The Best Morrowind mods

The Elder Scrolls IV: Oblivion

SKILLS
As you rise in proficiency with skills, you gain skill perks at new mastery levels. Each skill has five trainers. Two are low-level trainers who can bring a given skill up to 40. Two are medium or 'advanced' trainers who can bring the skill up to 70. And one is a master trainer who can get it up to 100. The master trainer's identity is known only to the medium trainers in a discipline, and they'll reveal it and their location when your skill in that discipline gets to 70 and you ask them about "Training" in conversation.

The master may set you on a task or test before he or she trains you. Some of the conditions you may have already fulfilled, depending on the task or test requirements. Should you fail a test, you can retake it immediately, except for speechcraft which requires immediate success.

Master Lvl Skill points
Novice 0-24
Apprentice 25- 49
Journeyman 50-74
Expert 75-99
Master 100


COMBAT SKILLS
Block
Parry melee attacks with shields and weapons. Successful blocks reduce damage.

Governing Attribute:
Agility
Trainers:
Novice: Fatigued by blocking, and hand-to-hand blocking against weapons has no effect
Apprentice: No longer fatigued by blocking
Journeyman: Shield or weapon is no longer damaged when he blocks, and opponents may recoil when blocking with hand-to-hand
Expert: Blocking with a shield has a chance to do a knockback counterattack, stagggering the enemy if shield blow connects
Master: Blocking with a shield has an additional chance of disarming an enemy with a successful knockback counterattack


Armorer
Governing Attribute: Endurance
Maintain weapons and armor at top efficiency. Damaged weapons and armor are less effective.
Novice: cannot repair magic items
Apprentice: repair hammers last twice as long
Journeyman: can repair magic items
Expert: can repair items beyond their highest condition (to 125%). These Expert-improved weapons do extra damage, and Expert-improved armor protects more
Master: never breaks repair hammers; one hammer lasts a lifetime


Heavy Armor
Governing Attribute: Endurance
Make more effective use of Iron, Steel, Dwarven, Orcish, Ebony, and Daedric armors
Novice: Heavy armor degrades rapidly with use (150% of normal rate)
Apprentice: Heavy armor degrades at normal rate
Journeyman: heavy armor degrades at a 50% slower rate
Expert: equipped heavy armor only encumbers by 50%
Master: equipped heavy armor doesn't encumber at all


Blunt
Governing Attribute: Strength
Deliver the crushing blows of mace and axe weapons more effectively
Novice: does a basic power attack with a damage bonus in all directions
Apprentice: gains damage bonuses with the Mastery Standing Power Attack
Journeyman: gains the Mastery Left and Right Power Attacks and has a chance to disarm
Expert: gains a Mastery Backwards Power Attack and gains a chance of a knockdown
Master: gains a Mastery Forward Power Attack with a chance to paralyze


Blade
Governing Attribute: Strength
Deliver the slashing and thrusting attacks of dagger and sword weapons more effectively
Novice: does a basic power attack with a damage bonus in all directions
Apprentice: gains damage bonuses with the Mastery Standing Power Attack
Journeyman: gains the Mastery Left and Right Power Attacks and has a chance to disarm
Expert: gains a Mastery Backwards Power Attack and gains a chance of a knockdown
Master: gains a Mastery Forward Power Attack with a chance to paralyze


Hand to Hand
Governing Attribute: Strength
Attack without weapons to damage and fatigue opponents
Novice: does a basic power attack with a damage bonus in all directions
Apprentice: gains damage bonuses with the Mastery Standing Power Attack
Journeyman: gains the Mastery Left and Right Power Attacks and has a chance to disarm
Expert: gains a Mastery Backwards Power Attack and gains a chance of a knockdown
Master: gains a Mastery Forward Power Attack with a chance to paralyze


Athletics
Run and swim faster, and regenerate lost fatigue faster

Governing Attribute: Speed
Trainers:
Novice: regenerates fatigue slowly when running
Apprentice: regenerates fatigue 25% faster when running
Journeyman: regnerates fatigue 50% faster when running
Expert: regenerates fatigue 75% faster when running
Master: running never reduces regeneration of fatigue


STEALTH SKILLS
Light Armor
Governing Attribute: Speed
Make more effective use of Fur, Leather, Chainmail, Mithril, Elven, and Glass armors
Novice: Light armor degrades rapidly with use (150% of normal rate)
Apprentice: Light armor degrades at normal rate
Journeyman: Light armor degrades at a 50% slower rate
Expert: equipped light armor only encumbers by 50%
Master: equipped light armor doesn't encumber at all


Security
Governing Attribute: Agility
Use lockpicks to open locked doors and containers
Novice: as many as 4 tumblers will fall when they fail and break a pick
Apprentice: as many as 3 tumblers will fall when they fail and break a pick
Journeyman: as many as 2 tumblers will fall when they fail and break a pick
Expert: only 1 tumbler will fall when they fail and break a pick
Master: no tumblers will fall when they fail and break a pick


Sneak
Governing Attribute: Agility
Pick pockets and move unseen and unheard by observers
Novice: gains a 4x damage bonus for one-handed weapon and hand-to-hand, and a 2x damage bonus for marksman attacks when undetected
Apprentice: gains a 6x damage bonus for one-handed weapon and hand-to-hand, and a 3x damage bonus for marksman attacks when undetected
Journeyman: receives no penalty to his chance of detection while sneaking for the weight of his boots
Expert: receives no penalty to his chance of detection while sneaking for moving while sneaking
Master: attack on an opponent ignores armor rating when undetected


Acrobatics
Jump long distances and avoid damage when falling great distances

Governing Attribute: Speed
Trainers: Low-level trainers are Quill-Weave in Anvil, and Ida Vlinorman in the Elven Gardens of Imperial City. The medium trainers are Tsrava, who lives at J'Bari's house in Leyawiin, and Ganredhel in the southeast corner of Cheydinhal. The master trainer is Torbern in the northern foothills of the Valus mountains in Cyrodiil.
Novice: cannot attack when jumping or falling
Apprentice: can make normal attacks (not power attacks) when jumping or falling
Journeyman: gains the Dodge ability and can hold block and jump in a direction to do a quick avoidance roll
Expert: fatigue loss for jumping is reduced 50%
Master: gains the Water Jump ability and with precise timing, can jump off the surface of water


Marksman
Governing Attribute: Agility
Deliver more deadly ranged attacks with bow and arrow weapons
Novice: fatigued while holding a bow drawn back
Apprentice: has no fatigue cost for holding his bow drawn back
Journeyman: holding Block while the bow is drawn has a Zoom abililty
Expert: arrow attacks have a chance of knocking the target down
Master: arrow attacks have a chance of paralyzing the target


Mercantile
Governing Attribute: Personality
Get better deals when buying or selling goods
Novice: value of items sold is reduced by the worn condition of the item
Apprentice: value of the items sold is not affected by the worn condition
Journeyman: can buy and sell any object to any vendor, even if he normally doesn't deal in that type of wares
Expert: can invest in a shop, giving the merchant money to permanently increase his shop's available gold by 500
Master: all shops in the world always have 500 more gold available for barter


Speechcraft
Governing Attribute: Personality
Use speech to persuade listeners to like and trust you
Novice: can offer bribes to increase the dispositions of some persons
Apprentice: gains a free rotation of the wedge in the Persuasion Menu
Journeyman: The Falling-Disposition timer in the Persuasion minigame is 50% slower
Expert: Disposition from "Hate it" results in the minigame are reduced from -150% to -100%
Master: Bribes cost half as much



MAGIC SKILLS
Spells and spell effects are rated by Mastery levels; you can only cast spells rated at or below your current Mastery Level.


Destruction
Governing Attribute: Willpower
Cast spells to inflict magical fire, frost, and shock damage or reduce resistances to magic attacks.

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

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

Conjuration
Governing Attribute: Intelligence
Cast spells to summon otherworldly creatures, summon magical weapons and armor, and turn the undead.

Mysticism
Governing Attribute: Intelligence
Cast spells that absorb, reflect, and dispel magic, move objects, sense life, and bind souls.


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


Alchemy
Governing Attribute: Intelligence
Trainers: Low-level trainers are Felen Relas at the Anvil Mage Guild and S'drassa at the Leyawiin Mages Guild. Medium trainers are Ardaline at the Bravil Mages Guild and Brotch Calus in Talos. The master trainer is Sinderion in the cellar of the West Weald Inn at Skingrad. He will only train you in exchange for bottles of Tamika and Surilie wine.
Novice: recognizes only the first of four potential alchemical properties of a substance
Apprentice: recognizes two of four potential alchemical properties of a substance
Journeyman: recognizes three of four potential alchemical properties of a substance
Expert: recognizes all alchemical properties of a substance
Master: can make potions from a single ingredient

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