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
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Pickpocket
Base + Effects = Current
XP To Next Lvl
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Sneak
Base + Effects = Current
XP To Next Lvl
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Speech
Base + Effects = Current
XP To Next Lvl
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Alteration
Base + Effects = Current
XP To Next Lvl
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Conjuration Base + Effects = Current XP To Next Lvl
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Destruction
Base + Effects = Current
XP To Next Lvl
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Enchanting Base + Effects = Current XP To Next Lvl
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Illusion
Base + Effects = Current
XP To Next Lvl
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Lore
Base + Effects = Current
XP To Next Lvl
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Restoration
Base + Effects = Current
XP To Next Lvl