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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 |
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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 |
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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 |
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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 |
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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 |
 |
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 |
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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 |
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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 |
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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 |
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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 |
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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 |
Spells and spell effects are rated by Mastery
levels; you can only cast spells rated at
or below your current Mastery Level.
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Destruction |
Governing Attribute:
Willpower
Cast spells to inflict magical fire,
frost, and shock damage or reduce
resistances to magic attacks. |
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Alteration |
Cast spells to breathe
or walk on water, open locks, shield
from physical and magical damage,
and alter encumbrance.
Governing Attribute: Willpower
Trainers: |
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Illusion |
Governing Attribute:
Personality
Cast spells to charm, conceal, create
light, silence, paralyze, command,
or affect morale or aggressiveness.
|
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Conjuration |
Governing Attribute:
Intelligence
Cast spells to summon otherworldly
creatures, summon magical weapons
and armor, and turn the undead. |
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Mysticism |
Governing Attribute:
Intelligence
Cast spells that absorb, reflect,
and dispel magic, move objects, sense
life, and bind souls. |
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Restoration |
Cast spells to restore,
fortify, or absorb physical and magical
attributes, cure disease, and resist
magical attacks.
Governing Attribute: Willpower
Trainers: |
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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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