Professional Documents
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Level
Magicka
Health
Stamina
Oblivion
Level
Magicka
Health
Stamina
Alteration
Conjuration
Destruction
Enchanting
Illusion
Restoration
Warrior
Archery
Block
Heavy Armor
One-handed
Smithing
Two-handed
Thief
Alchemy
Light Armor
lockpicking
Pickpocket
Sneak
Speech
Acrobatics
Alchemy
Alteration
Armorer
Athletics
Blade
Block
Blunt
Conjuration
Destruction
Hand to Hand
Heavy Armor
Illusion
Llight Armor
Marksman
Mercantile
Mysticisim
Restoration
Security
Sneak
Speechcraft
Skill
Acrobatics
Alchemy
Alteration
Armorer
Athletics
Block
Conjuration
Destruction
Hand to Hand
Heavy Armor
Illusion
Llight Armor
Marksman
Mysticisim
Restoration
Security
Sneak
Speechcraft
Enchanting
Pickpocket
One-handed
Two-handed
Thief Skills
Acrobatics
Light Armor
Marksman
Security
Sneak
Speechcraft
Pickpocket
Mage Skills
Alchemy
Alteration
Conjuration
Destruction
Illusion
Restoration
Enchanting
Warrior Skills
Armorer
Athletics
One-handed
Two-handed
Hand to Hand
Heavy Armor
Block
Custom Classs
Major Skills
Alteration
Destruction
Marksman
One-Handed
Restoration
Sneak
Minor Skills
Alchemy
Block
Conjuration
Enchanting
Heavy Armor
Illusion
Light Armor
Pickpocket
Security
Smithing
Speechcraft
Two-handed
Black Jacket
green shirt
Stretchable Jeans
Rubber Shoes
77
200
400
430
26
156
334
300
.
100
50
100
100
56
56
100
70
80
100
100
64
100
100
100
45
90
97
146
33
54
63
72
94
52
34
52
53
44
57
26
55
57
27
43
45
40
60
47
Level
146
133
154
163
72
122
102
153
44
137
82
155
157
43
101
140
150
144
100
45
164
128
Level
146
155
157
140
150
144
45
Level
133
154
102
153
82
101
100
Level
163
72
164
128
44
137
122
154
153
157
164
101
150
133
122
102
100
137
82
155
45
140
100
144
128
Master
Journeyman
Master
Master
Journeyman
Journeyman
Master
Journeyman
Expert
Master
Master
Journeyman
Master
Master
Master
Apprentice
Expert
Expert
Master
Apprentice
Journeyman
Journeyman
Journeyman
Expert
Journeyman
Apprentice
Journeyman
Journeyman
Apprentice
Journeyman
Apprentice
Journeyman
Journeyman
Apprentice
Apprentice
Apprentice
Apprentice
Journeyman
Apprentice
Real Rank
Master
Master
Master
Master
Journeyman
Master
Master
Master
Apprentice
Master
Expert
Master
Master
Apprentice
Master
Master
Master
Master
Master
Apprentice
Master
Master
Agility
Rank
Master
Master
Master
Master
Master
Master
Apprentice
Intelligence
Rank
Master
Master
Master
Master
Expert
Master
Master
Endurance
Rank
Master
Journeyman
Master
Master
Journeyman
Master
Master
Rank
Legendary Journeyman
Legendary Journeyman
Legendary Journeyman
Legendary Journeyman
Master
Legendary Journeyman
Legendary Apprentice
Legendary Novice
Master
Master
Legendary Apprentice
Expert
Legendary Journeyman
Apprentice
Legendary Apprentice
Master
Legendary Apprentice
Legendary Apprentice
Attribute
Alchemy
Alteration
Smithing
Block
Conjuration
Destruction
Heavy Armor
Illusion
Light Armor
Archery
Restoration
lockpicking
Sneak
Speech
Legendary
Legendary Apprentice
Legendary Apprentice
Legendary Journeyman
Legendary Journeyman
Legendary Apprentice
Legendary Novice
Legendary Journeyman
Legendary Apprentice
Legendary Journeyman
Legendary Journeyman
Legendary Novice
Legendary Apprentice
Legendary Journeyman
Legendary Apprentice
Legendary Novice
Legendary Novice
Legendary Apprentice
Speed
Legendary Rank
Legendary Apprentice
Legendary Journeyman
Legendary Journeyman
Legendary Apprentice
Legendary Journeyman
Legendary Apprentice
Willpower
Legendary Rank
Legendary Apprentice
Legendary Journeyman
Legendary Novice
Legendary Journeyman
N/A
Legendary Novice
Legendary Novice
Strength
Legendary rank
Legendary Journeyman
N/A
Legendary Journeyman
Legendary Apprentice
N/A
Legendary Apprentice
Legendary Novice
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
Luck
100
100
100
70
50
100
80
56
100
100
56
100
90
97
Spell cost
20%
20%
20%
42%
20%
Mage
3
98
80
47
69
84
90
78
90
Master
Master
Master
Journeyman
Journeyman
Master
Expert
Journeyman
Master
Master
Journeyman
Master
Expert
Expert
75%
138%
76%
139%
Thief
2
Spell cost
15%
28%
15%
42%
28%
Warrior
2
Oblivion
Court of Madness
Knights of the Thorn
Order of the Dragon
Thieves Guild
Nine Divines
Order of the Virtuous Blood
Mages Guild
Dark Brotherhood
Knights of the Nine
Arena
Fighters Guild
Companions
To Sovngarde!
Emblem of the Harbinger
Kodlak Whitemane
Wolf Armor Set
Skyforge Steel Greatsword
companions
Ysgramor
Ring
8%
14%
8%
14%
Oblivion
Citizen
Honorary Knight
Champion of Cyrodiil
Gray Fox
Pilgrim
Brother
Arch-mage
Listener
Diviine Crusader
Grand Champion
Swordsman
Imperial Legion
Light the Dragonfires
Emblem of the Final Emperor
Martin Septim
Imperial Dragon Armor
Imperial Dragon Sword
Ren only
Emblem of the Star-made Knight
Imperial Legion
Martin Septim
ring
Mage
Alchemy
Alteration
Conjuration
Destruction
Illusion
Mysticisim
Restoration
Enchanting
Skyrim
Imperial Legion
Thieves guild
Dawwnguard
College of Winterhold
Dark Brotherhood
Graybeards
Companions
Bards College
Nightingales
Tribal Orcs
College of Winterhold
For Aetherius!
Emblem of the Arch-Mage
Shalidor
ArchMage robes
Master Mysticism
College of Winterhold
Azhidal
Mask
Thief
Acrobatics
Light Armor
Marksman
Pickpocket
Security
Sneak
Speechcraft
Skyrim
Legate
Grandmaster
Vampire Hunter
Arch-mage
Listener
Ysmir, Dragon of the North
Harbinger
Bards
Nightingale Strife
Blood-kin
Thieves guild
Shadow Hide You
Emblem of the Nightingale
Brynjolf
Nightingale Armor Set
Nightingale Blade
Nightingale Bow
Thieves Guild
Brynjolf
Ring
Warrior
Armorer
Athletics
Block
Hand to Hand
Heavy Armor
One-handed
Two-handed
Dark Brotherhood
Silence Rises when innocence Dies
Emblem of the Black Hand
Lucien Lachance
Listener Robes
Blade of Woe
Shadowhunt
Dark Brotherhood
Lucien Lachance
Ring
Dawnguard
Ring
Dawwnguard
bard College
Azura (fire emblem)
Ring
Knights of the Nine
Oh, Aka, for it is in our shared madness that I do this
Emblem of the Star-made Knight
Pelinal WhiteStrake
Cruusader armor set
Sword of the Crusader
Mace of the Crusader
Divine crusader
Pelinal whitestrake
Necklace
Bards College
Watch over the traitor
Emblem of the Jailor
Vahlok
Minor Skills
Alchemy 100
Block 70
Conjuration 50 60% 80% 48%
Enchanting 100
Heavy Armor 80
Illusion 56 56% 73% 41%
Light Armor 100
Lockpicking 100
Pickpocket 45
Smithing 100
Speechcraft 97
Two-handed 64
Major Skill
Archery
Block
Light Armor
One-handed
Sneak
Speech
Commonly used
Alchemy
Alteration
Destruction
Illusion
Restoration
Smithing
Least Used
Conjuration
Enchanting
Heavy Armor
Lockpicking
Pickpocketing
Two-handed
Attributes
Gear
Health 460 160 620
Magicka 250 330 580 Cultist Mask
Stamina 450 300 750 Cultist Robes
Cultist gloves
Cultist boos
Miraak
Miraak's robes
Miraak's gloves
Miraak's boots
Blade of Woe
Ring of Masser
Amulet of Articulation
Warlock's Mark
lockpicks
20% magic resistance
20% fortify destruction. 125% Magic Regeneration
Fortiy Magicka 50
Muffle
Julianos Stendarr
Mages guild Fighter's guild
College of Winterhold Companions
Archmage Harbinger
Jellal Fernandes Ysgramor
Ring Ring
Anyone Anyone
Ice magic
Fire magic
Shock Magic
Armor magic
Telekinesis
Akatosh Arkay Dibella Mara
Order of the Dragon Divine Crusader The arena Blades
Civil War-Imperial Legion Dawnguard Bard's college Greybeards
Final Emperor Star-made Knight Songstress Voice
Martin Septim Pelinal WhiteStrake Azura Paarthurnax (human)
Necklace (Chim-Ed-Adabal) Ring Ring Ring
Alear, Veyle, and Ren only Ren only Anyone Anyone
Right hand
Pointer
Ring
Thumb
Talos
Archmage Mage Mages guild/College of winterhold
Listener Assassin Dark Brotherhood
Guildmaster Thief Thieves Guild
Archmage
Divine Crusader Crusader Knights of the Nine Oblivion
Ysmir, Dragon of the north tongue Graybeards Spellsword
The future rests on your shoulders
Alteration
Destruction
Heavy Armor
Illusion
One-handed
Restoration
Listener
Oblivion
Assassin
Alchemy
Light Armor
Lockpicking
Marksman
One-handed
Sneak
Guildmaster
Oblivion
Thief
Shadow Hide you
Light armor
Lockpicking
Marksman
Sneak
Speechcraft
DLC
Oblivion
Divine Crusader
Pelinal
When the dream no longer needs the dreamer
axe One-handed
sword Destruction
Restoration
Heavy Armor
Archmage Hannibal Traven
Skyrim Magic
Enchanter Staff
ests on your shoulders
DLC
Skyrim
Ysmir,
Paarthurnax
Skies above, Voice within
Speech
Destruction
Restoration
Alteration
One-handed
Heavy Armor
Block
Light Armor One-handed One-handed
Sneak
Skyrim
Dragonborn Dawnguard
Miraak (non-traitor AU, loyal to Lumera) Serana
Emblem of the guide Emblem of the Nighwalker
Alteration Alteration
Block Conjuration
Destruction Destruction
Heavy Armor Light armor
One-haned One-handed
Restoration Sneak
Speech
Oblivion
Main Knights of the nine
Martin Septim Pelinal Whitestrake
Emblem of the emperor Emblem of the Star-made knight
Alteration One-handed
one-handed Block
Conjuration Illusion
Destruction Restoration
Heavy armor Destruction
Mysticism Heavy Armor
Sneak Speech
Main game
Ebony warrior
Emblem of the Mortal Tongue
Destruction
one-handed
Illusion
0 - Illusion Mastery (2) - Illusion spells cost 35/50% less Magicka, Illusion spells last 0.5/1% longer per level of Illusion, and min
100 - Wraithwalker - After using an Activate perk (Blind Guardian, Heavy Weighs the Tapestry, Lamb to the Slaughter, Nemesis
20 - Dream Thief - Activate sleeping victims to steal their dream, increasing the effectiveness of your Illusion spells by 50% for
20 - Illusion Dual Casting - Dual casting an Illusion spell empowers it, increasing effectiveness and cost.
30 - Commanding Presence - In combat, you radiate an aura of mystical nobility that touches allied creatures and people withi
30 - Imposing Presence - You radiate an aura of mystical charisma that touches all within 40 feet. Any Illusion spell you cast on
40 - Crown of the False King - Commanding Presence also increases armor by 80 points and magic resistance by 20%.
40 - Kindred Mage - Mind affecting spells and effects are 15 points stronger (or 30 points if you are the same race as the targe
40 - Wilting - Those affected by a Calm spell or effect within the radius of Imposing Presence lose 200 points of armor and 50%
50 - Fickle Fate - Mind affecting spells and effects cast on others are between 1 and 40 points stronger, chosen at random.
50 - Terror - Those affected by a Fear spell or effect within the radius of Imposing Presence drop their weapon.
60 - Imperious Splendor - Commanding Presence and Crown of the False King are twice as powerful as long as you remain abo
60 - Master of the Mind - Mind affecting spells (Calm, Fear, Frenzy, Rally) and Commanding Presence also work on undead, da
60 - Pandemonium - Those affected by a Frenzy spell or effect within the radius of Imposing Presence gain 50% extra attack da
70 - Dream Charm - Activate sleeping victims to project yourself into their dream, improving their disposition towards you. Hig
70 - Neverworld - Those affected by a Calm spell or effect within the radius of Imposing Presence are enraptured by a lotus dre
70 - Shadow Refuge - While affected by an invisibility spell or effect, you take 35% less damage from attacks and sneaking is 15
70 - The Reaper Comes - Activate any non-essential humanoid (only) under the effect of a Calm spell to send a wraith to slay t
80 - Lamb to the Slaughter - Activate any humanoid (only) under the effect of a Fear spell to compel the target to stand motio
80 - Soulcrusher - Feast upon the minds of those affected by a Fear spell or effect within the radius of Imposing Presence, abso
90 - Heavy Weighs the Tapestry - Activate any humanoid (only) under the effect of a Frenzy spell to incapacitate the target wit
90 - Nightfall - Those affected by a Frenzy spell or effect within the radius of Imposing Presence are consumed by battle hunge
Conjuration
0 - Conjuration Mastery (2) - Cast Conjuration spells for 35/50% less Magicka, and Conjuration spells last 0.5/1% longer per lev
100 - March of Oblivion - You can summon or reanimate 1 additional minion per 250 points of base Magicka, up to 3 additiona
20 - Bone Collector - Find 11 types of bones on humanoid corpses. 4 Bone Altars are marked on the map. At a Bone Altar, conv
20 - Conjuration Dual Casting - Dual casting a Conjuration spell empowers it, increasing effectiveness and cost.
20 - Mystic Binding - Bound Weapon spells now summon Mystic Weapons which deal more damage.
30 - Dead Tide (2) - Maximum number of Skeletons increased by 1 for each 75/50 points of base Magicka.
30 - Planemeld - Able to summon Daedra and other non-undead minions five times farther away.
30 - Soul Raider - Bound weapons cast Soul Trap on targets for 5 seconds. After trapping 250 souls, all bound weapon perks las
40 - Atromancy - Summoned Daedra and other non-undead minions last three times as long (or five times at night).
40 - Barrow Lord - You may give commands to all Skeletons within 150 feet at once, instead of one at a time. Skeletons take 25
40 - Rend From This World - Bound weapons banish conjured Daedra, turn reanimated undead and deal 100 extra damage to
50 - Undead Crown - Restores 10 points of Health and Magicka per second to summoned or reanimated undead within 15 fee
50 - Void Burn - Bound weapons brand victims with unholy energy for 5 seconds, halting Magicka and Stamina regeneration w
60 - Hollow Binding - Bound weapons cut through flesh and spirit, reducing magic resistance by 30% for 5 seconds.
60 - Maelstrom - While you charge or concentrate on a spell, friendly conjured Daedra within 30 feet gain 30% extra attack da
70 - Dark Whispers - Bound weapons induce a battle rage in their wielder, granting 20% extra attack damage and 100 points o
70 - Elemental Potency - Atronach conjurations now call Potent Atronachs that are higher level and more powerful.
Destruction
0 - Destruction Mastery (2) - Destruction spells cost 35/50% less Magicka, and Destruction spells are 0.25/0.5% more powerfu
100 - Cataclysm - Fire spells that hit targets affected by burning ground explode for 20% of their current Health (max. 250 dam
100 - Glacial Prison - Frost spells immobilize (non-essential) targets in a block of ice for 6 seconds, reducing magic resistance b
20 - Combustion (2) - Fire spells and effects cast on others are up to 20/30% more powerful, based on the target's missing Hea
20 - Destruction Dual Casting - Dual casting a Destruction spell empowers it, increasing effectiveness and cost.
20 - Ionized Path (2) - Shock spells and effects cast on others are up to 20/30% more powerful, based on the target's missing M
20 - Merciless Cold (2) - Frost spells and effects cast on others are up to 20/30% more powerful, based on the target's missing
30 - Frostfall - Frost spells reduce the attack damage of their targets by 25% for 5 seconds.
30 - Raw Power (3) - Destruction spells that do not deal fire, frost or shock damage are 10/20/30% more powerful.
30 - Scarring Burns - Fire spells reduce the fire resistance of their targets by 20% for 5 seconds.
30 - Static Field - Shock spells that would leave their target above 75% Health deal enough additional damage to make up the
40 - Conflagration - Fire spells ignite the ground underneath their targets for 30 seconds. The burning ground deals 8 points of
40 - Crystalize - Frost spells freeze the blood of their targets, halting Stamina regeneration for 5 seconds. If the targets are not
40 - Harsh Lesson - Destruction projectile spells interrupt targets that are casting a spell. Does not work on massive targets.
50 - Flash Fire - Fire spells have 15% chance to ignite the target for 2 seconds. The next instance of fire damage that hits an ign
50 - Magnetize - Shock spells have 15% chance to lift the target into the air for 2 seconds, preventing movement.
50 - Shatter - Frost spells that hit a frost resistant target fragment and explode in a 15 foot area, reducing frost resistance by 2
60 - Iced Earth - Dual casting frost spells freezes the earth under your feet. The frozen ground deals 40 points of damage per s
60 - Pyromancer Ascension - Dual casting 6 fire spells in combat unleashes your power for 20 seconds: fire spells and effects a
70 - Electroconvulsions - Shock spells incapacitate living targets below 25% Health if they are not shock resistant.
70 - Hypothermia - Frost spells paralyze living targets below 25% Health if they are not frost resistant.
70 - Scorched Earth - Fire spells (except concentration spells) burn corpses to cinders, creating a pyre that burns for 30 second
70 - War of the Elements - You deal 40% more attack damage to targets that are taking damage from the burning ground crea
80 - Elemental Specialization - You may choose one element (fire, frost, shock). Spells and effects of that element are 15% mo
80 - Exhaust - Frost spells and effects drain 50% more Stamina.
80 - World in Flames - The burning ground created by Conflagration, Scorched Earth and Pyromancer Ascension deals 25% mo
90 - Outburst - When you fall below 75 points of Health, the fiery energy within you explodes and ignites nearby enemies, dea
90 - Winter's Majesty - You radiate freezing cold, reducing the frost resistance of enemies within 25 feet by 50%. This penalty
Restoration
0 - Restoration Mastery (2) - Cast Restoration spells for 35/50% less Magicka, and Restoration spells are 0.25/0.5% more powe
20 - Descending Light - When you enter combat, rapidly regenerate points of Magicka equal to half of your Restoration skill lev
20 - Restoration Dual Casting - Dual casting a Restoration spell empowers it, increasing effectiveness and cost.
30 - Edgewalker - Restoration spells are up to 30% more powerful if the recipient is below half Health. The bonus increases as
30 - Spirit Tutors - Two spirit tutors roam Skyrim. Find them and speak with them to receive a permanent blessing that makes
30 - Vigilant - The first ward you cast in combat costs no Magicka to maintain.
40 - Respite - Healing spells also restore Stamina equal to their power.
50 - Antimagic Field - Staying within 8 feet of an enemy while maintaining a ward prevents them from casting spells. No effect
50 - Overflowing Cup - Receiving a healing spell or effect when you are already at full Health overheals you, fortifying Health b
50 - Pilgrim - Shrine blessings you receive are 1% stronger per level of Restoration.
50 - Warrior's Flame - In combat, the Warrior's Flame periodically touches a random target within 100 feet (including you). Fri
60 - Forbidden Sanctuary - When your ward blocks a spell, you gain Magicka equal to 25% of that spell's cost (or 100% if you a
70 - Bastion Ward - Wards reduce incoming attack damage by 40% (or 20% for wards generated by Spellbreaker and Mage Wa
Alteration
0 - Alteration Mastery (2) - Cast Alteration spells for 35/50% less Magicka, and Alteration spells last 0.5/1% longer per level of
20 - Alteration Dual Casting - Dual casting an Alteration spell empowers it, increasing effectiveness and cost.
20 - Mage Armor (3) - Protection spells like Stoneflesh are 100/150/200% stronger if not wearing armor.
30 - Wild Shrines - Five shrines dedicated to nature's mysteries can be found in Skyrim. Each shrine grants a permanent bonus
40 - Alter Self: Resistances - You may choose two resistances to increase by 25%.
40 - Distorted Shape - When you gain an armor spell in combat (or enter combat with an active armor spell), you become inta
40 - Spellblade - Whenever you cast a spell with one hand, you deal 20% more attack damage for 4 seconds.
50 - Intuitive Magic (2) - Novice/ and apprentice spells of any school cost 100% less Magicka to cast.
60 - Alter Self: Attributes - You may choose an attribute (Health, Magicka, Stamina) to increase by 50 points.
60 - Welloc's Dormant Arcana - Choose a spell type (Armor, Cloak, Conjure Daedra, Conjure Undead, Invisibility) and 3 magic e
70 - Energy Roil - Whenever you cast a spell with one hand, reduces the armor of nearby enemies within 10 feet by 150 points
90 - Nullifier - You radiate a dampening field, preventing enemies within 25 feet from regenerating Magicka and Stamina.
90 - Rend Resistances - Whenever you attack with a weapon, reduces the magic resistance of nearby enemies within 10 feet b
Heavy Armor
0 - Heavy Armor Mastery (2) - Armor rating of Heavy Armor increased by 20/40%. You gain a small amount of Heavy Armor ex
20 - Cushioned (2) - You take half/no damage from falling if wearing all Heavy Armor.
30 - Battle Weary - Tired enemies have a harder time defeating your armor. You take up to 20% less attack damage from enem
30 - Heavy Armor Fit - Armor rating of Heavy Armor increased by 25% if wearing all Heavy Armor.
40 - Defiance - You are trained to deflect incoming attacks while wearing all Heavy Armor. Whenever an enemy attacks you, yo
40 - Face of Death - You no longer need to wear a helmet to benefit from perks that require "wearing all Heavy Armor". If you
40 - Rallying Standard - Grants the "Rallying Standard" power. Once a day, place a banner that grants 150 points of armor and
50 - Born to Fight - Heavy Armor weighs half as much and slows you down half as much when worn.
50 - Revel in Battle - Defiance also increases melee weapon damage by 3% for 10 seconds. This effect stacks.
60 - Bedrock - If wearing all Heavy Armor, you have 20% chance to brace for impact when attacked by an enemy, becoming im
60 - Break Upon Me - You are immune to basic melee weapon perks (Clash of Champions/Heroes, Denting/Crushing Blows, Ble
60 - Never Kneel - If wearing all Heavy Armor, take 30% less attack damage from power attacks.
70 - Lead the Tempest - Sprinting in combat increases the armor of allied people within 20 feet by 25% of your own armor, an
70 - Reap the Whirlwind - When struck by a power attack or power bash, your attacks deal 125% more damage to the attacker
80 - Out of the Inferno - Incoming fire, frost and shock damage reduced by 0.02% per point of armor if wearing all Heavy Armo
80 - Rise Above - If wearing all Heavy Armor, you intimidate enemies within 15 feet. They lose 5% attack damage and you gain
80 - Warbringer - Raising your hands (to draw a weapon or spell) places a Rallying Standard at your location for 120 seconds. T
90 - Doombringer - Rallying Standard also improves Destruction spells and effects by 15%.
90 - Immortal - If wearing all Heavy Armor, take 75% less damage from attacks below 15% Health (or 20% Health if you are aff
90 - Primal Fear - If wearing all Heavy Armor, walking (but not running) towards living enemies within 30 feet in front of you m
90 - Sovereign - When struck by an attack, subsequent attacks are deflected if wearing all Heavy Armor. You take 75% reduced
100 - Face of the Mountain - When struck by a power attack or power bash, the attacker's strike rebounds forcefully as if striki
One-handed
0 - One-Handed Mastery (2) - One-handed weapons do 25/50% more damage./, and critical strikes with one-handed weapons
100 - Wandering Warrior - Whenever you defeat at least 4 humanoids and/or animals in a single battle, you gain a permanent
20 - Disciplined Fighter - Reduces the Stamina cost of power attacks with one-handed weapons by 15 points.
30 - Clash of Champions (3) - Attacks with swords reduce the target's attack damage by 10/15/20% for 3 seconds.
30 - Denting Blows (3) - Attacks with maces reduce the armor rating of armored enemies by 50/75/100 points for 15 seconds.
40 - Cross Cut (2) - Unblocked regular attacks with a sword increase the damage of your power attacks against the target by 25
40 - Furious Strength - Power attack damage with one-handed weapons increased by 15% plus 0.1% per point of Stamina. Unl
40 - Smite (2) - Power attacks with a mace deliver a critical strike that deals three/six times critical damage (four/eight times a
50 - Falling Sword - Forwards power attacks with a sword cause targets to bleed for 20 seconds. When a bleeding target falls b
50 - Rise Kinsmen - Forwards power attacks with a mace inspire nearby allies, granting them 20% extra attack damage for 15 s
50 - Rogue's Parry - When wielding a one-handed weapon and an empty other hand, attacking with the weapon while the opp
50 - Shieldbiter - Forwards power attacks with a war axe smash through a block, causing the target to drop their shield and tak
60 - Toll the Bell - Sideways power attacks with a mace deplete all of your Stamina on impact, dealing 1% more damage per po
60 - Windswept - Sideways power attacks with a sword fling targets backwards up to 6 feet, dealing up to 40% more damage b
70 - Into the Dust - Repeated standing power attacks with a sword against a target do escalating damage if no more than 3 sec
70 - Meteor Storm - Each standing power attack with a mace that hits a target empowers subsequent standing power attacks
70 - Thundering Blow - Whenever you perform a total of 8 or more one-handed regular attacks in combat, your next one-hand
80 - Judgment - Slaying an enemy under the effect of Clash of Champions restores 100 points of Stamina.
80 - Skull Crack - Attacks with maces interrupt spellcasting. Does not work on massive targets.
90 - Aftershock - After a Thundering Blow, attack speed is increased by 75% for 3 seconds.
Block
0 - Block Mastery (2) - Block 10/20% more damage.
100 - Dragon Scales - You take no damage from attacks during a Timed Block as long as you have Stamina remaining.
20 - Timed Block (2) - Assume a defensive position for 1 second after raising your shield or weapon, blocking 30% more damag
30 - Deflect Arrows - While blocking with a shield or weapon, arrows do half damage. Arrows that hit the shield do no damage
30 - Poke the Dragon - After a successful Timed Block within 8 feet, you may retaliate with increased strength, increasing your
40 - Apocalypse Proof (2) - Perform a Timed Block to mitigate incoming fire, frost and shock spells and effects, reducing their d
40 - Power Bash - Able to do a power bash by holding down Attack while blocking.
40 - Quick Reflexes - Time slows down if you are blocking during an enemy's power attack.
50 - Dominion - Take 25% less attack damage from any direction when blocking in combat.
50 - Skull Rattler - Bashing deals 3% more damage per point of Stamina.
60 - Dragon Tail - After a successful Timed Block, bashing the attacker within 5 seconds deals double damage.
60 - Timing Streak - Performing 3 successful Timed Blocks in a row completes a Timing Streak, restoring 75 points of Stamina. (
70 - Block Runner - Can move at full speed while blocking.
70 - Mocking Blow - Power bashing with a weapon infuriates living targets for 30 seconds. They won't flee from combat but ca
80 - Break Their Teeth - Completing a Timing Streak violently disarms the last attacker, staggering all within an 8 foot radius.
80 - Cast Aside - Interrupting an attack with a power bash with a shield knocks the attacker to the ground. Targets can only be
Enchanting
0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per l
40 - Gem Dust - You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on th
40 - Spellscribe - Grants the "Spellscribe" power: use it to store the spell you are dual casting. Your power attacks and power b
60 - Might and Magic - You are adept at weaving blade and magic. Spells cast with your left hand are 10% more effective if you
60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
70 - Attunement - All enchantments on equipped weapons and armor are 10% more powerful and last 10% longer.
70 - Power Echoes - Spellscribe activates twice before going on cooldown.
80 - Heart of the Sun - Use an equipped staff as an energy source, causing it to lose charge at a rate of 15 points per second bu
80 - Twin Enchantment - Can place two enchantments upon the same item.
Speech
0 - Speech Mastery (2) - Sell items for 10/20% more. Your intimidation attempts are twice/four times as likely to succeed.
20 - And the Universe Listens - Shouting restores points of Health, Magicka and Stamina equal to your shout cooldown in seco
30 - Bribery - Can bribe guards to ignore crimes.
30 - Kinship - Buy items for 15% less when trading with the same race.
40 - Windborne - Shouting summons up a divine wind, granting 30% extra attack damage and 15% increased movement speed
50 - Force Redoubled (2) - 25/50% chance to reduce the cooldown of any shout to 3 seconds.
50 - Salesman - Can sell any type of item to any kind of merchant.
50 - Speak with Animals - Can Activate animals to tame them, forcing them to follow you anywhere you go and fight for you u
60 - Hurricane Force - Shouts that affect others are 1% more powerful per level of Speech.
60 - Investor - Can invest 500 gold with a shopkeeper to increase his or her available gold by 500 permanently.
70 - Fence - Can barter stolen goods with any merchant.
70 - Thu'um of War - Your shouts stagger nearby enemies within 25 feet, reducing armor rating by 300 points for 10 seconds a
the to cancel.
Major Skills
Destruction
Alteration
Marksman
Sneak
One-handed
Restoration
Major Skills
0 - Destruction Mastery: Cast Destruction spells for 0.5% less Magicka per level of Destruction.
20 - Destruction Dual Casting: Dual casting a Destruction spell overcharges its effects, increasing power and casting cost.
30 - Augmented Flames (2): Fire spells and effects are 20/40% more powerful.
30 - Augmented Frost (2): Frost spells and effects are 20/40% more powerful.
30 - Augmented Shock (2): Shock spells and effects are 20/40% more powerful.
30 - Raw Power (3): Non-elemental Destruction spells and effects are 10/20/30% more powerful.
40 - Rune Master (2): Can place runes three times as far away/at any distance, and runes are 10/20% more powerful.
50 - Devouring Flames: Fire spells ignite targets below 20% Health, dealing extra damage for 5 seconds.
50 - Chilling Frost: Frost spells reduce attack speed by 20% and inflict 15% weakness to frost for 10 seconds.
50 - Deafening Shock: Shock spells have 20% chance to silence targets for 2 seconds.
60 - Hethoth's Disjunction: All opponents affected by a Destruction cloak get 25% weakness to that element.
60 - Impact: Projectile based Destruction spells have 30% chance to stagger their targets when dual cast.
70 - Scorched Earth: Fire spells burn their victims to cinders, leaving a pyre that ignites opponents, dealing extra damage fo
70 - Winter's Grasp: Frost spells freeze targets below 20% Health in a block of ice for 5 seconds.
70 - Crackling Sphere: Shock spells have 20% chance to levitate targets for 2 seconds.
80 - Elemental Barrier: Destruction walls and cloaks deal 25% more damage, and the damage persists for 5 seconds.
90 - Elemental Shield: Destruction cloaks grant 50% resistance to their element.
100 - Hellstorm: Deal 50% more elemental damage to targets that are ignited, frozen, silenced or levitated by other Destru
0 - Alteration Mastery: Cast Alteration spells for 0.5% less Magicka per level of Alteration.
20 - Alteration Dual Casting: Dual casting an Alteration spell overcharges its effects, increasing power and casting cost.
20 - Mage Armor (3): Protection spells like Stoneflesh are 100/150/200% stronger if not wearing armor.
20 - Magic Resistance (3): Increases Magic Resistance by 10/20/30%.
30 - Battlemage (2): Your weapon attacks improve your spells cast on the target by 15/30% for 3 seconds.
40 - Sorcerer's Robes: Spells from any school are 25% more effective if not wearing armor.
40 - Stability: Alteration spells and effects last 25% longer.
50 - Ocato's Preparation: When entering combat, automatically activates the most effective magical armor spell you know
50 - Telekinetic Force (2): Objects thrown with Telekinesis deal an extra 250/500 points of damage.
60 - Alter Self (2): Choose an attribute to raise by 25 points./, and two resistances to raise by 25%.
60 - Initiate: Novice spells of any school cost no Magicka to cast.
70 - Arcane Guidance: Detection spells reveal targets from much farther away.
80 - Atronach: 30% chance to absorb incoming spells, replenishing your Magicka.
80 - Force of Will: Take 20% less attack damage while dual casting a spell if not wearing armor.
90 - Hethoth's Escape: Once every 10 minutes, paralyzes a melee attacker that is about to deal lethal damage to you.
90 - Telekinetic Prodigy: Dual cast Telekinesis to grab opponents.
100 - Ritualist: Two-handed spells can be cast while moving, at 25% reduced strength.
0 - Archery Mastery: Ranged weapons do 1% more damage and 5% more critical damage per level of Archery.
20 - Far Shot (2): Ranged weapons do up to 20/40% more damage to targets beyond 60 feet, based on distance.
20 - Point Blank Shot (2): Ranged weapons do up to 20/40% more damage to targets within 20 feet, based on proximity.
30 - Eagle Eye: Pressing Block while aiming will zoom in your view.
40 - Impaling Shot Ranged weapons wound the living for 15 seconds, causing 10 points of bleed damage per second while
40 - Breaching Shot: Ranged weapons knock the shield out of an opponent's hands if they are blocking.
40 - Steady Aim: Pressing Block while aiming will zoom in your view and slow time by 25%.
50 - Power Shot: Ranged weapons have 25% chance to stagger most targets.
60 - Lion's Arrow (2): Dual cast a projectile spell out of combat to imprint it. Fully drawn bow shots trigger a copy of the sp
70 - Quick Shot: Can draw a bow or reload a crossbow 30% faster.
80 - Arrow to the Knee: Ranged weapons knock targets down if they are sprinting, inflicting a critical strike for 2 times criti
80 - Gore: Ranged weapons interrupt power attacks, knocking the attacker back and inflicting a critical strike for 2 times cr
90 - Hunter's Focus: Can't be staggered by power attacks or bashes while drawing a bow or holding a shot.
100 - Pinning Shot: Ranged weapons slow targets by 15% per hit for 15 seconds.
0 - Sneak Mastery: You are 0.5% harder to detect when sneaking per level of Sneak.
20 - Sneak Attack: One-handed sneak attacks deal 100% more damage.
30 - Silent Movement: Movement noise is reduced by 50/100%.
30 - Silent Roll (2): Sprinting while sneaking executes a silent forward roll for 15 Stamina./ You are 100% harder to detect w
40 - Deadly Aim: Sneak attacks with bows deal 50% more damage.
40 - Shadowcaster: Destruction spells are twice as powerful against targets that are not detecting you.
50 - Assassin's Blade: Sneak attacks with daggers deal 150% more damage.
50 - Blind Spot: You are up to 30% harder to detect by those within 30 feet when sneaking.
60 - Dodge Roll: Performing a silent roll briefly causes all incoming attacks and spells to miss.
60 - Light Foot: You won't trigger pressure plates.
70 - Backstab: Daggers deal 25% more damage and critical damage from behind.
80 - Cloak and Dagger: Sneak attack with daggers from invisibility also inflict a critical strike for 6 times critical damage..
90 - Fog of War: You are 25% harder to detect by opponents in combat.
90 - Shadow Warrior: Entering sneak mode (5 second cooldown) or performing a silent roll in combat briefly makes you inv
100 - Escape Artist: Entering sneak mode causes all opponents who are searching for you to abandon their search.
0 - One-Handed Mastery: One-handed weapons do 1% more damage and 5% more critical damage per level of One-Hande
20 - Disciplined Fighter: One-handed power attacks cost 25% less Stamina.
30 - Overpowering Assault (2): Swords reduce attack damage by 10/15% for 10 seconds.
30 - Fangs (2): Daggers deal 10/20% more damage if the target is poisoned or bleeding.
40 - Furious Strength: One-handed power attacks do 0.1% more damage per point of Stamina. Unlocks decapitations.
60 - Crater Maker: One-handed forwards power attacks have 25% chance to knock targets down, inflicting a critical strike f
70 - Execute: Power attacks with a sword execute targets below 20% Health, inflicting a critical strike for 10 times critical d
70 - Spitting Cobra: Power attacks with daggers bleed the living for 30 seconds, inflicting a critical strike for 3 times critical
80 - Disarming Slash: One-handed sideways power attacks have 25% chance to disarm targets, inflicting a critical strike for
100 - Victory Rush: Killing an opponent with a one-handed weapon replenishes 150 points of Stamina.
0 - Restoration Mastery: Cast Restoration spells for 0.5% less Magicka per level of Restoration.
20 - Restoration Dual Casting: Dual casting a Restoration spell overcharges its effects, increasing power and casting cost.
20 - Mercy: Restoration spells are up to 50% more effective if the recipient's remaining Health is low.
30 - Inspire 2: Nearby living allies within 15 feet are healed 10 points per second.
30 - Inner Light (2): Regenerate an extra 1/2% of your total Magicka per second.
40 - Respite: Healing spells also restore Stamina.
40 - Vigilant Ward: Wards cost 50% less Magicka and reduce incoming damage by 30/60%.
50 - Harm: Casting healing spells or effects on opponents in combat deals damage instead. The damage is equal to 35% of
60 - Sun's Judgment: Sun spells deal 75% damage to the living, daedra, automatons and dragons.
60 - Ward Absorb: When your ward blocks a spell, you gain Magicka equal to 30% of that spell's cost.
Minor Skills
Alchemy
Smithing
Enchanting
Conjuration
Illusion
Light armor
Block
Minor Skills
0 - Alchemy Mastery: Potions and poisons you make are 1% stronger per level of Alchemy.
20 - Physician: Potions you make that restore Health, Magicka or Stamina are 25% stronger.
30 - Benefactor: Beneficial potions you make are 25% stronger.
30 - Poisoner: Poisons you make are 25% stronger.
40 - Concentrated Poison (3): Poisons applied to weapons last for 2/4/6 additional hits.
50 - Experimenter: Eating an ingredient reveals hidden effects.
50 - Stimulants: Regenerate an extra 2% of your total Magicka and Stamina per second under the effects of a beneficial po
60 - Green Thumb: Twice as many ingredients are gathered from plants.
60 - Slow Metabolism (2): All potions and food with beneficial effects last twice/three times as long.
70 - Alkahest: Ignore 50% armor when attacking a poisoned target.
70 - Purity: All negative effects are removed from created potions, and all positive effects are removed from created poiso
80 - Adrenaline: Move 10% faster under the effects of a beneficial potion or food.
80 - Plague Doctor: Nearby opponents get 25% weakness to poison and disease.
100 - Double Toil and Trouble: Twice as many potions are created.
0 - Steel Smithing: Can create Steel armor and weapons at forges, and improve them twice as much.
30 - Elven Smithing: Can create Elven armor and weapons at forges, and improve them twice as much.
30 - Dwarven Smithing: Can create Dwarven armor and weapons at forges, and improve them twice as much.
40 - Arcane Blacksmith: Can temper enchanted weapons and armor.
50 - Orcish Smithing: Can create Orcish armor and weapons at forges, and improve them twice as much.
50 - Advanced Armors: Can create Scaled and Plate armor at forges, and improve them twice as much.
70 - Glass Smithing: Can create Glass armor and weapons at forges, and improve them twice as much.
80 - Ebony Smithing: Can create Ebony armor and weapons at forges, and improve them twice as much.
90 - Daedric Smithing: Can create Daedric armor and weapons at forges, and improve them twice as much.
100 - Dragon Armor: Can create Dragon armor and Dragonbone weapons at forges, and improve them twice as much.
0 - Conjuration Mastery: Cast Conjuration spells for 0.5% less Magicka per level of Conjuration.
20 - Conjuration Dual Casting: Dual casting a Conjuration spell overcharges its effects, increasing duration and casting cost.
20 - Mystic Binding: Bound Weapon spells now create Mystic Weapons instead, which deal more damage.
30 - Atromancy: Summoned daedra and creatures last twice as long.
30 - Necromancy: Summoned and raised undead last twice as long.
50 - Oblivion Stone: Summoned daedra and creatures get 100 points of armor and 25% magic resistance.
0 - Illusion Mastery: Cast Illusion spells for 0.5% less Magicka per level of Illusion.
20 - Illusion Dual Casting: Dual casting an Illusion spell overcharges its effects, increasing power and casting cost.
50 - Quiet Casting: All spells and shouts from any school of magic are silent to others.
0 - Light Armor Mastery: Armor rating of Light Armor pieces increased by 1% per level of Light Armor.
20 - Iron Fist (3): Deal extra unarmed damage equal to 5/15/30% of current Stamina if both hands are empty, gaining Light
60 - Flurry of Blows (2): Power attacks with two empty hands cost 25/50% less Stamina and have a 50% chance to stagger
90 - Ki Strike: Power attacks with two empty hands deal 60 points of random elemental damage.
0 - Block Mastery: Blocking is 0.5% more effective per level of Block.
20 - Deflect Arrows: Arrows do 25% less damage while blocking. Arrows that hit a shield do no damage.
30 - Unwavering Defense: Blocking an attack damages the attacker's Stamina by 15 points.
30 - Weapon Block: Blocking with weapons is 25% more effective.
40 - Quick Reflexes: Time slows down if you are blocking during an enemy's power attack.
50 - Elemental Protection: Blocking with a shield reduces elemental damage taken by 50%.
60 - Poke the Dragon: Blocking an attack has 15% chance to stagger the attacker, exposing them to a critical strike counter
70 - Block Runner: Can move at full speed while blocking.
Oblivion Perks
Thief Skills
Acrobatics 146 Jumping/Falling Attack
Light Armor 155 Armor Degrades at 50%
Marksman 157 No fatigue Loss
Security 140 No tumblers fall on failure
Sneak 150 6x melee, 3x ranged sneak attack
Speechcraft 144 Disposition falls 50% slower
Mage Skills
Alchemy 133 4-effects
Alteration 154 Novice-Master Spells
Conjuration 102 Novice-Master Spells
Destruction 153 Novice-Master Spells
Illusion 82 Novice-Expert Spells
Restoration 101 Novice-Master Spells
Warrior Skills
Armorer 163 Repair Magic items
Athletics 72 No fatigue regeneration loss while running
One-handed 164 Chance to Disarm
Two-handed 128 Chance to Disarm
Hand to Hand 44
Heavy Armor 137 Armor degrades at 50%
Block 122 No Fatigue Loss
20 8
Oblivion 26 extra perks from skyrim
Single-ingredient potions
Elven Advanced
Frost Enchanter Storm Enchanter
Benefactor Experimenter 3
Deadly aim Assassin's Blade
Adept Expert
Adept Mystic Binding
Adept Expert
Adept Expert
8 10
Persuasion Intimidation
Cost
32
34
14
14
13
18
18
18
3
3
27
36
12 per second
8 per second
8
33
2
84
14
31
7
13
15
15
0
24
18
21
18
15
19
27
25
29
29
11
11
27
27
27
34
50
36
23
36
30
40
141
141
126
154
168
14
77
98
46
27
16
17
16
36
37
38
284
19
16
16
40
67
51
33
25
30
27
12
23
11
8
12
26
23
19
5
1 per second
1 per second
2 per second
6
6
6
9
11
12
88
11
26
24
27
118
127
139
84
101
72
23
44
37
29
122
47
60
133
88
65
22
24
25
27
18
14
4
2
7
8
20
2
5
10
4
8
3
12
18
12
11
16
34
16
35
24
36
37
138
100
Water Jump
Chance of Paralysis
Chance to disarm
8 7 8 5 2 1 77
Archery 14
Block 11
Heavy Armor 11
One-handed 11
Smithing 10
Two-handed 11
68
Alteration 14
Conjuration 10
Destruction 14
Enchanting 11
Illusion 0
Restoration 6
55
Alchemy 15
Light Armor 0
Lockpicking 0
Pickpocketing 0
Sneak 12
Speech 5
32
Alteration 100
0.2 of half
Conjuration 50
0.8 of half
Destruction 100
0.2 of half
Illusion 56
0.728 of half
Restoration 56
0.668 of half
Mortal Tongue
Morokei 20%
Storm-bear Armor 20%
Amulet of talos 20%
60%
Beginner Set:
Name type Weight
Dark Brotherhood
Emblem of the Black Hand
Lucien Lachance and Cicero
Main Class Main Class
EMIYA King Hassan/Hero of Kvatch
Listener Listener
Archery Heavy Armor
Sneak One-handed
One-handed Sneak
Conjuration Block
Destruction Restoration
Alteration Alteration
Archery
College of Winterhold
Emblem of the Noble
Lilina
Main Class Main Class
Wodime Hero of Kvatch
Archmage Harbinger
Alteration Archery
Conjuration Block
Destruction Heavy Armor
Enchanting One-handed (blades)
Illusion Smithing
Restoration Two-handed
Speech
One-handed Artifact
Carry limit Amulet of articulation
Fire magic Moral compass Celine or Citrinne 655 Amulet of Talos
Trump card Ren only Spelldrinker amulet
Thief Usual 505 unit Cruelty's heart
Assassin Usual Yunaka Warlock Mark
Deciver's finery
mory inheritance Kohnahrik
Ahzidal
Dukaan
Zahkriisos
Morokei
Miraak
Miraak's boots
Miraak's gauntlets
Miraak's Robe
Dawnguard Heavy armor
Thu'um Dawnguard Heavy Boots
Sovereign Band Dawnguard Heavy Gauntllets
Mentor's ring Dawnguard Full Helmet
Ring of Phynaster Storm-bear armor
Warlock's ring Storm-bear boots
Archmage's robes Storm-bear cloak
Dawnguard Rune Shield Storm-bear gauntletts
Fang of Haynekhtnamet Storm-bear helmet
Imperial Dragon Armor
Imperial Dragon Boot
Imperial Dragon Cloak
Imperial Dragon Gauntlets
Imperial Dragon Helmet
Raiment of the crimson Scar
Sovereign Band
Mentor's ring
New cost Ring of Phynaster
10.00% Warlock's ring
Ring of Sunfire
40% Black Band
Archmage's robes
10% Storm-bear shield
Imperial Dragon Shield
72.80% Dawnguard Rune Shield
34.40%
All shouts
Vanilla game
Animal Allegiance
Become Ethereal
Bend Will
Call of Valor
Clear Skies
Cyclone
Disarm
Dismay
Dragon Aspect
Dragonrend
Drain vitality
Fire Breath
Frost Breath
Ice Form
Kyne's Peace
Marked for Death
Slow time
Soul Tear
Stom call
Summon Duhrneviir
Unrelenting force
Whirlwind Sprint
Thieves Guild Favorite Spells
Emblem of the Nightingale conjuration:
Brynjolf Bound Dagger
Main Class Bound Sword
Nightingale Bound Battleaxe
Guildmaster Bound Bow
Archery
Block
Light Armor
Lockpicking
One-Handed
Pickpocket
Sneak
Dawnguard
Emblem of the Star-made knight
Pelinal Whitestrake
Main Class
King Arthur Pelinal Whitestrake
Vampire Hunter Divine Crusader
Heavy Armor
One-handed
Block
Restoration
Destruction
Alteration
Weight
31
10
8
18
6.5
4
5
3.5
8
8
10
10
15
9.5 Infinite Charge
13
31
26
16 Infinite Charge
27
259.5
Alteration 100
Conjuration 50
Destruction 100
Enchanting 100
Illusion 50
Restoration 75 15 12
Warrior
Archery 100
Block 70
Heavy Armor 80
One-handed 100
Smithing 100
Two-handed 50
Thief
Alchemy 100
Light Armor 100
lockpicking 100
Pickpocket 50
Sneak 100
Speech 83
1.4-0.12*n
Warrior
Thief
8 15 10
14 9 16 11 7
9 15 6
13 4 164
Sneak Speech
Stealth
Backstab
Deadly aim
Assassin's Blade
Muffled Movement
Light foot
Silent Roll
Silence
Shadow Warrior
9 77
Skyrim Oblivion (Thief Birthsign)
Health 200 180
Magicka 425 395
Stamina 430 380
Oblivion Perks
Level
Alteration 100 Master
Conjuration 50 Journeyman
Destruction 100 Master
Enchanting 100 Master
Illusion 50 Journeyman
Restoration 75 Expert
Warrior
Thief
Skyrim
38 37 59
38 Spells 37 Spells
Alteration Spell Cost Conjuration
Novice Novice
Candlelight 2.1 Bound Sword
Protect 1 Bound Dagger
Protect Other 1.7 Conjure Familiar
Conjure Undying Ghost
Apprentice Conjure Zombie
Buoyancy 3.4 Raise Zombie
Magelight 8.4
Stoneflesh 19.4 Apprentice
Sea Stride 3.9 Bound Battleaxe
Water Breathing 4.3 Conjure Boneman
Ease Burden 3.4 Conjure Flame Atronach
Minor Latch Crack 2.3 Bound War Axe
Summon Ghost
Adept Summon Skeleton
Ash Shell 25.1 Conjure Foul Zombie
Detect Life 10/s Conjure Haunting Spirit
Guard 10.4 Soul Split
Lighten Load 7.5 Soul trap
Open Average Lock 7.2 Summon Arvak
Encumbering Touch 7.8 Summon Daedric Horse
Ironflesh 26.6 Banish Daedra
Master Transmute 10 Banish Undead
Paralysis Rune 17.2
Telekinesis 1.7/s Adept
Telekinesis arrows 5/s Bound Bow
Transmute 10 Bound Quiver
Conjure Dark Seducer Archer
Expert Conjure Dark Seducer Warrior
Average Lock 18.4 Conjure Frost Atronach
Open Hard Lock 17.6 Conjure Golden Saint Archer
Shield 15.1 Conjure Golden Saint Warrior
Weight of the World 17.8 Conjure Mistman
Fire Shield 22.1 Conjure Putrid Zombie
Glacial Wall 22.1 Conjure Seeker
Lightning Wall 22.1 Conjure Skeleton Champion
Pack Mule 18.3 Conjure tomb Guardian
Ash Rune 41.8 Necromancer's Ritual
Detect Dead 14.8/s Revenant
Ebonyflesh 34.1 Greater Bound Armor
Paralyze 45 Summon Dremora
Summon Skeleton Guardian
Master
Aegis 40.3
Beast of Burden 42.2
Mass Paralysis 93.7
Dragonhide 83.7
Set 1 Set 2
Divine Dragon's Priest Gray fox of Elyos
Bard's college/Order of the dragon Thieves Guild
Cultist Robes Guild Master's arrmor
Cultist Globes Guild Master's boots
Cultist Boots Muffle Guild Master's gloves
Guild Master's hoods
Amulet of articulation
Ring of masser
Oblivion Skills
Athletics 72 Journeyman
Blade 94 Expert
Hand to Hand 44 Apprentice
Destruction 53 Journeyman
Restoration 45 Apprentice
Acrobatics 146 Master
Marksman 57 Journeyman
Armorer 63 Journeyman
Block 52 Journeyman
Bluntt 34 Apprentice
Heavy Armor 57 Journeyman
Alchemy 33 Apprentice
Alteration 53 Journeyman
Conjuration 51 Journeyman
Illusion 26 Apprentice
Mysticisim 43 Apprentice
Llight Armor 55 Journeyman
Mercantile 27 Apprentice
Security 80 Expert
Sneak 60 Journeyman
Speechcraft 47 Apprentice
Atronach Stone
380 430
820
810
Weapon Rank
1-effect
Armor degrades at 50%
Only 1 tumbler falls on mis-pick
N/A
Sneak attack 4x melee, 2x ranged
Disposition falls 50% slower
Vanilla
Basic
Enchanter 5
Alchemist 5
Stealth
Novice
Novice
Novice
Novice
Modded
One-handed Smithing
Armsman 5 Basic
Bladesman 3 Arcane
Fighting Stance Elven
Critical Charge Advanced
Savage Strike Dwarven
Paralyzing Strike Orcish
Bone Breaker 3 Glass
Ebony
Dragon
Daedric
26 43
59 Spells
Spell Cost Destruction
Novice
37.2 Elemental Flare
21.2 Flames
42.8 Frostbite
0 Sparks
42.8
41.2 Apprentice
Frost touch
Flame touch
67.6 Electric touch
51.6 Weakness to fire
60 Weakness to frost
23.2 Weakness to Shock
22 Weakness to Poison
18 Elemental Bolt
30 Fire Rune
51.2 Fire Bolt
38.4 Frost Rune
42.8 Lightning Bolt
54.4 Lightning Rune
54.4
78.4 Adept
70.4 Weakness to Magicka
Chain Lightning
Elemental Burst
82.8 Fireball
82.4 Flame Cloak
30 Frost Cloak
30 Lightning Cloak
86 Whirlwind Cloak
30 Damage Intelligence
30 Damage Strength
77.2
42.8 Expert
62.8
76.8 Arctic Blow
76.8 Disintegrate Armor
49.2 Drain Skill: Blade,Conjuration,Restoration
73.2 Scorching Blow
52.8 Lightning Surge
58 Withering Bolt
52 Elemental Blast
Icy Spear
Incinerate
Mara's Wrath
Thunderbolt
Touch of Death
Unbounded Flames
Unbounded Storms
Unbounded Frost
Wall of Flames
Wall of Frost
Wall of Storms
Superior Magicka Drain
Superior Woundd
Master
Blizzard
Disintegrate Weapon
Elecrocution
Flame Tempest
Ice Blast
Immolating Blast
Legendary Magicka Drain
Finger of the Mountain
Wizard's Fury
Blizzard (Skyrim)
Fire Storm (Skyrim)
Lightning Storm (Skyrim)
Set 3
Void's Listener
Dark Brotherhood
Ancient Shrouded armor
Ancient Shrouded Cowl
Ancient Shrouded Boots
Ancient Shrouded Gloves
Ring of masser
Amulet of articulation
Starting Gear
Amulet of Articulation
Ring of Masser
Nightweaver's Band
Destruction
Restoration
Archery
Smithing
Block
Heavy Armor
Alchemy
Alteration
Conjuration
Illusion
Light Armor
lockpicking
Sneak
Speech
Enchanting
Pickpocket
Factions
Vanilla Skyrim
10%
40%
10%
80%
25%
Zoom ability
Weapon/shield not damaged when blocking,
Armor encumbers only 50%
Chance of Knockdown
Repair magic items
Chance of Knockdown
2-effect
Armor does not affect encumbrance
No tumblers fall on mis-pick
Arcane
fire enchanter
Physician
Backstab
Apprentice
Apprentice
Apprentice
Apprentice
Two-handed
203
Spell Cost
4.5
1.4/s
1.6/s
1.9/s
4.5
4.6
4.8
2.7
2.7
2.7
2.7
3.1
23.4
4.1
29.3
5.1
32.3
6.9
15.6
9.6
13.3
28.9
31.6
37
33.8
11.7
11.7
20.1
33.7
20.3
20.4
21.2
20.2
14.4
32
29.6
32.9
34.3
31.6
7.8/s
6.9/s
6.9/s
11.8/s
13.7/s
14.5/s
19.6
20.1
83.6
56.9
47.9
63.5
45.5
46.1
49.5
355.1
23.6
110.6
142.6
13.8/s
Carrying capacity + 50
Pickpocket 35% better
Lockpicking 35% better
Prices are 20% better
Speechcraft 35%, persuasion almost always succeed
Illusion spells cost 30% less to cast. Increases your Stamina by 20 points. Sneaking is 20% better.
Sneaking is 10% better. Destruction spells cost 10% less to cast.
Skyrim Rank
Thieves Guild Grandmastetr/Nightingale
College of Winterhold Archmage
Companions Harbinger
Dark Brotherhood Listener
Imperial Legion Legate
Bard's College Bard
Dawnguard Vampire Hunter
Chance of Paralysis
One hammer lasts forever
Chance of Paralysis
3-effect 4-effect
Armor rating increased by 50% when wearing only light armor
Elven Advanced
Frost Enchanter Storm Enchanter
Benefactor Experimenter 3
Deadly aim Assassin's Blade
Adept Expert
Adept Mystic Binding
Adept Expert
Adept Expert
Alteration Conjuration
Novice Novice
Apprentice Apprentice
Adept Adept
Expert Mystic Binding
Master Soul Stealer
Dual-casting Oblivion Binding
atronach Summoner
Stability Necromancy
Magic Resistance 3 Atromancy
Mage Amor 3
26 spells
Illusion Spell Cost
Novice
Alluring Gaze 16.8
Beguiling Touch 11.2
Captivate 14.4
Illuminate 10.4
Inspiring touch 4
Inspiration 4
Claivoyance 20/s
Courage 31.2
Apprentice
Eyes of Eventide 26.4
Heroic Touch 20.8
Heroism 24
Mesmerizing Grasp 28
Seductive Charm 41.6
Void Gazer 43.2
Muffle 115.2
Adept
Frenzy 167.2
Candlelight 82.4
Chameleon 92.8
Deathly Visage 89.6
Debilitate 113.6
Hush 72
Shroudwalk 78.4
Shadow Shape 96
Voice of Dread 54.4
Voice of Rapture 70.4
Rally 90.4
Set 3
Wandering Soldier
114
Oblivion
Thieves Guild Guildmaster/Gray Fox
Mages guild Archmage
Fighter's Guild Swordsman
Dark Brotherhood Listener
Order of the Dragon Champion of Cyrodiil
Knights of the Nine Divine Crusader
Order of the Virtuous Blood Brother
The Blades
Single-ingredient potion
Dwarven Orcish
Insightful Corpus
Poisoner Concentrated Poison
Muffled Movement Light foot
Master Dual-casting
Necromancy
Master Dual-casting
Dual-casting Regeneration
Destruction Enchanting
Novice Enchnter 5
Apprentice fire enchanter
Adept Frost Enchanter
Expert Storm Enchanter
Master Insightful
Dual-casting Corpus
Impact Extra Effect
Augmented Flames 2
Augmented Frost 2
Augmented Shock 2
Disintegrate
Intense Flames
Deep Freeze
43 spells
Restoration Spell Cost
Novice
Healing 6/s
Lesser Ward 17/s
Absorb Attribute 7
Absorb Fatigue 5.5
Absorb Health 6
Absorb Magicka 7
Absorb skill 8
Fortify Fatigue 5.5
Heal Minor Wounds 7
Minor Respite 3
Apprentice
Fast Healing 36.5
Healing Hands 12.5/s
Steadfast Ward 29/s
Sun Fire 12
Turn Lesser Undead 42
Absorb Skill: 20
Convalescence
Cure Paralysis 25
Cure Poison 30
Fortify Attribute 21
Greater Fortify Fatigue 13
Leech Health 15
Major Respite 27
Night mother's Caress 16.5
Restore Attribute 14.5
Adept
Close wounds 63
Greater Ward 43/s
Heal Other 40
Poison Rune 123
Repel Lesser Undead 57.5
Stendarr's Aura 124
Turn Undead 84
Vampire's Bane 36
Absorb Skill 33.5
Consume Health 37
Cure Disease 70
Fortify Magicka 34.5
Greater Fortify Attribute 51
Minor Magic Resistance 64
Expert
Absorb Skill 96.5
Devour Health 89.5
Greater Fortify Health 79
Greater Fortify Magicka 84.5
grand Healing 127
Starting gear
Guild Master Set Amulet of Articulation
Master robes of Alteration and Destruction Mage's Circlet
Impact
Recovery 2 Respite
Illusion Restoration Alchemy
Novice Novice Alchemist 5
Apprentice Apprentice Physician
Adept Adept Benefactor
Dual-casting Expert Experimenter 3
Animage Dual-casting Poisoner
Kindred Mage Regeneration Concentrated Poison
Quiet Casting Recovery 2 Green Thumb
Respite Snakeblood
Ward Absorb Purity