 40 Speech Buying and selling prices are 20% better.
4 60 Speech Buying and selling prices are 25% better.
Haggling 5 0 80 Speech Buying and selling prices are 30% better.
Allure 30 Speech Haggling 10% better prices with the opposite sex.
Merchant 50 Speech Allure Can sell any type of item to any kind of merchant.

Investor 70 Speech Merchant Can invest 500 gold with a shopkeeper to increase his available gold permanently.
Fence 90 Speech Investor Can barter stolen goods with any merchant you have invested in.
Master Trader 100 Speech Fence Every merchant in the world gains 1000 gold for bartering.
Bribery 50 Speech Haggling Can bribe guards to ignore crimes.
Persuasion 50 Speech Bribery Persuasion attempts are 30% easier.
Intimidation 70 Speech Persuasion Intimidation is twice as successful.

1 Potions and poisons you make are 20% stronger.


2 20 Alchemy Potions and poisons you make are 40% stronger.
3 40 Alchemy Potions and poisons you make are 60% stronger.
4 60 Alchemy Potions and poisons you make are 80% stronger.
Alchemist 5 0 80 Alchemy Potions and poisons you make are twice as strong.

Physician 20 Alchemy Alchemist Potions you mix that restore Health, Magicka or Stamina are 25% more powerful.

Benefactor 30 Alchemy Physician Potions you mix with beneficial effects have an additional 25% greater magnitude.
1 50 Alchemy Benefactor Eating an ingredient reveals first two effects.
2 70 Alchemy Eating an ingredient reveals first three effects.
Experimenter 3 50 90 Alchemy Eating an ingredient reveals all its effects.
Poisoner 30 Alchemy Physician Poisons you mix are 25% more effective.
Concentrated Poison 60 Alchemy Poisoner Poisons applied to weapons last for twice as many hits.
Green Thumb 70 Alchemy Concentrated Poison Two ingredients are gathered from plants.
Snakeblood 80 Alchemy Experimenter or Concentrated Poison 50% resistance to all poisons.
All negative effects are removed from created potions, and all positive effects are
Purity 100 Alchemy Experimenter removed from created poisons.
Combat Skill Trainers Stealth Skills Trainers Magic Skills Trainers
Heavy Armor Sneak Trainers Alteration Trainers
Journeyman Trainer Journeyman Trainer Journeyman Trainer
Find Hermir Strongheart in the Windhelm. Find Khayla at the Khajiit Caravans. Find Melaran in Solitude.

Expert Trainer Expert Trainer Expert Trainer


Find Gharol of Dushnikh Yal in The Reach. Find Garvey in Markarth. Find Dravynea of Kynesgrove in Eastmarch.

Master Trainer Master Trainer Master Trainer


Find Farkas of The Companions in Whiterun. Find Delven Mallory of the Thieves Guild in Riften. Find Tolfdir of the College in Winterhold.

Block Skill Trainers Lockpicking Trainers Conjuration Trainers


Expert Trainer Expert Trainer Journeyman Trainer
Find Njade Stonearm of The Companions in Whiterun. Find Majhad at the Khajiit Caravans. Find Runil in Falkreath.

Master Trainer Master Trainer Expert Trainer


Find Larak of Mor Khazgur in The Reach. Find Vex of the Thieves Guild in Riften. Find Phinis Gestor of the College in Winterhold.

Two-Handed Trainers Pickpocketing Trainers Master Trainer


Expert Trainer Journeyman Trainer Find Falion in Morthal.
Find Torbjorn Shatter-Shield in Windhelm. Find Ahkari at the Khajiit Caravans.
Destruction Trainers
Master Trainer Expert Trainer Journeyman Trainer
Find Vilkas of The Companions in Whiterun. Find Silda the Unseen in Windhelm. Find Wuunferth the Unliving in Windhelm.

One-Handed Trainers Master Trainer Expert Trainer


Journeyman Trainer Find Vipir of the Thieves Guild in Riften. Find Sybille Stentor in Solitude.
Find Amren in Whiterun.
Speech Trainers Master Trainer
Expert Trainer Journeyman Trainer Find Faralda of the College in Winterhold.
Find Athis of The Companions in Whiterun. Find Revyn Sadri in Windhelm and Dromarash at the Khajiit Caravans.
Enchanting Trainers
Master Trainer Expert Trainer Expert Trainer
Find Burguk of Dushnikh Yal in The Reach. Find Ogmund the Skald in Markarth. Find Sergius Turrianus of the College in Winterhold.

Archery Trainers Master Trainer Master Trainer


Journeyman Trainer Find Geraud Gemaine of The Bards College in Solitude. Find Hamal in Markarth.
Find Faendal in Riverwood.
Alchemy Trainers Illusion Trainers
Expert Trainer Journeyman Trainer Expert Trainer
Find Aela the Huntress of The Companions in Whiterun. Find Lami in Morthal. Find Atub in Largoshbur in The Rift.

Master Trainer Expert Trainer Master Trainer


Find Niruin of The Thieves Guild in Riften. Find Arcadia in Whiterun. Find Drevis Neloren of the College in Winterhold.

Smithing Trainers Master Trainer Restoration Trainers


Journeyman Trainer Find Babette in The Dark Brotherhood Sanctuary. Expert Trainer
Find Ghorza in Markarth. Find Keeper Carcette at the Hall Of The Vigilant and Colette Marence of the College in Winterhold.
Light Armor Trainers
Expert Trainer Journeyman Trainer Master Trainer
Find Balimund in Riften. Find Scouts-Many-Marshes in Whiterun. Find Danica Pure-Spring in Whiterun

Master Trainer Expert Trainer


Find Eorlund Gray-Mane in Whiterun. Find Grelka in Riften.

Master Trainer
Find Mazir in the Dark Brotherhood Sanctuary.
Agent of dibella + 10% melee damage to the oppisite sex
Temple quest: The heart of dibella

Agent of Marra +15% resist in magic


Temple quest: The book of love

Ancient Knowledge 25% armor if wearing all dwarven armor. your smithing increases 15% faster
Side quest: Unfathumable Depths

Archmage's Authority Better pricers from members of the college ( 50% Enthir, 10% others)
Quest: The eye of magnus

Assassin's aegis +25% armor if wearing all dark brotherhood armor


Quest Sanctuary

Dragon Infusion You take 25% less melee damage from dragons
Quest: Dragon research

Eternal spirit: While Ethreal, you recover health 25% faster


Meditations on the words of power

Force without effort You stagger 25% less, and foes stagger 25% more
Meditations on the words of power

Gift of the gab Your speech skill increases 15% faster


Bard quest: Tending the flames

Nightengale's aegis +25% armor if wearing all Nightengale armor


Thieve guild quest: Trinity restored

Prowlers profit Chance of additional gems in chest


Thieve guild quest : No stone unturned

Sailor's Repose Healing spells restore 10% more health


Dungeon quest : what lies beneath

Sinderion's serendipity When you make a potion, you have a 25% chance of creating a second.
Side quest : Return to your roots

The fire within Your Fire breath shout deals 25% more damage
Quest: Meditations on the words of power

Temporary abilities

Voice of the sky animals wont attack you or flee from you, lasts 1 day
Complete the pilgrimage of 7 thousand steps.

The gift of charity +10% speech , last 1 hour


Give coin to a beggar

Dragin slayer's blessing +10% crit chance vs Dragon, last 5 days


Blades quest: Dragon slayer's blessing

Rested all skills improve 5% faster, last 8 hours


Sleep in a bed

Well Rested all skills improve 10% faster, last 8 hours


Sleep in a bed you own or rent

Lover's comfort skills improve 15% faster, last 8 hours


Sleep in a bed with your spouse
Magic Combat Stealth

Alteration (science)
Conjuration (science)
Destruction (science)
Enchanting (tech)
Illusion (science)
Restoration (science)

Archery Ranged
Block melee
Heavy Armor Discipline? What would it do
One-handed melee
Smithing Craft
Two-handed melee

Alchemy Medicine
Light Armor Athletics?
Lockpicking Covert
Pickpocket Covert
Sneak Covert
Speech Influence

Animals
Artistry
Athletics Armour
Covert Lockpicking Pickpocket Sneak
Craft Smithing
Discipline Concentration (Will + Concentration as an action to regain Magicka points)
Drive X
Guns X
Heavy Weapons X
Influence Speech
Knowledge
Mechanic* X
Medicine* Alchemy Keep first aid as non magical skill
Melee Weapons Block(shield) One-handed Two-handed
Perception
Performance
Pilot* X
Ranged Weapons bow
Science* X(magic) Alteration Conjuration Destruction Illusion Restoration
Survival
Fire Frost Storm Insightful Corpus
Tech* X(Enchanting) Enchanter Enchanter Enchanter Enchanter Enchanter
Unarmed Combat
egain Magicka points)

aid as non magical skill

Restoration
Cortex Oblivion Skyrim
Agility: Speed, Agility
Strength: Strength Stamina
Vitality: Endurance Health
Alertness:
Intelligence: Intelligence
Willpower: Willpower, Personality Magic
Luck
Derrived
Magcika(new) Int+Will (total points)
Endurance Vit+Will (as dice) Use for running, power attacks, etc avg roll, if failed

Agility covers quickness and physical coordination, Agility


both in terms of balance and hand-eye work. A high Affects your total Fatigue, damage dealt by ranged
Agility lets you shoot first and ask questions later. A low Endurance
score means you might not be able to get that gun out of Affects your total Fatigue, as well as your starting he
your holster in time to worry about shooting. Intelligence
Affects your total Magicka.
Strength represents the physical brawn of your Luck
character, how much muscle he has and how well toned Affects everything you do in a small way.
it is. A high Strength lets you kick down doors, throw a Personality
solid punch, or bench press more than the other guy. A Affects your ability to gain information and better pri
low Strength might give you trouble with the kickback of Speed
even a small pistol and make it difficult to carry luggage. Affects how fast you move.
Strength
Vitality measures general toughness and health. A Affects your total encumbrance, your total Fatigue a
character with high Vitality will be hard to take down, Willpower
and even harder to keep down. He can drink all night, Affects the rate at which Magicka regenerates, as w
work all day, and take hits that would put down a lesser
person. If youve got low Vitality, though, you need to
watch yourself near sick people, and probably avoid
highly dangerous work.

Alertness represents your ability to observe,


understand, and intuit what is going on around you. A
high Alertness score lets you hear someone sneaking
up on you, detect the lie in the answer to your question,
or notice that someone might not be exactly what they
seem. A low score could mean that you dont see the
sniper in time, fail to detect the oncoming spatial vortex,
or slip on a patch of ice while out jogging.

Intelligence gives a measure of simple brainpower


your ability to think, reason, and remember. A high
Intelligence makes you bright, inventive, and capable of
dealing with complex information. A character with a
low Intelligence score might need to consult a dictionary
on a regular basis, and might have trouble with
dangerous machinery.

Willpower represents your determination, how


forceful your personality and will are. If you have a
high score in Willpower you can more easily resist
intimidation, torture, and hardship, convince someone
to do what you want through sheer charisma, and
push yourself farther than most would expect. A low
Willpower would make it easier to take advantage of you,
push you around, and even kill you.
r attacks, etc avg roll, if failed take a point of stun.

gue, damage dealt by ranged weapons, and your steadiness in combat.

gue, as well as your starting health and your health gain upon leveling up.

do in a small way.

gain information and better prices from NPCs.

umbrance, your total Fatigue and the damage done by melee attacks.

ch Magicka regenerates, as well as your total Fatigue.


Altmer
Also known as "Altmer" in their homeland of Summerset Isle, the High Elves are the most strongly gifted in the arcane arts
AttributesMale

+10 Intelligence
-10 Strength and Speed
Female

+10 Intelligence
-10 Strength and Endurance

[edit] Skills+10 Alteration, Destruction, and Mysticism


+5 Alchemy, Conjuration, and Illusion

[edit] TraitsHigh Elf Enhanced Magicka ability (FormID 00047ADC): Fortify Magicka 100 points on Self, constant
High Elf Disease Resistance ability (FormID 00047AD7): Resist Disease 75% on Self, constant
High Elf Elemental Weakness ability (FormID 00014D52): Weakness to Fire, Frost & Shock 25% on Self, constant

Argonians
This reptilian race, well-suited for the treacherous swamps of their homeland, has developed natural immunities to diseases
AttributesMale

+10 Agility and Speed


-10 Willpower, Endurance, and Personality
Female

+10 Intelligence
-10 Endurance and Personality

[edit] Skills+10 Athletics and Security


+5 Alchemy, Blade, Hand to Hand, Illusion, and Mysticism

[edit] TraitsArgonian Disease Resistance ability (FormID 00047ACE): Resist Disease 75% on Self, constant
Argonian Poison Immunity ability (FormID 00047ACD): Resist Poison 100% on Self, constant
Argonian Water Breathing ability (FormID 00047AD6): Water Breathing on Self, constant

Bosmer
The clanfolk of the Western Valenwood forests, also known as "Bosmer." Wood Elves are nimble and quick, making them g
AttributesMale

+10 Agility and Speed


-10 Strength, Willpower, and Personality
Female

+10 Agility and Speed


-10 Strength, Willpower, and Endurance

[edit] Skills+10 Alchemy, Marksman, and Sneak


+5 Acrobatics, Alteration, and Light Armor

[edit] TraitsBeast Tongue greater power (FormID 00047AE9): Command Creature up to level 5 (20 points) for 60 seconds o
Wood Elf Disease Resistance ability (FormID 00047AE8): Resist Disease 75% on Self, constant

Bretons
In addition to their quick and perceptive grasp of spellcraft, even the humblest of Bretons can boast a resistance to magical
AttributesMale
+10 Intelligence and Willpower
-10 Agility, Speed, and Endurance
Female

+10 Intelligence and Willpower


-10 Strength, Agility, and Endurance

[edit] Skills+10 Conjuration, Mysticism, and Restoration


+5 Alchemy, Alteration, and Illusion

[edit] TraitsBreton Enhanced Magicka ability (FormID 00047AD2): Fortify Magicka 50 points on Self, constant
Breton Magic Resistance ability (FormID 00047AD1): Resist Magic 50% on self, constant
Dragon Skin greater power (FormID 00047AD0): Shield 50% for 60 seconds on self, once per day

Dunmer
Also known as "Dunmer" in their homeland of Morrowind, the Dark Elves are noted for their skilled and balanced integration
AttributesMale

+10 Speed
-10 Willpower and Personality
Female

+10 Speed
-10 Willpower and Endurance

[edit] Skills+10 Blade and Destruction


+5 Athletics, Blunt, Light Armor, Marksman, and Mysticism

[edit] TraitsAncestor Guardian greater power (FormID 00047AD5): Summon Ancestor Guardian for 60 seconds on self, onc
Dark Elf Fire Resistance ability (FormID 00047AD4): Resist Fire 75% on Self, constant

Imperials
Natives of the civilized, cosmopolitan province of Cyrodiil, they have proved to be shrewd diplomats and traders. They are s
AttributesMale

+10 Personality
-10 Agility and Willpower
Female

+10 Personality
-10 Agility and Speed

[edit] Skills+10 Mercantile, Speechcraft and Heavy Armor


+5 Blade, Blunt and Hand to Hand

[edit] TraitsStar of the West greater power (Form ID 00047ADE): Absorb Fatigue 100 points on Touch, once per day
Voice of the Emperor greater power (Form ID 00047ADD): Charm 30 points for 30 seconds on Target, once per day

Khajiit
Hailing from the province of Elsweyr, they are intelligent, quick, and agile. They make excellent thieves due to their natural a

AttributesMale

+10 Agility
-10 Willpower and Endurance
Female
+10 Agility
-10 Willpower and Strength

[edit] Skills+10 Acrobatics and Hand to Hand


+5 Athletics, Blade, Light Armor, Security, and Sneak

[edit] TraitsEye of Fear greater power (Form ID 00047ADF): Demoralize up to level 25 (100 points) for 30 seconds on Targe
Eye of Night lesser power (Form ID 00047AE0): Night-Eye for 30 seconds on Self (0 magicka cost)

Nords
Citizens of Skyrim, they are a tall and fair-haired people. Strong and hardy, Nords are famous for their resistance to cold. Th

AttributesMale

+10 Strength and Endurance


-10 Intelligence, Willpower, and Personality
Female

+10 Strength
-10 Intelligence and Personality

[edit] Skills+10 Blade, Blunt, and Heavy Armor


+5 Armorer, Block, and Restoration

[edit] TraitsNordic Frost greater power (FormID 00047AE4): Frost Damage 50 points on Touch, once per day
Woad greater power (FormID 00047AE3): Shield 30% for 60 seconds on Self, once per day
Nord Frost Immunity ability (FormID 00047AE2): Resist Frost 50% on Self, constant

Orc
The people of the Wrothgarian and Dragontail Mountains, Orcish armorers are prized for their craftsmanship. Orc troops in

AttributesMale

+10 Willpower and Endurance


+5 Strength
-10 Intelligence, Speed, and Personality
-5 Agility
Female

+10 Endurance
+5 Strength and Willpower
-15 Personality
-10 Speed
-5 Agility

[edit] Skills+10 Armorer, Block, Blunt, and Heavy Armor


+5 Hand to Hand

[edit] TraitsBerserk greater power (FormID 00047AD3). All of the following for 60 seconds on Self, once per day:
Fortify Fatigue 200 points
Fortify Health 20 points
Fortify Strength 50 points
Drain Agility 100 points
Orc Magic Resistance ability (FormID 00047ACF): Resist Magic 25% on Self, constant
Redguards
The most naturally talented warriors in Tamriel. In addition to their cultural affinities for many weapon and armor styles, they

AttributesMale

+10 Strength and Endurance


-10 Intelligence, Willpower, and Personality
Female

+10 Endurance
-10 Intelligence and Willpower

Skills+10 Blade, Blunt, and Athletics


+5 Light Armor, Heavy Armor, and Mercantile

TraitsAdrenaline Rush greater power (FormID 00047AE7). All of the following for 60 seconds on Self, once per day:
Fortify Agility 50 points
Fortify Endurance 50 points
Fortify Speed 50 points
Fortify Strength 50 points
Fortify Health 25 points
Redguard Disease Resistance ability (FormID 00047AE6): Resist Disease 75% on Self, constant
Redguard Poison Resistance ability (FormID 00047AE5): Resist Poison 75% on Self, constant

Race Male Female Home Province Abilities


Altmer Summerset Isle +50 Magicka
(High Elves)
13743

Argonian Black Marsh 0

13740

Resist Disease 50%


Water Breathing
Bosmer Valenwood 0

(Wood Elves)
13749

Resist Poison 50%


Resist Disease 50%
Breton High Rock Resist Magic 25%
13741
Dunmer Morrowind Resist Fire 50%
(Dark Elves)
13742

Imperial Cyrodiil Imperial Luck

13744

Imperials always find


more gold.
Khajiit Elsweyr Claw Attacks

13745

Claws do 15 damage.
Nord Skyrim Resist Frost 50%
13746

Orc Orsinium 0

(Orsimer)
13747

Redguard Hammerfell Resist Poison 50%


13748

Altmer Int d2 Increase Magicka trait by 6


Argonians Agility d2 Add d6 when resisting diseases
Bosmer Alert d2 Add d6 when resisting poisons
Bretons Int d2 Reduce Magic based effects by d4
Dunmer Willpower d2 Reduce Fire/heat based effects by d6
Imperials Willpower d2 Lucky d4
Khajiit Alert d2 Natural Weapon -Claw attack d4w
Nords Vitality d2 Reduce Ice/Cold based effects by d6
Orc Strength d2 Vitality d2 Reduce Magic based effects by d2
Redguards Strength d2 Add d6 when resisting poisons

Natural Spell Once per day, no magic cost, Uses Will instead of

Agility: Alertness:
Strength: Vitality:
Intelligence: Willpower:

Derrived
Magcika(new) Int+Will (total points)
Endurance Vit+Will (as dice) Use for running, power attacks, etc avg roll, if failed take a point of stun.

Advancing

Normal Cortex costs are


Skill 6pt
Attrib 16 pts
Trait 14 pts

Try to match elderscrolls


When you spend Xp to increse a skill you can put those points towards the linked attribute or towards traits.

E.g
Increase melee from d4 to d6, cost 6xp, Add 6 xp to strength
Increase melee from d6 to d8, cost 6xp, Add 6 xp to strength
Strength now has 12xp allocated to it, spend 4xp on strength (total now 16) to increase strength.

Increase magic/destructin from d6 to d8, cost 6xp, Add 6 xp to traits


Increase magic/destructin from d8 to d10, cost 6xp, Add 6 xp to traits
Traits now has 12xp allocated to it, spend 2xp on traits (total now 14) to buy a trait point.
ost strongly gifted in the arcane arts of all the races. However, they are also somewhat vulnerable to fire, frost and shock.

0 points on Self, constant

hock 25% on Self, constant

eloped natural immunities to diseases and poisons. They can breathe water and are good at picking locks.

5% on Self, constant

are nimble and quick, making them good scouts and thieves, and there are no finer archers in all of Tamriel. Their ability to command si

o level 5 (20 points) for 60 seconds on Target, once per day

ns can boast a resistance to magical energies. They are particularly skilled at summoning and healing magic.
oints on Self, constant

nce per day

their skilled and balanced integration of the sword, the bow and destruction magic. They are resistant to fire and can summon an ances

Guardian for 60 seconds on self, once per day

wd diplomats and traders. They are skilled with heavy armor and in the social skills and tend to favor the warrior classes.

oints on Touch, once per day


onds on Target, once per day

excellent thieves due to their natural agility and unmatched acrobatics skill. All Khajiit can see in the dark.
(100 points) for 30 seconds on Target, once per day
magicka cost)

amous for their resistance to cold. They are highly talented warriors.

n Touch, once per day

or their craftsmanship. Orc troops in heavy armor are among the finest in the Empire, and are fearsome when using their berserker rage

nds on Self, once per day:


many weapon and armor styles, they also have a hardy constitution and a natural resistance to disease and poison.

conds on Self, once per day:

Powers
Highborn

Regenerate magicka 25x faster


for 60 seconds, once per day
Histskin

Recover health 10x faster


for 60 seconds, once per day

Command Animal

Make an animal an ally


for 60 seconds, once per day

Dragonskin

Absorb 50% of the magicka from hostile spells


for 60 seconds, once per day
Ancestor's Wrath

Opponents getting too close take 8 points of fire


damage per second for 60 seconds, once per
day
Voice of the Emperor
Calms nearby people for 60 seconds, once per
day

Night Eye

Improved night vision for 60 seconds


multiple times per day.

Battlecry

Targets flee for 30 seconds, once per day


Berserker Rage

You take half damage and do double damage


for 60 seconds, once per day
Adrenaline Rush

Stamina regenerates 50x faster


for 60 seconds, once per day

Once per day, make a concentration roll at the end of each of your next three turns as a free action
Can breath and move without penalty under water
Add d6 when resisting diseases
Natural spell - Lesser Ward
Natural spell - Fire cloak
Natural spell - Calm
Enhanced Sense d8 - see at night
Natural spell - Fear
Once per day, add 3 steps to Strength and Vitality for your next three turns
Can use second wind twice per day instead of once

, no magic cost, Uses Will instead of Magic/Spellcasting

vg roll, if failed take a point of stun.

bute or towards traits.


However, they are also somewhat vulnerable to fire, frost and shock.

They can breathe water and are good at picking locks.

thieves, and there are no finer archers in all of Tamriel. Their ability to command simple creatures is well-known.

are particularly skilled at summoning and healing magic.


he bow and destruction magic. They are resistant to fire and can summon an ancestral ghost for aid.

vy armor and in the social skills and tend to favor the warrior classes.

atched acrobatics skill. All Khajiit can see in the dark.


alented warriors.

e among the finest in the Empire, and are fearsome when using their berserker rage.
ardy constitution and a natural resistance to disease and poison.

Initial Bonuses
+10 Illusion 35 magic30
+5 Alteration, Conjuration, Destruction, Enchanting, Restoration Enchant 5
Additional Spell: Fury alchemy

+10 Lockpicking

+5 Alteration, Light Armor, Pickpocket, Restoration, Sneak 35 covert20


Magic 10
athletics

+10 Archery 35 Ranged 10

+5 Alchemy, Light Armor, Lockpicking, Pickpocket, Sneak alchemy5


Covert 15

+10 Conjuration 35 Magic 25


+5 Alchemy, Alteration, Illusion, Restoration, Speech alchemy5
Additional Spell: Conjure Familiar Influence 5
+10 Destruction 35 magic20
+5 Alchemy, Alteration, Illusion, Light Armor, Sneak alchemy5
Additional Spell: Sparks covert5
athletics

+10 Restoration 35 magic15


+5 Block, Destruction, Enchanting, Heavy Armor, One-
handed Enchant 5
Melee 10

+10 Sneak 35 covert20

+5 Alchemy, Archery, Lockpicking, Pickpocket, One-handed Ranged 5


Melee 5
alchemy5
unarmed

+10 Two-handed 35 Melee 20


+5 Block, Light Armor, One-handed, Smithing, Speech Smith 5
Influence 5
athletics

+10 Heavy Armor 35 melee15

+5 Block, Enchanting, One-handed, Smithing, Two-handed Enchant 5


Additional status: Blood-Kin Smith 5
athletics

+10 One-handed 35 melee15


+5 Alteration, Archery, Block, Destruction, Smithing magic10
Ranged 5
Smith 5

at the end of each of your next three turns as a free action Magic d6 Enchanting d2
Natural spell - Fast Healing Covert d6 Magic d2
Animal Empathy d4 ranged wpn d4 covert d4
Magic d6 alchemy d2
Magic d4 alchemy d2
Magic d4 Enchanting d2
Covert d4 ranged wpn d2
Melee d4 Smith d2
nd Vitality for your next three turns Melee d4 Enchanting d2
ead of once Melee d4 Magic d2
6
0 2
2

5 6
2
2

5 2
4

0 6
2
2
4
5 2
2
2

5 4

2
4

0 4

2
2

5 4
2
2
2

10 4

2
2
2

4
2
2
2

alchemy d2 Discarded Once per day use one action to restore magicka to full
athletics d2
alchemy d2
Influence d2
covert d2 athletics d2
Melee d4
Melee d2 unarmed d2
Influence d2 athletics d2
Smith d2 athletics d2
ranged wpn d2 Smith d2

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