Skills
SKILL LEVELS

NOVICE: 0-24 skill points
APPRENTICE: 25-49 skill points
JOURNEYMAN: 50-74 skill points
EXPERT: 75-99 skill points
MASTER: 100 skill points

COMBAT SKILLS

Block (Agility)
Parry melee attacks with shields and weapons. Successful blocks reduce damage.
  • Novice: is fatigued by blocking. Hand to hand blocking has no effect.
  • Apprentice: is no longer fatigued by blocking.
  • Journeyman: shield or weapon no longer takes damage from blocking. Opponents may recoil when blocking with hand-to-hand.
  • Expert: blocking with a shield has a chance to do a knockback counterattack.
  • Master: blocking has an additional chance of disarming an enemy with a successful knockback counterattack.
Armourer (Endurance)
Maintain weapons and armor at top efficiency.
  • Novice: cannot repair magic items.
  • Apprentice: repair hammers last twice as long.
  • Journeyman: can now repair magic items.
  • Expert: can repair items to 125%. Expert-improved weapons do extra damage, expert-improved armor provides more protection.
  • Master: never breaks repair hammers.
Heavy Armour (Endurance)
Make more effective use of Iron, Steel, Dwarven, Orcish, Ebony and Daedric armors.
  • Novice: heavy armour degrates at 150% of normal rate.
  • Apprentice: heavy armour degrades at normal weight.
  • Journeyman: heavy armour degrades at a 50% slower rate.
  • Expert: equipped heavy armor encumbers only by 50%.
  • Master: equipped heavy armor does not encumber at all.
Blunt (Strength)
Deliver the devastating blows of mace and axe weapons with greater expertise.
  • Novice: basic power attack with a damage bonus in all directions.
  • Apprentice: gains damage bonuses with the Mastery Standing Power Attack.
  • Journeyman: gains the Mastery Left and Mastery Right power attacks, and has a chance to disarm.
  • Expert: gains a Mastery Backwards Power Attack, and gains the chance of a knockdown.
  • Master: gains a Mastery Forward Power Attack, with a chance to paralyze.
Blade (Strength)
Deliver the thrusting and slashing attacks of bladed weapons more effectively.
  • Novice: basic power attack with a damage bonus in all directions.
  • Apprentice: gains damage bonuses with the Mastery Standing Power Attack.
  • Journeyman: gains the Mastery Left and Mastery Right power attacks, and has a chance to disarm.
  • Expert: gains a Mastery Backwards Power Attack, and gains the chance of a knockdown.
  • Master: gains a Mastery Forward Power Attack, with a chance to paralyze.
Athletics (Speed)
Run, swim and regenerate fatigue faster.
  • Novice: regenerates fatigue slowly when running.
  • Apprentice: regenerates fatigue 25% faster when running.
  • Journeyman: regenerates fatigue 50% faster when running.
  • Expert: regenerates fatigue 75% faster when running.
  • Master: running never reduces the regeneration of fatigue.
Hand to Hand (Strength)
Attack without weapons to damage and fatigue opponents.
  • Novice: basic power attack with a damage bonus in all directions.
  • Apprentice: gains damage bonuses with the Mastery Standing Power Attack.
  • Journeyman: gains the Mastery Left and Mastery Right power attacks, and has a chance to disarm.
  • Expert: gains a Mastery Backwards Power Attack, and gains the chance of a knockdown, and when blocking, gains a chance of a knockdown attack.
  • Master: gains a Mastery Forward Power Attack, with a chance to paralyze, and, when blocking, gains the chance of a disarm or knockback attack.
MAGIC SKILLS

Destruction (Willpower)
Cast spells to: inflict magical fire, frost, shock damage, or reduce resistances to magic attacks.

Alteration (Willpower)
Cast spells to: breathe or walk on water, open locks, shield from physical and magical damage, and alter encumbrance.

Illusion (Personality)
Cast spells to: charm, conceal, create light, silence, paralyze, command or affect morale or aggressiveness.

Conjuration (Intelligence)
Cast spells to: summon otherworldly creatures, summon magical weapons and armour, and turn the undead.

Mysticism (Intelligence)
Cast spells to: absorb, reflect and dispel magic, move objects, sense life and bind souls.

Restoration (Willpower)
Cast spells to: restore, fortify, or absorb physical and magical attributes, cure disease and resist magical attacks.

Alchemy (Intelligence)
Create potions and gain benefits from alchemical ingredients more effectively.
  • Novice: recognises only the first four alchemical properties of a substance.
  • Apprentice: recognises the first two of four potential alchemical properties of a substance.
  • Journeyman: recognises the first three of four potential alchemical properties of a substance.
  • Expert: recognises all four potential alchemical properties of a substance.
  • Master: can make potions from a single ingredient.
STEALTH SKILLS

Security (Agility)
Use lockpicks to open locks and containers.
  • Novice: up to four tumblers will fall when a novice fails and breaks a pick.
  • Apprentice: up to three tumblers will fall when a novice fails and breaks a pick.
  • Journeyman: up to two tumbers will fall when a novice fails and breaks a pick.
  • Master: no tumblers fall when a master fails and breaks a pick.
Sneak (Agility)
Pick pockets or move unseen and unheard by those around you.
  • Novice: gains a x4 damage bonus for a one-handed weapon and hand-to-hand and 2x damage bonus for marksman attacks when undetected.
  • Apprentice: gains a 64 damage bonus for a one-handed weapon and hand-to-hand and 3x damage bonus for marksman attacks when undetected.
  • Journeyman: receives no penalty to his chance of detetion while sneaking for the weight of his boots.
  • Expert: receives no penalty to his chance of detection while sneaking for moving while sneaking.
  • Master: attack while undetected ignores armor rating of target.
Acrobatics (Speed)
Jump long distances and avoid damage when falling great distances.
  • Novice: cannot attack when jumping or falling.
  • Apprentice: can make normal attacks, but not power attacks, when jumping or falling.
  • Journeyman: gains the Dodge ability, and can hold block and jump in a direction to do a quick avoidance roll.
  • Expert: fatigue loss for jumping is reduced by 50%.
  • Master: gains the Water Jump Ability, and, with expert timing, can jump off the surface of water.
Light Armour (Speed)
Make more effective use of Fur, Leather, Chainmail, Mithril, Elven and Glass armours.
  • Novice: light armour degrates at 150% of normal rate.
  • Apprentice: light armour degrades at normal weight.
  • Journeyman: light armour degrades at a 50% slower rate.
  • Expert: equipped light armor encumbers does not encumber at all.
  • Master: gains a 50% bonus to armor rating when wearing only light armor.
Marksman (Agility)
Deliver more deadly ranged attacks with bow and arrow weapons.
  • Novice: is fatigued when holding a bow drawn back.
  • Apprentice: has no Fatigue cost for holding his bow drawn back.
  • Journeyman: holding block while the bow is drawn has a zoom ability.
  • Expert: arrow attacks have a chance of knocking the target down.
  • Master: arrow attacks have a chance of paralyzing the target.
Mercantile (Personality)
Get better deals when buying or selling goods.
  • Novice: the value of an item he sells is reduced by its worn condition.
  • Apprentice: the value of an item he sells is not affected by its worn condition.
  • Journeyman: can buy and sell any object to any vendor, even if he normally does not deal with that type of wares.
  • Expert: can invest in a shop, giving the marchant money to permanently increase his shop's available gold by 500.
  • Master: all shops in the world always have 500 more gold available for barter.
Speechcraft (Personality)
Use speech to persuade others to like and trust you.
  • Novice: can offer bribes to increase the Disposition of some persons.
  • Apprentice: gains a free rotation of a wedge in the Persuasion menu.
  • Journeyman: the falling-disposition timer in the persuasion minigame is 50% lower.
  • Expert: disposition loss from 'Hate It' results in the minigame are reduced from -150% to -100% for an expert.
  • Master: bribes cost half as much.

 
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