Skills

 

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 Information

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


Birth Signs

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.)


Bounty Removers

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