Races
Skills & Perks
Combat Skills | Magic Skills | Stealth Skills |
Birthsigns
Races
Argonian:
Stats | Male | Female |
Strength | 40 | 40 |
Intelligence | 40 | 50 |
Willpower | 30 | 40 |
Agility | 50 | 40 |
Speed | 50 | 40 |
Endurance | 30 | 30 |
Personality | 30 | 30 |
Abilities:
Disease resistance 75pts Constant effect
Poison resistance 100pts Constant effect
Water Breathing Constant effect
Racial Bonuses:
Skill | Bonus |
Alchemy | 5 |
Athletics | 10 |
Blade | 5 |
Hand to Hand | 5 |
Illusion | 5 |
Mysticism | 5 |
Security | 10 |
Breton:
Stats | Male | Female |
Strength | 40 | 30 |
Intelligence | 50 | 50 |
Willpower | 50 | 50 |
Agility | 30 | 30 |
Speed | 30 | 40 |
Endurance | 30 | 30 |
Personality | 40 | 40 |
Abilities:
Fortified maximum magicka 50pts constant effect
Resist Magicka 50 pts Constant effect
Shield 50pts with a duration of 60 seconds, castable once a day.
Racial Bonuses:
Skill | Bonus |
Alchemy | 5 |
Alteration | 5 |
Conjuration | 10 |
Illusion | 5 |
Mysticism | 10 |
Restoration | 10 |
Dark Elf (Dunmer):
Stats | Male | Female |
Strength | 40 | 40 |
Intelligence | 40 | 40 |
Willpower | 30 | 30 |
Agility | 40 | 40 |
Speed | 50 | 50 |
Endurance | 40 | 30 |
Personality | 30 | 40 |
Abilities:
Summon ancestral ghost with a duration of 60 seconds, castable once a day
Fire Resistance 75pts Constant effect
Racial Bonuses:
Skill | Bonus |
Athletics | 5 |
Blade | 10 |
Blunt | 5 |
Destruction | 10 |
Light Armor | 5 |
Marksman | 5 |
Mysticism | 5 |
High Elf (Altmer):
Stats | Male | Female |
Strength | 30 | 30 |
Intelligence | 50 | 50 |
Willpower | 40 | 40 |
Agility | 40 | 40 |
Speed | 30 | 40 |
Endurance | 40 | 30 |
Personality | 40 | 40 |
Abilities:
Fortified maximum magicka 100pts constant effect
Fire, Frost and Shock weakness of 25pts Constant effect
Disease resistance 75pts Constant effect
Racial Bonuses:
Skill | Bonus |
Alchemy | 5 |
Alteration | 10 |
Conjuration | 5 |
Destruction | 10 |
Illusion | 5 |
Mysticism | 10 |
Imperial:
Stats | Male | Female |
Strength | 40 | 40 |
Intelligence | 40 | 40 |
Willpower | 30 | 40 |
Agility | 30 | 30 |
Speed | 40 | 30 |
Endurance | 40 | 40 |
Personality | 50 | 50 |
Abilities:
Absorb Fatigue 100pts castable once a day
Charm 30pts castable once a day
Racial Bonuses:
Skill | Bonus |
Blade | 5 |
Blunt | 5 |
Hand to Hand | 5 |
Heavy Armor | 5 |
Mercantile | 10 |
Speechcraft | 10 |
Khajiit:
Stats | Male | Female |
Strength | 40 | 30 |
Intelligence | 40 | 40 |
Willpower | 30 | 30 |
Agility | 50 | 50 |
Speed | 40 | 40 |
Endurance | 30 | 40 |
Personality | 40 | 40 |
Abilities:
Demoralize 100pts castable once a day
Night eye for 30 seconds with no limit to the number of uses
Racial Bonuses:
Skill | Bonus |
Acrobatics | 10 |
Athletics | 5 |
Blade | 5 |
Hand to Hand | 10 |
Light armor | 5 |
Security | 5 |
Sneak | 5 |
Nord:
Stats | Male | Female |
Strength | 50 | 50 |
Intelligence | 30 | 30 |
Willpower | 30 | 40 |
Agility | 40 | 40 |
Speed | 40 | 40 |
Endurance | 50 | 40 |
Personality | 30 | 30 |
Abilities:
Frost damage 50pts castable once a day
Shield 30pts lasting for 60seconds and castable once a day
Frost Resistance 50pts Constant effect
Racial Bonuses:
Skill | Bonus |
Armorer | 5 |
Blade | 10 |
Block | 5 |
Blunt | 10 |
Heavy Armor | 10 |
Restoration | 5 |
Speechcraft | 10 |
Orc:
Stats | Male | Female |
Strength | 45 | 45 |
Intelligence | 30 | 40 |
Willpower | 50 | 45 |
Agility | 35 | 35 |
Speed | 30 | 30 |
Endurance | 50 | 50 |
Personality | 30 | 25 |
Abilities:
Berserk (Fortify health 20pts, fortify fatigue 2000 pts, fortify strength 50pts)
Drain Agility 100pts lasting for 60seconds and castable once a day
Magicka resistance 25pts Constant effect
Racial Bonuses:
Skill | Bonus |
Armorer | 10 |
Block | 10 |
Blunt | 10 |
Hand to Hand | 5 |
Heavy Armor | 10 |
Redguard:
Stats | Male | Female |
Strength | 50 | 40 |
Intelligence | 30 | 30 |
Willpower | 30 | 30 |
Agility | 40 | 40 |
Speed | 40 | 40 |
Endurance | 50 | 50 |
Personality | 30 | 40 |
Abilities:
Adrenaline rush (Fortify agility 50pts, Fortify speed 50pts, Fortify strength 50pts, Fortify endurance 50pts, Fortify health 25pts, lasting for 60seconds)
Poison resistance 75pts Constant effect
Disease resistance 75pts Constant effect
Racial Bonuses:
Skill | Bonus |
Athletics | 10 |
Blade | 10 |
Blunt | 10 |
Light Armor | 5 |
Heavy Armor | 5 |
Mercantile | 10 |
Wood Elf (Bosmer):
Stats | Male | Female |
Strength | 30 | 40 |
Intelligence | 40 | 40 |
Willpower | 30 | 30 |
Agility | 50 | 50 |
Speed | 50 | 50 |
Endurance | 40 | 30 |
Personality | 30 | 40 |
Abilities:
Command Creature 20pts lasting for 60 seconds and castable once a day
Disease resistance 75pts Constant effect
Racial Bonuses:
Skill | Bonus |
Acrobatics | 5 |
Alchemy | 10 |
Alteration | 5 |
Light Armor | 5 |
Marksman | 10 |
Sneak | 10 |
Skills & Perks
Combat Skills:
Armorer
This allows you to repair your own armor and weapons.
Governing Attribute: Endurance
Perks:
Apprentice: Repair hammers last twice as long.
Journeyman: You're able to repair even enchanted armor and weapons
Expert: You're able to repair thing to be stronger then their base value, up to 125%. Armor above 100% offers more protection and Weapons above 100% deal more damage.
Master: Repair hammers are never worn out. IE you can spend as long as you like with just one hammer.
Athletics
This affects the speed of your running, swimming and fatigue regeneration.
Governing Attribute: Speed
Perks:
Apprentice: You regenerate 25% more fatigue while running.
Journeyman: You regenerate 50% more fatigue while running.
Expert: You regenerate 75% more fatigue while running.
Master: You regenerate as much fatigue while running as you normally would.
Blade
This affects the damage done by your sword attacks.
Governing Attribute: Strength
Perks:
Apprentice: You gain a new standing power attack which does more damage then usual. hold the attack button to perform it.
Journeyman: You have a chance of disarming your opponent when using the sidestep power.
Expert: Using the sweep power, you now have a chance to knock an opponent down.
Master: Using your rushing power attack, you now have a chance to paralyze your opponent.
Block
Parry melee attacks using this skill. Success means reduced damage is done to you.
Governing Attribute: Endurance
Perks:
Apprentice: Blocking no longer drains fatigue
Journeyman: Blocking with your hands will cause opponents to recoil a bit.
Expert: Using your shield, you can now knock back and stagger an opponent when you block an attack with it.
Master: Blocking now gives you a chance to disarm your opponent.
Blunt
This affects the damage done by your blunt weapon, and axe attacks.
Governing Attribute: Strength
Perks:
Apprentice: You gain a new standing power attack which does more damage then usual. hold the attack button to perform it.
Journeyman: You have a chance of disarming your opponent when using the sidestep power.
Expert: Using the sweep power, you now have a chance to knock an opponent down.
Master: Using your rushing power attack, you now have a chance to paralyze your opponent.
Hand to Hand
This affects the damage done by your bare fists.
Governing Attribute: Strength
Perks:
Apprentice: You gain a new standing power attack which does more damage then usual. hold the attack button to perform it.
Journeyman: You have a chance of disarming your opponent when using the sidestep power.
Expert: Using the sweep power, you now have a chance to knock an opponent down.
Master: Using your rushing power attack, you now have a chance to paralyze your opponent.
Heavy Armor
This affects the damage reduced by using Heavy Armor.
Governing Attribute: Endurance
Perks:
Apprentice: Your plate mail becomes more durable
Journeyman: Your plate mail becomes even more durable.
Expert: Your plate mail doesn't encumber you as much as it used to while you're running or swimming.
Master: While running or swimming, your plate mail doesn't encumber you at all.
Magic Skills
Alchemy
This allows you to create (more effective) potions and gain benefits from alchemical ingredients.
Governing Attribute: Intelligence
Perks:
Novice: Recognises the first of four properties of a substance.
Apprentice: Recognises the first two properties of a substance
Journeyman: Recognises the first three properties of a substance
Expert: Recognises all four properties of a substance
Master: Allows you to create a potion from but a single ingredient
Alteration
Walking on water, breathing underwater, shielding yourself and/or others from either or both Physical/Magical damage and locking/opening doors and containers are all controlled by this skill.
Governing Attribute: Willpower
Perks:
Apprentice: You're now able to cast apprentice level spells
Journeyman: You're now able to cast Journeyman level spells
Expert: You're now able to cast Expert level spells
Master: You're now able to cast Master level spells
Conjuration
Summoning creatures, weapons or armor and turning the undead; this skill controls it.
Governing Attribute: Intelligence
Perks:
Apprentice: You're now able to cast apprentice level spells
Journeyman: You're now able to cast Journeyman level spells
Expert: You're now able to cast Expert level spells
Master: You're now able to cast Master level spells
Destruction
Magical, Frost, Fire and/or Shock damage and even magic resistance reducements are all controlled by this skill.
Governing Attribute: Intelligence
Perks:
Apprentice: You're now able to cast apprentice level spells
Journeyman: You're now able to cast Journeyman level spells
Expert: You're now able to cast Expert level spells
Master: You're now able to cast Master level spells
Illusion
Charming, concealing, silencing, paralyzing, commanding or affecting someone or something's Morale is all done with this skill. One can even create light with it.
Governing Attribute: Personality
Perks:
Apprentice: You're now able to cast apprentice level spells
Journeyman: You're now able to cast Journeyman level spells
Expert: You're now able to cast Expert level spells
Master: You're now able to cast Master level spells
Mysticism
Absorbing or reflecting and even dispelling it, that's done with this skill. As well as moving things, detecting certain things in your surroundings and binding souls.
Governing Attribute: Intelligence
Perks:
Apprentice: You're now able to cast apprentice level spells
Journeyman: You're now able to cast Journeyman level spells
Expert: You're now able to cast Expert level spells
Master: You're now able to cast Master level spells
Restoration
One can use this skill to cure oneself or others, restore their or your health, absorbing attributes and even resisting magical attacks.
Governing Attribute: Intelligence
Perks:
Apprentice: You're now able to cast apprentice level spells
Journeyman: You're now able to cast Journeyman level spells
Expert: You're now able to cast Expert level spells
Master: You're now able to cast Master level spells
Stealth Skills
Acrobatics
Jumping and avoiding damage from falls is affected by this skill.
Governing Attribute: Speed
Perks:
Apprentice: You're now able to attack while jumping or falling, though only using regular attacks.
Journeyman: You're now able to dodge, block while jumping to use this.
Expert: Jumping costs half as much fatigue as usual.
Master: You're now able to Water jump, time this right and you can jump using the water as if it were solid ground.
Light Armor
This effects the damage reduced by using Light Armor.
Governing Attribute: Speed
Perks:
Apprentice: Your gear becomes more durable
Journeyman: your gear becomes even more durable
Expert: Your gear no longer encumbers you.
Master: You gain a 50% increase in protection if you wear all light armor.
Marksman
Increasing the damage and accuracy of your ranged attacks.
Governing Attribute: Agility
Perks:
Apprentice: Holding the bowstring with a knocked arrow, no longer fatigues you.
Journeyman: If you hold block with an arrow nocked in your bow, you zoom in on your target
Expert: Your arrows gain the chance of knocking down an opponent
Master: Your arrows gain the chance of paralyzing an opponent
Mercantile
Better prices when selling or buying is the main effect of this skill.
Governing Attribute: Personality
Perks:
Apprentice: Any damage an item has when you sell it now no longer affects the prize you get for it.
Journeyman: You're able to sell anything to anyone, even if that anyone doesn't usually deal in such goods.
Expert: You're able to invest in a shop, thereby giving the shopkeeper 500 more gold with which to buy things from you.
Master: All shops in Cyrodiil now have 500 more gold available.
Security
A good grasp of this skill allows you to open locked doors and containers using lockpicks.
Governing Attribute: Agility
Perks:
Apprentice: Now, only three tumbles will fall when you break a pick
Journeyman: Now only two tumblers will fall when you break a pick
Expert: Now only one tumbler will fall when you break a pick
Master: Now no tumblers fall when you break a pick
Sneak
This allows you to pickpocket npc's and move through the world like a shadow; unheard and unseen.
Governing Attribute: Agility
Perks:
Apprentice: If you attack a character from a sneak position and it doesn't detect you, you now do extra damage to it.
Journeyman: The weight of your boots no longer hinders you.
Expert: You can now even run and walk with no danger of being detected.
Master: If you attack a character from a sneak position and it doesn't detect you, your attack now ignores their armor dealing maximum damage.
Speechcraft
Using this, you can easily persuade others of your just cause, however unjust it might be.
Governing Attribute: Personality
Perks:
Apprentice: You now get one chance to rotate the response wedges without having to select an action
Journeyman: The disposition of the person you're trying to persuade now decreases much slower.
Expert: You suffer less disposition penalty from choosing the most disliked action while trying to persuade someone.
Master: Bribing a character costs only half of what it would normally cost.
Birthsigns
The Apprentice
This birthsign raises your Maximum magicka by 100pts but also gives you a 100% weakness to Magicka
The Atronach
This birthsign raises your Maximum magicka by 150pts and gives you a 50% chance to absorb any magic cast at you, though it also takes away the ability to refill your magicka by simply resting
The Lady
This birthsign adds 10pts to both your Willpower and Endurance attributes
The Lord
This birthsign gives you the ability to regenerate 90pts of health but also gives you a 25% weakness to fire
The Lover
This birthsign allows you to cast a 10sec paralysis spell at the cost of 120pts fatigue
The Mage
This birthsign raises your maximum magicka amount by 50pts
The Ritual
This birthsign gives you a restore health spell and allows you to turn undead
The Serpent
At the cost of 100pts of fatigue, this birthsign allows you to cast a spell that both heals youm dispels magic on you and poisons an enemy
The Shadow
This birthsign allows you to cast a 60sec invisibility spell on yourself once a day
The Steed
This birthsign raises your speed attribute by 20pts
The Thief
This birthsign raises Agility, Speed and Luck attributes by 10pts
The Tower
This birthsign allows you to open a door or container with an average lock once a day, and gives you a spell castable once a day that reflects 5pts of damage for 120sec
The Warrior
This birthsign raises your Strength and Endurance attributes by 10pts each