The Elder Scrolls Tabletop RPG
Transcription
The Elder Scrolls Tabletop RPG
The Elder Scrolls Tabletop RPG A d100 Conversion by Barruktp Commercial uses of this work is expressly prohibited by the author, however feel free to redistribute, copy, and modify for recreational use. The Elder Scrolls and all related images, names, and data are © 2011 Bethesda Softworks LLC, a ZeniMax Media company. All trademarks and trade names are properties of their respective owners. All Rights Reserved. All hail Bethesda for making such great games! Version 0.55, WIP This d100 based conversion of The Elder Scrolls video game series is intended to be a tactically intense tabletop game played on a hex grid map. Conversion to a square grid map is possible, put would take more effort than I want to put into it. The use of combat miniatures will make for a more immersive experience but is not required. All stats, spells, items, and perks are based off of TES Skyrim with some additions and modifications. Contents: Basics - 3 Experience & Leveling - 4 Combat Turn Sequence - 5 Actions & Initiative - 6 Combat Modifiers - 7 Calculating Damage - 8 Combat States - 9 Skills - 10-30 Gear - 31-39 Grimoire - 40-45 Character Record - 46-51 Thanks to The Unofficial Elder Scroll Pages for their excellent reference information. Please visit www.uesp.net Version 0.55, WIP The Basics Standard d100 Instructions: This conversion is a d100 base tabletop role playing game. That means you will need at least two d10 dice, preferably in different colors. Identify one d10 as the “tens” dice, and another different looking one as the “ones” dice. Every task will have a chance of succeeding ranging from 0 – 100%, to succeed roll your two dice, multiply the result “tens” dice by ten and add the “ones” dice result, and compare vs. the roll’s Target: •If the result is less than the Target, the roll succeeds. •If the result is the same as the Target, or less by up to a certain amount called the critical range, the roll is a critical success. •If the result is greater than the Target, the roll fails. •The Target will depend on the Skill related to the task you are attempting, and often some situational modifiers. If something has a 25% chance of succeeding, your Target is 25. Please see the Skill pages for descriptions of Targets and Critical Ranges for various tasks. •Sometimes a Target will be greater than 100. In this case, the roll is trivial and success is guaranteed. Still roll the dice to determine if there is a critical success: add normal critical range + amount target is greater than 100. Then subtract this number from 100, the roll will be critical success if greater than the result. Example: Target = 135 for a roll with critical range of 5. 135 – 100 = 35, 35 + 5 = 40, 100 – 40 = 60. So this roll will be a critical success on any roll greater than 60. What’ What’s New in This System: •Perks: An attempt has been made to include every single skill perk from TES Skyrim. However, many perks have been slightly modified to work more easily with rolling dice and a hex grid, while keeping the basic functionality the same. Also, compared with Skyrim, there are three new skills Notice, Lore, and Survival, these all have brand new Perk trees. •Combat Momentum: This mechanic solves two common problems with role playing systems: 1. Low level players not being able to hit opponents often, 2. Combatants often remaining stationary during combat, which is contrary to the feel of combat in TES Skyrim (and real life, for that matter). Once this system is mastered, each combat should have the exciting feel of a fencing match, with opponents striving to out-maneuver each other around the battlefield, waiting for a critical error in order to move in for the kill. Please see the Momentum section of page 5 and the Combat Movement chart on page 6 for details. •Notice Skill in Combat: Not only does Notice allow players to spot hidden opponents, objects, and traps, like in most systems, it is also used to react to opponent’s actions in combat. Many perks related to the Notice Skill allow for greater flexibility on the battlefield, combined with the Combat Momentum system, these perks can have a dramatic effect on melee combat. •Physical Damage Types: In Skyrim the difference between blunt, slashing, and piercing weapons only is relevant for some Perks and weapon stats. In this conversion, the Damage Type distinction also affects critical range, what kind of power attacks do the most damage, and some armor and creature resistances. 3 Experience and Leveling From play testing, keeping track of each individual skill’s experience in a tabletop setting is overly time consuming and causes players to level to slowly for enjoyment. However, maintaining a skill – use based experience system is vital for the feel of The Elder Scrolls. Other d100 systems force you to roll against your current skill to level the skill, however that seems too random in this application. Therefore: •Each successful use of any skill will provide between 1 to 10 Experience Points (XP). Please see skill pages for specifics. •If a skill has been used in the player’s current level, he may upgrade the skill by turning in the requisite number of experience. Experience required to upgrade all skills is as follows: 0 – 30: 10XP 31-40: 15XP 41-50: 20XP 51-60: 25XP 61 - 70: 30XP 71-80: 35XP 81-90: 40XP 91-100: 50XP Bennies, poker chips, are other small items are recommended to keep track of current unspent XP. Again, XP may only be spent on skills used during the current level. •After a set amount of skill upgrades (SKU’s), the character will automatically level up. The number of skill upgrades needed to level is: Current level +3. I.E., to level from level 10 to level 11 will require 14 SKU’s. •On levelup, the player may choose any perk he is qualified to take from a skill he has used this level, as well as gain 10 total points in any combination of Health, Stamina, and Magicka. Creating a Character All starting skills, powers, and available races are per TES Skyrim standard except for the following: •New skill Notice: All races start with 15, except for Khajit (+10 bonus), and Redguard (+5 bonus) •New skill Lore: All races start with 15, except for Altmer (+10 bonus), and Imperial (+5 bonus) •New skill Survival: All races start with 15, except for Bosmer (+10 bonus), and Argonian (+5 bonus) •New lesser power Bosmer: Drawing an arrow is a Minor action instead of a Major action. •Racial crafting knowledge: Please see Smithing page for details •Hearing range: Please see Notice page for details •Starting spells: Characters may either choose up to two Novice level spells, or an extra 3 SKU’s for each spell not taken. •Starting septims and level is up to the GM’s discretion. A reasonably unlabored start to the game would be starting at level 5 (22 SKU’s, 40 extra H/S/M, 4 perks), along with 200 starting septims. 4 Combat Turn Phases 1. 2. 3. 4. 5. 6. 7. Move up to Current Movement: 7 if unarmored, 6 if wearing light armor, 5 if wearing heavy armor. Declare target of spell or attack. May take up to 1 Major Action and 2 Minor Actions in any order. Alternatively, the player may trade the Major Action for 2 Additional Minor Actions (for a total of 4 Minor actions), or may sacrifice all Major & Minor Actions to perform an Extended Action. Please see Action descriptions on the next page. Resolve Hits, Damage, and H/S/M, receive Skill XP & Level XP. May hold up to 1 Minor Action, must announce to GM that action is being held. Initiative passes to next player. Players may use a held action to take any Minor Action up until the end of the round and are wasted if not used. Attack Sequence Critical Range 1. Attacker declares target that is in an adjacent hex and whether this is a POWER ATTACK. Blunt Weapons (maces, clubs, fists, staves, war hammers): 2 2. Defender has opportunity to RESPOND Option A – Spend Held Action Option B – Spend 10 Stamina and win an Opposed Notice Check. 3. Attacker has opportunity to INTERRUPT Spend 1 Minor Action and 10 Stamina, win an Adverse Opposed Notice Check. 4. If RESPOND action is successful and not interrupted, Defender may take a Minor action (e.g. move 1 hex in any direction or change momentum). 5. Attacker has opportunity to FOLLOW Spend 1 Minor Action to move 1 hex in any direction or change momentum. 6. Attacker rolls vs. target = skill number + bonus or penalty. 7. Result < target: hit, Result > target: miss Target – Result </= Weapon Crit Range: Critical Hit (2x damage) 8. If result is a hit, Defender loses Health = Damage * (1-D.R.) Slashing Weapons (axes, scimitars, battleaxes, halberds): 3 Piercing weapons (swords, greatswords, arrows, spears): 5 Daggers: 10 Destruction Spells: 2 If target > 100, then Critical Range is increased by Target -100. Power Attacks One Handed: 30 stamina for 2x damage Dual Wielding: 80 stamina for 3x damage each weapon Two Handed: 50 stamina for 2x damage Blunt Weapons provide a bonus 1x damage for standing power attacks. Slashing Weapons provide a bonus 1x damage for side power attacks. Piercing Weapons provide a bonus 1x damage for forward power attacks. 5 Major Actions -Power Attack -Melee Attack x 2 (1H) -Cast Passive Spell -Shout -Open a Door or Chest -Intimidate -Draw Arrow -Melee Attack x 3 (unarmed) -Ready weapon -Backstab1 -Eat -Persuade -Melee Attack x 1 (2H) -Cast Active Spell -Jump -Read a Paragraph -Purge Poison4 -Release Arrow -Melee Attack (unarmed) -Ready spell -Manipulate Small Object -Read a Sentence -Release Active Spell -Quaff a Potion -Melee Attack x 1 (2H)2 -Change Blocking State -Continue Sustained Spell -Roll4 -Change Momentum -Search -Intimidate or Persuade -Pick a Lock -Read a Page -Eat an ingredient -Climb -Disarm a Trap -Unequip Armor -Drop Object -Cast Sustained Spell -Talk -Notice (once per turn) be in Sneaking state with Hidden Meter > 50 to a maximum of 2x total 2H Melee Attacks / turn. 3Up to a maximum of 3x total 1H Melee Attacks / turn. 4These actions require specific skill perks to use. Please see the Skill pages for descriptions of skill specific actions. Minor Actions -Move 1 hex any direction -Melee Attack x 1 (1H)3 -Change Sneaking State -Unequip Weapon or Spell -Shield Bash4 -Aim -Stop Sprinting -Poison a Weapon Extended Actions -Manipulate Heavy Object -Swim -Pickpocket1 Free Actions -Start Sprinting -Read a Word 1Must 2Up Momentum A combatant has momentum in the direction parallel to his last space of movement. A combatant may spend one space of movement to cancel momentum or change momentum towards an adjacent unoccupied space, may be done either in the Movement Phase or as a Minor Action. Momentum has an important effect on hitting an opponent in combat. Please see combat movement table. 1 Turn = Movement + 1 Major Action + 2 Minor Actions 4 Minor Actions 1 Extended Action OR OR Up to 1 Minor Action may be Held. Combat Initiative Turn order in combat is determined by drawing cards from a standard 52 card deck + Jokers, similar to the Savage Worlds system. Higher cards go first, with spades > hearts > diamonds > clubs. Jokers always go first, and provide an extra 10% hit chance for melee and ranged attacks, plus a bonus 5 damage to all hits. Unlike Savage Worlds, do not shuffle the deck after a Joker is drawn. Keeping Track of Health/Stamina/Magicka In order to not bog down gameplay, it is highly recommended to use color coded markers to track current H/S/M for all combatants. One convenient way to do this is with red, green, and blue poker chips: each poker chip is worth 10 points. If you wish for a more deadly game, you could round all damage taken during a combat round up to the nearest increment of 10, otherwise keep track of single units of H/S/M with a single d10 placed on top of the stack. Facing Direction A combatant is facing the direction parallel to his last space of movement during the Movement phase of his turn. A combatant automatically will turn to face the target of an attack or spell, this is considered a free action. 6 Combat Movement Chart Blow for Blow +50 D A Lunge +40 D Slash D A +30 A Backslash D Feint D A -30 A +20 Legend D Hex Occupied by Defender Hex Occupied by Attacker Clip D -0 Sidestep Riposte A +20 D Evade Flank D A +50 A D Sideswipe Wing D -20 A D Jockey D Double Feint -60 Reach D A D A +20 A -10 A -20 A D Sidefoil D Backswipe D Sideclip D -20 A -10 A +10 A -0 A D Parry D Overreach D Counterblow D A -10 A -40 A +40 A -20 A -30 Dodge D Foil -30 A Cleave +70 D Butt -20 D A Modifiers for Archery or Active Spells Range 0 to 5: Point blank +30 Range 6 to 11: Short +0 Range 12 to 23: Medium -25 Range 24 to 35: Long -50 OR Range 36+: Extreme -75 Range 60: Maximum A Standing Shot +20 A A Moving Target -40 A A Fleeing Target Advancing Target +10 -0 Aim: +20 per Aim Action, if Archery each Aim Action costs 10 stamina. A No Momentum Direction of Momentum Attack Bonus: Number is Added to Target +# Attack Penalty: Number is Subtracted from Target -# = & = Why Feint? Normally, intentionally putting yourself in a position that has a negative modifier is not a good idea. However, if you have allies in melee range of your enemy this may set up the next player for a very nice hit. Also, the Notice perks “Trickster” and “Bait and Switch” make these maneuvers worth doing even if you are by yourself. Light Cover: -20 Heavy Cover: -40 Poor Lighting: -30 7 Weapon Damage Unlike many other systems, weapon damage is fixed: each weapon or spell strikes for the same number of points on each hit, except for a critical or a power attack. Damage = Weapon Base x (1+0.5 x Skill%) x (1 + Perks) + Effects + Ammunition (if ranged) Ways to increase your damage include improving your weapon using the Smithing skill, increasing your Weapon Skill, buying damage increase Perks, and using better Ammunition if doing a Ranged Attack. Power Attacks and Critical Success both double damage dealt, so a Critical Success Power Attack would be Damage x 4. All physical damage is categorized as Blunt, Slashing, or Piercing. Damage Reduction All physical damage is reduced by the Damage Reduction percentage (DR), before being applied to a target. For examples, a DR of 25% means that 25% of incoming damage is blocked by the armor, so every hit would be multiplied by 75%. DR = (Total Armor Rating + Number of Pieces equipped x 25) / 10. DR has a hard cap of 80%, any armor rating over this amount is wasted. Armor rating for each piece = Base x (1+0.4 x Skill%) x (1+Perks) + Effects. Please see Heavy and Light Armor Skill pages for examples. Elemental and poison damage are not mitigated by DR, instead these types of damage use Resistance Ratings. Damage Resistance Ratings Fire, Frost, Poison, Disease, and Magic all have separate Resistance Ratings. Similar to DR, each rating is a percentage that reduces the damage before applied. Resistance is a bit simpler to calculate however. Resistance Rating = Permanent Resistance + Temporary Resistance •Permanent Resistance, choose one of the following: Racial bonuses, armor set bonuses, or enchanted items total. •Temporary Resistance, choose one of the following: Potion bonuses or Alteration spell bonuses. •Magic Resistance rating not only reduces damage, but also provides a bonus to resist non-damaging magical effects (such as Paralyze). In these cases, if the spell resist roll is an Opposed check, the rating is added to your opponents roll. If there would not normally be a check (such as with Petrify) simply roll d100 vs. Target = rating to try to resist. •Wards are Restoration spells that reduce damage magical taken without effecting Resistance Ratings. Instead, they directly absorb a number of points of damage before being extinguished. Blocking Damage Reduction Physical damage can be Blocked by a shield as well as being reduced by normal DR. This requires the defender to 1. Have an equipped shield, 2. Be in the Blocking combat state. Blocking DR ranges from 50% to around 85% and is applied before applying normal DR. So when blocking: Damage taken = Damage dealt x (1 – Blocking DR) x (1 – DR) 8 Combat States Note: Skill perks will override the following text as applicable. -BLOCKINGWhen a combatant is blocking: Movement is halved, Notice checks -15, cannot perform Major or Extended actions, cannot Sprint, any physical hit sustained from a 180° frontal arc will initiate a Block Event. -FEAREDCannot take any major or minor action except for moving away from enemies at full pace (non-sprinting). If movement away from enemies is impossible, will become Paralyzed for duration of fear. -FROZENHalf movement, cannot Sprint, no Stamina regen. -KNOCKED DOWNWhen a combatant is knocked down, they cannot move or take any major or minor actions for the remainder of the round. At the beginning of the next round, the combatant is upgraded to Staggered state. -STAGGEREDWhen a combatant is staggered, the can move at 1/2 movement but lose their next major action. Staggered characters may not block, cast sustained spells, or shout. Staggering an opponent has a 25% chance to disarm them. -SNEAKINGWhile sneaking, Movement is halved, Notice checks +15, cannot sprint. Enemies must pass an opposed Notice check (+ Sneak modifiers) to detect. If detected, the Hidden meter is set at 0% and the enemy will attack. While sneaking, the Hidden meter increases by 10 each combat round not in line of sight of an enemy. Backstabbing and Pickpocketing in combat is allowed if the Hidden meter > 50. Please see sneak Modifiers and Outcomes Table on the Sneak skill page. -SPRINTINGMovement is doubled, drains Stamina by 10 points/turn if wearing no armor, 15 points/turn if wearing any light armor, 20 points/turn if wearing any heavy armor. A combatant cannot normally take any other actions while sprinting. -PARALYZEDCannot move or speak, may not take any actions except for Notice. At the end of the duration of the Paralyze state, combatant is upgraded to Staggered state. -ON FIRE, POISONEDTake damage at the beginning of every round. Amount of damage and number of rounds is dependent on specific fire or poison effect. 9 Here, Put This Apple on Your Head... •The Archery skill is used for all ranged weapons in and out of combat. •Firing an ranged weapon requires a Draw Action (usually Major) and a Release Action (Minor). Any number of Aim Actions may be taken in between drawing and releasing: each Aim action costs 10 stamina and increases the chance of hitting by +20. Archery •Range to target, target’s movement, lighting conditions, and cover all effect chance to hit. Please see ranged modifier table for details. •Critical hits do double damage. •An archer may attempt a Headshot (or a Kneeshot), at a -40 penalty, to do double damage. Penalty is increase to -50 when opponent is wearing a Light helmet, -80 when opponent is wearing a Heavy helmet. •Missed shots have a 25% chance of hitting another target in any space adjacent to their line of fire. Ranged Weapon Damage = (Bow base x (1+0.5 x skill (%)) x Perks) + Ammunition Damage + Effects •After combat, there is a 33% chance of recovering each shot arrow. x2 damage for Critical hit (usual range 5) •Ammunition weighs nothing. x2 damage for Headshot (-40 hit penalty) •All hits grant 1 XP. Training in an Archery range grants 1XP per hour. Perk Overdraw Critical Shot Rank 1 2 3 4 5 1 2 3 Hunter's Discipline Ranger Eagle Eye Power Shot Quick Shot 1 Steady Hand 2 Bullseye Description Ranged weapons do 20% more damage. Ranged weapons do 40% more damage. Ranged weapons do 60% more damage. Ranged weapons do 80% more damage. Ranged weapons do twice as much damage. Bonus +10 critical range when using ranged weapons. Bonus +15 critical range when using ranged weapons. Bonus +20 critical range when using ranged weapons. Recover twice as many arrows after combat. Able to move faster with a drawn ranged weapon. Range, lighting, and movement penalties are halved. Arrows stagger all but the largest opponents 50% of the time. Drawing an arrow is now a Minor action. Receive an additional 1 Minor action per turn when using a ranged weapon. Receive an additional 2 Minor actions per turn when using a ranged weapon. 15% chance of paralyzing the target for 1 turn. Skill Req. Perk Req. 20 Archery 40 Archery 60 Archery 80 Archery 30 Archery 60 Archery 90 Archery 50 Archery 60 Archery 30 Archery 50 Archery 70 Archery Overdraw Rank 1 Overdraw Rank 2 Overdraw Rank 3 Overdraw Rank 4 Overdraw Critical Shot Rank 1 Critical Shot Rank 2 Critical Shot Hunter's Discipline Overdraw Eagle Eye Power Shot 40 Archery Eagle Eye 60 Archery Steady Hand Rank 1 100 Archery Ranger or Quick Shot 10 Just Another Brick in the Wall: •Equipping a shield provides a bonus to total Armour Rating and thereby Damage Reduction, however to block attacks you must initiate Blocking state. •Initiating Blocking requires a Minor action, and incurs a 50% movement penalty, as well as preventing the use of Major or Extended actions, Sprinting, and incurs a 15% penalty to Notice. Blocking •Any melee blows that hit a Blocking combatant are greatly reduced in damage (see example). A blocked melee hit costs 10 stamina to the Blocking combatant. Blocking DR = (shield base x (1 + 0.4 x skill (%))/10 + 50) x (1 + Perks) / 100 Example: Sam the Stout is blocking with an Orcish shield with base rating 30, and has 50 blocking skill as well as the Rank 2 Shield Wall perk. So his Blocking DR = (30 x (1 + 0.4 x 0.5)/10 + 50) x 1.25 / 100 = 69% Our friendly GM will round to the nearest 5%, so when Sam blocks 70% of any damage will be taken off the top before the normal armor DR calculation. Perk •Ranged attacks and spells may not normally be blocked. •Blocking a hit as well as Power Bashing both grant 1XP. Quick Reflexes Deflect Arrows Elemental Protection Block Runner Power Bash Deadly Bash Disarming Bash Description Blocking is 20% more effective. Blocking is 25% more effective. Blocking is 30% more effective. Blocking is 35% more effective. Blocking is 40% more effective. If blocking, may turn in Held action for two Minor actions instead of one. Arrows that hit the shield do no damage. Blocking with a shield reduces incoming fire, frost, and shock damage by 50%. Movement penalty for blocking state is eliminated. Able to do a shield bash for 20 stamina while blocking. Bashing does five times more damage. 25% Chance to disarm when power bashing. 20 Block 40 Block 60 Block 80 Block 30 Block 30 Block 50 Block 70 Block 30 Block 50 Block 70 Block Shield Charge Sprinting with a shield raised knocks down most targets. 100 Block Shield Wall Rank 1 2 3 4 5 •The Power Bash perk unlocks the Shield Bash Minor action, which allows you to damage opponents with your shield while attacking. To Shield Bash an opponent, pay 20 stamina and roll vs. Block + combat movement modifiers. A successful shield bash will Stagger an opponent and do half of your shield’s base Armour Rating in damage. A critical hit (range 2) will Knockdown an opponent. Skill Req. Perk Req. Shield Wall Rank 1 Shield Wall Rank 2 Shield Wall Rank 3 Shield Wall Rank 4 Shield Wall Shield Wall Deflect Arrows Elemental Protection Shield Wall Power Bash Deadly Bash Disarming Bash or Block Runner 11 Grinding Out That Heavy Metal: Heavy Armour is, well, heavy; as well as being expensive, noisy, restrictive, and not as sexy as those strappy leather getups. However, when facing several large attacking barbarians, there is nothing quite like the feeling of thirty pounds of solid steel between you and pointy death. Examples of Heavy Armour styles are Iron, Steel, Dwarven, Orcish, Ebony, and Daedric. •Heavy Armour typically provides 25% more protection than equivalent light armour pieces. Additionally, Heavy Armour perks can allow the user to take less damage falling, do more unarmed damage, and reflect melee damage. Heavy Armour •Disadvantages to wearing Heavy Armour vs. Light are: •Heavier and more movement penalties •More noisy and difficult for sneaking Damage Reduction% = (Armor Rating+25 x (# of pieces equipped))/10 •Perk tree is larger and the weightless perk (Conditioning) is more difficult to achieve than the equivalent Light Armour perk. Armor Rating = Sum of Piece Ratings •Uses more stamina when sprinting Armor Damage Reduction Calculation: Piece Rating = Base x (1+0.4 x skill(%))x(1+perks) + effects Example: Sam the Strong has skill 60 and rank 4 perks as well as the Well Fitted perk, and decides to wear full Plate Steel and a shield. Cuirass: 40 x (1 + 0.4 x 0.60) x (1.8) x (1.25) = 90 piece rating Assuming gauntlet AR = 36, boot AR = 23, helmet AR = 30, shield AR = 40: Armor Rating = 90 + 36 + 23 + 30 + 40 = 219 Damage Reduction = (219 + 25 x 5)/10 = 34% Our friendly GM will round to the nearest 5%, so any physical damage coming at Sam will be reduced by 35%. Perk Juggernaut Fists of Steel Cushioned Conditioning Well Fitted Tower of Strength Matching Set Reflect Blows Rank 1 2 3 4 5 •Armour does not normally provide protection against poison or magical attacks, this can be mitigated by Enchantment. •All armour can be improved at a Smithy. You can either hire a blacksmith to improve your armour or attempt to improve it yourself (via Smithing skill). •Any hit mitigated by Heavy Armour provides 1XP. Description Increases armor rating for Heavy Armor by 20%, does not affect shields. Increases armor rating for Heavy Armor by 40%, does not affect shields. Increases armor rating for Heavy Armor by 60%, does not affect shields. Increases armor rating for Heavy Armor by 80%, does not affect shields. Increases armor rating for Heavy Armor by 100%, does not affect shields. Unarmed attacks with Heavy Armor gauntlets do their armor rating in extra damage. Half damage from falling if wearing all Heavy Armor: head, chest, hands, feet. Heavy Armor weighs nothing and doesn't slow you down when worn. 25% Armor bonus if wearing all Heavy Armor: head, chest, hands, feet. 50% chance to resist Stagger when wearing only Heavy Armor. Additional 25% Armor bonus if wearing a matched set of Heavy Armor. 10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet. Skill Req. Perk Req. 20 Heavy Armor 40 Heavy Armor 60 Heavy Armor 80 Heavy Armor Rank 1 Rank 2 Rank 3 Rank 4 30 Heavy Armor Juggernaut 50 Heavy Armor 70 Heavy Armor 30 Heavy Armor 50 Heavy Armor 70 Heavy Armor Fists of Steel Cushioned Juggernaut Well Fitted Tower of Strength 100 Heavy Armor Matching Set 12 Buckling the Swash: •To make an attack with a one handed weapon, you must equip the weapon first (Major action). Each attack is a minor action, you may attack up to 3 times per turn (does not apply to unarmed attacks). •Please see Attack Sequence table and Combat Movement chart for how to calculate hits. •You may perform a Power Attack by stating thus when you announce your target. Each power attack is categorized by your current momentum: Forward, Standing, Side, or Backwards. Power attacks with one handed weapons cost 30 stamina and do double damage, up to 3x depending on weapon type. One Handed •Dual wielding: The advantage of dual wielding is that you may power attack with both weapons at once for 80 stamina, doing 3x damage with each weapon, up to 4x depending on weapon type. Also, the Dual Fury perk grants extra attacks. Fists, Claws, Swords, War Axes, Daggers, Maces, Clubs, and Scimitars are all one handed weapons. Perk Armsman Bladesman Bone Breaker Dual Flurry Rank 1 2 3 4 5 1 2 3 1 2 3 1 2 Dual Savagery Fighting Stance Critical Charge Savage Strike Paralyzing Strike Hack and Slash 1 2 3 •Weapon Type: All weapons are categorized as Piercing, Slashing, or Blunt. Weapon type affects which power attacks receive a bonus as well as critical range. Creatures may be weak against certain types of weapons. •Each hit with a One Handed weapon gives 1 XP. Description One-Handed weapons do 20% more damage. One-Handed weapons do 40% more damage. One-Handed weapons do 60% more damage. One-Handed weapons do 80% more damage. One-Handed weapons do twice as much damage. Attacks with 1H piercing weapons have an additional 10 critical range. Attacks with 1H piercing weapons have an additional 15 critical range. Attacks with 1H piercing weapons have an additional 20 critical range. Attacks with 1H blunt weapons ignore 25% of armor, does not apply to unarmed. Attacks with 1H blunt weapons ignore 50% of armor, does not apply to unarmed. Attacks with 1H blunt weapons ignore 75% of armor, does not apply to unarmed. Can spend a Major action and 10 stamina to attack 3x when dual wielding. Can spend a Major action and 10 stamina to attack 4x when dual wielding. Dual wielding power attacks do 50% bonus damage. Power attacks with one-handed weapons cost 10 less stamina. 20 less for dual. Can do a one-handed power attack while sprinting that does double critical damage. Standing power attacks do 25% bonus damage with a chance to decapitate your enemies. Backwards power attack has a 25% chance to paralyze the target. Attacks with 1H slashing weapons cause an extra 20% bleeding damage for two rounds. Attacks with 1H slashing weapons cause an extra 40% bleeding damage for two rounds. Attacks with 1H slashing weapons cause an extra 60% bleeding damage for two rounds. Skill Req. Perk Req. 20 One-handed 40 One-handed 60 One-handed 80 One-handed 30 One-handed 60 One-handed 90 One-handed 30 One-handed 60 One-handed 90 One-handed 30 One-handed 50 One-handed 70 One-handed 20 One-handed 50 One-handed 50 One-handed 100 One-handed 30 One-handed 60 One-handed 90 One-handed Rank 1 Rank 2 Rank 3 Rank 4 Armsman Rank 1 Rank 2 Armsman Rank 1 Rank 2 Armsman Rank 1 Dual Flurry Armsman Fighting Stance Fighting Stance Critical Charge or Savage Strike Armsman Hack and Slash Rank 1 Hack and Slash Rank 2 13 So, You’ You’re the Crafty Type: •Smithing skill is used to craft weapons, armour, ammunition, lockpicks, and many mundane items. To craft an item you will need access to the appropriate tools (e.g. a forge for metalworking), as well as knowledge of the crafting Recipe. Smithing Racial Crafting Types Altmer Elvish Argonian Scale Bosmer Leather Dunmer Glass Imperial Studded Khajit Fur Nord Steel Orc Orcish Redguard Chainmail •Recipes may be learned by apprenticing with craftsman as well granted through racial knowledge. For example, all Orcs are taught the secrets of crafting Orcish armour by their parents (it is a boring childhood). Relevant perks are still required. •Learning a Recipe: You must find a craftsman with knowledge of the desired materials, and apprentice with them for at least 1 day. At the end of the day, you may roll vs. Smithing +50 for each recipe to learn any recipes of the category you have been studying. •Each Recipe includes specific tools and materials as well as time to create the item. To craft, roll vs. Smithing + modifiers: Success = item crafted, Failure by 20 or less = item crafted in twice duration, Failure by more than 20 = item crafted in twice duration with twice the materials. A critical success (range 3) will provide an item enhancement per the GM’s discretion. •All weapons and armour may be improved by (Current Smithing/2)% x (Perk). Improving a weapon or armour piece requires 1 hour and appropriate tools and materials. Roll vs. Smithing + 30: success = item improved, failure = item not improved. •Crafting or improving metallic objects requires access to a forge as well as refined ingots of the relevant type. Ingots can either be purchased or refined from ore at a Smelter, which can be found in most large cities and near many mines. Most blacksmiths are happy to rent access to their forge during non-work hours for a small fee. •All crafting grants 1XP per hour spent, whether in making items, improving items, or apprenticing, up to 10XP per day. •Dragon Armour? Preposterous… dragons haven’t existed in hundreds of years! Perk Steel Smithing Arcane Blacksmith Dwarven Smithing Orcish Smithing Ebony Smithing Daedric Smithing Elven Smithing Advanced Armors Glass Smithing Description Can create Steel armor and weapons at forges, and improve them twice as much. You can improve magical weapons and armor. Can create Dwarven armor and weapons at forges, and improve them twice as much. Can create Orcish armor and weapons at forges, and improve them twice as much. Can create Ebony armor and weapons at forges, and improve them twice as much. Can create Daedric armor and weapons at forges, and improve them twice as much. Can create Elven armor and weapons at forges, and improve them twice as much. Can create Scaled, Plate, and Chainmail armor at forges, and improve them twice as much. Can create Glass armor and weapons at forges, and improve them twice as much. Skill Req. Perk Req. 60 Smithing 30 Smithing 50 Smithing 80 Smithing 90 Smithing 30 Smithing 50 Smithing 70 Smithing Dragon Armor Can create Dragon armor at forges, and improve them twice as much. 100 Smithing Steel Smithing Steel Smithing Dwarven Smithing Orcish Smithing Ebony Smithing Steel Smithing Elven Smithing Advanced Armors Daedric Smithing or Glass Smithing 14 Legs of Steel Antidote Deadly Huntsman Natural Immunity Hardy Survival Lay of the Land Strong Field Metabolism Dresser •Besides the daily Wilderness roll, Survival rolls can be made for additional hunting, fishing, foraging, etc in order to gather food and crafting materials. •Each locale of Tamriel has its own selection of flora, fauna, and geology. It is a good idea to have knowledge of what is locally available before spending time searching for something specific. Survivalist Result Skunked Meagre Sufficient Plentifull Bountifull Windfall Windfall Roll 1 to 10 11 to 30 31 to 40 41 to 60 61 to 80 81 to 95 96 to 100 Description No food found, max stamina -20 for the next day 1 ration worth of food found, -10 max stamina 1 day's worth of food for the party found 1 day's worth of food found, +3 rations 1 day's worth of food found, +6 rations Same as bountifull, an additional rare item found Item Found Magical treasure Mundane treasure Rare Ore 4x Common Ore 4x bonus 3x ingredients encounter with predator encounter with monster •The lower the result is within each category, the more beneficial the Windfall will be for the party. Perk Survivalist The Call of Blood Strong Metabolism Lay of the Land Field Dresser Deadly Huntsman Hardy Legs of Iron Antidote Natural Immunity •The Survival skill encompasses all of those time honored ways to stay fed, warm, and dry outside of the confines of civilization. Practically, this means hunting, fishing, foraging, making camp, and enduring natural hardship. •Once a day while outside of towns or cities, at least one party member must make a Survival Wilderness roll. Results of the roll determine how much food is found by the party, how well they are rested, and if any unexpected finds come their way. The Call of Blood Survival Target - Roll -40 or less -20 to -39 -19 to +19 +20 to +39 +40 to +59 +60 or crit Ah, Ah, Ah, Ah, Staying Alive: Ingredients Found 0 1 2 4 6 6 •The minimum time spent to make a Survival roll is 2 hours. Each additional hour spent during daylight adds a +10 bonus. •Each day spent in the wilds automatically grants 2XP. Description +20 bonus on all Wilderness Survival Rolls. May track non-magical beasts and creatures over any surface. Regen effects from food is doubled. Survival checks to search for a particluar ore, wild animal, or alchemical ingredien are at a +30 bonus. Double leather and meat yield from animals. Critical range of attacks against unarmored oponents are +50% fire, frost, and lightning resistance (does not stack with items or racial bonuses, does stack with potions). Sprinting does not consume stamina. May take a major action to purge poison from self or others. Immune to all disease. Skill Req. Perk Req. 30 Survival 30 Survival Survivalist Survivalist 40 Surivival Survivalist 40 Survival 90 Survival Blood Tracking Field Dresser 60 Survival Strong Metabolism 100 Survival 70 Survival 70 Survival Hardy Hardy Hardy 15 Definitely Not Compensating: •To make an attack with a two handed weapon, you must equip the weapon first (Major action). Each attack is a minor action, you may attack up to 2 times per turn. •Please see Attack Sequence table and Combat Movement chart for how to calculate hits. •You may perform a Power Attack by stating thus when you announce your target. Each power attack is categorized by your current momentum: Forward, Standing, Side, or Backwards. Power Attacks with two handed weapons cost 50 stamina and do double damage, up to 3x depending on weapon type. Two Handed •Pole Weapons: These are special two handed weapons that generally do less damage, but have the advantage of +1 reach. This means that you may attack an enemy from 1 extra hex away. Combat movement rules still apply. •You may equip a spear and a shield simultaneously for optimum defense. However, you may not Power Attack while doing so. Greatswords, Warhammers, Battleaxes are normal two handed weapons. Spears, Staves, and Halberds are common two handed pole weapons. Perk Barbarian Rank 1 2 3 4 5 Champion's Stance Devastating Blow Great Critical Charge Sweep Warmaster Deep Wounds Limbsplitter Skullcrusher 1 2 3 1 2 3 1 2 3 •Weapon Type: All weapons are categorized as Piercing, Slashing, or Blunt. Weapon type affects which power attacks receive a bonus as well as critical range. Creatures may be weak against certain types of weapons. •Each hit with a Two Handed weapon gives 1 XP. Description Two-Handed weapons do 20% more damage. Two-Handed weapons do 40% more damage. Two-Handed weapons do 60% more damage. Two-Handed weapons do 80% more damage. Two-Handed weapons do twice as much damage. Power attacks with two-handed weapons cost 20 less stamina. Standing power attacks do 25% bonus damage with a chance to decapitate your enemies. Can do a two-handed power attack while sprinting that does critical damage if hits. Sideways power attacks with two-handed weapons hit all targets in an 180° arc. Backwards power attack has a 25% chance to paralyze the target. Attacks with 2H piercing weapons have a bonus crit range of 10. Attacks with 2H piercing weapons have a bonus crit range of 15. Attacks with 2H piercing weapons have a bonus crit range of 20. Attacks with 2H slashing weapons cause extra 20% bleeding damage. Attacks with 2H slashing weapons cause extra 40% bleeding damage. Attacks with 2H slashing weapons cause extra 60% bleeding damage. Attacks with 2H blunt weapons ignore 25% of armor. Attacks with 2H blunt weapons ignore 50% of armor. Attacks with 2H blunt weapons ignore 75% of armor. Skill Req. Perk Req. 20 Two-handed 40 Two-handed 60 Two-handed 80 Two-handed 20 Two-handed 50 Two-handed 50 Two-handed 70 Two-handed 100 Two-handed 30 Two-handed 60 Two-handed 90 Two-handed 30 Two-handed 60 Two-handed 90 Two-handed 30 Two-handed 60 Two-handed 90 Two-handed Rank 1 Rank 2 Rank 3 Rank 4 Barbarian Champion's Stance Champion's Stance Great Critical Charge or Devastating Blow Sweep Barbarian Rank 1 Rank 2 Barbarian Rank 1 Rank 2 Barbarian Rank 1 Rank 2 16 Picking Your Poison: •Alchemy can only be performed at designated Alchemy Labs, each potion crafting attempt requires 10 minutes. •To create a potion (or poison) you must combine two or more ingredients which share a magical effect. If the shared effect is a beneficial one (e.g., Restore Health), you create a potion; if the shared effect is a negative one (e.g. Damage Health), you create a poison. Multiple-effect potions can be created if the combined ingredients share more than one effect in common. Alchemy •Each ingredient has a total of four available effects. Tasting the ingredient always allows you to discover an ingredient's first effect. Additional effects can be discovered by experimenting to see what ingredient combinations successfully yield potions. You can simply mix ingredients randomly together. •Successfully creating a potion or poison grants 2XP the first time you create it, and then 1XP for each subsequent batch. •Eating a new ingredient to discover its effect grants 1XP. Tier I II III IV V VI Description Minor Standard Potent Heroic or Debilitating Legendary or Deadly Supreme Target Skill + 40 Skill + 0 Skill - 20 Skill - 40 Skill - 60 Crit only Perk •The effects of multiple Fortify style potions do not stack. •Alchemical suppliers generally receive new shipments once per week. Poisoner Concentrated Poison Green Thumb Description Crafting Tier I potions and poisons automatically succeed. Bonus +20 to craft Tier II potions and poisons. Bonus +20 to craft Tier III potions and posions. Bonus +20 to craft Tier IV potions and poisons. Bonus +10 to craft Tier V potions and poison. Potions you mix that restore Health, Magicka or Stamina are 25% more powerful. Potions you mix with beneficial effects have an additional 25% greater magnitude. Eating an ingredient reveals first two effects. Eating an ingredient reveals first three effects. Eating an ingredient reveals all its effects. Poisons you mix are 25% more effective. Poisons applied to weapons last for twice as many hits. Plant yields from Survival Wilderness checks are doubled. Snakeblood +50% resistance to all poisons. 80 Alchemy Purity All negative effects are removed from created potions, and all 100 Alchemy positive effects are removed from created poisons. Alchemist Rank 1 2 3 4 5 •There are five tiers of potions and poisons. Each tier requires substantially greater skill to craft (see table below). To create a potion roll vs. skill x (1perk). A critical success (range 5) creates a potion one tier higher than attempted. Physician Benefactor Experimenter 1 2 3 Skill Req. Perk Req. 20 Alchemy 40 Alchemy 60 Alchemy 80 Alchemy 20 Alchemy Alchemist 30 Alchemy Physician 50 Alchemy 70 Alchemy 90 Alchemy 30 Alchemy 60 Alchemy 70 Alchemy Benefactor Physician Poisoner Concentrated Poison Experimenter or Concentrated Poison Snakesblood 17 Use of Chainmail Swimwear: •Different regions and cities of the Empire provide different styles of light armour. Some examples are fur, leather, scale, chainmail, studded leather, Elven, Imperial (light), and Glass. •All styles of light armour share the following advantages vs. heavy armour: •Lighter and less movement penalties •Less noisy and easier for sneaking Light Armour •Perk Unhindered (weightless) is available 20 skill points earlier than Conditioning. •Uses less stamina when sprinting •Stamina recovers faster with Wind Walker •The lighter weight allows for the carrying of multiple suits of armor, each fine tuned for specific enemies and situations, without drastically taking up encumbrance. Armor Damage Reduction Calculation: %Damage Reduction = (Armor Rating+25 x (# of pieces equipped))/10 Armor Rating = Sum of Piece Ratings Piece Rating = Base x (1+0.4 x skill(%))x(1+perks) + effects Example: Sonja the Somewhat Red has skill 40 and rank 3 perks, and is wearing leather cuirass, gauntlets, and boots, but not a helmet. Cuirass: 26 x (1 + 0.4 x 0.4) x (1.6) = 42 piece rating Assuming her gauntlet AR = 24 and boot AR = 18, Armor Rating = 26 + 24 + 18 = 68 Damage Reduction = (68 + 25 x 3)/10 = 14.3% Our friendly GM will round to the nearest 5%, so Sonja will take 85% of any physical damage that comes her way. Perk Agile Defender Custom Fit Matching Set Unhindered Wind Walker Deft Movement Rank 1 2 3 4 5 •Fully mastering the Light Armour tree requires two fewer perks over Heavy Armour (10 total points versus 12), allowing for more growth in other skill trees. •These advantages come at the cost of brute protection, typical equivalent level light armour pieces have 25% less protection than their heavy counterparts. •Armour does not normally provide protection against poison or magical attacks, this can be mitigated by Enchantment. •All armour can be improved at a Smithy. You can either hire a blacksmith to improve your armour or attempt to improve it yourself (via Smithing skill). •Any hit mitigated by Light Armour provides 1XP. Description Increase armor rating for Light armor by 20%, does not affect shields. Increase armor rating for Light armor by 40%, does not affect shields. Increase armor rating for Light armor by 60%, does not affect shields. Increase armor rating for Light armor by 80%, does not affect shields. Increase armor rating for Light armor by 100%, does not affect shields. 25% Armor bonus if wearing all Light Armor: head, chest, hands, feet. Additional 25% Armor bonus if wearing a matched set of Light Armor. Light Armor weighs nothing and doesn't slow you down when worn. Stamina regenerates 50% faster in all Light Armor: head, chest, hands, feet. 10% chance of avoiding all damage from a melee attack while wearing all Light Armor: head, chest, hands, feet. Skill Req. Perk Req. 20 Light Armor 40 Light Armor 60 Light Armor 80 Light Armor 30 Light Armor 70 Light Armor 50 Light Armor 60 Light Armor Rank 1 Rank 2 Rank 3 Rank 4 Agile Defender Custom Fit Custom Fit Unhindered 100 Light Armor Wind Walker or Matching Set 18 Call a Locksmith! •Lockpicks are used to both open locks and disarm traps. •Picking a lock or disarming a trap is an Extended action. Thus, each attempt will consume an entire combat round. •An improvised lockpick may be used at a -50% penalty to all rolls for opening that lock. Also, a roll of 1 to 10 on when using an improvised lockpick will break the lock and render it unopenable. Lockpicking •Each lockpicking attempt will damage a lockpick, lockpicks break at a rate determined by the lock/trap tier. Each attempt also increases the chance of success by +20. •Lockpicks can be found for purchase at smithys and general stores, also shady types will have a supply. Lockpicks may also be created using the Smithing skill. Damage per Attempt Lock or Trap Tier Initial Modifier XP Granted Novice +40 3 1 Apprentice 0 4 2 Adept -40 4 4 Expert -80 6 7 Master -120 12 10 Starting lockpick health: 12LHP Perk Novice Locks Apprentice Locks Quick Hands Wax Key Adept Locks Expert Locks Golden Touch Treasure Hunter Locksmith Unbreakable Master Locks •Each unique lock opened or trap disarmed provides XP per the tier description table. Each subsequent opening or disarming of the same lock or trap reduces the XP by half (rounded up). Description Novice locks and traps are +30 easier to pick. Apprentice locks and traps are +30 easier to pick. May make a second disarm attempt before setting of a trap. Automatically gives you a copy of a picked lock's key if it has one. Adept locks and traps are +30 easier to pick. Expert locks and traps are +30 easier to pick. 50% greater chance of disarming traps May modifiy a Treasure roll by 10 in either direction. Pick starts close to the lock opening position. Lockpicks never break. Master locks and traps are +30 easier to pick. Skill Req. Perk Req. 25 Lockpicking 40 Lockpicking 50 Lockpicking 50 Lockpicking 75 Lockpicking 60 Lockpicking 70 Lockpicking 80 Lockpicking 100 Lockpicking 100 Lockpicking Novice Locks Apprentice Locks Quick Hands Apprentice Locks Adept Locks Adept Locks Golden Touch Expert Locks Locksmith Expert Locks 19 Tactical Mastery •Notice is an extremely useful skill that may be used to search Mobility Trickster for treasure, spot hidden enemies, and respond to opponents’ actions in combat. •All notice checks are Free actions, however only one notice action may be taken per round (response checks and interrupts do not count). You may take Search minor actions to increase your next notice roll by 20%. Premonition Bait and Switch Notice All-seeing Eye •At the beginning of each round, all opponents either in line of sight or in hearing range of a Sneaking character will make an opposed Notice check to try to spot the character. Quick Reflexes Echolocation Steady Nerves Seeker Opposed Skill Checks: Both participants roll the relevant skill. Each participants skill level + bonuses is added to their opponent’s skill check. The lower result wins. In the case of a tie, the opponent with the higher initiative card wins. Adverse Opposed Skill Checks: Same as above, however in addition to obtaining the lower result, the initiator of the action must pass the skill check by obtaining a result </= their Notice skill. Perk Did you know? Seeker Hearing range is 14 for Bosmer and Khajit, and 10 for all other races. This bonus naturally makes them better at detecting hidden enemies but increases their vulnerability to shouts and cries. Steady Nerves Echolocation All Seing Eye Quick Reflexes Trickster Premonition Bait and Switch Mobility Tactical Mastery I Spy with My Little Eye… Eye… Rank 1 2 3 1 2 •Instead of Responding to an enemy’s action with a Held Action, the player may spend 10 stamina and pass an opposed Notice check to make a Response. •Similarly, an attacker may interrupt to attempt to cancel an enemy’s response. This requires an adverse opposed Notice roll. •Searching for treasure attempts to find additional treasure beyond what has already been revealed in a cleared dungeon. May not take Search actions to increase the odds of success when making this roll. •All successful Notice checks taken with fewer than 4 Search actions grant 1XP. Description Each Seek action adds a +30 bonus to the next notice roll. Each Seek action adds a +50 bonus to the next notice roll. Each Seek action adds a +70 bonus to the next notice roll. May hold two Minor Actions per turn. Stealthed oponents do not receive Line of Sight bouses. May make a notice check to detect magically hidden objects and creatures Draws two initiative cards, and may choose which one to use. May take a Follow Action even if the Defender does not Respond. Receive a +30% bonus to notice checks prior to a backstab Receive a +60% bonus to notice checks prior to a backstab May change the target of an attack prior to a Follow Action. Can move two spaces as a minor action instead of one. May hold all actions, up to a maximum of 8. Also, held actions do not expire at the end of the combat round. Skill Req. Perk Req. 30 Notice 60 Notice 20 Notice 30 Notice 50 Notice 40 Notice 50 Notice 60 Notice 80 Notice 60 Notice 80 Notice Rank 1 Rank 2 Seeker Seeker Echolocation Steady Nerves Quick Reflexes Echolocation Rank 1 Trickster Bait and Switch 100 Notice Mobility 20 Artful Dodging and Other Acts of a Less than Savoury Nature: •You may make a check vs. current Pickpocket + Notice to gauge a Mark. A successful roll will allow you to assess the Mark’s wealth and possessions. •Items may either be pickpocketed in sneak by approaching a Mark from behind, or by performing a Bump and Grab. Bumping and Grabbing requires a successful Speech check prior to making the Pickpocket check. Pickpocket •The chance of successfully pickpocketing an item is dependent upon the item being stolen: Heavier items and more valuable items are harder to steal but reward more XP. To Pickpocket an item roll vs. Target: (Pickpocket – 1*(1+weight/5) – 1*(1+cost/20) + effects)*(1-perks) Pickpocket XP = (Item weight x 10 + Item Value x 5 – Current Skill x 10)/10, round down. Minimum reward is 1 XP, maximum reward is 10 XP per item. Example: A rather foolish thief with Pickpocket of 25 attempts to steal a steel sword from a guard. A steel sword has weight of 10 and value of 45, so the thief would receive (10 x 10 + 45 x 5 – 25 x 10)/10 = 7 XP if successful. If not successful, the thief would receive a bounty = item value + 10 and could be caught by the nearest guard. Perk Light Fingers Night Thief Cutpurse Keymaster Misdirection Perfect Touch Extra Pockets Poisoned Rank 1 2 3 4 5 •If you fail, the target will detect you and you will receive a bounty for your current locale. Even if successful, there is also a chance that the target will hire a thug to kill you. •A bounty will be cancelled if all witnesses to the crime have been eliminated. However, murder is not kindly looked upon by the authorities. •Pickpocketing in combat requires you to be Sneaking with hidden meter > 50 and to approach the target from behind, and takes an Extended action. Description Pickpocketing bonus of 20%. Item weight and value reduce pickpocketing odds. Pickpocketing bonus of 40%. Item weight and value reduce pickpocketing odds. Pickpocketing bonus of 60%. Item weight and value reduce pickpocketing odds. Pickpocketing bonus of 80%. Item weight and value reduce pickpocketing odds. Pickpocketing bonus of 100%. Item weight and value reduce pickpocketing odds. +25% chance to pickpocket if the target is asleep. Pickpocketing gold is 50% easier. Pickpocketing keys is 50% easier. Can pickpocket equipped weapons. Can pickpocket equipped items. Carrying capacity is increased by 100. Silently harm enemies by placing poisons in their pockets. Skill Req. Perk Req. 20 Pickpocket 40 Pickpocket 60 Pickpocket 80 Pickpocket 30 Pickpocket 40 Pickpocket 60 Pickpocket 70 Pickpocket 100 Pickpocket 50 Pickpocket 40 Pickpocket Light Fingers Night Thief Cutpurse Cutpurse Misdirection Night Thief Night Thief 21 It Must Have Been My Imagination… Imagination… •Initiating Sneaking requires a Minor Action and may only be done out of combat or out of Line of Sight of enemies. Starting to Sneak out of combat in public may cause onlookers to laugh at you and/or alert the nearest guard. •At the start of every round, Sneaking characters must make a opposed check Sneak vs. opponent's notice + modifiers for all opponents within line of sight or earshot of the Sneaker. Please see modifiers and results table. Sneak •Your success at Sneaking is recorded via the Hidden Meter. The Hidden Meter normally starts at state of 50 out of combat and 0 (detected) in combat. •A Hidden state of 60 or above allows Backstabbing and Pickpocketing. A Backstab attempt requires an additional opposed detection check and grants 5x damage for daggers, 3x damage for other melee weapons, and 2x damage for ranged attacks. Stealth Modifie rs and O utcome s Note: Modifiers are added t o the Notice re sult of the opponent attempting to detect the Sneak ing play er. •Each detection roll that does not decrease the Hidden Meter grants 1XP. Each successful Backstab grants 3XP. Wearing L ight Armour -20 Wearing Hea vy A rm our -40 In Direct L ight* -40 Weapon is Drawn* -20 Movem ent > 3 this turn -15 In Adjacent Space -20 In Shado w* +30 Outs ide at Night* +30 Not in Line of Sight +60 In Partial Cover +20 In Heavy Cover +40 Spell Cast Previo us Turn -30 *O nly a pplies if in Line of Sight •You may not Backstab with a ballista. Additionally, Backstabbing with pole weapons or spells does not provide bonus damage. Perk Muffled Movement Description You are 20% harder to detect when sneaking. You are 25% harder to detect when sneaking. You are 30% harder to detect when sneaking. You are 35% harder to detect when sneaking. You are 40% harder to detect when sneaking. Backstab attacks with one-handed weapons now do six times damage. Backstab attacks with bows now do three times damage. Backstat attacks with daggers now do a total of fifteen times normal damage. Noise from armor is reduced 50%. Light Foot You won't trigger pressure plates or other environmental traps. Stealth Rank 1 2 3 4 5 Backstab If Notic e - S tealth >/= 20 Notic e - S tealth > 0, < 20 Notic e = Ste alth Stealth - Not ice > 0, < 20 Stealth - Not ice >/= 20 Nearb y ally of Det ector is kille d Detector is hit by Ste alther Dis tance > 10 spac es and out of Line of Sight Then Detec ted! Hidden meter set to 0. Hidden meter - 20 Hidden meter - 10 Hidden meter unc hanged Hidden meter + 10 Hidden meter -30 Detec ted! Hidden meter set to 0. Fully Hidden! Hidden meter set to 1 00. Out of Line of S ight B onus Hidden meter +10 Deadly Aim Assassin's Blade Silent Roll Silence Shadow Warrior Skill Req. Perk Req. 20 Sneak 40 Sneak 60 Sneak 80 Sneak 30 Sneak Stealth 40 Sneak Backstab 50 Sneak Deadly Aim 30 Sneak Stealth Muffled Movement 40 Sneak Sprinting while sneaking executes a silent forward roll for 4 spaces 50 Sneak of bonus movement. May take full Movement without receiving a Sneaking penalty. 70 Sneak May initiate Sneaking in line of sight of an enemy with a 30 starting 100 Sneak Hidden meter. Light Foot Silent Roll Silence 22 The Gift of the Gab: •The Speech skill is normally used for Haggling, Persuasion, and Intimidation checks. •You may make a Haggling check (not to be confused with the perk), when attempting to buy or sell an item. A successful Haggling Speech check will improve an item’s price by 20% in your favour, a critical success (range 5) will improve by an additional 20%. Speech •Performing a Haggling or Persuasion check out of combat with your weapon drawn will incur a -30 penalty. •Performing an Intimidation check with your weapon drawn will incur a +30 bonus if your opponent does not also have a drawn weapon. Perk Haggling Allure Merchant Investor Fence Master Trader Bribery Persuasion Intimidation Rank 1 2 3 4 5 •You may attempt to Intimidate and opponent in combat to select another target, or Intimidate a merchant to give you a 40% discount (same as a Haggling critical success). To make an Intimidate check, pass an Opposed skill check vs. one of the following opponent’s skills: One Handed, Two Handed, Archery, Destruction Magic, Conjuration Magic, Illusion Magic. Intimidating a merchant may cause them to report you to the guards for a bounty, depending on how much they like you and the value of the item. •You may make a Persuasion Opposed Speech roll to increase someone’s opinion of you (or reduce their hostility). Persuasion rolls in combat are Adverse Opposed checks vs. the enemy’s Speech, and will cause the enemy to select another target. A critical success (range 2) will cause the enemy to stop fighting and leave the area. •All successful Speech skills checks provide 1XP, 2XP on a critical success. Description Buying and selling prices are 10% better. Buying and selling prices are 15% better. Buying and selling prices are 20% better. Buying and selling prices are 25% better. Buying and selling prices are 30% better. 10% better prices with the opposite sex. Can sell any type of item to any kind of merchant. Can invest 500 gold with a shopkeeper to increase his available gold permanently. Can barter stolen goods with any merchant you have invested in. Every merchant in the world gains 1000 gold for bartering. Can bribe guards to ignore crimes. Persuasion attempts receive a +30 bonus. Intimidation is twice as likely to be successful. Skill Req. Perk Req. 20 Speech 40 Speech 60 Speech 80 Speech 30 Speech 50 Speech Haggling Allure 70 Speech Merchant 90 Speech 100 Speech 30 Speech 50 Speech 70 Speech Investor Fence Haggling Bribery Persuasion 23 Turning Stuff Into Other Stuff: •All Alteration spells are considered passive spells, and are cast via spending a Major Action. •To cast, roll Alteration skill. Success = spell cast, failure = spell cast with 50% extra magicka cost. •Spells interrupted via a combat response or by not having enough magicka are not cast, no magicka is spent for interrupted spells. Alteration •Dual cast Alteration spells cost 2-1/2 times normal magicka for 1-1/2 times normal potency, duration, and/or range (Telekinesis). Spell Cost for All Spells: Base x (1-skill%/2) x perks x effects •Passive skills currently in effect may be recast at a 20% magicka savings. Example: Melcor the Magnificent dual casts Stoneflesh on himself which has base cost of 200. Fortunately, he has an Alteration skill of 40 and the Apprentice Alteration perk. So his cost is 200 x (1-40%/2) x ½ x 2½ (dual) = 200 magicka. Not a cheap casting to be sure, but since he dual cast and has the Mage Armor Rank 1 perk, he will have an extra 180 AR (18% DR) for the next 15 combat rounds. •Casting Novice and Apprentice level spells grant 1XP, casting Adept and Expert level spells grant 2XP, casting Master level spells grants 5XP. No XP is granted until spell has a real effect on the course of gameplay. Perk Novice Alteration Rank Description Cast Novice level Alteration spells for half magicka. Dual casting an Alteration spell overcharges the effects into an even more Alteration Dual Casting powerful version. Cast Apprentice level Alteration spells for half magicka. Apprentice Alteration 1 Blocks 10% of a spell's effects. Magic Resistance 2 Blocks 20% of a spell's effects. 3 Blocks 30% of a spell's effects. Adept Alteration Cast Adept level Alteration spells for half magicka. Expert Alteration Cast Expert level Alteration spells for half magicka. Skill Req. Perk Req. 20 Alteration Novice Alteration 25 Alteration 30 Alteration 50 Alteration 70 Alteration 50 Alteration 75 Alteration Novice Alteration Apprentice Alteration Rank 1 Rank 2 Apprentice Alteration Adept Alteration Atronach Absorb 30% of the magicka of any spells that hit you. 100 Alteration Expert Alteration Master Alteration Stability 1 Cast Master level Alteration spells for half magicka. Alteration spells have greater duration. Protection spells like Stoneflesh are twice as strong if not wearing armor. 100 Alteration 70 Alteration 30 Alteration Expert Alteration Adept Alteration Apprentice Alteration 2 Protection spells like Stoneflesh are 2.5 times as strong if not wearing armor. 50 Alteration Rank 1 3 Protection spells like Stoneflesh are three times as strong if not wearing armor. Rank 2 Mage Armor 70 Alteration 24 Is That an Atronach in Your Pocket? •Most Conjuration Spells are considered Passive, and are cast via spending a Major Action. Soul Trap and Spectral Arrow are considered an active spell and are cast identically to ranged Destruction spells. Conjuration •To cast (except for active spells), roll Conjuration skill. Success = spell cast, failure = spell cast with 50% extra magicka cost. •Spells interrupted via a combat response or by not having enough magicka are not cast, no magicka is spent for interrupted spells. •Dual cast Conjuration spells costs 2-1/2 times the magicka for 1-1/2 times the duration. •Summoned creatures provide 1XP per every round in combat. Perk Rank Description Novice Conjuration Cast Novice level Conjuration spells for half magicka. Apprentice Conjuration Cast Apprentice level Conjuration spells for half magicka. Adept Conjuration Cast Adept level Conjuration spells for half magicka. Expert Conjuration Cast Expert level Conjuration spells for half magicka. Master Conjuration Cast Master level Conjuration spells for half magicka. Dual casting a Conjuration spell overcharges the spell, allowing it to Conjuration Dual Casting last longer. Mystic Binding Bound weapons do more damage. Soul Stealer Bound weapons cast Soul Trap on targets. Bound weapons will banish summoned creatures and turn raised Oblivion Binding ones. Greater duration for reanimated undead. Necromancy Dark Souls Reanimated undead have 100 points more health. 1 Can summon atronachs or raise undead twice as far away. Summoner 2 Can summon atronachs or raise undead three times as far away. Atromancy Double duration for conjured Atronachs. Elemental Potency Conjured Atronachs are 50% more powerful. Skill Req. Perk Req. 25 Conjuration 50 Conjuration 75 Conjuration 100 Conjuration Novice Conjuration Apprentice Conjuration Adept Conjuration Expert Conjuration 20 Conjuration Novice Conjuration 20 Conjuration 30 Conjuration Novice Conjuration Mystic Binding 50 Conjuration Soul Stealer 40 Conjuration 70 Conjuration 30 Conjuration 70 Conjuration 40 Conjuration 80 Conjuration Twin Souls 100 Conjuration Novice Conjuration Necromancy Novice Conjuration Rank 1 Summoner Atromancy Dark Souls or Elemental Potency You can have two atronachs or reanimated zombies. 25 Come and Light My Fire: •Destruction Magic ranged spells are Active and require a major action to cast as well as a minor action to release. Aim actions may be taken to increase accuracy (+20 per action) prior to release. •To cast a Destruction Magic ranged spell roll vs. Skill + modifiers. Success = spell hits, failure = spell misses, Critical hit = spell does double damage (range 2). Destruction •All non-ranged Destruction spells are passive and are cast as per Alteration Magic spells (e.g. runes, cloaks, walls). •Spells interrupted via a combat response or by not having enough magicka are not cast, no magicka is spent for interrupted spells. •Dual casting Destruction spells costs 3 times the magicka 2 times the damage. •The same XP rewards as Alteration Magic apply. Perk Rank Description Novice Destruction Cast Novice level Destruction spells for half magicka. Apprentice Destruction Cast Apprentice level Destruction spells for half magicka. Adept Destruction Cast Adept level Destruction spells for half magicka. Expert Destruction Cast Expert level Destruction spells for half magicka. Master Destruction Cast Master level Destruction spells for half magicka. Rune Master Can place runes five times farther away. 1 Fire spells do 25% more damage. Augmented Flames 2 Fire spells do 50% more damage, increases blast radius of Fireball. Intense Flames Augmented Frost Disintegrate Destruction Dual Casting Impact Perk Req. Of Note: 25 Destruction 50 Destruction 75 Destruction 100 Destruction 40 Destruction 30 Destruction Novice Destruction Apprentice Destruction Adept Destruction Expert Destruction Apprentice Destruction Novice Destruction •Frostbite, Flames, and Sparks Novice level spells are exceptions to the above rules, and follow the casting and XP rules of Sustained spells (see Restoration Magic). 60 Destruction Rank 1 Fire damage causes targets to flee if their health is low (under 20%). 50 Destruction Augmented Flames 1 Frost spells do 25% more damage. 30 Destruction Novice Destruction 2 Frost spells do 50% more damage, increases radius of Ice Storm. 60 Destruction Rank 1 1 Frost damage paralyzes targets if their health is low (under 20%). Shock spells do 25% more damage. 60 Destruction 30 Destruction Augmented Frost Novice Destruction Deep Freeze Augmented Shock Skill Req. 2 Shock spells do 50% more damage, Chain Lightning jumps one 60 Destruction additional target (Caution: may hit followers). Shock damage disintegrates targets if their health is low (under 70 Destruction 15%). Dual casting a Destruction spell overcharges the effects into an even 20 Destruction more powerful version. Augmented Shock Active destruction spells will stagger an opponent when dual cast. Destruction Dual Casting 40 Destruction Rank 1 Novice Destruction •Fire, Frost, and Lightning damage have the following additional effects: -Fire damage does 25% bonus health damage every round for two additional rounds (does not stack). -Frost damage does 100% bonus stamina damage and Freezes the target for 1 round. -Lightning damage does 50% bonus magicka damage. In addition, ranged attack penalties for Lightning based spells are halved, bonuses apply as normal. 26 Some Enchanted Evening: •Enchanting and Disenchanting require extended access to an Enchanting Altar. •Magical items may be Disenchanted to learn a particular Enchantment. Disenchanting a magical item takes 8 hours and grants 5XP. A successful Enchanting roll decreases time to 4 hours and grants a bonus 5XP. •Enchanting a magical item requires a known Enchantment, a non-enchanted item (unless with perk Extra Effect), and a charged soul gem. Souls trapped in soul gems provide the following potencies for all enchanted effects: -Grand (& Black): 100%, -Greater: 80%, -Common: 60%, -Lesser: 40% -Petty: 20% Enchanting •Enchanting an item takes 8 hours and grants 3XP. A successful Enchanting roll decreases time to 4 hours and grants a bonus 3XP, as well as a bonus 10% potency. A critical success (range 5) grants an additional 20% bonus. •Enchanted weapons and staffs consume charge per use. Weapons may either be recharged with a charged soul gem at an Altar of Enchantment, or via the Soul Trap Conjuration spell. Charge provided per soul = 1,000 times normal potency. Perk Enchanter Fire Enchanter Frost Enchanter Storm Enchanter Insightful Enchanter Corpus Enchanter Extra Effect Soul Squeezer Soul Siphon Rank 1 2 3 4 5 Description New enchantments are 20% stronger. New enchantments are 40% stronger. New enchantments are 60% stronger. New enchantments are 80% stronger. New enchantments are 100% stronger. Fire enchantments are 25% stronger. Frost enchantments are 25% stronger. Shock enchantments are 25% stronger. Skill enchantments are 25% stronger. Health, magicka, and stamina enchantments are 25% stronger. Skill Req. Perk Req. 20 Enchanting 40 Enchanting 60 Enchanting 80 Enchanting 30 Enchanting 40 Enchanting 50 Enchanting 50 Enchanting Rank 1 Rank 2 Rank 3 Rank 4 Enchanter Fire Enchanter Frost Enchanter Enchanter 70 Enchanting Insightful Enchanter Can put two enchantments on the same item. 100 Enchanting Corpus Enchanter or Storm Enchanter Soul Trap and soul gems provide extra magicka 20 Enchanting for recharging. Death blows to creatures, but not people, trap 5% 40 Enchanting of the victim's soul, recharging the weapon. •Recharging an item at an Altar of Enchantment takes 10 minutes and grants 1XP. A successful Enchanting roll grants an additional 50% charge. •Enchanted clothing, armour, and jewelry effects are constant and do not consume charge. •All soul gems are single use. Enchanter Soul Squeezer 27 No Smoke, No Mirrors: •Illusion Magic spells cast on enemies are considered active spells and behave exactly like Destruction ranged spells. Dual-casting these spells costs 3 times the magicka and affects creatures of 2 times level range (after perks). •Illusion Magic spells cast on self or allies are considered passive spells and behave exactly like Alteration spells. Dual casting these spells costs 2-1/2 times magicka for 1-1/2 times duration. Illusion •Illusion spells cast on enemies may not be overwritten by the same spell effect for the duration of the spell. •Casting Novice and Apprentice level spells grant 1XP, casting Adept and Expert level spells grant 2XP, casting Master level spells grants 5XP. No XP is granted until spell has a real effect on the course of gameplay. Perk Novice Illusion Description Cast Novice level Illusion spells for half magicka. Illusion spells now work on higher level animals (+8 levels to the spell maximum). All Illusion spells work on higher level people (+10 levels to the spell maximum). All spells you cast from any school of magic are silent to others. Skill Req. Perk Req. 20 Illusion Novice Illusion 40 Illusion Animage 50 Illusion Kindred Mage Apprentice Illusion Cast Apprentice level Illusion spells for half magicka. 25 Illusion Novice Illusion Adept Illusion Expert Illusion Master Illusion Cast Adept level Illusion spells for half magicka. Cast Expert level Illusion spells for half magicka. Cast Master level Illusion spells for half magicka. Calm spells now work on higher level opponents (+8 levels to spell maximum). Cumulative with Kindred Mage and Animage. Fear spells work on higher level opponents (+10 levels to spell maximum). Cumulative with Kindred Mage and Animage. Frenzy spells work on higher level opponents (+12 levels to spell maximum). Cumulative with Kindred Mage and Animage. 50 Illusion 75 Illusion 100 Illusion Apprentice Illusion Adept Illusion Expert Illusion 30 Illusion Novice Illusion 50 Illusion Hypnotic Gaze 70 Illusion Aspect of Terror Animage Kindred Mage Quiet Casting Hypnotic Gaze Aspect of Terror Rage Master of the Mind Illusion spells work on undead, daedra and automatons. 90 Illusion Quiet Casting or Rage Illusion Dual Casting Dual casting an Illusion spell overcharges the effects into an even more powerful version. Novice Illusion 20 Illusion 28 Academician Cartographer Academics and the pursuit of science has a rich and varied history in the Empire. Not only do adherents of the Arcane spend their life in pursuit of knowledge, but so do those who study the natural world, its creatures, and the peoples of Tamriel for the sake of pure research. A diligent study of Lore will reward the searcher with knowledge of ancient secrets, accelerated study of other skills, and even glimpses into the hidden realm of the Arcane. Archaeologist Lore Arcane Research Applied Sciences We Don’ Don’t Need No Education: Curator Natural Philosophy Scholar Archivist •The player or GM may initiate a Lore Knowledge check to attempt to reveal details about a place, creature, object, person, or organization. Possession of each book related to the subject of study will grant a +20 bonus for this check. A successful Lore check will grant 2XP. •The magical properties of objects may be ascertained by passing a Lore check with a -10 penalty. Knowledge of related spells will provide a +30 bonus. A success will grant 5XP. •Reading any book of note will grant 1XP. Perk Scholar Archivist Natural Philosophy Rank Description The chance of success on Lore knowledge checks is 1 increased by +20 when researching non-magical objects. 2 Above increase is +40 3 Above increase is +60 Each book read provides 2XP Can perform a Lore check to determine a creature's strengths & weaknesses in combat. Success grants 3XP Curator Applied Sciences Arcane Research Archaeologist Cartographer Academician 1 2 1 2 Receive a +30 bonus to identify magical objects When rolling for books, chance to find a skill tome is increased by 50% When rolling for books, chance to find a skill tome is increased The chance to find a spell tome is increased by 50% The chance to find a spell tome is increased by 100% May make a lore check at a -20 penalty to predict the layout of a dungeon. Success grants 5XP The location of every city, town, and dungeon in a chosen Province of Tamriel is known. Skill tomes now provide +3 skill points. Receive +1 all skills. Skill Req. Perk Req. 30 Lore 60 Lore 20 Lore Rank 1 Rank 2 Scholar 30 Lore Scholar 50 Lore Archivist 40 Lore Archivist 50 Lore 50 Lore 60 Lore Rank 1 Applied Sciences Rank 1 70 Lore Arcane Research 90 Lore Natural Philosophy or Archaeologist 100 Lore Curator or Archaeologist 29 Take Two and Send a Courier in the Morning: •Restoration magic contains the most sustained spells of any school. Sustained skills are initiated as a free action, must be sustained for at least one minor action, and may be sustained until the caster is out of magicka. Sustained Restoration spells include healing spells, wards, and absorption spells. •To cast a Sustained spell, roll vs. Skill + 50 + modifiers. A failure means the spell fizzles and cannot be attempted again until next turn. A critical success (range 5) halves the magicka cost as long as the spell is sustained. Restoration •Sustained spells grant 1XP for every round in which at least one action is spent sustaining the spell. •Dual casting sustained spells costs 3 times the magicka for 2 times the effect. Of Note: Restoration is the only type of magic that most common citizens of Tamriel have had exposure to. If fact, most people do not think of it as magic at all, rather as miracles from Arkay, Mara, or one of the other gods. Needless to say, the clerics do little to clear up this misconception. Perk Novice Restoration Apprentice Restoration Adept Restoration Expert Restoration Master Restoration Recovery Avoid Death Regeneration Necromage Respite Restoration Dual Casting Ward Absorb •Most other Restoration spells are considered Passive and behave exactly like Alteration spells for casting method, dual casting, and XP rewards. Rank Description Cast Novice level Restoration spells for half magicka. Cast Apprentice level Restoration spells for half magicka. Cast Adept level Restoration spells for half magicka. Cast Expert level Restoration spells for half magicka. Cast Master level Restoration spells for half magicka. 1 Magicka regenerates 25% faster. 2 Magicka regenerates 50% faster. Once a day, heals 250 points automatically if you fall below 10% health. (Only if the damage does not kill you.) Healing spells cure 50% more. All spells are more effective against undead. Healing spells also restore Stamina. Dual casting a Restoration spell overcharges the effects into an even more powerful version. Wards recharge your magicka when hit with spells. Skill Req. Perk Req. 25 Restoration 50 Restoration 75 Restoration 100 Restoration 30 Restoration 60 Restoration Novice Restoration Apprentice Restoration Adept Restoration Expert Restoration Novice Restoration 90 Restoration Recovery 20 Restoration 70 Restoration 40 Restoration Novice Restoration Regeneration Novice Restoration 20 Restoration Novice Restoration 60 Restoration Novice Restoration 30 A Warrior’ Warrior’s Best Friend Swords Name Iron Sword Steel Sword Silver Sword Orcish Sword Dwarven Sword Elven Sword Glass Sword Ebony Sword Daedric Sword War Axes Name Iron War Axe Steel War Axe Orcish War Axe Dwarven War Axe Elven War Axe Glass War Axe Ebony War Axe Daedric War Axe Clubs Critical Range 5 Damage Type: Piercing Weight 9 10 7 11 12 13 14 15 16 Value 25 45 100 75 135 235 410 720 1250 Base Damage 7 8 8 9 10 11 12 13 14 Critical Range 3 Damage Type: Slashing Weight 11 12 13 14 15 16 17 18 Value 30 55 90 165 280 490 865 1500 Base Damage 8 9 10 11 12 13 15 15 Critical Range 2 Damage Type: Blunt Power Attacks only require 20 stamina Name Oak Club Ironwood Club Studded Steel Club Bone Club Studded Glass Club Studded Ebony Club Weight 8 9 10 11 12 13 Value 8 12 15 40 140 190 Base Damage 6 7 8 9 10 12 Swords are the bread and butter of the armed class. They are particularly suited for lunging attacks, and their long edges have a better chance of doing extra damage than most other weapons. War Axes are favoured weapons of the Nords, and can wreak havoc on a lightly armoured foe. They are most effective when used in sideways slashing type attacks. Certainly not the most elegant of weapons, however clubs have the advantage of requiring little training and being less exhausting to use than other weapons. Critical Range 2 Damage Type: Blunt Power Attacks require 40 stamina Maces Name Iron Mace Steel Mace Orcish Mace Dwarven Mace Elven Mace Glass Mace Ebony Mace Daedric Mace Daggers Name Iron Cutlass Steel Scimitar Silver Cutlass Orcish Cutlass Akavari Katana Elven Scimitar Glass Katana Ebony Katana Value 35 65 105 190 330 575 1000 1750 Base Damage 9 10 11 12 13 14 16 16 Critical Range 10 Damage Type: Piercing 5x Backstab Damage (instead of 3x) Name Iron Dagger Steel Dagger Orcish Dagger Dwarven Dagger Elven Dagger Glass Dagger Ebony Dagger Scimitars Weight 13 14 15 16 17 18 19 20 Weight 2 3 3 3 4 4 5 Value 10 18 30 55 95 165 290 Base Damage 4 5 6 7 8 9 10 Critical Range 3 Damage Type: Slashing May not use forward power attacks Weight 9 10 7 11 12 13 14 15 Value 35 65 105 190 330 575 1000 1750 Base Damage 9 10 10 12 13 14 16 18 Maces are traditionally used by fighters facing more heavily armoured, better equipped foes. A strong standing blow has the best chance of defeating your enemy with this weapon. These weapons may not be much to look at, but only a fool turns his back to a foe armed with a dagger. They do unparalleled damage from Sneak attacks and thus are favorite weapons of assassins. Called by different names throughout Tamriel, these somewhat rare single edged weapons make up for in raw damage what they lack in versatility. Plus they look very impressive. 31 Now We’ We’re Getting Serious… Serious… Greatswords Name Iron Greatsword Steel Greatsword Silver Greatsword Orcish Greatsword Dwarven Greatsword Elven Greatsword Glass Greatsword Ebony Greatsword Daedric Greatsword Battleaxes Name Iron Battleaxe Steel Battleaxe Orcish Battleaxe Dwarven Battleaxe Elven Battleaxe Glass Battleaxe Ebony Battleaxe Daedric Battleaxe Critical Range 5 Damage Type: Piercing Weight 16 17 12 18 19 20 22 22 23 Value 50 90 160 75 270 470 820 1440 2500 Base Damage 15 17 17 18 19 20 21 22 24 Critical Range 3 Damage Type: Slashing Weight 20 21 25 23 24 25 26 27 Value 55 100 165 300 520 900 1585 2750 Base Damage 16 18 19 20 21 22 23 25 Critical Range 2 Warhammers Damage Type: Blunt Power Attacks cost 60 stamina Name Iron Warhammer Steel Warhammer Orcish Warhammer Dwarven Warhammer Elven Warhammer Glass Warhammer Ebony Warhammer Daedric Warhammer Weight 24 25 26 27 28 29 30 31 Value 60 110 180 325 565 985 1725 4000 Base Damage 18 20 21 22 23 24 25 27 The blade of kings. In the hands of a highly trained blademaster, a greatsword can unleash an unequaled whirlwind of carnage. However, such power usually comes after years of disciplined training. Few sights inspire fear like charging Nordic warriors wielding these mighty weapons. Battleaxes have been known to cleave foes in half with a single blow. Critical Range 5 Damage Type: Piercing Extended Reach, may equip a shield Spears Name Iron Spear Steel Spear Silver Spear Orcish Spear Dwarven Spear Elven Spear Glass Spear Ebony Spear Daedric Spear Halberds Name Iron halberd Steel halberd Orcish halberd Dwarven halberd Elven halberd Glass halberd Ebony halberd Daedric halberd Weight 8 9 7 10 11 12 12 13 14 Value 35 55 110 85 145 245 420 750 1300 Base Damage 7 8 8 9 10 11 12 13 14 Critical Range 3 Damage Type: Slashing Extended Reach Weight 20 21 25 23 24 25 26 27 Value 55 100 165 300 520 900 1585 2750 Base Damage 14 15 17 18 19 20 21 22 Critical Range 2 Damage Type: Blunt Extended Reach, may enchant into a Wizard’s Staff, may attack 3x per turn Staves If you seek to subdue a foe wearing plate armour, look no further. Warhammers deliver brutally punishing blows to those foolish enough not to evade their attacks. Name Oak Staff Ironwood Staff Steel Shod Staff Sungwood Staff Glass Shod Staff Ebony Shod Staff Weight 10 11 12 9 14 15 Value 30 55 90 165 280 490 Base Damage 6 7 8 9 10 12 Deceptively hard to master, these mainly defensive weapons are often used by soldiers in tight formation, as well as favoured by hunters because of their lightness and reach. Suited well for both attack and defense, these weapons can commonly be found in elite guard formations throughout the Empire. Far more than just a simple piece of wood, staff wielding commoners have surprised many noble knights to their chagrin. Also, their natural state makes staves ideal for attracting Arcane energy. 32 Action at a Distance Bows Name Shortbow Longbow Orcish Bow Composite Bone Bow Elven Bow Glass Bow Ebony Bow Daedric Bow Crossbows Name Iron Crossbow Steel Crossbow Orcish Crossbow Dwarven Arbalest Glass Crossbow Ebony Crossbow Daedric Crossbow Critical Range 5 Damage Type: Piercing Weight 5 7 9 Value 30 50 150 Base Damage 6 7 10 10 12 14 16 18 270 470 820 1440 2500 12 13 15 17 19 Critical Range 5 Damage Type: Piercing Range Penalties are +15% Weight 7 9 11 14 15 18 20 Value 30 50 150 270 820 1440 2500 Base Damage 8 9 12 15 17 19 20 Ammunition First perfected by the Elves, bows have been vital tools for hunting and defense from time immemorial. Mastering the bow requires a strong arm, a keen eye, and much patience. The introduction of crossbows to the Empire is relatively recent; they were found in Dwarven ruins around the time of The Nerevarine. Since then, they have become popular with mercenaries and paranoid nobles. Calculating Ranged Damage: Name Iron Arrow Bone Arrow Steel Arrow Orcish Arrow Dwarven Arrow Elven Arrow Glass Arrow Ebony Arrow Bound Arrow* Daedric Arrow Iron Bolt Steel Bolt Dwemer Bolt Ebony Bolt Daedric Bolt Slings Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Value 1 0 2 4 6 8 9 12 0* 16 3 5 8 15 20 Base Damage 8 8 10 12 14 16 18 20 24 24 9 11 15 22 26 Critical Range 2 Damage Type: Blunt Range Penalties are +15% Name Common Sling Elven Sling Weight 1 2 Value 15 25 Base Damage 4 6 Name Rock Iron Shot Steel Shot Dwarven Shot Glass Shot Ebony Shot Weight 0 0 0 0 0 0 Value 0 1 2 5 8 10 Base Damage 4 5 7 9 12 15 Very few merchants stock the more exotic ammunition types, these can either be crafted or taken from slain foes. *These magical arrows only exist while using the Bound Bow spell. Mainly used by farmers and shepherds to fend off predators, slings have the advantage of being able to chuck anything small and roundish at an enemy at high speed. Skill and perks boost bows only, so Damage = (Base bow) x (1 + 0.5 x Archery(%)) x (1 + Perks) + Ammunition + Effects Please see Ranged Modifiers table for range, combat movement, and other effects. 33 Stylish Protection Hide Name Hide Armor Hide Boots Hide Bracers Hide Helmet Leather Weight 5 1 1 2 Value 50 10 10 25 Base Rating 20 5 5 10 The lightest and cheapest armor, mainly used by hunters, bandits, and poor adventurers. Fur Name Fur Cuirass Fur Boots Fur Bracers Fur Helmet Name Leather Armor Leather Boots Leather Bracers Leather Helmet Weight 6 2 2 2 Value 75 25 25 60 Base Rating 23 7 7 10 Well cured leather armor is strong, supple, light, and almost noiseless, making it perfect for skirmishers and archers. Bonus: Armor noise penalty reduced by 3 for each piece worn. Studded Weight 6 2 2 1 Value 50 5 10 23 Base Rating 23 5 6 11 Fur armor is often worn in Skyrim for its warmth, and by Khajit since they like to dress in the skins of their prey. Bonus: 5% Frost resistance per piece worn, does not stack with racial abilities or item enchantments, does stack with potions. Name Studded Studded Studded Studded Armor Boots Bracers Helmet Weight 6 2 2 2 Value 125 25 25 60 Base Rating 26 8 8 12 Standard issue armor for the Imperial Legion, and also popular with sellswords and better armed thugs. 34 Even More Stylish Protection Chainmail Name Chainmail Armor Chainmail Boots Chainmail Bracers Chainmail Helmet Elven Weight 6 2 2 2 Value 360 90 90 190 Base Rating 32 9 9 14 Chainmail is expensive and time consuming to create, but is treasured by Redguards for its superior mobility in battle. Bonus: Movement is 7 if wearing a complete set of chainmail, 8 with Unhindered perk. Weight 4 1 1 4 1 Value 225 45 45 550 110 Base Rating 29 8 8 35 13 Used by the Altmer both for battle and ceremony, Elven style armor has fallen out of fashion in the Empire from its association with the THalmor. Glass Scale Name Scaled Armor Scaled Boots Scaled Bracers Scaled Helmet Name Elven Armor Elven Boots Elven Gauntlets Elven Gilded Armor Elven Helmet Weight 6 2 2 2 Value 350 70 70 175 Base Rating 32 9 9 14 Offering superior protection against piercing weapons, Scale armor has been perfected by the Argonians of the Black Swamp, who craft it from the remains of their enemies. Bonus: Piercing DR +10% if wearing a complete set. Name Glass Armor Glass Boots Glass Gauntlets Glass Helmet Weight 7 2 2 2 Value 900 190 190 450 Base Rating 38 11 11 16 Crafted from volcanic ore, the secrets of making this superior armor have long resided with the Dunmer of Vvanderfell, who are now mainly refugees. Bonus: Slashing DR +20% if wearing a complete set. 35 Built Like a Rock Dwarven Iron Name Iron Armor Banded Iron Armor Iron Boots Iron Gauntlets Iron Helmet Weight 30 35 6 5 5 Value 125 200 25 25 60 Base Rating 25 28 10 10 15 The most basic form of heavy armor, Iron armor is often crafted by apprentice smiths striving to improve their craft. Weight 45 10 8 12 Value 400 85 85 200 Base Rating 34 13 13 18 Although the Dwemer, or Dwarves, have long since vanished, the secrets of their crafting may be discovered by those with time and money to pursue them. Bonus: 5% Shock resistance per piece worn, does not stack with racial abilities or item enchantments, does stack with potions. Orcish Steel Name Steel Armor Steel Armor Steel Gauntlets Steel Helmet Name Dwarven Armor Dwarven Boots Dwarven Gauntlets Dwarven Helmet Weight 35 35 4 5 Value 275 275 55 125 Base Rating 31 31 12 17 Commonly available and offering superior protection, Steel armor is usually the prized possession of up and coming adventurers. Nordic smiths are known for making the best. Name Orcish Armor Orcish Boots Orcish Gauntlets Orcish Helmet Weight 38 9 6 6 Value 625 125 125 300 Base Rating 40 14 14 19 Orcish smiths are deservedly held in high regard across Tamriel for creating this unique, effective, and intimidating armor style. Bonus: +5 bonus to Intimidate rolls for each piece worn. 36 The Best Defense Daedric Steel Plate Name Steel Plate Armor Steel Plate Boots Steel Plate Gauntlets Steel Plate Helmet Weight 35 7 7 8 Value 1000 200 200 500 Base Rating 42 15 15 20 The pinnacle of the Nordic smithcraft, Steel Plate armor is sought after by wealthy knights and champions throughout Tamriel. Weight 50 10 6 15 Value 3200 625 625 1600 Weight 38 7 7 10 Value 1500 275 275 750 Base Rating 43 16 16 21 Incredibly rare and expensive, Ebony armor was famously worn by The Nerevarine when she battled the dread lord Dagoth Ur. Bonus: 10% Fire resistance per piece worn, does not stack with racial abilities or item enchantments, does stack with potions. Base Rating 49 18 18 23 Daedric armor is associated with the denizens of Oblivion, and represents the embodiment of fear and darkness for ordinary mortals. Bonus: Every piece worn adds a 5% chance that humanoid enemies will flee in terror for 1 round. Shields Ebony Name Ebony Armor Ebony Boots Ebony Gauntlets Ebony Helmet Name Daedric Armor Daedric Boots Daedric Gauntlets Daedric Helmet Name Hide Shield Imperial Shield Banded Iron Shield Steel Shield Dwarven Shield Elven Shield Glass Shield Orcish Shield Ebony Shield Daedric Shield Weight 4 5 12 12 12 4 6 14 14 15 Value 25 75 100 150 225 115 450 500 750 1600 Base Rating 15 18 22 24 26 21 27 30 32 36 Shields are used to mitigate much more damage than can be handled by armor alone, and can be used to stagger and knock down opponents by skilled warriors. 37 Everything But The… The… Jewelry Clothing Item Common Hat Ragged Clothing Ragged Boots Common Clothing Common Boots Common Shoes Common Gloves Common Robes Professional Garb Blacksmith's Apron Chef's Tunic Hooded Robes Academic Robes Adept Hood Fine Gloves Fine Boots Fine Hat Cuffed Boots Fur Lined Gloves Fur Lined Boots Pleated Shoes Fine Clothes Fur Lined Robes Fine Raiment Fur-Trimmed Cloak Noble Robes Snowy Sabre Cat Fur Cloak Weight 1 1 1 1 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 4 1 1 3 Value 1 1 1 2 2 2 2 5 5 8 8 8 10 10 10 20 25 25 20 25 25 40 50 100 100 200 5 200 Item Silver Ring Gold Ring Silver Garnet Ring Silver Amethyst Ring Silver Ruby Ring Gold Sapphire Ring Gold Emerald Ring Gold Diamond Ring Silver Necklace Gold Necklace Silver Jeweled Necklace Gold Jeweled Necklace Gold Ruby Necklace Silver Sapphire Necklace Silver Emerald Necklace Gold Diamond Necklace Copper and Onyx Circlet Copper and Moonstone Circlet Copper and Ruby Circlet Copper and Sapphire Circlet Silver and Moonstone Circlet Jade and Sapphire Circlet Jade and Emerald Circlet Silver and Sapphire Circlet Gold and Ruby Circlet Gold and Emerald Circlet Hirelings Weight 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 2 2 2 2 2 2 2 2 2 2 Value 30 75 160 180 260 500 700 900 60 120 380 485 550 580 830 1200 50 100 150 200 250 300 350 400 450 500 Books Item Blank Book Common Book Rare Book Skill Tome Unique Book Magical Tome Item Common Rations Common Food Cooked Food Weight 2 2 2 3 2 3 Weight 2 1 1 Value 5 1 2 Hearty Food 2 10 Gourmet Meal 4 50 Common Drink 1 5 Strong Drink Vintage Drink 1 1 15 100 Value 4 10 50 100 200 Per spell Note: All prices may be adjusted by region or by merchants trying to rip you off. It pays to comparison shop. GM’s are encouraged to add Availability rolls to high value items per their discretion. Name Hired Muscle Common Sellsword Experienced Sellsword Elite Sellsword Hedge Priest Lay Priest Grand Cleric War Dog 10 Bard Strumpet 16 - Restores 10 Health and 10 Stamina when eaten Restores 20 Health and Stamina when eaten, Stamina regen is doubled for 10 rounds. Restores 10 stamina when drunk, stamina regen is halved for two rounds Restores 20 stamina when drunk, stamina regen is halved for 4 rounds Same as Strong Drink Value 5 / day 10 / day 30 / day 100 / day 10 / day 30 / day 90 / day Notes comes unequipped, but with a sturdy back Can choose either 1H, 2H, or ranged Generally has Steel equivalent gear Has plate equivalent gear Can heal and turn weak undead More skilled healing, casts some adept skills Casts expert level Restor. spells Can choose male or female, adds +10 to Survival Wilderness checks. 200 Can cook, entertain, pick locks, perform some 70 / day illusion magic, and tell of your exploits 100 / day Nudge nudge, wink wink Property Adventuring Gear Item Backpack Bedroll Beeswax Bronze Spikes Caltrops Canteen Cooking Gear Empty Bottle Grapple Hook Grooming Kit Jeweller's Tools Latern Leatherworking Tools Lockpick Magnifying Glass Portable Forge Rope Spyglass Tent Tinder & Flint Torch Woodworking Tools Writing Kit Weight Value 0 8 3 2 0 20 0 5 0 10 1 2 10 15 0 5 1 16 1 6 4 120 2 8 5 40 0 10 1 15 70 300 1 per yard 2 per yard 1 30 10 5 1 5 2 1 10 50 1 10 Country Cottage Value Notes About what you would 1,000 expect. Climbing roses cost 3,000 extra. City House 5,000 Country House 8,000 City Estate Only available to nobles. 25,000 Comes fully staffed. Item City Shack Country Manor City Market Stand City Shop Smithy Includes a cot for servants, and a kitchen. Includes about 1/2 acre of land. Only available to nobles. Comes with servants, stables, a chapel, and a 40,000 small brewery or winery. Perfect for hawking your 1,600 wares. Includes a small living 6,000 space and a work area. Includes a forge, smelter, and full set of 10,000 tools. Transport Food Effects Enough food for one day. Restores 2 Health when eaten Restores 5 Health when eaten Level 2 6 12 20 4 12 20 Item Pack Mule Common Horse Riding Horse Warsteed Horse Drawn Wagon Carriage Teleportation River Boat Ship Capacity Value 500 300 400 1000 450 2000 600 5000 2000 3000 1 per 5 mi 1 per 1 mi 2000 1 per 10 mi 1 per 5 mi Speed, Notes 20 miles / day 30 miles / day 40 miles / day 30 miles / day, will attack enemies 20 miles / day, Requires 2 horses to pull 40 miles / day Infinite as long as mage knows the destination 60 miles / day 100 miles / day 38 Potions Potion of Potion of Potion of Potion of Potion of Potion of Potion of Potion of Potion of Potion of Potion of Potion of Potion of Potion of Potion of Potion of Poison of Poison of Poison of Poison of Poison of Poison of Poison of Poison of Poison of Poison of Effect Cure Poison, Disease, or Paralysis Detect Life or Chameleon Dispell Fire, Frost, or Lightning Shield Fortify Carry Weight Fortify Skill Invisibility Light Night Eye or Water Breathing Reflect Damage Reflect Spell Regenerate Health, Stamina, or Magicka Resist Fire, Frost, Lightning, or Poison Resist Magic, Disease, or Paralysis Restore Health, Stamina, or Magicka Shield Burden or Slow Damage Health, Stamina, or Magicka Damage Health, Stamina, or Magicka Regen Fear or Frenzy Fire, Frost, or Shock Damage Paralysis Ravage Health, Stamina, or Magicka Silence Weakness to Fire, Frost of Shock Weakness to Poison or Magic Magical Shopping Arcade Tier I - Minor Tier II - Standard Tier III - Potent Tier IV - Heroic (or Debilitating) Potency Price Availability Potency Price Availability Potency Price Availability Potency Price Availability full 60 70 N/A N/A N/A 5 rounds 30 40 10 rounds 45 30 15 rounds 68 20 20 rounds 101 5 full 80 40 N/A N/A N/A 40 pts 45 50 60 pts 68 35 80 pts 101 15 100 pts 152 5 30 20 80 60 30 60 90 45 40 120 68 10 12 35 95 25 53 75 37 79 35 50 118 10 2 rounds 90 50 4 rounds 135 25 6 rounds 203 12 8 rounds 304 5 5 rounds 20 80 10 rounds 30 60 15 rounds 45 40 20 rounds 68 20 5 rounds 40 40 10 rounds 60 30 15 rounds 90 20 20 rounds 135 10 20% 120 40 30% 180 20 40% 270 10 50% 405 4 30 pts 100 40 40 pts 150 20 60 pts 225 10 80 pts 338 4 10 pts 30 95 20 pts 45 75 30 pts 68 35 40 pts 101 10 10% 40 70 20% 60 40 30% 90 20 40% 135 10 10% 50 50 20% 75 35 30% 113 15 40% 169 5 25 30 95 50 45 75 75 68 35 150 101 10 50 70 70 100 105 35 150 158 20 200 236 5 25 20 50 50 30 35 75 45 15 90 68 5 10 30 60 20 45 40 30 68 20 60 101 10 5 30 50 10 45 35 20 68 15 30 101 5 level 6 70 60 level 12 105 40 level 18 158 15 level 30 236 5 10 40 60 20 60 40 30 90 20 60 135 10 1 round 90 40 2 rounds 135 20 3 rounds 203 10 5 rounds 304 5 10 50 40 20 75 30 30 113 20 40 169 10 1 round 60 60 2 rounds 90 25 3 rounds 135 15 5 rounds 203 5 20% 50 50 40% 75 30 60% 113 20 100% 169 5 10% 80 30 25% 120 15 40% 180 8 100% 270 3 Scrolls All spells are potentially available as single use scrolls. Scrolls weigh nothing and require no skill to cast. Spell Tomes To see if a vendor has a scroll, roll vs. (105Tier)*(Merchant) where Availability of Spell Tomes is generally less than that of scrolls. To see if a vendor has a tome, roll vs. (90-Tier + Merchant)*(1+Player Level/50) where Tier = Tier = Scroll Value = Tome Value / 2 Availability = 20 for Novice 40 for Apprentice 60 for Adept 80 for Expert 100 for Master 1 for magical vendors 2 for school specialists 1/3 for general stores Scrolls of Sustained spells contain 4 actions worth of duration. These rules may also be used to determine the availability of Soul Gems. Merchant = 20 for Novice 40 for Apprentice 60 for Adept 80 for Expert 100 for Master 15 for magical vendors 40 for school specialists -30 for general stores Generally a player must wait 1 week before searching for the same tome or scroll again. For values of Spell Tomes, please see Grimoire. Note: Tier V Legendary, and Tier VI Supreme potions can be crafted or found, but are almost never sold by apothecaries. Enchanted Items Magical vendors will always have some enchanted items available, this is their stock in trade. The odds of other stores having magical items are: 20% * Merchant * (1+Player Level / 50) where Merchant= 1 for general stores 3 for specialty stores such as clothiers, jewelers, and smiths This roll is just to see if the merchant has any items, not a particular item. For rules on spawning magical items, please see the Enchanting section (or just roll a d100, the lower the die result, the better the item is). 39 Alteration Grimoire Spell Level Candlelight Novice Tome Value 40 Oakflesh Novice 40 Magelight Apprentice 85 Stoneflesh Apprentice 100 Feather Apprentice 125 Transmute Adept 200 Equilibrium Apprentice 250 Fire Shield Adept 300 Frost Shield Adept 300 Lightning Shield Adept 300 Telekinesis Adept 320 Detect Life Adept 330 Ironflesh Adept 340 Waterbreathing Adept 340 Petrify Expert 550 Detect Dead Expert 600 Ebonyflesh Expert 650 Spell Shield Expert 700 Liquefy Master 1200 Dragonhide Master 1400 Base Magicka Effects Cost 20 Creates a hovering light that lasts for 10 rounds. Improves the caster's armor rating by 40 points for 10 rounds. 100 May be amplified by the Mage Armor perk. 80 Ball of light that lasts 60 seconds and sticks where it strikes Improves the caster's armor rating by 60 points for 10 rounds. 200 May be amplified by the Mage Armor perk. Increases maximum encumbrance by 50 points for 1 hour. Only provides XP if fully 200 encumbered before spell is cast, may not be used during long journeys. Transmutes one piece of unrefined Iron ore to Silver, or Silver ore to Gold if the caster is 100 carrying any. Convert up to 25 points of health to magicka, up to 50 if you have the Apprentice 0 Alteration perk. Adds 30% fire resistance for 10 rounds. May stack with item effects or racial abilities, 240 but not potions. Adds 30% frost resistance for 10 rounds. May stack with item effects or racial abilities, 240 but not potions. Adds 30% shock resistance for 10 rounds. May stack with item effects or racial abilities, 240 but not potions. Can pull an inanimate object to you from a distance, requires a successful range attack. 150 Add it to your inventory or throw it. Nearby living creatures, but not undead, machines or daedra, can be seen through walls. 100 Lasts 2 rounds, effect has a range of 10. Improves the caster's armor rating by 80 points for 10 rounds. 260 May be amplified by the Mage Armor perk. 220 Can breathe water for 10 rounds. Change an inanimate object to solid stone. May cast on an enemy's armor or clothing by 300 performing a successful unarmed attack. Opponents with petrified armor are knocked down and the armor shatters. 150 Nearby dead can be seen through walls. Lasts 2 rounds, effect has a range of 10. Improves the caster's armor rating by 100 points for 10 rounds. 350 May be amplified by the Mage Armor perk. Adds 30% magic ressitance for 5 rounds. May stack with item effects or racial abilities, 360 but not potions. Change an area of solid ground with radius 3 hexs into a pool of water 12 ft deep. 800 Enemies caught in the area are knocked down, and must swim to solid ground after recovering. 700 Caster ignores 80% of all physical damage for 5 rounds. Spell Type Passive Passive Passive Passive Passive Passive Passive Passive Passive Passive Passive Passive Passive Passive Passive Passive Passive Passive Passive Passive 40 Conjuration Grimoire Spell Level Tome Value Base Magicka Effects Cost Creates a magic sword with base damage 15, weight 0 for 8 rounds. Unequip the weapon to dipell. 90 Summons a spirit animal to be the caster's companion for 10 rounds. Animal type chosen must be smaller than a human. 100 Reanimate a weak dead body to fight for you for 10 rounds. 100 Creates a magic Battleaxe with base damage 25, weight 0 for 8 rounds. Unequip the weapon 170 to dispell. Spell Type Bound Sword Novice 50 Conjure Familiar Raise Zombie Novice Novice 50 50 Bound Battleaxe Conjure Flame Atronach Reanimate Corpse Apprentice 150 Apprentice Apprentice 150 150 150 150 Soul Trap Apprentice 150 100 Flaming Familiar Banish Daedra Apprentice Apprentice 250 320 100 200 Bound Bow Conjure Frost Atronach Revenant Spectral Arrow Dread Zombie Expel Daedra Command Daedra Conjure Dremora Lord Adept 350 200 Summons a flaming familiar which will charge into battle and explode. Familiar will charge up to 7 spaces, and explosion does 20 fire damage to all enemies in a 1 hex radius. Passive Weaker summoned daedra and atronachs are sent back to Oblivion. Passive Creates a magic bow with base damage 20, weight 0 for 8 rounds. Unequip the wespon to dispell. Passive Adept Adept Adept Expert Expert Expert 350 350 350 360 620 660 220 200 150 300 220 240 Summons a Frost Atrnoach to fight for you for 10 rounds. Reanimate a substantially powerfull dead body to fight for you for 10 rounds. Summons a bolt of pure energy that will do 40 damage and stagger an enemy. Reanimate a very powerfull dead body to fight for you for 10 rounds. Powerfull summoned daedra and atronachs are sent back to Oblivion. Powerful summoned and raised creatures are put under your control. Passive Passive Active Passive Passive Passive Expert 730 360 Passive Flame Thrall Master 1260 900 Dead Thrall Master 1270 1000 Frost Thrall Master 1300 1100 Storm Thrall Master 1350 1200 Summon Unbound Dremora Master 1700 1200 Summons a Dermora Lord to fight for you for 10 rounds. Summons a Flame Atronach to be your slave for 1 week. Spell requires 12 hours to cast and a carefully prepared ritual space. Thrall is immune to Command or Expel. Reanimates a dead body to be your slave for 1 week. Spell requires 12 hours to cast, a carefully prepared ritual space, and fresh human remains. Thrall is immune to Command or Expel. Summons a Frost Atronach to be your slave for 1 week. Spell requires 12 hours to cast and a carefully prepared ritual space. Thrall is immune to Command or Expel. Summons a Storm Atronach to be your slave for 1 week. Spell requires 12 hours to cast and a carefully prepared ritual space. Thrall is immune to Command or Expel. Opens the jaws of Oblivion and lets loose a dreaded Dremora Lord upon the world. Spell requires 12 hour to cast and a carefully prepared ritual space. Summoned Dermora is not a thrall, but will not attack the caster out of gratitude for his release. All others are fair game. Passive Passive Passive Passive Summons a Flame Atrnoach to fight for you for 10 rounds. Passive Reanimate a moderately powerfull dead body to fight for you for 10 rounds. Passive If the target dies within 5 rounds, will either charge an empty soul gem or enchanted weapon or staff. Souls may be used to charge soul gems of equal or greater magnitude. Active Ritual Ritual Ritual Ritual Ritual 41 Destruction Grimoire ( 1 of 2) Spell Level Tome Value Flames Novice 50 14 / action A gout of fire that does 8 points per action. Targets on fire take 2 damage per round for 2 rounds. Target area is a cone 4 hexs deep centered on the caster. Sustained Frostbite Novice 50 16 / action A blast of cold that does 8 points of damage per action to Health and Stamina. Target area is a cone 4 hexs deep centered on the caster. Struck enemies are frozen for 1 round. Sustained Sparks Novice 50 20 / action Lightning that does 8 points of shock damage to Health and 4 damage to Magicka per action. Target area is a cone 4 hexs deep centered on the caster. Sustained Fire Rune Apprentice 100 Base Magicka Cost Effects 230 Spell Type Cast on an adjacent hex. If not in Line of Sight of an enemy, enemies must make a notice check +30% to detect the rune. If stepped on, the rune will explode and do 50 fire damage to all within a 1 hex radius. Particularly useful against undead. Passive Cast on an adjacent hex. If not in Line of Sight of an enemy, enemies must make a notice check +30% to detect the rune. If stepped on, the rune will explode and do 50 frost damage to all within a 1 hex radius. Particularly useful against beasts. Cast on an adjacent hex. If not in Line of Sight of an enemy, enemies must make a notice check +30% to detect the rune. If stepped on, the rune will explode and do 50 lightning damage to all within a 1 hex radius. Particularly useful against summoned creatures. A blast of fire that does 25 points of damage. Targets on fire take 6 damage per round for 2 rounds. A spike of ice that does 25 points of frost damage to Health and Stamina. Struck enemies are frozen for 1 round Frost Rune Apprentice 100 300 Lightning Rune Apprentice 100 320 Firebolt Apprentice 100 40 Ice Spike Apprentice 100 50 Lightning Bolt Apprentice 100 50 Fireball Adept 350 90 Ice Storm Adept 360 140 Chain Lightning Adept 400 120 Lightning Cloak Adept 350 370 A bolt of lightning that does 25 points of shock damage to Health and 12 to Magicka A fiery explosion for 40 points of damage in a 3 hex radius. Targets on fire take 10 damage per round for 2 rounds. A freezing whirlwind that does 40 points of frost damage per round to Health and Stamina. Will persist in the same area for two rounds. Struck enemies are frozen for 1 round. Lightning bolt that does 40 points of shock damage to Health and 20 to Magicka, then leaps to a new target A nimbus of lightning around the caster that lasts for 10 rounds. All adjacent enemies take 10 health damage and 5 magicka damage. Flame Cloak Adept 320 290 A nimbus of flame around the caster that lasts for 10 rounds. All adjacent enemies take 10 health damage and 3 additional damage per round for 2 rounds. Passive Passive Active Active Active Active Active Active Passive Passive 42 Destruction Grimoire ( 2 of 2) Spell Level Tome Value Base Magicka Effects Cost Frost Cloak Adept 340 320 Icy Spear Expert 720 320 Incinerate Expert 700 280 Thunderbolt Expert 750 340 Wall of Flames Expert 700 120/hex Wall of Frost Expert 700 140/hex Wall of Storms Expert 725 150/hex Fire Storm Master 1300 1400 Blizzard Master 1350 1100 A nimbus of frost around the caster that lasts for 10 rounds. All adjacent enemies take 10 health and stamina damage. All struck enemies are frozen for 1 round. Particularly useful against enemy melee fighters. A spear of ice that does 60 points of frost damage to Health and Stamina. Struck enemies are frozen for 1 round. A blast of fire that does 60 points of damage. Targets on fire take 15 extra damage per round for 2 rounds. A Thunderbolt that does 60 points of shock damage to Health and 30 to Magicka. Sprayed on the ground, creates a wall of flame that will damage anyone entering for 50 fire damage per round spent engulfed. May cast on up to 5 adjacent hexes, at least one must be mext to the caster. Persists for 5 rounds. Sprayed on the ground, creates a wall of frost that will damage anyone entering for 50 frost damage per round spent engulfed and will be frozen. May cast on up to 5 adjacent hexes, at least one must be next to caster. Persists for 5 rounds. entering for 50 lightning and 25 magicka damage per round spent engulfed. May cast on up to 5 adjacent hexes, at least one must be next to the caster. Persists for 5 rounds. A massive fiery explosion centered on an enemy. Does 100 points fire damage to target, 75 points to creatures within 2 hexes, and 50 points to A persistent winter blast centered on an enemy that does 20 health and stamina damage per round for 10 rounds, 5 hex radius. All enemies caught in the blast are frozen. Lasts for 10 rounds. 1300 A debilitating bast of lightning cast on an enemy that does 80 points lightning and 40 points magicka damage, then jumps to the nearest enemy 4 successive times. Allies may be damaged if adjacent to struck enemies. Lightning Storm Master 1400 Spell Type Passive Active Active Active Passive Passive Passive Active Active Active 43 Illusion Grimoire Spell Level Tome Value Base Magicka Effects Cost Fury Novice 40 70 Clairvoyance Novice 50 30 Courage Fear Calm Muffle Novice Apprentice Apprentice Apprentice 50 80 90 90 40 150 140 140 Rally Adept 300 110 Frenzy Adept 330 200 Beguile Adept 350 220 Silence Adept 400 200 Pacify Expert 610 300 Invisibility Expert 625 330 Rout Expert 650 320 Paralyze Expert 700 450 Call to Arms Master 1150 650 Harmony Master 1220 1050 Hysteria Master 1240 860 Mayhem Master 1250 1000 Mass Paralysis Master 1280 900 Spell Type Creatures and people up to level 6 will attack anything nearby for 5 rounds. Single target. Active If underground or indoors, illuminates the path to the nearest exit. More useful than you might think. Ally receives +20 health and stamina and is immune to fear for 5 rounds. Creatures and people up to level 9 flee in terror for 5 rounds. Single target. Creatures and people up to level 9 won't fight for 5 rounds. Single target. Armor penalties for sneak rolls are negated for 15 rounds. Allies receives +40 health and stamina and are immune to fear for 10 rounds, 1 hex radius centered on caster. Creatures and people up to level 14 will attack anything nearby for 5 rounds, 1 hex radius centered on target. Bonus +40 on all speecraft haggling or persuasion checks for 10 minutes. A Target that fails to resist may not cast spells or Shout for 3 rounds. Spell is resisted by an Opposed Illusion vs. Speechcraft check. Creatures and people up to level 20 won't fight for 5 rounds, 1 hex radius centered on target. Caster or target inanimate object is invisible for 5 rounds. Manipulating an object or attacking will break the spell. Creatures and people up to level 20 flee in terror for 5 rounds, 1 hex radius centered on target. A Target that fails to resist is paralyzed for 2 rounds. Spell is resisted by an Opposed Illusion vs. Notice check. Passive Passive Active Active Passive Passive Active Passive Active Active Passive Active Active All allies within 10 hexes receive +30 health and stamina, as well as +25 to the following Passive skills: Marksman, One Handed, Two Handed, Notice. Duration is until end of combat. Creatures and people up to level 25 won't fight for 10 rounds, 10 hex radius centered on target. Creatures and people up to level 25 flee in terror for 10 rounds, 10 hex radius centered on target Creatures and people up to level 25 will attack anything nearby for 10 rounds, 10 hex radius centered on target. All targets area radius 5 that fail to resist are paralyzed for 5 rounds. Spell is resisted by an Opposed Illusion vs. Notice check. Active Active Active Active Note for GM’s: Creature level = (max health + max stamina + max magicka – 150)/5 + 1, rounded up. 44 Restoration Grimoire Spell Level Healing Novice Tome Value 50 Base Magicka Effects Cost 12 / action Heals the caster for 10 points per action. Lesser Ward Novice 45 35 / action Fast Healing Healing Hands Apprentice Apprentice 95 90 70 25 / action Steadfast Ward Apprentice 90 40 / action Turn Lesser Undead Apprentice 90 85 Spell Type Sustained While sustained, increases armor rating by 40 points and negates up to 40 points Sustained of elemental or poison damage. Useful for Responding to enemy attacks. Heals the caster for 50 points. Passive Heals the target 10 points per action, but not undead, atronachs or machines. Sustained While sustained, increases armor rating by 60 points and negates up to 60 points Sustained of elemental or poison damage. Undead adjacent to caster up to level 6 flee in terror for 5 rounds. Passive Absorb Health Adept 400 80 / action Close Wounds Adept 360 130 Greater Ward Adept 340 60 / action Heal Other Repel Lesser Undead Turn Undead Adept 300 80 Per every action spent, drains 20 health from the target and heals the caster for 20 health. Must make a successful unarmed attack to initiate spell, spell is disrupted if the caster is not adjacent to the target at the end of the round. Stamina is also absorbed if the caster has the Respite perk. Heals the caster for 100 points. While sustained, increases armor rating by 80 points and negates up to 80 points of elemental or poison damage. Heals the target for 75 points, but not undead, atronachs or machines. Adept 330 110 Target undead up to level 13 will flee for 5 rounds. Active Adept 320 170 Passive Absorb Magicka Expert 700 0 Circle of Protection Expert 650 170 Expert Expert 680 650 250 260 Undead adjacent to caster up to level 8 flee in terror for 5 rounds. Per every action spent, drains 60 magicka from the target and transfers it to the caster. Must make a successful unarmed attack to initiate spell, spell is disrupted if the caster is not adjacent to the target at the end of the round or when the target is out of magicka. Creates a magical circle on the ground centered on the caster radius 4 hexes. Undead up to level 20 attempting to to enter the circle will become feared for 5 rounds. Duration is 5 rounds. Heals all allies adjacent to the caster for 200 points. Target undead up to level 20 will flee for 5 rounds. Passive Active Expert 660 350 Undead adjacent to caster up to level 16 flee in terror for 5 rounds. Passive Bane of the Undead Master 1200 1000 Guardian Circle Master 1220 710 Life Vortex Master 1500 200 / action Grand Healing Repel Undead Turn Greater Undead All undead within a 6 hex radius take 50 points fire damage, are staggered, and are feared for 5 rounds. Creates a magical circle on the ground centered on the caster radius 4 hexes. Undead up to level 35 attempting to to enter the circle will become feared for 5 rounds. Caster and all allies are healed 60 points per round spent in the circle. Duration is 10 rounds. Creates a cone shaped vortex of life stealing energy centered on the caster 5 hexes deep. Per every action spent, all enemies in the cone are drained 50 points health and the caster health is increased by 50 points. Health gained above maximum dissipates at the end of the round. Sustained Passive Sustained Passive Sustained Passive Passive Passive Sustained 45 Character Record Name Level / Current SKU’s Max Health: Max Stamina: Race Gender Max Magicka: Equipped? Age Current Movement: Name/ Effects Head Base x (1+0.004 x Skill) x Perks = Rating Base x (1+0.004 x Skill) x Perks = Rating Base x (1+0.004 x Skill) x Perks = Rating Base x (1+0.004 x Skill) x Perks = Rating Base x (1+0.004 x Skill) x Perks = Rating Name/ Effects Torso Shield Name/ Effects Hands Name/ Effects Feet Name/ Effects Head + Torso + Shield + Hands + Feet + Effects = Armour Rating Armour Rating + (Number of Equipped x 25) = D.R. 10 Weapons Name/ Effects Base Damage x (1+0.005xSkill) x Perks + Effects = Damage Weight Base Damage x (1+0.005xSkill) x Perks + Effects = Damage Weight Base Damage x (1+0.005xSkill) x Perks + Effects = Damage Weight Base Damage x (1+0.005xSkill) x Perks + Effects = Damage Weight Name/ Effects Name/ Effects Equipped LH Equipped RH Name/ Effects Known Spells: Blocking DR: Power Bash Damage: Greater Racial Power: Power Used Today: Unspent Skill XP: v0.55 Inventory Item 300 + (Max Stamina-100) 2 Currently Carried Weight: Faction Affiliations Properties Owned WT Enchantment = Max Encumbrance Septims (Currency): Charge Clothing & Jewelry Effects Necklace Circlet or Hood, may not be worn with Helmet Left Hand Ring Passive Spell / Potion Effects Robe or Clothes, may not be worn with Armour. 1 Effect Rounds Effect Rounds Effect Rounds Effect Rounds Effect Rounds 2 Right Hand Ring 3 4 Shoes, may not be worn with Armoured Boots 5 Resistance Ratings Fire + Permanent + = Temporary Rating (%) Permanent Permanent + Temporary Rating (%) Permanent Rating (%) Magic = Temporary Temporary: Choose either potion effect or Alteration spell effect. = Temporary Poison Poison Permanent Rating (%) Disease = + = Temporary Shock + Permanent: Choose one of racial bonus, armour set bonus, OR total of enchanted items. Frost + Rating (%) Permanent = Temporary Rating (%) Potions, Scrolls, Scrolls, & Food in Inventory Item Qty Item Qty Item Qty Item Qty Item Qty Item Qty Item Qty Item Qty Item Qty Item Qty Item Qty Item Qty Purchased Perks Used this Level? Archery Base + Effects = Current XP To Next Lvl Purchased Perks Used this Level? Blocking Base + Effects = Current XP To Next Lvl Purchased Perks Used this Level? Heavy Armour Base + Effects = Current XP To Next Lvl Purchased Perks Used this Level? One Handed Base + Effects = Current XP To Next Lvl Purchased Perks Used this Level? Smithing Base + Effects = Current XP To Next Lvl Purchased Perks Used this Level? Survival Base + Effects = Current XP To Next Lvl Purchased Perks Used this Level? Two Handed Base + Effects = Current XP To Next Lvl Purchased Perks Used this Level? Alchemy Base + Effects = Current XP To Next Lvl Purchased Perks Used this Level? Light Armour Base + Effects = Current XP To Next Lvl Purchased Perks Used this Level? Lockpicking Base + Effects = Current XP To Next Lvl Purchased Perks Used this Level? Notice Base + Effects = Current XP To Next Lvl Purchased Perks Used this Level? Pickpocket Base + Effects = Current XP To Next Lvl Purchased Perks Used this Level? Sneak Base + Effects = Current XP To Next Lvl Purchased Perks Used this Level? Speech Base + Effects = Current XP To Next Lvl Purchased Perks Used this Level? Alteration Base + Effects = Current XP To Next Lvl Purchased Perks Used this Level? Conjuration Base + Effects = Current XP To Next Lvl Purchased Perks Used this Level? Destruction Base + Effects = Current XP To Next Lvl Purchased Perks Used this Level? Enchanting Base + Effects = Current XP To Next Lvl Purchased Perks Used this Level? Illusion Base + Effects = Current XP To Next Lvl Purchased Perks Used this Level? Lore Base + Effects = Current XP To Next Lvl Purchased Perks Used this Level? Restoration Base + Effects = Current XP To Next Lvl