Skill
|
Governing
Attribute
|
Description
|
Acrobatics |
Strength
|
Long jumps are increased by higher
acrobatics skills. Being able to jump
large gaps in fallen bridges or navigate cities by rooftops. Constantly jumping is the fastest way to
build. You can also take long drops
from high places and hurt yourself but drastically build up the skill.
|
Alchemy |
Intelligence
|
The higher your skill in alchemy the
more uses of mundane items you can recognize just by picking them up and
hitting the “Y” button on your inventory and the better potions you will
make.
|
Alteration |
Willpower
|
Spells for underwater breathing, swift
swimming, water walking, shield barriers, locking, unlocking, burdening,
feathering, super jumping, slowfalling and levitating. Higher number means better percentage of
successfully casting the spell.
|
Armorer |
Strength
|
Like endurance to fatigue, armorer is to
armor. The higher your skill the
longer your weapons and armor can go without needing repair and the better
you are at repairing them with hammers.
|
|
Athletics |
Speed |
Your number determines your land and water speed. Run everywhere and seldom walk, it builds up your athletics fairly quickly. Swimming increases your levels even faster. |
|
Axe |
Strength
|
This is your ability to use an axe
effectively. Landing hits increases
experience, so just pick some fights.
|
Block |
Agility
|
Block number is the chance that you will
block attacks while using a shield.
Easiest way to build is to purchase training. Otherwise equip a shield and take some
damage.
|
Blunt Weapon |
Strength
|
Higher rating increases your accuracy
with blunt weapons like hammers.
Build with practice on enemies or people. Actual hits increase experience.
|
|
Conjuration |
Intelligence
|
This mentally dominates creatures,
summons creatures, weapons and armor, summons Daedric and undead creatures to
attack and protect the summoner. Like
all schools of magic the higher the number the better the percentage a spell
from this school will cast.
|
Destruction |
Willpower
|
This school of magic is used to destroy,
drain, and disintegrate. As with most
magic the easies build up method is go to a spell maker and make the weakest
least taxing spell and cast until magicka is gone, then rest, or purchase
training.
|
Enchant |
Intelligence
|
This gives the abilities to create, use,
and recharge enchanted items. Items already
enchanted use less power, and are recharged more efficiently from soul gems.
|
|
Hand to Hand |
Speed |
Using your fists in combat drains enemy
fatigue. Once the enemy is out of
fatigue and is knocked down then you will do hit point damage. Like weapons, building this skill will
increase your accuracy and power.
|
Heavy Armor |
Endurance
|
Determines the effectiveness of all
armor in the heavy category. Equip
yourself in full armor and go to weak enemies and have them hit you.
|
|
Illusion |
Personality |
This school includes invisibility,
chameleon, light, and sanctuary, night-vision, paralyze, and charm, silence,
blind, sound, calm, frenzy, demoralize, and rally. The higher the number, the higher the success rate for casting.
|
Light Armor |
Agility
|
Higher rating increases overall armor
rating of items in the light category.
Taking hits while equipped with light armor exercises this skill.
|
Long Blade |
Strength
|
Higher rating increases your accuracy
with long bladed weapons, katana, long sword, etc. Again only way to build is hitting enemies or people or
purchase training.
|
|
Marksman |
Agility |
This ability determines your accuracy
and power with bows, knives, throwing stars, etc. Using projectile weapons on enemies increases your level.
|
Medium Armor |
Endurance
|
Number is your effectiveness of all
armor in the medium category, either purchase this training of stand your
ground and take some hits.
|
Mercantile |
Personality
|
This is your ability to buy things at
lower prices and selling them for a greater price. Every time you buy or sell something change the price in your
favor to gain experience.
|
|
Mysticism |
Willpower |
This school gives the ability to bind
creatures into gems, teleportation like mark and recall, use telekinesis,
absorb spells and energy, reflect, and sense animals and enemies from a
greater distance. The higher your
level the greater chance of a successful cast.
|
Restoration |
Willpower
|
This school heals, restores, and
fortifies attributes, cure and protect disease, and change the body’s
attributes. Success rate of casting
spells in this school go up with level.
|
Security |
Intelligence
|
This is your lock-picking and probing
ability. If you obtain a locking
spell you can lock a chest with magic, then unlock with a pick, and build
your skill up that way.
|
Short Blade |
Speed
|
Higher rating increases accuracy with
all short bladed weapons like daggers and tantos. Increase by making hits on enemies or people.
|
|
Sneak |
Agility |
This is your ability of sneaking used by
pressing the left analog stick in.
The higher the rating the greater your ability to move undetected and
picking pockets. If you really want
this built up double click left stick to sneak, find a corner and tie a
rubber band around the control and walk into that wall for hours.
|
Spear |
Endurance
|
Number is your accuracy with pole
arms. Repeated slaughters are the
method of building up, as only actual hits on an enemy or person count.
|
|
Speechcraft |
Personality |
Talking, taunting, and intimidating are
more effective with a high level of speechcraft. Practice makes perfect.
Talk to someone and just admire, admire, admire, when you are
approximately level 50 this levels you up fast.
|
Unarmored |
Speed
|
The higher the number, the less damage
you take from being hit without armor equipped.
|
Race
|
Other Name
|
Special Abilities
|
Argonian
|
|
Can breathe underwater, resist poison, and immune to disease
Alchemy+5, Athletics +15, Illusion+5, Medium Armor+5, Mysticism+5, Spear+5, Unarmored+5 |
Breton
|
|
More magicka and higher resistance to it, Dragon Skin Ability (Shield
50 pts for 60 secs)
Conjuration+10, Mysticism+10, Restoration+10, Alchemy+5, Alteration+5, Illusion+5 |
Dark Elf
|
Dunmer
|
Resistant to fire, ability to use Ancestor Guardian (increased dodge
frequency)
Long Blade+5, Destruction+10, Light Armor+5, Athletics+5, Mysticism+5, Marksman+5, Short Blade+10 |
High Elf
|
Altmer
|
Destruction+10,Enchant+10, Alchemy+10, Alteration+5, Conjuration+5,
Illusion+5
|
Imperial
|
|
Speechcraft+10, Mercantile+10, Long Blade+10, Blunt Weapon+5, Light
Armor+5, Hand to Hand+5
|
Khajiit
|
|
Acrobatics+15, Athletics+5, Hand to Hand+5, Light Armor+5,
Security+5, Short Blade+5, Sneak+5
|
Nord
|
|
Highly immune to Frost attack and highly resistant to Shock
Axe+10, Blunt Weapon+10, Medium Armor+10, Long Blade+5, Spear+5, Heavy Armor+5 |
Orc
|
|
Ability to go into Berserk with increased hit rate and power
Armorer+10, Axe+5, Heavy Armor+10, Medium Armor+10, Block+10 |
Redguard
|
|
Long Blade+15, Short Blade+5, Heavy Armor+5, Axe+5, Blunt Weapon+5,
Medium Armor+5, Athletics+5
|
Wood Elves
|
Bosmer
|
Resistant to Disease, ability to use Beast Tongue (command creature 5
Levels for 600 seconds)
Marksman+15, Sneak+10, Light Armor+10, Alchemy+5, Acrobatics+5 |
|
Sign |
Effects |
|
The Apprentice |
Fortify Maximum Magicka 1.5 x Intelligence, Weakness to Magicka 50% |
|
The Atronach |
Spell Absorption 50 pts., Fortify Maximum Magicka 2.0 x Intelligence, Stunted Magicka |
|
The Lady |
Lady’s Favor and Lady’s Grace, starts the game with Increased Personality 25 pts. and Increased Endurance 25 pts. |
|
The Lord |
Trollkin (Weakness to Fire 100%) and Blood of the North (Restore Health 2 pts. for 30 sec.) |
|
The Lover |
Fortify Agility 25 pts. for 60 sec., Lover’s Kiss (Damage Fatigue 200 pts.) |
|
The Mage |
Fortify Maximum Magicka .5 x Intelligence |
|
The Ritual |
Mara’s Gift (restore health 100 pts), Blessed Word (turn Undead for 100pts. on target), and Blessed Touch (turn Undead for 100 pts on touch) |
|
The Serpent |
Star Curse (Poison 3 pts. for 30 sec, Damage Health 1 pt. for 30sec.) |
|
The Shadow |
Moonshadow (Invisibility 60 sec.) |
|
The Steed |
Charioteer ( Fortify Speed 25 pts.) |
|
The Thief |
Akaviri Danger Sense (Sanctuary 10 pts.) |
|
The Tower |
Ability to magically open locks (Open 50 pts. on Touch), Beggar’s Nose (Detect Animal 200 ft. for 60 sec., Detect Enchantment 200 ft. for 60 sec., Detect Key 200 ft. for 60 sec.) |
|
The Warrior |
Warwyrd (Fortify Attack 10 pts.) |
|
City |
Name |
Location |
Affiliation |
|
Ald’ruhn |
Tongue Toad |
Rat in the Pot in the southeast corner of the city. Usually hiding around in the basement |
Thieves Guild |
|
Balmora |
Phane Rielle |
South Wall Cornerclub on the east side of the Odai River in Balmora. He’s in the basement at the bar. |
Thieves Guild |
|
Sadrith-Mora |
Rissinia |
Dirty Muriel’s Cornerclub |
Thieves Guild |
|
Vivec |
Crazy-Legs Arantamo |
Foreign Quarter Canalworks in the back of Simine Fralinie’s store. Door has 65 lock level. |
Thieves Guild |