Skills and Perks - azraerl/serenity GitHub Wiki
Alchemy is the art of creating magical potions, extracts and deadly poisons.
Increasing your Alchemy skill makes your crafted potions more effective.
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Alchemical Lore 1
Prerequisites: None
Description: You've acquired basic alchemical insights and understand how to work with a laboratory. Thus, you can now craft your own potions and poisons.
Effect: Your crafted potions are 25% better. You can craft potions if you do not have a racial proficiency for Alchemy. Allows you to craft Blood-Conserving Phials at a smelter if you are a vampire and also have the Craftsmanship perk.
Alchemical Lore 2
Prerequisites: Alchemical Lore 1
Description: Through obscure knowledge, you now can enhance your mixtures and craft alchemistic powders at a smelter. Besides, your sensory organs have become very keen. Thus, you determine all the alchemical properties of consumed ingredients.
Effect: Your crafted potions are 50% more effective. Eating an ingredient reveals all of its effects. 50% chance of harvesting additional ingredients until you take the Improved Elixirs perk, at which point it becomes 100%. If you have Catalysis 1 but not Immunization, 50% chance of harvesting additional ingredients. If you have Immunization, 100% chance of harvesting additional ingredients. Allows you to craft Powders of Flames, Ice, and Storms at a smelter. Replaces the effects of Alchemical Lore 1.
Improved Elixirs
Prerequisites: 25 Alchemy, Alchemical Lore 1
Description: Having refined the brewing process, you are now able to improve the effects of all your elixirs.
Effect: All crafted beneficial potions are 25% better. Potions that restore health, magicka, or stamina are an additional 25% better.
Night Vision
Prerequisites: 25 Alchemy, Improved Elixirs, Sabrecat Eye in your inventory
Description: Having altered your body with extracts from a sabrecat eye, you can now make your eyes see in the dark at will.
Effect: Gives you a Night Vision lesser power. Removes the sabrecate eye from your inventory.
Concentrated Poisons
Prerequisites: 25 Alchemy, Improved Elixirs, Alchemical Lore 1
Description: Your experience in the obscure alchemical arts allows you to concentrate your poisons. Thus, you can make most of them last longer before they need to be reapplied.
Effect: Frenzy and fear poisons gain an additional dose per usage every 50 levels of Alchemy. All other posions except for paralysis ones gain an additional dose per usage every 20 levels of Alchemy.
Regeneration
Prerequisites: 50 Alchemy, Improved Elixirs, and Troll Fat, Slaugherfish Eggs, and Spriggan Sap in your inventory.
Description: Having altered your body with extracts from troll fat, slaughterfish eggs and spriggan sap, you're now able to regenerate your body, and do so even more rapidly when you are immersed in water.
Effect: You regenerate 1 health per second at all times and an additional 5 health per second while swimming. Remove a troll fat, slaughterfish eggs, and spriggan sap from your inventory. Dos not function if taken as a vampire.
Catalysis 1
Prerequisites: 50 Alchemy, Improved Elixirs
Description: You've started experimenting with a catalyst that increases the yield of the brewing process.
Effect: 33% chance of crafting two potions from one set of ingredients.
Catalysis 2
Prerequisites: 100 Alchemy, Catalysis 1
Description: You've perfected the catalyst. Thereby, you can craft double the amount of mixtures with the same amount of ingredients.
Effect: 100% chance of crafting two potions from one set of ingredients. Replaces the bonus from Catalysis 1.
Improved Poisons
Prerequisites: 50 Alchemy, Concentrated Poisons
Description: By adding small amounts of truly horrifying ingredients, you are able to make your poisons more potent.
Effect: Your crafted poisons are 25% better.
Immunization
Prerequisites: 75 Alchemy, Catalysis 1, Improved Poisons
Description: You've discovered a way to make your body more resilient to all kinds of diseases and poisons.
Effect: +50% disease resistance and +25% poison resistance.
Fortified Muscles
Prerequisites: 75 Alchemy, Immunization, and Troll Fat and Mammoth Heart in your inventory
Description: Having altered your body with extracts from troll fat and a mammoth heart, you've become more resilient to harm.
Effect: +100 health, +100 stamina, and +50% stamina regeneration (which does not prevent the stamina drain from running). Removes a troll fat and mammoth heart from your inventory.
Alchemical Intellect
Prerequisites: 100 Alchemy, Immunization, and a Daedra Heart and Ectoplasm in your inventory
Description: Having altered your body with extracts from a Dremora's Heart and Ectoplasm, your mind has transcended mortal limits, expanding your magicka and improving your spell casting.
Effect: All spells have +5% magnitude and duration and cost 5% less to cast. +150 magicka and +3 magicka regenerated per second. Removes a daedra heart and ectoplasm from your inventory.
Purification Process
Prerequisites: 100 Alchemy, Immunization
Description: You've found a method to eliminate disadvantages from your mixtures and to make all of them even more potent.
Effect: Removes beneficial effects from poisons and negative effects from potions. All crafted potions are 20% better. All beneficial potions are an additional 50% better. Potions that restore health, magicka, or stamina are an additional 50% better. All potions are an additional 50% better.
Drunken Combat 1
Prerequisites: None
Description: Alcohol pumps you up, boosting your melee combat abilities. Also gain resistance to poison at all times. [while on alcohol, +1 stamina regeneration, +3% movement speed, melee damage x 1.03, +10% passive poison resist]
Effect: As the description says. Also removes the blurry vision effect from drinking alcohol.
Drunken Combat 2
Prerequisites: Character Level 15, Drunken Combat 1
Description: Alcohol pumps you up, boosting your melee combat abilities. Also gain resistance to poison at all times. [while on alcohol, +1.5 stamina regeneration, +6% movement speed, melee damage x 1.06, +20% passive poison resist]
Effect: As the description says. Also removes the blurry vision effect from drinking alcohol. Replaces bonus form Drunken Combat 1.
Drunken Combat 3
Prerequisites: Character Level 30, Drunken Combat 2
Description: Alcohol pumps you up, boosting your melee combat abilities. Also gain resistance to poison at all times. [while on alcohol, +2 stamina regeneration, +10% movement speed, melee damage x 1.1, +30% passive poison resist]
Effect: As the description says. Also removes the blurry vision effect from drinking alcohol. Replaces bonus form Drunken Combat 2.
The School of Alteration involves the manipulation of the physical world and its natural properties.
Increasing your Alteration skill reduces the cost of your Alteration spells and improves their effectiveness depending your perks.
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Novice Alteration
Prerequisites: None
Description: You've taught yourself a few Novice level spells and learned how to cast them with decreased effort while your newfound knowledge also allows you to augment all Alteration spells.
Effect: Novice level Alteration spells cost 55% less to cast. Learn 2 novice level Alteration level spells of your choice. All Alteration spells have their magnitude and/or duration increased by (0.01 * Alteration Skill)%.
Apprentice Alteration
Prerequisites: 25 Alteration, Novice Alteration
Description: By pursuing your apprenticeship in Alteration, you've gained knowledge of Apprentice level spells which you now augment while casting them with less effort.
Effect: Apprentice level Alteration spells cost 55% less to cast. Learn 2 apprentice level Alteration level spells of your choice. All Alteration spells that are apprentice level or above have their magnitude and/or duration increased by (0.02 * Alteration Skill)%. This bonus replaces the one from Novice Alteration for all applicable spells.
Adept Alteration
Prerequisites: 50 Alteration, Apprentice Alteration
Description: By advancing further into the school of Alteration, you've gained some Adept level spells and learned how to augment and cast spells of this rank more easily.
Effect: Adept level Alteration spells cost 55% less to cast. Learn 2 adept level Alteration level spells of your choice. All Alteration spells that are adept level or above have their magnitude and/or duration increased by (0.03 * Alteration Skill)%. This bonus replaces the one from Apprentice Alteration for all applicable spells.
Expert Alteration
Prerequisites: 75 Alteration, Adept Alteration
Description: You've unlocked almost every secret in the school of Alteration and you've acquired some Expert level spells. You can now cast spells of this level easier and augment them to an almost otherworldly extent.
Effect: Expert level Alteration spells cost 55% less to cast. Learn 2 expert level Alteration level spells of your choice. All Alteration spells that are expert level or above have their magnitude and/or duration increased by (0.04 * Alteration Skill)%. This bonus replaces the one from Adept Alteration for all applicable spells.
Master Alteration
Prerequisites: 100 Alteration, Expert Alteration
Description: Your knowledge of Alteration has become all-encompassing. You taught yourself a Master level spell and you can cast the most complex spells from this school with less effort while augmenting them beyond mortal limits.
Effect: Master level Alteration spells cost 55% less to cast. Learn 1 master level Alteration level spell of your choice. All Alteration spells that are master level have their magnitude and/or duration increased by (0.05 * Alteration Skill)%. This bonus replaces the one from Expert Alteration for all applicable spells.
Aeromancy 1
Prerequisites: 25 Alteration, Novice Alteration
Description: You are now able to intensify the force of all your wind spells.
Effect: Wind spells have +15% magnitude.
Aeromancy 2
Prerequisites: 50 Alteration, Aeromancy 1
Description: You are now able to greatly intensify the force of all your wind spells.
Effect: Wind spells have +30% magnitude. Replaces the bonus from Aeromancy 1.
Aeromantic Strength
Prerequisites: 75 Alteration, Aeromancy 1
Description: Your wind spells are now able to throw all but the strongest of targets.
Effect: Adept and expert level wind spells can now send enemies flying or greatly stagger them. Enemies that have 50 or more magic resistance or are immune to Unrelenting Force are immune.
Aeromantic Mastery
Prerequisites: 100 Alteration, Aeromantic Strength
Description: Your wind spells are now able to stagger or throw any target.
Effect: Whirlwind cloak and expert and master level wind spells send enemies flying or greatly stagger them.
Empowered Alterations
Prerequisites: 25 Alteration, Novice Alteration
Description: You learned how to empower Alteration spells. Thus, you now can overcharge their effects into even more powerful, longer lasting versions.
Effect: Allows you to dual-cast Alteration spells, which generally multiplies their duration and/or magnitude by 2.25x while making the spell cost twice as much.
Improved Mage Armor
Prerequisites: 25 Alteration, Apprentice Alteration
Description: You've mastered the art of casting armor spells. Their effect is maximized when you don't wear any distracting armor.
Effect: Mage armor spells give significantly more armor rating as long as you aren't wearing any actual armor.
Magic Resistance 1
Prerequisites: 25 Alteration, Apprentice Alteration
Description: You're able to block a part of a dangerous spell's effect.
Effect: +10% magic resistance.
Magic Resistance 2
Prerequisites: 50 Alteration, Magic Resistance 1
Description: You are able to block more of a dangerous spell's effect.
Effect: +20% magic resistance. Replaces the effect of Magic Resistance 1.
Magic Resistance 3
Prerequisites: 75 Alteration, Magic Resistance 2
Description: You are able to block even more of a dangerous spell's effect.
Effect: +30% magic resistance. Replaces the effect of Magic Resistance 2.
Stability
Prerequisites: 50 Alteration, Adept Alteration
Description: You've become exceptionally good at making your alteration spells more stable. Thus, they now last longer.
Effect: Alteration spells have +50% duration.
Metamagical Thesis
Prerequisites: 75 Alteration, Stability
Description: Your knowledge of the very fabric of magic itself allows you to cast any spell of any school with decreased effort.
Effect: All spells cost 10% less to cast.
Metamagical Empowerment
Prerequisites: 100 Alteration, Metamagical Thesis
Description: Having delved even deeper in metamagical lore, you can cast any spell more effectively and augment all other magical effects.
Effect: All spells have +20% magnitude and duration.
Spell Armor
Prerequisites: 75 Alteration, Expert Alteration
Description: You've expanded the versatility of your Mage Armor spells by enabling them to also decrease incoming elemental damage.
Effect: While you have an active mage armor spell, you take 15% less damage from fire, frost, and shock spells. (NOTE: This does NOT give you resistances, it is a separate multiplier.)
Magical Absorbtion
Prerequisites: 100 Alteration, Expert Alteration
Description: You've mastered the art of absorbing Magicka from incoming spells, and are now able to fully absorb their power from time to time.
Effect: +30% spell absorption chance.
Hemomancer 1
Prerequisites: 25 Alteration, Novice Alteration
Description: You are now able to intensify the strength of your drain life spells.
Effect: +15% magnitude to all drain life spells.
Hemomancer 2
Prerequisites: 50 Alteration, Hemomancer 1
Description: You are now able to greatly intensify the strength of your drain life spells.
Effect: +30% magnitude to all drain life spells. Replaces bonus from Hemomancer 1.
Drain Strength
Prerequisites: 75 Alteration, Hemomancer 1
Description: Your drain life spells now sap the strength from your foes, draining stamina as well.
Effect: As the description says. Does not apply to the spell Absorbing Beam.
Drain Willpower
Prerequisites: 100 Alteration, Drain Strength
Description: Your drain life spells now sap the willpower from your foes, draining magicka as well.
Effect: As the description says. Does not apply to the spells Absorbing Beam, Absorbing Blast, and Absorbing Ray.
Unskilled Spellcasting 1
Prerequisites: None
Description: Having learned over the shoulders, you can cast some spells that you are not very skilled at. [spell cost x 0.5, spell magnitude and duration x (1 + 0.005 x skill level), for spells up to Novice tier]
Effect: As the description says.
Unskilled Spellcasting 2
Prerequisites: Character Level 15, Unskilled Spellcasting 1
Description: Having learned over the shoulders, you can cast some spells that you are not very skilled at. [spell cost x 0.5, spell magnitude and duration x (1 + 0.005 x skill level), for spells up to Apprentice tier]
Effect: As the description says.
Unskilled Spellcasting 3
Prerequisites: Character Level 30, Unskilled Spellcasting 2
Description: Having learned over the shoulders, you can cast some spells that you are not very skilled at. [spell cost x 0.5, spell magnitude and duration x (1 + 0.005 x skill level), for spells up to Adept tier]
Effect: As the description says.
Willpower 1
Prerequisites: None
Description: Your strong willpower provides resistance to harmful magic. [+5% magic resist, when Magic Resistance perk is not taken]
Effect: As the description says.
Willpower 2
Prerequisites: Character Level 15, Willpower 1
Description: Your strong willpower provides resistance to harmful magic. [+10% magic resist, when Magic Resistance perk is not taken]
Effect: As the description says.
Willpower 3
Prerequisites: Character Level 30, Willpower 2
Description: Your strong willpower provides resistance to harmful magic. [+15% magic resist, when Magic Resistance perk is not taken]
Effect: As the description says.
Metamagic 1
Prerequisites: None
Description: By focusing on your Magicka, you can alter the effects of your spells in cost of more Magicka used to cast them. [Overpowered (magnitude), Extended (duration), Distant (range), Silenced (noise)]
Effect: Gives you 4 lesser powers that allow you to toggle between each mode. You can only have one mode active at a time. Overpowered spells cost 50% more but have 10% higher magnitude. Extended spells cost 50% more but have 10% longer duration. Distant spells have 2.25x range but cost 50% more. Silenced spells cost 100% more but make no noise as long as you are sneaking and not detected.
Metamagic 2
Prerequisites: Character Level 15, Metamagic 1
Description: By focusing on your Magicka, you can alter the effects of your spells in cost of more Magicka used to cast them. [Overpowered (magnitude), Extended (duration), Distant (range), Silenced (noise)]
Effect: Overpowered spells now have 20% higher magnitude. Extended spells now have 20% longer duration. Distant spells now have 3.5x range. Silenced spells now only cost 75% more.
Metamagic 3
Prerequisites: Character Level 30, Metamagic 2
Description: By focusing on your Magicka, you can alter the effects of your spells in cost of more Magicka used to cast them. [Overpowered (magnitude), Extended (duration), Distant (range), Silenced (noise)]
Effect: Overpowered spells now have 30% higher magnitude. Extended spells now have 30% longer duration. Distant spells now have 5x range. Silenced spells now only cost 50% more.
Blocking reflects a warrior's skill in parrying and deflecting blows and his aptitude with a shield.
Increasing your Block skill increases the amount of damage you can block and reduces the stamina cost from blocking.
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Improved Blocking
Prerequisites: None
Description: You strengthened your shield arm and trained to parry blows a little. Thus you can block somewhat better.
Effect: You block 25% more damage.
Experienced Blocking
Prerequisites: 20 Block, Improved Blocking
Description: With weapon or shield you can block almost any blow with rock-solid confidence. Additionally, when blocking a hit you feel the adrenaline rushing through your veins, recovering a small amount of stamina.
Effect: You block 20% more damage. You gain 12 stamina after blocking a physical attack.
Strong Grip
Prerequisites: 15 Block, Improved Blocking
Description: You have honed your defensive movements to perfection. Therefore, blocking will no longer slow you down, and your shield is more protective.
Effect: You block 40% more damage. While blocking, you take 50% less damage from arrows. Your shield weighs 50% less and has a 25% higher armor rating.
Elemental Protection
Prerequisites: 50 Block, Strong Grip
Description: You've learned how to block damaging spells so that you can now increase your resistance against them when blocking with a shield.
Effect: While blocking with a shield, you take 50% less damage from fire, frost, and shock spells. If you have a shield equipped but are not blocking, you take 25% less damage from fire, frost, and shock spells.
Defensive Stance
Prerequisites: 75 Block, Elemental Protection
Description: You have honed your defensive movements to perfection. Therefore, blocking incoming attacks will no longer slow you down.
Effect: You can run while blocking. Your shield has a 20% higher armor rating, and weighs half as much.
Powerful Bashes
Prerequisites: 25 Block, Improved Blocking
Description: By gathering your strength for a short while, you can perform a much more powerful bash. Bashing an enemy like this with your shield or the pommel of your weapon will likely put him off balance.
Effect: Allows you to power bash, which is likely to stagger human-sized enemies.
Overpowering Bashes
Prerequisites: 50 Block, Powerful Bashes
Description: When you put all of your power into your shield bashes, you will often overpower your foes. They will be staggered much more now and likely will even trip and fall.
Effect: Power bashes with a shield have a chance to knock down enemies. This chance depends on the mass of yourself and the target.
Disarming Bash
Prerequisites: 75 Block, Overpowering Bashes
Description: Sometimes, when you put all your strength into your bashes your foes drop their weapon because of the pain.
Effect: Power bashes have a chance to disarm an enemy. This only seems to function if the enemy is hit while attacking.
Unstoppable Charge
Prerequisites: 100 Block, Defensive Stance, Disarming Bash
Description: When bull rushing with your shield raised, you are nearly invulnerable to physical and elemental damage. In addition to likely being knocked down, enemies will also suffer serious wounds from the impact itself.
Effect: You can sprint while blocking. If you are sprinting while blocking with a shield, you take 50% less damage from physical attacks and fire, frost, and shock spells. Your shield bashes do 50% more damage. If you bullrush an enemy with a shield, it does more damage.
Shield Strike 1
Prerequisites: 25 Block, Improved Blocking
Description: You can use your shield more offensively, using it as a deadly weapon. Shield bash damage x 1.5, fortify block increases shield bash damage, -3 shield bash stamina cost.
Effect: As the description says.
Shield Strike 2
Prerequisites: 50 Block, Shield Strike 1
Description: You can use your shield more offensively, using it as a deadly weapon. Shield bash damage x 1.75, fortify block increases shield bash damage, -6 shield bash stamina cost.
Effect: As the description says.
Shield Strike 3
Prerequisites: 75 Block, Shield Strike 2
Description: You can use your shield more offensively, using it as a deadly weapon. Shield bash damage x 2, fortify block increases shield bash damage, -10 shield bash stamina cost.
Effect: As the description says.
Torch Combat 1
Prerequisites: None
Description: You can use your torch more effectively in combat, causing stronger burns and blocking frost damage. [+2 light fire damage, +7 power bash fire damage, power bash staggers, +5% frost resist with torch equipped]
Effect: As the description says.
Torch Combat 2
Prerequisites: Character Level 15, Torch Combat 1
Description: You can use your torch more effectively in combat. Torch bashes do more damage and can put enemy off balance better.
Effect: +10% frost resist with a torch equipped, +4 light fire damage, +14 power bash fire damage. Replaces bonus from Torch Combat 1.
Torch Combat 3
Prerequisites: Character Level 30, Torch Combat 2
Description: You can use your torch more effectively in combat. Torch bashes do more damage and can put enemy off balance better.
Effect: +15% frost resist with a torch equipped, +7 light fire damage, +22 power bash fire damage. Replaces bonus from Torch Combat 2.
The maximum amount of physical damage you can block is 90%. Before any other factors are taken into account, weapons block 50% of damage and shields block 70% of damage. Blocking a power attack multiplies your % blocked by 0.7.
Your block skill improves the % blocked, as does the armor rating of the shield or the damage of the weapon.
If you are using a shield and have the Improved Blocking, Experienced Blocking, and Strong Grip perks, your block % is at least 70% * 1.25 * 1.4 * 1.2 = 147%, which is then capped at 90%. Even if you are blocking a power attack, your block % is 147% * 0.7 = 103%, which is still above the cap. For this reason, fortify block effects are actually of little value to a shield user, unless you want to skip one of these perks or you take the Shield Strike perks to improve bashing damage.
The School of Conjuration governs both Necromancy and summoning entities from the realms of Oblivion.
Increasing your Conjuration skill reduces the cost of your Conjuration spells and improves their effectiveness depending your perks.
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Novice Conjuration
Prerequisites: None
Description: You've taught yourself a few Novice level spells and learned how to cast them with decreased effort while your newfound knowledge also allows you to augment all Conjuration spells.
Effect: Novice level Conjuration spells cost 55% less to cast. Learn 2 novice level Conjuration level spells of your choice. All Conjuration spells have their magnitude and/or duration increased by (0.01 * Conjuration Skill)%.
Apprentice Conjuration
Prerequisites: 25 Conjuration, Novice Conjuration
Description: By pursuing your apprenticeship in Conjuration, you've gained knowledge of Apprentice level spells which you now augment while casting them with less effort.
Effect: Apprentice level Conjuration spells cost 55% less to cast. Learn 2 apprentice level Conjuration level spells of your choice. All Conjuration spells that are apprentice level or above have their magnitude and/or duration increased by (0.02 * Conjuration Skill)%. This bonus replaces the one from Novice Conjuration for all applicable spells.
Adept Conjuration
Prerequisites: 50 Conjuration, Apprentice Conjuration
Description: By advancing further into the school of Conjuration, you've gained some Adept level spells and learned how to augment and cast spells of this rank more easily.
Effect: Adept level Conjuration spells cost 55% less to cast. Learn 2 adept level Conjuration level spells of your choice. All Conjuration spells that are adept level or above have their magnitude and/or duration increased by (0.03 * Conjuration Skill)%. This bonus replaces the one from Apprentice Conjuration for all applicable spells.
Expert Conjuration
Prerequisites: 75 Conjuration, Adept Conjuration
Description: You've unlocked almost every secret in the school of Conjuration and you've acquired some Expert level spells. You can now cast spells of this level easier and augment them to an almost otherworldly extent.
Effect: Expert level Conjuration spells cost 55% less to cast. Learn 2 expert level Conjuration level spells of your choice. All Conjuration spells that are expert level or above have their magnitude and/or duration increased by (0.04 * Conjuration Skill)%. This bonus replaces the one from Adept Conjuration for all applicable spells.
Master Conjuration
Prerequisites: 100 Conjuration, Expert Conjuration
Description: Your knowledge of Conjuration has become all-encompassing. You taught yourself a Master level spell and you can cast the most complex spells from this school with less effort while augmenting them beyond mortal limits.
Effect: Master level Conjuration spells cost 55% less to cast. Learn 1 master level Conjuration level spell of your choice. All Conjuration spells that are master level have their magnitude and/or duration increased by (0.05 * Conjuration Skill)%. This bonus replaces the one from Expert Conjuration for all applicable spells.
Mystic Binding
Prerequisites: 25 Conjuration, Novice Conjuration
Description: You've become very skilled in binding weapon-shaped daedra from Oblivion. Thereby, bound weapons are stronger and longer-lasting.
Effect: Base duration for all bound weapon spells is increased by 60 seconds. Bound weapons do more damage. Bound arrows do more damage and have better armor penetration.
Mystic Maelstrom
Prerequisites: 50 Conjuration, Mystic Binding
Description: You've improved your ability to bind weapon-shaped daedra from Oblivion. Thereby, bound weapons are stronger and longer-lasting.
Effect: Base duration for all bound weapon spells is increased by 60 seconds. Bound weapons do more damage. Bound arrows do more damage and have better armor penetration.
Mystic Banishment
Prerequisites: 75 Conjuration, Mystic Maelstrom
Description: You've greatly improved your ability to bind weapon-shaped daedra from Oblivion. Thereby, bound weapons are stronger and longer-lasting.
Effect: Base duration for all bound weapon spells is increased by 60 seconds. Bound weapons do more damage. Bound arrows do more damage and have better armor penetration.
Mystic Disruption
Prerequisites: 100 Conjuration, Mystic Banishment
Description: You've perfected your ability to bind weapon-shaped daedra from Oblivion. Thereby, bound weapons are stronger and longer-lasting.
Effect: Base duration for all bound weapon spells is increased by 60 seconds. Bound weapons do more damage. Bound arrows do more damage and have better armor penetration.
Necromancy
Prerequisites: 25 Conjuration, Novice Conjuration
Description: You've developed a knack for making the dead serve your commands. Therefore, all spells that summon or raise the dead and ghosts last longer and can raise more powerful entities.
Effect: Spells that summon undead creatures last 50% longer. The level cap for spells that raise the dead is 3 times higher. Spells that raise the dead last 10 times longer.
Ritualism
Prerequisites: 50 Conjuration, Necromancy
Description: Your knowledge of the realms of the dead surpasses that of many and decreases the effort needed to raise or summon the dead and ghosts.
Effect: Spells that summon the undead or raise the dead cost 25% less to cast.
Dark Infusion
Prerequisites: 75 Conjuration, Ritualism
Description: By infusing your undead creations with dark energies, you are able to make them stronger and more resilient. You can even prevent your creations from decaying to dust.
Effect: Reanimated creatues no longer turn to dust and have 350 more health, more elemental resistances, and do 50 more damage with unarmed attacks.
Summoner's Insight
Prerequisites: 25 Conjuration, Novice Conjuration
Description: You've learned how to empower Conjuration spells. Thus, you can now make them last longer in this realm.
Effect: You can dual-cast Conjuration spells, which generally multiplies their magnitude and/or duration by 2.25x while increasing their cost by 2x.
Cognitive Flexibility 1
Prerequisites: 50 Conjuration, Summoner's Insight
Description: You have practiced the mental ability of maintaining two summons at the same time. This power extends to controlling any type of conjured or conceived entity, even outside the school of Conjuration.
Effect: You can have 1 extra summoned or raised creature active at a time.
Cognitive Flexibility 2
Prerequisites: 100 Conjuration, Cognitive Flexibility 1
Description: You have mastered the art of Cognitive Flexibility, a trait of only the most accomplished Summoners throughout history. You can now control three summons, of any type, simultaneously.
Effect: You can have 1 extra summoned or raised creature active at a time.
Stabilized Binding
Prerequisites: 25 Conjuration, Novice Conjuration
Description: Having studied the barriers that divide the planes of existence, you can make your summoned daedra and spirits last longer in this realm.
Effect: Spells that summon daedra or spirits last 50% longer.
Spiritual Binding
Prerequisites: 35 Conjuration, Stabilized Binding
Description: Your knowledge of Oblivion's spiritual aspects increases the strength of all your summoned spirits.
Effect: Summoned spirits are stronger, generally giving them more health, damage, and armor.
Extended Binding
Prerequisites: 50 Conjuration, Spiritual Binding
Description: You've perfected your spells' formulae to summon daedra and spirits, and are now able to cast them more easily and further away.
Effect: Spells that summon daedra and spirits cost 25% less to cast and have a 5x longer range.
Elemental Binding
Prerequisites: 75 Conjuration, Extended Binding
Description: Your knowledge of Oblivion's elemental aspects increases the strength of all your summoned Atronachs while the highest level rituals will conjure Thralls that are immune to Banishment and Control spells.
Effect: Summoned atronachs are stronger, generally giving them more health and damage. Summoned thralls are stronger as well and have higher character level, making them immune to banish and control spells.
The distinction between undead and spirit summon spells is important for determining which perks improve its effect. If the spell has the word "spirit" in the name, it generally summons a spirit and if the spell has "ghostly" or "spectral" in the name it generally summons an undead creature. However, a number of the spells from Expanded Grimoire do not follow this convention. For that reason, here is a list of all spells in each category.
Undead: Spectral Archer, Spectral Warrior, Ghostly Dragonpriest, Spectral Warhound, Skeletal Hero, Skeletal Soldier, Skeletal Archer, Skeletal Warlock, Wrathman, Mistman, Boneman
Spirit: Spirit Wolf, Spirit Steed, Spirit Bear, Spirit Mudcrab, Spirit Sabrecat, Spirit Troll, Spirit Werewolf, Spirit Ice Wraith, Ghostly Knight, Ghostly Ebony Knight, Ghostly Draconic Knight, Corrupted Shade, Wispmother, Corrupted Lich
The School of Destruction involves harnessing of fire, frost, shock and other forces that undo creation.
Increasing your Destruction skill reduces the cost of your Destruction spells and improves their effectiveness depending your perks.
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Novice Destruction
Prerequisites: None
Description: You've taught yourself a few Novice level spells and learned how to cast them with decreased effort while your newfound knowledge also allows you to augment all Destruction spells.
Effect: Novice level Destruction spells cost 55% less to cast. Learn 2 novice level Destruction level spells of your choice. All Destruction spells have their magnitude and/or duration increased by (0.01 * Destruction Skill)%.
Apprentice Destruction
Prerequisites: 25 Destruction, Novice Destruction
Description: By pursuing your apprenticeship in Destruction, you've gained knowledge of Apprentice level spells which you now augment while casting them with less effort.
Effect: Apprentice level Destruction spells cost 55% less to cast. Learn 2 apprentice level Destruction level spells of your choice. All Destruction spells that are apprentice level or above have their magnitude and/or duration increased by (0.02 * Destruction Skill)%. This bonus replaces the one from Novice Destruction for all applicable spells.
Adept Destruction
Prerequisites: 50 Destruction, Apprentice Destruction
Description: By advancing further into the school of Destruction, you've gained some Adept level spells and learned how to augment and cast spells of this rank more easily.
Effect: Adept level Destruction spells cost 55% less to cast. Learn 2 adept level Destruction level spells of your choice. All Destruction spells that are adept level or above have their magnitude and/or duration increased by (0.03 * Destruction Skill)%. This bonus replaces the one from Apprentice Destruction for all applicable spells.
Expert Destruction
Prerequisites: 75 Destruction, Adept Destruction
Description: You've unlocked almost every secret in the school of Destruction and you've acquired some Expert level spells. You can now cast spells of this level easier and augment them to an almost otherworldly extent.
Effect: Expert level Destruction spells cost 55% less to cast. Learn 2 expert level Destruction level spells of your choice. All Destruction spells that are expert level or above have their magnitude and/or duration increased by (0.04 * Destruction Skill)%. This bonus replaces the one from Adept Destruction for all applicable spells.
Master Destruction
Prerequisites: 100 Destruction, Expert Destruction
Description: Your knowledge of Destruction has become all-encompassing. You taught yourself a Master level spell and you can cast the most complex spells from this school with less effort while augmenting them beyond mortal limits.
Effect: Master level Destruction spells cost 55% less to cast. Learn 1 master level Destruction level spell of your choice. All Destruction spells that are master level have their magnitude and/or duration increased by (0.05 * Destruction Skill)%. This bonus replaces the one from Expert Destruction for all applicable spells.
Arcane Assassin 1
Prerequisites: 25 Destruction, Novice Destruction
Description: You can control your Destruction spells better, dealing more damage to unwary targets. Destruction spell magnitude x 1.15 on sneak attack, destruction spells are silent when out of combat.
Effect: As the description says. Rune spells do not do extra damage. Targets that are immune to sneak attacks do not take extra damage.
Arcane Assassin 2
Prerequisites: 50 Destruction, Arcane Assassin 1
Description: You can control your Destruction spells better, dealing more damage to unwary targets. Destruction spell magnitude x 1.3 on sneak attack, destruction spells are silent when out of combat.
Effect: As the description says. Rune spells do not do extra damage. Targets that are immune to sneak attacks do not take extra damage.
Arcane Assassin 3
Prerequisites: 75 Destruction, Arcane Assassin 2
Description: You can control your Destruction spells better, dealing more damage to unwary targets. Destruction spell magnitude x 1.5 on sneak attack, destruction spells are silent when out of combat.
Effect: As the description says. Rune spells do not do extra damage. Targets that are immune to sneak attacks do not take extra damage.
Geomancy 1
Prerequisites: 25 Destruction, Novice Destruction
Description: You now are able to intensify the strength of your earth spells. Thus, they now deal increased damage.
Effect: Earth spells have +15% magnitude.
Geomancy 2
Prerequisites: 50 Destruction, Geomancy 1
Description: You now are able to greatly intensify the strength of your earth spells. Thus, they now deal increased damage.
Effect: Earth spells have +30% magnitude. Replaces the bonus from Geomancy 1.
Knockout
Prerequisites: 75 Destruction, Geomancy 1
Description: Your higher level earth spells are so strong that foes are sometimes knocked out.
Effect: Adept and above level earth spells have a chance of paralyzing enemies. The chance is 2% for concentration spells and 10% for others. The following enemies are immune: undead, daedra, dwemer constructs, dragons, and anything with more than 800 armor.
Earth Mastery
Prerequisites: 100 Destruction, Knockout
Description: Your fascination for geomancy now grants you a natural resistance to physical damage, while also increasing all your earth spells' power even further.
Effect: Earth spells have +5% magnitude and cost 10% less to cast. You gain +200 armor.
Pyromancy 1
Prerequisites: 25 Destruction, Novice Destruction
Description: You now are able to intensify the heat of your fire spells. Thus, they now deal increased damage.
Effect: Fire spells have +15% magnitude.
Pyromancy 2
Prerequisites: 50 Destruction, Pyromancy 1
Description: Your fire spells burn with almost otherworldly heat and consume earth and flesh with terrifying ease.
Effect: Fire spells have +30% magnitude. Replaces the bonus from Pyromancy 1.
Cremation
Prerequisites: 75 Destruction, Pyromancy 1
Description: Your higher level fire spells burn so ferociously that foes are set ablaze, often causing them to run away in gruesome agony as their very skin becomes molten.
Effect: Adept level and above fire spells can fear enemies. The following enemies are immune: undead, daedra, dwemer constructs, anything with 80% or more fire resistance, and anything with 50% or more magic resistance.
Fire Mastery
Prerequisites: 100 Destruction, Cremation
Description: Your fascination for fire now grants you a natural resistance to it, while also increasing all your fire spells' power even further.
Effect: Fire spells have +5% magnitude and cost 10% less to cast. You gain +25% fire resistance.
Cryomancy 1
Prerequisites: 25 Destruction, Novice Destruction
Description: You now are able to improve your ice spells and thereby increase their effectiveness.
Effect: Frost spells have +15% magnitude.
Cryomancy 2
Prerequisites: 50 Destruction, Cryomancy 1
Description: Your ice spells freeze even air in a trice and make the harsh winters of Skyrim look like a refreshing breeze.
Effect: Frost spells have +30% magnitude. Replaces the bonus from Cryomancy 1.
Deep Freeze
Prerequisites: 75 Destruction, Cryomancy 1
Description: Your higher level ice spells are colder than Skyrim's most ferocious blizzards, causing them to freeze foes with low resistance to frost.
Effect: Most adept or higher level frost spells paralyze the target. Immunity to paralysis or high frost resistance prevents the effect.
Frost Mastery
Prerequisites: 100 Destruction, Deep Freeze
Description: Your understanding of all that is cold grants you a natural resistance to it, while increasing all your frost spells' power even further.
Effect: Frost spells have +5% magnitude and cost 10% less to cast. You gain +25% frost resistance.
Electromancy 1
Prerequisites: 25 Destruction, Novice Destruction
Description: You can now energize your lightning spells more effectively, causing them to deal more damage.
Effect: Lightning spells have +15% magnitude.
Electromancy 2
Prerequisites: 50 Destruction, Electromancy 1
Description: Compared to your lightning spells, the worst tempests would look like a mild summer breeze.
Effect: Lightning spells have +30% magnitude. Replaces the bonus from Electromancy 1.
Electrostatic Discharge
Prerequisites: 75 Destruction, Electromancy 1
Description: Your lightning strikes pass through body and mind with thundering intensity. Thus, they now vaporize vast amounts of Magicka off your targets.
Effect: Some lightning spells damage the target's magicka more.
Lightning Mastery
Prerequisites: 100 Destruction, Electrostatic Discharge
Description: Your aptitude with lightning grants you a natural resistance to it, while also increasing all your shock spells' power even further.
Effect: Lightning spells have +5% magnitude and cost 10% less to cast. You gain +25% shock resistance.
Rune Mastery
Prerequisites: 50 Destruction, Apprentice Destruction
Description: By studying the arcane symbols of all three elements, you have developed more powerful rune spells and have unlocked the secret of maintaining three active runes instead of just one.
Effect: You can have 3 active runes at a time.
Empowered Elements
Prerequisites: 25 Destruction, Novice Destruction
Description: You learned how to empower Destruction spells. Thus, you're able to overcharge their effects.
Effect: You can dual-cast Destruction spells, generally multiplying their magnitude and/or duration by 2.25x while making them cost 2x more to cast.
Impact
Prerequisites: 50 Destruction, Empowered Elements
Description: By intensifying the force of most of your overcharged Destruction spells, you're now capable of staggering your foes.
Effect: Most projectile based Destruction spells have a 30% chance to stagger a target when dual-cast.
Enchanting is the arcane art of infusing matter permanently with magic energy.
Increasing your Enchanting skill improves the effectives of your crafted enchanted items.
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Enchanter's Insight 1
Prerequisites: None
Description: You've acquired fundamental insights into how matter and magic intertwine. Thus, you can now infuse items with arcane energy at an enchanter and use soul gems to recharge enchanted items of all kinds.
Effect: You can enchant items at an enchanter. You can recharge enchanted items if you do not have a racial proficiency in Enchanting. Crafted enchanted items are 15% better.
Enchanter's Insight 2
Prerequisites: 20 Enchanting, Enchanter's Insight 1
Description: Your advanced knowledge of arcane energy allows you to improve all your enchantments even more.
Effect: Crafted enchanted items are 50% better. Replaces the bonus from Enchanter's Insight 1.
Soul Gem Mastery
Prerequisites: 25 Enchanting, Enchanter's Insight 1
Description: You've learned how to draw more energy from soul gems and are now able to craft them at a smelter by transmuting and melting certain minerals.
Effect: Soul gems recharge 25% more charges. You can craft soul gems at a smelter. You need 50 Enchanting to craft common soul gems, 75 Enchanting to craft greater soul gems, and 100 Enchanting to craft grand and black soul gems. Black soul gems can only be crafted between 11 PM and midnight and require you to have the Necromancer's Amulet.
Arcane Experimentation
Prerequisites: 50 Enchanting, Soul Gem Mastery
Description: Your studies have enabled you to research unique enchantments of your own and to craft better staves at the forge.
Effect: Crafted enchantments are 15% better. You can craft glass staves at a forge. Gives you a lesser power that allows you to turn 5 iron daggers and a filled grand soul gem into iron daggers with the Arcane Power, Flamebursting, Shockbursting, Frostbursting, and Force enchantments. These daggers can then be disenchanted to allow you to learn those enchantments.
Artificer's Insight
Prerequisites: 75 Enchanting, Arcane Experimentation
Description: You could fill grimoires with your newfound knowledge that allows you to create even better enchantments and staves.
Effect: Crafted enchantments are 15% better. You can craft ebony and stalhrim staves at a forge. Gives you a lesser power that allows you to turn 5 iron daggers and a filled grand soul gem into iron daggers with the Spellbreaking, Elemental Fury, Greater Force, Annihilation, and Toxicity enchantments. These daggers can then be disenchanted to allow you to learn those enchantments.
Elemental Lore
Prerequisites: 25 Enchanting, Enchanter's Insight 1
Description: You've learned how to tame the elements most efficiently. Thus, all elemental enchantments are stronger.
Effect: Crafted elemental damage and resistance enchantments are 100% better.
Corpus Lore
Prerequisites: 50 Enchanting, Elemental Lore
Description: You've become skilled in using enchantments to strengthen mind and body. Thus, all such enchantments are stronger.
Effect: Crafted enchantments that fortify health, magicka, or stamina or their regeneration rates are 75% better.
Skill Lore
Prerequisites: 75 Enchanting, Corpus Lore
Description: You've become a master of infusing enchantments that transfer knowledge and skill to the user, making all such ones stronger.
Effect: Crafted enchantments that fortify skills are 75% better.
Enchantment Mastery
Prerequisites: 100 Enchanting, Artificer's Insight, Skill Lore
Description: You've found a way to bind even more energy into inanimate matter. Thus, you can bend the Law of Firsts to an extent and even create Daedric staves. Additionally, all enchanted items also consume less energy.
Effect: Gives a lesser power that allows you to put two enchantments on the same item at the cost of making both 45% weaker. Enchanted items consum 15% less charges per use. You can craft daedric staves at a forge.
Arcane Artificery 1
Prerequisites: 25 Enchanting, Enchanter's Insight 1
Description: Your understanding of enchantments allows you to use them more effectively and efficiently. Enchantment charge cost x 0.9, recharge amount x 1.1, scroll magnitude and duration x 1.1.
Effect: Self-explanatory.
Arcane Artificery 2
Prerequisites: 50 Enchanting, Arcane Artificery 1
Description: Your understanding of enchantments allows you to use them more effectively and efficiently. Enchantment charge cost x 0.8, recharge amount x 1.2, scroll magnitude and duration x 1.2.
Effect: Self-explanatory. Replaces the bonus from Arcane Artificery 1.
Arcane Artificery 3
Prerequisites: 75 Enchanting, Arcane Artificery 2
Description: Your understanding of enchantments allows you to use them more effectively and efficiently. Enchantment charge cost x 0.7, recharge amount x 1.3, scroll magnitude and duration x 1.3.
Effect: Self-explanatory. Replaces the bonus from Arcane Artificery 2.
Staff Channeling 1
Prerequisites: 25 Enchanting
Description: You can use your magic staff to channel your own spells, making them more powerful and more efficient. [while having staff equipped, spell magnitude and duration x 1.05, spell cost x 0.9, for spells casted by yourself]
Effect: Self-explanatory.
Staff Channeling 2
Prerequisites: 50 Enchanting, Staff Channeling 1
Description: You can use your magic staff to channel your own spells, making them more powerful and more efficient. [while having staff equipped, spell magnitude and duration x 1.1, spell cost x 0.8, for spells casted by yourself]
Effect: Self-explanatory. Replaces the bonus from Staff Channeling 1.
Staff Channeling 3
Prerequisites: 75 Enchanting, Staff Channeling 2
Description: You can use your magic staff to channel your own spells, making them more powerful and more efficient. [while having staff equipped, spell magnitude and duration x 1.15, spell cost x 0.7, for spells casted by yourself]
Effect: Self-explanatory. Replaces the bonus from Staff Channeling 2.
Evasion is the art to evade enemy blows and allows a character to defend efficiently if he wears only light or even no armor.
Increasing your Evasion skill has no inherent effect.
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NOTE: All perks in Evasion also have the effect of making you take 2% less damage from physical attacks and fire, frost, and shock spells as long as you are not wearing any heavy armor. This effect stacks multiplicatively. If you are not using Static Skill Levelling, they also cause your Evasion skill to increase 25% faster.
Agility
Prerequisites: None
Description: After some training you are now much more confident in your evasive movements. Your light armor and clothes will now hinder your movements less and you take less damage from falling.
Effect: Light armor and clothing contributes 50% less to your effective mass. Falling damage is reduced by (Evasion skill * 0.1) and then reduced by 25%. Evasion
Athletics 1
Prerequisites: 25 Evasion, Agility
Description: You are more agile and can recover from exhaustion faster. +3% movement speed, +5% movement speed when sprinting or swimming, +15% stamina regeneration.
Effect: Self-explanatory. The fortify stamina regeneration effect does not remove the stamina penalty from running.
Athletics 2
Prerequisites: 50 Evasion, Athletics 1
Description: You are more agile and can recover from exhaustion faster. +6% movement speed, +10% movement speed when sprinting or swimming, +30% stamina regeneration.
Effect: Self-explanatory. The fortify stamina regeneration effect does not remove the stamina penalty from running. Replaces the bonus from Athletics 1.
Athletics 3
Prerequisites: 75 Evasion, Athletics 2
Description: You are more agile and can recover from exhaustion faster. +10% movement speed, +15% movement speed when sprinting or swimming, +50% stamina regeneration.
Effect: Self-explanatory. The fortify stamina regeneration effect does not remove the stamina penalty from running. Replaces the bonus from Athletics 2.
Unarmored 1
Prerequisites: 25 Evasion, Agility
Description: Having no weight on your body allows you to control your moves better in combat. While unarmored, +50 armor rating, -2% incoming physical damage, +2% movement speed, damage x 1.05
Effect: Self-explanatory.
Unarmored 2
Prerequisites: 50 Evasion, Unarmored 1
Description: Having no weight on your body allows you to control your moves better in combat. While unarmored, +100 armor rating, -4% incoming physical damage, +4% movement speed, damage x 1.1
Effect: Self-explanatory. Replaces the bonus from Unarmored 1.
Unarmored 3
Prerequisites: 50 Evasion, Unarmored 2
Description: Having no weight on your body allows you to control your moves better in combat. While unarmored, +150 armor rating, -6% incoming physical damage, +6% movement speed, damage x 1.15
Effect: Self-explanatory. Replaces the bonus from Unarmored 2.
Agile Spellcasting
Prerequisites: 25 Evasion, Agility
Description: You learned how to avoid the limitations light armors bestow upon somatic spell components. Thus, you can cast spells in them unhindered.
Effect: Removes the spell cost penalty from wearing light armor.
Finesse
Prerequisites: 25 Evasion, Agility
Description: You inflict increased damage with all your power attacks, for you're able to hit more precisely.
Effect: For each of the 4 main armor slots (head, body, hands, feet) where you do NOT have heavy armor equipped, power attacks do 3% more damage and bows and crossbows do 2% more damage.
Dexterity
Prerequisites: 50 Evasion, Finesse
Description: You are able to balance your weapon better. Thus, you can decrease the effort to execute power attacks.
Effect: For each of the 4 main armor slots (head, body, hands, feet) where you do NOT have heavy armor equipped, power attacks cost 6% less stamina.
Windrunner
Prerequisites: 75 Evasion, Dexterity
Description: Your light armor and clothes have become your second skin. You can move faster in them and running no longer exhausts you. Furthermore, your light armor hinders you even less than before.
Effect: Light armor and clothing contributes 25% less to your effective mass. +50 stamina. +10% move speed and running does not cost stamina as long as you wear no heavy armor.
Vexing Flanker
Prerequisites: 50 Evasion, Finesse
Description: You deal more damage with melee weapons while you are running, for you have learned to flank your enemies with ease. Furthermore, your reflexes will never betray you when an enemy attempts a lethal strike.
Effect: For each of the 4 main armor slots (head, body, hands, feet) where you do NOT have heavy armor equipped, melee weapons do 4% more damage while you are running or sprinting. If you have killmoves enabled, enemies should no longer be able to killmove you.
Combat Reflexes
Prerequisites: 75 Evasion, Vexing Flanker
Description: You've gained the ability to act faster in combat, though doing so will quickly exhaust you.
Effect: Gives you a lesser power that allows you to slow time by 50% at the cost of 5 stamina per second. This power can only be activated if you are not wearing any heavy armor and have at least 90 stamina.
Meteoric Reflexes
Prerequisites: 100 Evasion, Combat Reflexes, Windrunner
Description: Your reflexes are lightning fast and grant you a chance to decrease the damage of incoming melee attacks while not wearing any Heavy Armor.
Effect: If you are not wearing any heavy armor, you have a 50% chance to take 95% less damage from melee attacks.
Dodge
Prerequisites: 20 Evasion, Agility
Description: Your trained reflexes allow you to dodge incoming blows when wearing no heavy armor. By sprinting a step or two away, you can attempt to dodge hostile attacks.
Effect: You are not wearing any heavy armor, attempting to sprint backwards to to the side causes you to quickly move in that direction at the cost of 15 stamina.
Heavy armor reflects a warrior's talent in wearing heavy armor and fighting in it.
Increasing your Heavy Armor skill has no inherent effect.
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Conditioning
Prerequisites: None
Description: You've accustomed yourself to using heavy armor. You no longer get tired just by wearing it and can cast Novice level spells without severe penalties.
Effect: You not longer lose stamina just from wearing heavy armor. The heavy armor casting cost penalty is significantly reduced for novice level spells. Heavy armor contributes 35% less to your effective mass. If you are wearing at least 3 pieces of heavy armor you take 5% less damage from physical attacks and from fire, frost, and shock spells.
Relentless Onslaught
Prerequisites: 20 Heavy Armor, Conditioning
Description: After extensive training you now can sprint in heavy armor without problems. Your familiarity with your armor also allows you to deflect most melee attacks while bull rushing.
Effect: Sprinting in heavy armor no longer costs extra stamina. If you are wearing a full suit of heavy armor, are sprinting, and are not attacking, you take 80% less damage from melee attacks. Heavy armor contributes 10% less to your effective mass.
Combat Casting
Prerequisites: 25 Heavy Armor, Conditioning
Description: You're able to keep concentrated enough in heavy armor to cast Apprentice level spells without severe penalties.
Effect: The heavy armor casting cost penalty is significantly reduced for apprentice level spells.
Combat Trance
Prerequisites: 50 Heavy Armor, Combat Casting
Description: Your heavy armor distracts you even less, allowing you to cast Adept level spells with almost no penalty.
Effect: The heavy armor casting cost penalty is significantly reduced for adept level spells.
Combat Meditation
Prerequisites: 75 Heavy Armor, Combat Trance
Description: You're accustomed to your heavy armor so much that you can now cast even Expert level spells with relative ease.
Effect: The heavy armor casting cost penalty is significantly reduced for expert level spells.
Battle Mage
Prerequisites: 100 Heavy Armor, Combat Meditation
Description: You have mastered spellcasting while wearing heavy armor and now can even cast Master level spells with ease. Bolstered by wearing your full heavy armor, you can concentrate even more and cast all spells easier.
Effect: The heavy armor casting cost penalty is significantly reduced for master level spells. If you are wearing a full suit of heavy armor, all spells cost 15% less to cast.
Combat Training
Prerequisites: 25 Heavy Armor, Conditioning
Description: You require no extra stamina for power attacks when wearing heavy armor and are less hindered by your armor. Also, your gauntlets improve your unarmed damage.
Effect: Power attacks no longer cost extra stamina while wearing heavy armor. Your gauntlets improve your unarmed damage, with better materials providing a bigger bonus. If you are wearing at least 3 pieces of heavy armor you take 5% less damage from physical attacks and from fire, frost, and shock spells. Heavy armor contributes 10% less to your effective mass.
Fortitude
Prerequisites: 50 Heavy Armor, Combat Training
Description: Your training made you stronger and you are now less burdened by the rigidity of your armor. You also receive some additional stamina and carry weight. Getting hit does not disrupt your focus.
Effect: +40 stamina and +20 carry weight, even while not wearing any heavy armor. If you are wearing at least 3 pieces of heavy armor you take 5% less damage from physical attacks and from fire, frost, and shock spells. If you ae wearing at least 3 pieces of heavy armor, getting hit no longer drains your magicka. Heavy armor contributes 10% less to your effective mass.
Power of the Combatant
Prerequisites: 75 Heavy Armor, Fortitude
Description: Once a day, you can now push yourself to continue fighting, allowing you to regenerate stamina very fast. Furthermore, you learned some new tricks to overcome the mobility limitations of your armor.
Effect: Gives a once per day power that restores 100 stamina and gives +25% stamina regeneration for 30 seconds. If you are wearing at least 3 pieces of heavy armor you take 5% less damage from physical attacks and from fire, frost, and shock spells. Heavy armor contributes 10% less to your effective mass.
Juggernaut
Prerequisites: 100 Heavy Armor, Power of the Combatant
Description: You've reached perfection in the skill of wearing heavy armor. Your armor can now be worn with less effort and protects you even more.
Effect: Heavy armor weights 15% less and has gives +10% armor. If you are wearing a full suit of heavy armor, stagger is reduced by 90%. If you are wearing at least 3 pieces of heavy armor you take 5% less damage from physical attacks and from fire, frost, and shock spells.
The School of Illusion involves manipulating the perception of the weak-minded.
Increasing your Illusion skill reduces the cost of your Illusion spells and improves their effectiveness depending your perks. It also makes your Illusion spells more difficult to resist.
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Novice Illusion
Prerequisites: None
Description: You've taught yourself a few Novice level spells and learned how to cast them with decreased effort while your newfound knowledge also allows you to augment the strength and duration of all Illusion spells.
Effect: Novice level Illusion spells cost 55% less to cast. Learn 2 novice level Illusion level spells of your choice. All Illusion spells have their magnitude and/or duration increased by (0.01 * Illusion Skill)%. Novice level and higher Illusion spells are more likely to affect their targets.
Apprentice Illusion
Prerequisites: 20 Illusion, Novice Illusion
Description: By pursuing your apprenticeship in Illusion, you've gained knowledge of Apprentice level spells which you now augment while casting them with less effort.
Effect: Apprentice level Illusion spells cost 55% less to cast. Learn 2 apprentice level Illusion level spells of your choice. All Illusion spells that are apprentice level or above have their magnitude and/or duration increased by (0.02 * Illusion Skill)%. This bonus replaces the one from Novice Illusion for all applicable spells. Apprentice level and higher Illusion spells are more likely to affect their targets.
Adept Illusion
Prerequisites: 40 Illusion, Apprentice Illusion
Description: By advancing further into the school of Illusion, you've gained some Adept level spells and learned how to augment and cast spells of this rank more easily.
Effect: Adept level Illusion spells cost 55% less to cast. Learn 2 adept level Illusion level spells of your choice. All Illusion spells that are adept level or above have their magnitude and/or duration increased by (0.03 * Illusion Skill)%. This bonus replaces the one from Apprentice Illusion for all applicable spells. Adept level and higher Illusion spells are more likely to affect their targets.
Expert Illusion
Prerequisites: 60 Illusion, Adept Illusion
Description: You've unlocked almost every secret in the school of Illusion and you've acquired some Expert level spells. You can now cast spells of this level easier and augment them to an almost otherworldly extent.
Effect: Expert level Illusion spells cost 55% less to cast. Learn 2 expert level Illusion level spells of your choice. All Illusion spells that are expert level or above have their magnitude and/or duration increased by (0.04 * Illusion Skill)%. This bonus replaces the one from Adept Illusion for all applicable spells. Expert level and higher Illusion spells are more likely to affect their targets.
Master Illusion
Prerequisites: 80 Illusion, Expert Illusion
Description: Your knowledge of Illusion has become all-encompassing. You taught yourself a Master level spell and you can cast the most complex spells from this school with less effort while augmenting them beyond mortal limits.
Effect: Master level Illusion spells cost 55% less to cast. Learn 1 master level Illusion level spell of your choice. All Illusion spells that are master level have their magnitude and/or duration increased by (0.05 * Illusion Skill)%. This bonus replaces the one from Expert Illusion for all applicable spells. Master level and higher Illusion spells are more likely to affect their targets.
Acoustic Manipulation
Prerequisites: 25 Illusion, Novice Illusion
Description: After studying spells like Muffle, Arcane Resonance or Rune of Dampening, you are now familiar with manipulating sounds. Thus, you can empower these spells and their strength and duration are increased.
Effect: You can empower the spells Muffle, Arcane Resonance, and Rune of Dampening. These spells also have +30% duration and magnitude.
Visual Manipulation
Prerequisites: 35 Illusion, Novice Illusion
Description: You've experimented with spells like Dark Vision, Invisibility and Blur to manipulate your surroundings. After a lot of training you can now empower such spells, and their strength and duration are increased.
Effect: You can empower the spells Dark Vision, Invisibility, and Blur. Invisibility has +30% magnitude. Invisibility and Blur have +30% duration. Darkvision lasts 3 times longer.
Environmental Manipulation
Prerequisites: 65 Illusion, Acoustic Manipulation, Visual Manipulation
Description: After long training with spells like Shadow Stride, Veil of Silence, Fade Other, Invisibility Sphere and Muffling Sphere, you gained a deep insight into the connections between light and sound. You can now empower these spells and their strength and duration are increased.
Effect: You can empower the spells Shadow Stride, Invisibility Sphere, Muffling Sphere, and Veil of Silence. These spells, along with Fade Other, have +30% magnitude and duration.
Shadow Shaping
Prerequisites: 70 Illusion, Expert Illusion
Description: By studying spells like Shadow Shield, Shadow Wolf and Shadow Simulacrum, you gained even deeper insights into the weave of shadows. Thus, you can empower these spells, and their strength and duration are increased.
Effect: You can empower the spells Shadow Shield, Shadow Wolf, and Shadow Simulacrum. These spells also have +30% magnitude and duration.
Phantasmagoria
Prerequisites: 90 Illusion, Shadow Shaping, Environmental Manipulation, Master Illusion
Description: You've mastered the most powerful forms of Shadow Magic. Therefore, spells like Veil of Shadows, Shadow Sanctuary and Mistress of the Dark can now be empowered and their strength and duration are increased.
Effect: You can empower the spells Shadow Sanctuary, Mistress of the Dark, and Veil of Shadows. These spells also have +30% magnitude and duration.
Delusive Phantasms
Prerequisites: 15 Illusion, Novice Illusion
Description: You have studied the most common spell formulae that affect basic emotions like fear, calmness and courage. Thus, you can empower related spells and increase their overall effectiveness.
Effect: You can empower the spells Frightening Orb, Frightening Sphere, Calming Orb, Lionheart, Frightening Touch, Calming Touch, Calming Sphere, Lionheart Standard, Frightening Rune, Calming Rune, Calming Aura, Charm, Alluring Aura, and Allure. The spells in this list that affect a target are more difficult to resist. Charming Aura, Charm, Alluring Aura, and Allure have +30% duration. All other spells on the list have +30% magnitude.
Otherworldly Phantasms
Prerequisites: 45 Illusion, Delusive Phantasms
Description: You have extended your knowledge of affecting emotions, being able to turn your foes into berserking maniacs or cause them to fall asleep with ease. You also learned how to empower related spells.
Effect: You can empower the spells Enraging Orb, Frenzy Sphere, Enraging Rune, Hibernation Touch, Hibernation Spray, Enraging Touch, and Enraging Sphere. These spells are more difficult to resist and have +30% magnitude.
Pain and Agony
Prerequisites: 50 Illusion, Adept Illusion
Description: Having studied spells like Phantasmal Pain and Nightmare, you can now invoke terrible agony in your foes with ease. In addition, you also learned how to empower related spells.
Effect: You can empower the spells Nightmare and Phantasmal Pain. These spells are more difficult to resist and have +30% magnitude.
Obliterate the Mind
Prerequisites: 70 Illusion, Pain and Agony, Otherworldly Phantasms
Description: You have studied spells like Blackout, Command and Phantasmal Killer. Thus, you can now empower them and shatter your foes' minds with ease.
Effect: You can empower the spells Blackout, Command, and Phantasmal Killer. These spells are more difficult to resist and have +30% magnitude.
Domination
Prerequisites: 90 Illusion, Obliterate the Mind, Master Illusion
Description: Having studied spells like Phantasmal Miasma and Mind Maelstrom, there is no thinking being that can escape your influence. These spells can now be empowered and sustaining the Miasma is less demanding.
Effect: You can empower the spells Phantasmal Miasma, Mind Maelstrom, Enthrall, and Fog of Shadows. These spells have +30% magnitude. Phantasmal Miasma and Fog of Shadows have +30% duration.
Illusion has a few significant differences from the other 4 schools of magic.
- The Novice, Apprentice, Adept, Expert, and Master Illusion perks have lower skill requirements.
- There is no single perk that allows you to dual-cast all Illusion spells. Instead, each spell is associated with a perk and you must take that perk to dual-cast it.
- Dual-casting an Illusion spell often unlocks new effects rather than improving the magnitude or duration of the spell.
- For spells that affect a target, there is a unique Illusion resistance mechanic that determines how long the target is affected, or if they are affected at all.
Click to view more information
The chance of a given enemy to resist a given Illusion spell is given by the following formula, with a few adjustments.
Replace the word "fundamental" with "novice", "advanced" with "apprentice", etc. Also change the Fog of Shadows factor from 0.5F to 9F. In other words, Fog of Shadows reduces a target's Illusion resistance by 90%. Fog of Shadows itself cannot be resisted.
This formula is evaluated when the spell first hits the target. If they resist the spell, it has no effect on them at all. If they do not resist, they are affected by the spell, but every 2 seconds they get another chance to resist and end the spell. This continues until the spell naturally expires.
You can view some graphs of how this formula applies to different enemies in the Requiem manual on page 119. The manual itself can be found in Serenity's install directory under the directory mods\Requiem - The Roleplaying Overhaul\documentation. (Be aware that much of the other information in the manual is outdated or changed by other mods in Serenity, but the Illusion resistance formula is generally accurate.)
The short version is that enemies with the following characteristics will be tougher to affect with Illusion spells:
- High character level
- High magic resistance
- High Illusion skill
- High magicka
The last factor is particularly important as there generally no cap on how much magicka an enemy can have. Enemies with very large magicka pools, including dragons and dragon priests, may be completely immune to Illusion spells unless you use Fog of Shadows on them first.
To make your Illusion spells more difficult to resist:
- Increase your Illusion skill
- Use higher level spells
- Take more perks in Illusion
- Use Fog of Shadows on the target first
Lockpicking is the art of defeating mechanical locks and other similar mechanisms.
Increasing your Lockpicking skill increases the lockpick sweet-spot for locks that are considered easy for your character. See below for information about what this means.
Click to view
Cheap Tricks
Prerequisites: None
Description: You have learned the basics of the art of picking locks. You can now pick novice locks without difficulty, but apprentice locks remain a challenge. If you apply some basic smithing techniques, you can even forge steel ingots into lockpicks.
Effect: +20 lockpicking expertise. If you also have the Craftsmanship perks, you can craft lockpicks at a forge.
Improved Lockpicking
Prerequisites: 25 Lockpicking, Cheap Tricks
Description: You have mastered the basics of the art of picking locks. You can now pick apprentice locks without difficulty, but adept locks remain a challenge.
Effect: +20 lockpicking expertise. The sweetspot for novice level locks is twice as large.
Locksmithing Lore
Prerequisites: 50 Lockpicking, Improved Lockpicking
Description: You have extended your repertoire of lockpicking tricks. Adept locks can be picked without effort and you can attempt to open expert locks.
Effect: +20 lockpicking expertise. The sweetspot for apprentice level locks is twice as large.
Treasure Hunter
Prerequisites: 50 Lockpicking, Locksmithing Lore
Description: You are able to locate secret spaces in containers when you search them and can thereby find more loot.
Effect: Some chests have a chance of containing extra gold or an extra item.
Expert Lockpicking
Prerequisites: 75 Lockpicking, Locksmithing Lore
Description: You have nearly mastered the art of lockpicking. You can now pick expert locks without difficulty and even master locks are no longer safe from you.
Effect: +20 lockpicking expertise. The sweetspot for adept level lock is twice as large.
Masterly Lockpicking
Prerequisites: 100 Lockpicking, Expert Lockpicking
Description: You learned everything there is to know about the art of lockpicking. You can now pick master locks without difficulty.
Effect: +20 lockpicking expertise. The sweetspot for expert level locks is twice as large.
Requiem restricts your ability to pick locks based on the level of the lock and your lockpicking expertise. To be able to pick the lock at all, you need a certain level of expertise, and you need more than that to be able to pick it easily. If you can pick the lock but not easily, a message will pop up telling you about this. Read the message carefully. You can still pick the lock, but the sweetspot will be much smaller.
Lock Level | Expertise to Pick | Expertise to Pick Easily |
---|---|---|
Novice | 5 | 10 |
Apprentice | 20 | 30 |
Adept | 40 | 50 |
Expert | 60 | 70 |
Master | 80 | 100 |
Fortify lockpicking expertise effects from enchantments and potions do not stack with each other, but do stack with all other sources of lockpicking expertise.
Archery governs the use of bows and crossbows. The greater the skill, the more deadly the shot.
Increasing your Marksman skill reduces the stamina cost of firing a bow. It also increases the range at which you can land a ranged sneak attack.
Click to view
Ranged Combat Training
Prerequisites: None
Description: After some training at the shooting range you can deal more damage with bows and crossbows. [damage x 1.2, -50% weapon weight penalties, ammunition grants armor penetration]
Effect: +20% damage with bows and crossbows. Bows and crossbows contribute 50% less to your effective mass. Ammunition grants armor penetration, with better material giving more. Silver arrows and bolts ignore 25% of an undead target's armor until the Piercing Shot perk is taken.
Ranger
Prerequisites: 15 Marksman, Ranged Combat Training
Description: You improved your footwork when engaging in ranged combat with light weapons. [allows running while attacking with light bows and crossbows]
Effect: Self-explanatory.
Eagle Eye
Prerequisites: 25 Marksman, Ranged Combat Training
Description: By concentrating only on your target and holding your breath, you can now aim much more precisely. [zoom in by holding right mouse button]
Effect: Self-explanatory.
Marksman's Focus
Prerequisites: 50 Marksman, Eagle Eye
Description: When fully focusing on your target, everything around you seems to slow down remarkably. [time slows down while zooming, -25% weapon weight penalties]
Effect: Self-explanatory. Bows and crossbows contribute 25% less to your effective mass.
Rapid Reload
Prerequisites: 60 Marksman, Eagle Eye
Description: Your have familiarized yourself with the mechanics of your crossbow and can use this knowledge to reload it significantly faster. [+50% reload speed with crossbows]
Effect: Self-explanatory.
Power Shot
Prerequisites: 75 Marksman, Eagle Eye
Description: You have discovered the art of aiming at tendons and joints. Your shots will now have a chance to stagger enemies [chance to stagger targets]
Effect: Bows and crossbows shots have a chance to stagger targets. Larger and heavier targets are less likely to be staggered.
Quick Shot
Prerequisites: 60 Marksman, Eagle Eye
Description: You have learned to draw and fire in one single movement, increasing your rate of fire with bows greatly. [+50% draw speed with bows]
Effect: Self-explanatory.
Precise Aim
Prerequisites: 20 Marksman, Ranged Combat Training
Description: Your aim is now precise enough to target weak spots in the enemy's defenses. [damage x 1.2 with bow and crossbow attacks]
Effect: Self-explanatory.
Piercing Shot
Prerequisites: 45 Marksman, Precise Aim
Description: You've learned how to hit the weakest parts of armor, making armored foes more vulnerable to ranged weapons. [+50% armor penetration from ammunition]
Effect: Ammunition gives 50% more armor penetration. Silver arrows and bolts ignore 37.5% of an undead target's armor until the Penetrating Shot perk is taken.
Penetrating Shot
Prerequisites: 80 Marksman, Piercing Shot
Description: You've mastered the technique of hitting weak armor parts, making armored foes even more vulnerable to ranged weapons. [+50% armor penetration from ammunition]
Effect: Ammunition gives 50% more armor penetration, which combines with Piercing Shot to give a total of 100% more. Silver arrows and bolts ignore 50% of an undead target's armor.
Stunning Precision
Prerequisites: 100 Marksman, Penetrating Shot, Power Shot
Description: Any successful staggering shot will almost always stun the target momentarily. [staggering hits will also stun the target]
Effect: Shooting a staggered target with a bow or crossbow has an 80% chance to paralyze it for 3 seconds. Targets that are immune to paralysis or are blocking with a shield are unaffected.
Hunter 1
Prerequisites: None
Description: You are more adapted to wildlife, and better understand it's inhabitants. [against animals, physical damage dealt x 1.1, physical damage taken x 0.9, +10% passive poison and disease resist]
Effect: Self-explanatory.
Hunter 2
Prerequisites: Hunter 1
Description: You are more adapted to wildlife, and better understand it's inhabitants. [against animals, physical damage dealt x 1.2, physical damage taken x 0.8, +20% passive poison and disease resist]
Effect: Self-explanatory.
Hunter 3
Prerequisites: Hunter 2
Description: You are more adapted to wildlife, and better understand it's inhabitants. [against animals, physical damage dealt x 1.3, physical damage taken x 0.7, +30% passive poison and disease resist]
Effect: Self-explanatory.
Bow Strike 1
Prerequisites: None
Description: You can use your bow or crossbow as a melee weapon in close combat. [+15 bash damage, bash causes stagger, -3 bash stamina cost]
Effect: Self-explanatory.
Bow Strike 2
Prerequisites: Character Level 15, Bow Strike 1
Description: You can use your bow or crossbow as a melee weapon in close combat. [+30 bash damage, bash causes stagger, -6 bash stamina cost]
Effect: Self-explanatory.
Bow Strike 3
Prerequisites: Character Level 30, Bow Strike 2
Description: You can use your bow or crossbow as a melee weapon in close combat. [+45 bash damage, bash causes stagger, -10 bash stamina cost]
Effect: Self-explanatory.
The skill to use light weaponry, among which are daggers, swords, axes and maces, and also, hand-to-hand combat.
Increasing your One-handed skill reduces the stamina cost of attacking with one-handed weapons.
Click to view
Brawler
Prerequisites: None
Description: You've trained on the basics of hand-to-hand combat, and can throw harder punches. [base unarmed damage +10, extra +3 when under 255 base Health+Stamina]
Effect: Self-explanatory.
Boxing Focus 1
Prerequisites: 25 One-handed, Brawler
Description: You've learned the basics of combat boxing, allowing you to increase your attack rate with cestuses slightly. [+3% attack speed, +1% movement speed, +7 armor penetration]
Effect: Self-explanatory.
Boxing Focus 2
Prerequisites: 50 One-handed, Boxing Focus 1
Description: You've acquired the advanced techniques of combat boxing, further increasing your attack rate with them. [+6% attack speed, +2% movement speed, +14 armor penetration]
Effect: Self-explanatory.
Boxing Focus 3
Prerequisites: 75 One-handed, Boxing Focus 2
Description: You've become a master of combat boxing, allowing you to swing your fists so fast that it's almost undetectable to the mortal eye. [+10% attack speed, +3% movement speed, +21 armor penetration]
Effect: Self-explanatory.
Grappling Focus 1
Prerequisites: 25 One-handed, Brawler
Description: You've learned the basics of grappling, allowing you to disarm your opponents and make them trip and fall. [+3% disarm chance, +3% knockdown chance with power attacks, +5 armor penetration]
Effect: Self-explanatory.
Grappling Focus 2
Prerequisites: 50 One-handed, Grappling Focus 1
Description: You've acquired the advanced techniques of grappling, further increasing your chance of disarming and knockdown. [+6% disarm chance, +6% knockdown chance with power attacks, +10 armor penetration]
Effect: Self-explanatory.
Grappling Focus 3
Prerequisites: 50 One-handed, Grappling Focus 2
Description: You've become a master of grappling, allowing you to deny enemies of their ability to fight back. [+10% disarm chance, +10% knockdown chance with power attacks, +15 armor penetration]
Effect: Self-explanatory.
Weapon Mastery 1
Prerequisites: None
Description: Your improved fighting techniques allow you to swing one-handed weapons and fists with less effort and deal more damage. [damage x 1.2, -50% weapon weight penalties]
Effect: +20% damage with one-handed weapons and fists. One-handed and fist weapons contribute 50% less to your effective mass.
Weapon Mastery 2
Prerequisites: Weapon Mastery 1
Description: Your improved fighting techniques increase your damage dealt with one-handed weapons and fists greatly. [damage x 1.4, -50% weapon weight penalties]
Effect: +40% damage with one-handed weapons and fists. One-handed and fist weapons contribute 50% less to your effective mass. Replaces bonus from Weapon Master 1.
Penetrating Strikes
Prerequisites: 20 One-handed, Weapon Mastery 1
Description: Your power attacks with one-handed weapons are now devastating enough to penetrate enemy armor and less exhausting. [-50% power attack stamina cost, +5 armor penetration]
Effect: Self-explanatory.
Dagger Focus 1
Prerequisites: 25 One-handed, Penetrating Strikes
Description: You learned some dirty tricks for your dagger and are more likely to find weak spots in enemy armor. [irresistable sneak attack damage x 1.25, +10 armor penetration]
Effect: Mostly self-explanatory. As described in the Sneak section, "irresistable" means that it applies even against targets that are immune to sneak attacks.
Dagger Focus 2
Prerequisites: 50 One-handed, Dagger Focus 1
Description: A dagger in your hand turns into a deadly weapon that will find a weakness in every armor. [irresistable sneak attack damage x 1.55, +20 armor penetration]
Effect: Mostly self-explanatory. As described in the Sneak section, "irresistable" means that it applies even against targets that are immune to sneak attacks. Replaces the bonus form Dagger Focus 1.
Dagger Focus 3
Prerequisites: 75 One-handed, Dagger Focus 2
Description: You have mastered the deadly art of the dagger and enemy armor stands no chance against your precision. [irresistable sneak attack damage x 2, +30 armor penetration]
Effect: Mostly self-explanatory. As described in the Sneak section, "irresistable" means that it applies even against targets that are immune to sneak attacks. Replaces the bonus form Dagger Focus 1.
War Axe Focus 1
Prerequisites: 25 One-handed, Penetrating Strikes
Description: You've become familiar with war axes, thereby increasing their damage and armor penetration. [damage x 1.1, +10 armor penetration]
Effect: Self-explanatory.
War Axe Focus 2
Prerequisites: 50 One-handed, War Axe Focus 1
Description: You've become an advanced axe fighter, further increasing their damage and armor penetration. [damage x 1.2, +20 armor penetration]
Effect: Self-explanatory. Replaces bonus from War Axe Focus 1.
War Axe Focus 3
Prerequisites: 75 One-handed, War Axe Focus 2
Description: Having mastered war axe combat, they start to feel like an almost natural extension of your arm. [damage x 1.3, +30 armor penetration]
Effect: Self-explanatory. Replaces bonus from War Axe Focus 2.
Mace Focus 1
Prerequisites: 25 One-handed, Penetrating Strikes
Description: You've become familiar with war axes, thereby increasing their damage and armor penetration. [damage x 1.05, +10 armor penetration]
Effect: Self-explanatory.
Mace Focus 2
Prerequisites: 50 One-handed, Mace Focus 1
Description: You've become an advanced mace fighter and know how to find weak spots in enemy armor. [power attack damage x 1.1, +30 armor penetration]
Effect: Self-explanatory. Replaces bonus from Mace Focus 1.
Mace Focus 3
Prerequisites: 75 One-handed, Mace Focus 2
Description: You've become a masterly mace fighter, rendering armor almost useless. [power attack damage x 1.15, +45 armor penetration]
Effect: Self-explanatory. Replaces bonus from Mace Focus 2.
Sword Focus 1
Prerequisites: 25 One-handed, Penetrating Strikes
Description: You've learned the basics of sword combat, allowing you to increase your attack rate with them slightly. [+8% attack speed, +7 armor penetration]
Effect: Self-explanatory.
Sword Focus 2
Prerequisites: 50 One-handed, Sword Focus 1
Description: You've acquired the advanced techniques of sword combat, further increasing your attack rate with them. [+16% attack speed, +14 armor penetration]
Effect: Self-explanatory. Replaces bonus from Sword Focus 1.
Sword Focus 3
Prerequisites: 75 One-handed, Sword Focus 2
Description: You've become a master of sword combat, allowing you to swing swords so fast that it's almost undetectable to the mortal eye. [+24% attack speed, +21 armor penetration]
Effect: Self-explanatory. Replaces bonus from Sword Focus 2.
Powerful Strike
Prerequisites: 50 One-handed, Penetrating Strikes
Description: You know how to put the maximum force into your power attacks which are now even more devastating. [power attack damage x 1.2]
Effect: Self-explanatory.
Powerful Charge
Prerequisites: 50 One-handed, Penetrating Strikes
Description: You have learned to perform a leaping power attack while sprinting, inflicting terrible wounds. [unlocks sprinting power attack, -25% weapon weight penalties]
Effect: Allows you to do a sprinting power attack with one-handed and fist weapons which does 50% more damage and small amount of armor-ignoring critical damage. One-handed and fist weapons contribute 25% less to your effective mass.
Stunning Charge
Prerequisites: 100 One-handed, Powerful Strike, Powerful Charge
Description: Putting your whole weight behind your charge, your forward power attacks now have enough momentum to knock down opponent. [forward power attacks can knock down]
Effect: Forward power attacks with one-handed weapons have a chance to knock the target down. The chance depends on the mass of yourself and the target.
Balanced Wielding 1
Prerequisites: 25 One-handed, Weapon Mastery 1
Description: With your off hand free you can balance your weapon better, swinging it even faster and stronger. [while having off hand free, damage x 1.06, 6% attack speed]
Effect: Self-explanatory.
Balanced Wielding 2
Prerequisites: 50 One-handed, Balanced Wielding 1
Description: With your off hand free you can balance your weapon better, swinging it even faster and stronger. [while having off hand free, damage x 1.12, 12% attack speed]
Effect: Self-explanatory.
Balanced Wielding 3
Prerequisites: 75 One-handed, Balanced Wielding 2
Description: With your off hand free you can balance your weapon better, swinging it even faster and stronger. [while having off hand free, damage x 1.2, 20% attack speed]
Effect: Self-explanatory.
Flurry 1
Prerequisites: 25 One-handed, Weapon Mastery 1
Description: When fighting with one-handed weapons, you are able to attack faster than normal. [+10% attack speed]
Effect: Self-explanatory. Note that you do not need to be dual wielding for this to work.
Flurry 2
Prerequisites: 50 One-handed, Flurry 1
Description: When fighting with one-handed weapons, you're able to attack even faster. [+25% attack speed]
Effect: Self-explanatory. Note that you do not need to be dual wielding for this to work. Replaces the bonus from Flurry 1.
Storm of Steel
Prerequisites: 75 One-handed, Flurry 1
Description: You've become very skilled in wielding two weapons at once. [dual-wield power attack damage x 1.25]
Effect: Self-explanatory. Note that you do not need to be dual wielding for this to work.
Armed Spellcasting 1
Prerequisites: 25 One-handed, Weapon Mastery 1
Description: You're more adapted to wielding both weapon & magic, and can use your weapon to aid your spellcasting. [with one-handed weapon on right hand and magic on left hand (or empty), +5% attack speed, spell cost x 0.9].
Effect: Self-explanatory.
Armed Spellcasting 2
Prerequisites: 50 One-handed, Armed Spellcasting 1
Description: You're more adapted to wielding both weapon & magic, and can use your weapon to aid your spellcasting. [with one-handed weapon on right hand and magic on left hand (or empty), +10% attack speed, spell cost x 0.8].
Effect: Self-explanatory. Replaces bonus form Armed Spellcasting 1.
Armed Spellcasting 3
Prerequisites: 75 One-handed, Armed Spellcasting 2
Description: You're more adapted to wielding both weapon & magic, and can use your weapon to aid your spellcasting. [with one-handed weapon on right hand and magic on left hand (or empty), +15% attack speed, spell cost x 0.7].
Effect: Self-explanatory. Replaces bonus form Armed Spellcasting 2.
The stealthy art of picking an unsuspecting target's pockets.
Increasing your Pickpocket skill very slightly increases your chance of pickpocketing an item.
Click to view
Nimble Fingers 1
Prerequisites: None
Description: You've spent some time improving your sleight of hand, which gives you substantial chances when pickpocketing.
Effect: You can pickpocket if you don't have a racial proficiency in Pickpocket. If you are wearing no heavy armor, +30% pickpocket chance against sleeping targets and +30% pickpocket chance against targets that have not detected you.
Nimble Fingers 2
Prerequisites: Nimble Fingers 1
Description: People shouldn't burden themselves with purses and keys. Luckily, you now can free them from these burdens more easily.
Effect: If you are wearing no heavy armor, +100% pickpocket chance for septims and keys against targets that have not detected you.
Cutpurse
Prerequisites: 25 Pickpocket, Nimble Fingers 1
Description: As you practice with your pickpocketing, you get better at avoiding discovery.
Effect: If you are wearing no heavy armor, add your pickpocket skill level to your pickpocket chance % against targets that have not detected you.
Deadly Gift
Prerequisites: 25 Pickpocket, Cutpurse
Description: Your fingers have become very nimble, and they allow you to apply poisons on your victims. Why fight if a vial of deadly venom can also do the trick?
Effect: You can reverse-pickpocket poisons onto a target to poison them if they have not detected you..
Nightly Thief
Prerequisites: 50 Pickpocket, Cutpurse
Description: You have learned how to avoid waking up targets during your "nightly visits", so you can free them from their worldly burdens with ease.
Effect: If you are wearing no heavy armor, your pickpocket chance is set to the maximum against targets that are sleeping.
Misdirection
Prerequisites: 75 Pickpocket, Nightly Thief
Description: Why should someone own a nice weapon or piece of jewelry when it could be yours? Now you can sometimes adjust this inequity.
Effect: If you are wearing no heavy armor, you can pickpocket a target's equipped weapons and jewelry.
Perfected Art
Prerequisites: 100 Pickpocket, Misdirection
Description: After having learned everything there is to know about thievery, your legendary skill means you almost never get caught.
Effect: Your pickpocket chance is always set to the maximum against targets that have not detected you. You can now pickpocket Slighted.
The maximum pickpocket chance is 99%. The effect of your Pickpocket skill on your success chance is very low: at 100 Pickpocket it only adds 5%.
The School of Restoration involves both healing and protecting spells, as well as those that undo the undead.
Increasing your Restoration skill reduces the cost of your Restoration spells and improves their effectiveness depending your perks.
Click to view
Aedric Realignment
Prerequisites: 5 or more pockets picked, 5 or more items stolen, total lifetime bounty of 3000 or more, 3 or more souls trapped, or 2 or more murders
Description: You've performed rituals to the Aedra, sacrificing part of yourself as an offering. Some Aedra may show mercy - if you haven't transgressed too severely - but your misdeeds will not be forgotten...
Effect: Buy prices are 20% higher. All spells cost 15% more to cast. If you are not using Static Skill Levelling, all skills improve 15% slower. Sell prices are 20% lower. Power attacks cost 15 more stamina. May allows you to have diseases cured at shrines again.
Novice Restoration
Prerequisites: None
Description: You've taught yourself a few Novice level spells and learned how to cast them with decreased effort while your newfound knowledge also allows you to augment all Restoration spells.
Effect: Novice level Restoration spells cost 55% less to cast. Learn 2 novice level Restoration level spells of your choice. All Restoration spells have their magnitude increased by (0.01 * Restoration Skill)%.
Apprentice Restoration
Prerequisites: 25 Restoration, Novice Restoration
Description: By pursuing your apprenticeship in Restoration, you've gained knowledge of Apprentice level spells which you now augment while casting them with less effort.
Effect: Apprentice level Restoration spells cost 55% less to cast. Learn 2 apprentice level Restoration level spells of your choice. All Restoration spells that are apprentice level or above have their magnitude increased by (0.02 * Restoration Skill)%. This bonus replaces the one from Novice Restoration for all applicable spells.
Adept Restoration
Prerequisites: 50 Restoration, Apprentice Restoration
Description: By advancing further into the school of Restoration, you've gained some Adept level spells and learned how to augment and cast spells of this rank more easily.
Effect: Adept level Restoration spells cost 55% less to cast. Learn 2 adept level Restoration level spells of your choice. All Restoration spells that are adept level or above have their magnitude increased by (0.03 * Restoration Skill)%. This bonus replaces the one from Apprentice Restoration for all applicable spells.
Expert Restoration
Prerequisites: 75 Restoration, Adept Restoration
Description: You've unlocked almost every secret in the school of Restoration and you've acquired some Expert level spells. You can now cast spells of this level easier and augment them to an almost otherworldly extent.
Effect: Expert level Restoration spells cost 55% less to cast. Learn 2 expert level Restoration level spells of your choice. All Restoration spells that are expert level or above have their magnitude increased by (0.04 * Restoration Skill)%. This bonus replaces the one from Adept Restoration for all applicable spells.
Master Restoration
Prerequisites: 100 Restoration, Expert Restoration
Description: Your knowledge of Restoration has become all-encompassing. You taught yourself a Master level spell and you can cast the most complex spells from this school with less effort while augmenting them beyond mortal limits.
Effect: Master level Restoration spells cost 55% less to cast. Learn 1 master level Restoration level spell of your choice. All Restoration spells that are master level have their magnitude increased by (0.05 * Restoration Skill)%. This bonus replaces the one from Expert Restoration for all applicable spells.
Benefactor's Insight
Prerequisites: 25 Restoration, Novice Restoration
Description: You learned how to empower Restoration spells. Therefore, you are now able to overcharge their effects.
Effect: You can dual-cast all Restoration spells, general multiplying their magnitude and/or duration by 2.25x while making them cost twice as much to cast.
Focused Mind
Prerequisites: 25 Restoration, Apprentice Restoration
Description: You've learned to focus your mind. Thus, you can keep your concentration even in stressful situations and regenerate your magicka faster.
Effect: +50% magicka regeneration. You no longer lose magicka from running or from getting hit.
Power of Life
Prerequisites: 50 Restoration, Focused Mind
Description: Your studies of healing magic now grant you the power of making yourself almost invulnerable for a short duration once a day.
Effect: Gives you a once per day power that cures poison and restores 5000 health per second for 12 seconds.
Essence of Life
Prerequisites: 75 Restoration, Power of Life
Description: Your understanding of healing and how magic and life are intertwined allows you to call upon your newfound power more often.
Effect: The power from Power of Life can now be used 3 times per day.
Improved Wards
Prerequisites: 75 Restoration, Novice Restoration
Description: Your arcane wards now absorb magicka from incoming spells and have slightly improved efficiency.
Effect: Wards have +25% magnitude, cost 5% less to cast, and absorb 25% of the magicka from incoming spells.
Ward Mastery 1
Prerequisites: 25 Restoration, Novice Restoration
Description: You are more proficient with ward spells, using them more efficiently to resist magic. [ward spell cost x 0.85, +5% magic resist while having ward spell on hand]
Effect: Self-explanatory.
Ward Mastery 2
Prerequisites: 25 Restoration, Ward Mastery 1
Description: You are more proficient with ward spells, using them more efficiently to resist magic. [ward spell cost x 0.7, +10% magic resist while having ward spell on hand]
Effect: Self-explanatory. Replaces bonus from Ward Mastery 1.
Ward Mastery 3
Prerequisites: 25 Restoration, Ward Mastery 2
Description: You are more proficient with ward spells, using them more efficiently to resist magic. [ward spell cost x 0.5, +15% magic resist while having ward spell on hand]
Effect: Self-explanatory. Replaces bonus from Ward Mastery 2.
Improved Healing
Prerequisites: 50 Restoration, Novice Restoration
Description: Your healing spells are now more effective, and, with the exception of healing aura's, also restore the affected subject's stamina if they are out of combat.
Effect: Spells that restore health have +25% magnitude and also restore stamina when out of combat.
Respite
Prerequisites: 75 Restoration, Improved Healing
Description: In addition to curing wounds, your healing spells now reinvigorate the body itself, restoring the affected subject's stamina.
Effect: Healing spells restore stamina even in combat. Healing Aura spells also restore stamina, with the exception of the novice level Healing Aura.
Divine Light 1
Prerequisites: 25 Restoration, Novice Restoration
Description: You are able to intensify the heat of your sun spells. Thus, they now deal increased damage.
Effect: +15% magnitude for sun spells.
Divine Light 2
Prerequisites: 50 Restoration, Divine Light 1
Description: Your sun spells burn with almost otherworldly heat and smite the undead with terrifying ease.
Effect: +30% magnitude for sun spells, Replace the bonus form Divine Light 1.
Blinding Light
Prerequisites: 75 Restoration, Divine Light 1
Description: Your higher level sun spells are so bright that all but the most powerful foes are stunned, living and dead.
Effect: Apprentice level and above sun spells also stagger the target. Some powerful enemies that are also immune to Unrelenting Force are unaffected.
Mysticism
Prerequisites: 100 Restoration, Blinding Light
Description: You've learned the art of weaving mystical energies into your spells, making all of them more effective against the undead and Daedra.
Effect: All spells have +10% magnitude and +25% duration against undead or daedric targets as long as you are not undead.
Venomancer 1
Prerequisites: 25 Restoration, Novice Restoration
Description: You are able to intensify the potency of your poison spells. Thus, they now deal increased damage.
Effect: +15% magnitude for poison spells.
Venomancer 2
Prerequisites: 50 Restoration, Venomancer 1
Description: You are able to greatly intensify the potency of your poison spells. Thus, they now deal far more damage.
Effect: +30% magnitude for poison spells, Replace the bonus form Venomancer 1.
Sap Strength
Prerequisites: 75 Restoration, Venomancer 1
Description: Your poison spells now sap the strength from your foes, damaging stamina as well.
Effect: Self-explanatory.
Poison Master
Prerequisites: 100 Restoration, Sap Strength
Description: Your fascination for poison now grants you a natural resistance to it, while also increasing all your poison spells power even further.
Effect: Poison spells have +5% magnitude and cost 10% less to cast. You gain +25% poison resistance.
The art of creating and improving weapons and armour from raw materials.
Increasing your Smithing skill improves your ability to temper your weapons and armor.
Click to view
NOTE: The majority of the perks in the Smithing tree require you to have a particular book in your inventory in order to take them. A list of where you can find these books is included in this section. You can also disable this requirement in the MCM for Requiem.
Craftsmanship
Prerequisites: The book "The Craftsman's Manual"
Description: You've acquired the basics of craftsmanship and know how to properly use all kinds of tools. Thus, you are able to craft and improve a wide variety of common goods.
Effect: You can craft items made with wood, leather, iron, steel, and silver. Items of the following types can be tempered 50% more: steel, draugr, falmer, iron, silver, wood, and Imperial, along with other unique items made of similar materials.
Advanced Blacksmithing
Prerequisites: 50 Smithing, Craftsmanship
Description: You've gained quite some finesse, allowing you to craft plate armor and fine jewelry. You have also found a way to melt and crush certain gems into alchemically usable dust.
Effect: You can craft steel plate armor, jewelry, and many other items that don't fall into any particular category. You can smelt gems into dust that can be used to make potions. Items of the following types can be tempered 50% more: steel plate, nordic, and other items made of similar materials.
Arcane Craftsmanship
Prerequisites: 50 Smithing, Advanced Blacksmithing, The book "Arcane Craftsmanship"
Description: After reading a tome about the ancient secrets of explosive dwemer bolts, you've learned the necessary techniques to craft bolts and arrows that will explode with elemental fury upon impact.
Effect: You can craft elemental exploding bolts and arrows.
Legendary Blacksmithing
Prerequisites: 100 Smithing, Advanced Blacksmithing
Description: You make steel sing songs on the anvil. Your hammer is no longer a mere tool, but a loom that weaves the fabric of myths. You can even improve the divine artifacts of Aedra and Daedra.
Effect: All items can be tempered 50% more. Allows you to temper most artifacts, particularly those associated with the divines or the Daedric Princes. Some items that don't receive a tempering bonus from other perks can be tempered 50% more.
Morrowind Smithing 1
Prerequisites: 25 Smithing, Craftsmanship, The book "Blacksmithing of Morrowind"
Description: As a rule, Dunmer are masters of the processing of bone of the fauna of Morrowind, but you have mastered their knowledge with the help of this compendium written by the famous blacksmith of Morrowind.
Effect: You can craft bonemold armor and temper it 60% more.
Morrowind Smithing 2
Prerequisites: 50 Smithing, Morrowind Smithing 1, The book "Blacksmithing of Morrowind"
Description: You have honed your bone processins skills and are now able to work with such complex material as chitin. Having read the compendium to the holes, you have become a master of this technology.
Effect: You can craft chitin armor, and temper it and Morag Tong armor 70% more.
Advanced Light Armors
Prerequisites: 25 Smithing, Craftsmanship, The book "An Introduction to Scale Armors"
Description: You've been able to learn more advanced techniques, allowing you to craft and efficiently improve scale armor.
Effect: You can craft scale armors. Scale armors and some other types of armor can be tempered 60% more.
Elven Smithing
Prerequisites: 50 Smithing, Advanced Light Armors, The book "About Elven Craftsmanship"
Description: You've gained enough finesse to create and improve Elven armor and weapons by studying the Elven craftmanship carefully.
Effect: You can craft elven items and temper them 70% more.
Glass Smithing
Prerequisites: 75 Smithing, Elven Smithing or Morrowind Smithing 2, The book "An Introduction to Malachite"
Description: Crafting and improving Glass equipment is not for the unskilled, but having studied intensely, you aren't one of them any more.
Effect: You can craft glass items and other similar gear made from malachite, and t
Dwarven Smithing
Prerequisites: 25 Smithing, Craftsmanship, The book "The Art of Dwarven Blacksmithing"
Description: You've studied some long-lost schematics of dwarven equipment and acquired the secret knowledge of how to create and improve them efficiently.
Effect: You can craft dwarven items and other similar gear made from dwarven metals, and temper them 60% more.
Orcish & Nordic Smithing 1
Prerequisites: 50 Smithing, Dwarven Smithing, The book "The Almanac of Orcish Blacksmithing"
Description: Orcish equipment is hard to craft, but you've got what it takes. Especially the schematics! You can craft and improve it easily and most efficiently.
Effect: You can craft orcish items and other gear made with orichalcum, and temper them 70% more.
Orcish & Nordic Smithing 2
Prerequisites: 55 Smithing, Orcish & Nordic Smithing 1, The book "Art of the Nordic Blacksmiths"
Description: The key mixture found in Nordic equipment is the blend of Quicksilver and Ebony ore. The combination creates some of the hardest alloys on Nirn. In addition to working with Oricsh you can now work with Nordic materials.
Effect: You can craft nordic items and temper them 80% more.
Ebony & Stahlrim Smithing 1
Prerequisites: 75 Smithing, Orcish & Nordic Smithing 2, The book "Harder than Steel - How to worth with Ebony"
Description: Ebony weapons and armor - some even fail at heating the metal. But not you. Now that you've studied the related schematics, you can craft and improve ebony equipment with ease.
Effect: You can craft ebony items and temper them 90% more.
Ebony & Stahlrim Smithing 2
Prerequisites: 85 Smithing, Ebony & Stahlrim Smithing 1, Completion of the quest "A New Source of Stahlrim"
Description: Around the world, only a few know the secret of properly processing enchanted ice, but you were lucky, for the help you provided to Skaals, they agreed to share their secrets. You can now work with Stalhrim in addition to working with Ebony.
Effect: You can craft stahlrim items and temper them 100% more.
Daedric Smithing
Prerequisites: 100 Smithing, Ebony & Stahlrim Smithing 1, The book "Daedric Craftsmanship"
Description: The creation of daedric weapons and armor is a secret few mortals know - still, somehow you managed to acquire this knowledge...
Effect: You can craft daedric items and temper them 100% more. Crafting and tempering daedric items can generally only be done between 11 PM and midnight.
Draconic Blacksmithing
Prerequisites: 100 Smithing, Glass Smithing or Ebony & Stahlrim Smithing 1, the Book "The Compendium of Draconic Armor"
Description: The scales and bones of dragons are probably the hardest material to work with, but you've mastered even this art since you studied that old compendium.
Effect: You can craft items from dragon scales and bones, and temper them 100% more.
To compensate for the fact that tempering a weapon adds a flat bonus to its damage, Requiem reduces your ability to temper smaller weapons. Two-handed weapons, bows, and crossbows can be tempered fully. One-handed weapons other than daggers and cestus receive 50% less damage from tempering. Daggers receive 75% less damage from tempering. Cestus receive 87.5% less damage from tempering.
Click the name of each book to see where it can be found.
An Introduction to Scale Armors
Embershard Mine, Halted Stream Camp, or bought from Warmaiden's or the blacksmith in Understone KeepDaedric Craftsmanship
Inside the Shrine of Mehrunes DagonThe Compendium of Draconic Armor
Skyhaven Temple or Skuldafn North TowerThe Art of Dwarven Blacksmithing
Avanchnzel Boilery, Mzulft Aedrome, Bthardamz Upper District, Nchuand-Zel Quarters, Sinderion's Field Laborator, Alftand Animonculory, Tower of Mzark, bought or stolen from Calcelmo, or bought from Urag. May also be found as random loot.Harder than Steel - How to work with Ebony
Alftand Animonculory or bought or stolen from NarzulburAbout Elven Craftsmanship
The Arcanaeum, the Thalmor Embassy, or bought from Urag or Calcelmo. May also be found as random loot.Arcane Craftsmanship
The Chill, reward for the quest Stoking the Flames, Katria's corpse in Arkngthamz, bought from CalcelmoAn Introduction to Malachite
Alftand Animonculory, The Pride of the Tel Vos, stolen from Steamscorch Mine, bought from the Kynesgrove Inn. May rarely be found as random loot.The Almanac of Orcish Blacksmithing
Cracked Tusk Keep exterior, bought from the Understone Keep blacsksmith or from the blacksmiths at orc strongholds. May rarely be found as random loot.The Craftsman's Manual
Helgen Keep, or bought from most blacksmiths. May also be found as random loot.Blacksmithing of Morrowind
Bought from Glover Mallory.Art of the Nordic Blacksmiths
Bought from Eorlund Graymane or Baldor Iron-ShaperSneaking is the art of moving unseen and unheard.
Increasing your Sneak skill makes it harder for enemies to detect you. If you do not have the first rank of Stealth and do not have a racial proficiency in Sneak, your ability to remain undetected is reduced to 1/3 of what it otherwise would be.
Click to view
Stealth 1
Prerequisites: None
Description: You know the basics of moving silently and are harder to detect when sneaking while not wearing any heavy armor.
Effect: +15 to your effective sneak skill while not wearing any heavy armor. Removes the sneak penalty mentioned above.
Stealth 2
Prerequisites: Stealth 1
Description: You are even harder to detect when sneaking while not wearing any heavy armor.
Effect: +35 to your effective sneak skill while not wearing any heavy armor. Replaces the bonus from Stealth 1.
Deft Strike
Prerequisites: Stealth 1, 25 Sneak
Description: You've learned to exploit weaknesses in your foes' armor when sneak attacking with daggers, bows or swords.
Effect: Attacks ignore half the target's armor if you are undetected, are very close, and are attacking with a dagger, sword, bow, or crossbow. This bonus applies even against targets that are immune to sneak attacks.
Anatomical Lore
Prerequisites: Deft Strike, 50 Sneak
Description: Newfound knowledge of humanoid anatomy allows you to slay almost any human-like creature outright with sneak attacks.
Effect: Melee sneak do 5x more damage, so 15x in total for one-handers and 10x for two-handers. Ranged sneak attacks do 2x more damage for a total of 4x. This bonus only applies to humanoid enemies, which are considered to be the playable races (including vampires) and dremora (including Slighted).
Advanced Anatomical Lore
Prerequisites: Anatomical Lore, 75 Sneak
Description: Your vast knowledge of anatomy allows you to perform devastating sneak attacks on almost any target.
Effect: The increased multipliers from Anatomical Lore now also to apply to any enemy that is not immune to sneak attacks.
Muffled Movement
Prerequisites: Stealth 1, 25 Sneak
Description: Your newfound finesse allows you to move more quietly while not wearing any heavy armor.
Effect: +15 to your effective sneak skill while not wearing any heavy armor.
Light Steps
Prerequisites: Muffled Movement, 50 Sneak
Description: By distributing your weight more consciously, you're able to avoid triggering pressure plates or similar mechanisms.
Effect: You do not trigger pressure plates or other similar physical traps when moving over them.
Acrobatics
Prerequisites: Light Steps, 75 Sneak
Description: Your improved balance allows you to silently roll forward, avoid getting knocked down except through magic and move even more quietly.
Effect: +10 to your effective sneak skill while not wearing any heavy armor. You can do a silent roll while sneaking. If you are not wearing any heavy armor, you are less likely to be knocked down by physical attacks.
Shadowrunner
Prerequisites: Acrobatics, 100 Sneak
Description: There's almost nothing you cannot evade. You are even harder to detect, more silent and all falling damage is decreased.
Effect: +15 to your effective sneak skill while not wearing any heavy armor. You make 10% less noise while moving. You take 25% less fall damage.
The base sneak attack multiplier is 3x for one-handed weapons and 2x for two-handed weapons, bows, and crossbows. This can be increased by the Anatomical Lore perks as described above. Additionally, taking the Dagger Mastery perks in the One-handed tree increases your sneak attack multiplier with daggers. This bonus stacks multiplicatively, so it is possible to achieve a 30x multiplier with daggers.
In general, enemies that are not considered to be alive are immune to sneak attacks. This includes the undead, Dwemer constructs, daedra, spriggans, ash spawn, and many others. Some unique end-game enemies are also immune, including Miraak and the Ebony Warrior. The major exceptions to this rule are vampires and dremora (including Slighted) which are vulnerable to sneak attacks. The bonus sneak attack multiplier from Dagger Mastery ignores sneak attack immunity, allowing you to get 2x sneak attacks these enemies.
Your sneak attack multiplier is cut in half if you are dual-wielding and power attack.
If you melee sneak attack an enemy that is sleeping in a bed, it does 100x more damage.
Your Marksman skill limits the maximum which at which you can land a ranged sneak attack. At 100 Marksman, you can land a sneak attack at any range.
Those who dabble in the fine art of speechcraft are able to haggle for the best prices, and to convince about anyone of anything.
Increasing your Speech skill improves your ability to barter and persuade others.
Click to view
Haggling
Prerequisites: None
Description: You've learned how to deal with Skyrim's greedy merchants and how to haggle for better prices.
Effect: Buying and selling prices improve even more with your Speech skill.
Merchant
Prerequisites: 50 Speech, Haggling
Description: Your trading skills are good enough to sell almost anything to any merchant willing to trade with you, and you can invest some of your gold with a shopkeeper to increase his available gold permanently.
Effect: You can sell any type of item to any merchant. You can invest gold with a merchant to permanently increase their gold supply. Sell prices are 15% higher.
Fencing
Prerequisites: 100 Speech, Merchant
Description: You've become so persuasive that you could make almost anyone believe that your goods are of a legal origin.
Effect: You can sell stolen goods to any merchant.
Silver Tongue
Prerequisites: 25 Speech, Haggling
Description: You've spent quite some time improving your rhetorical skills and are now able to greatly influence any conversation and to fascinate the opposite gender. You also get better offers at respective vendors.
Effect: Persuasion checks are easier, just like the Persuasion perk in vanilla Skyrim. Intimidation attempts are much more likely to succeed. 10% better selling and buying prices from merchants of the opposite sex.
Leadership
Prerequisites: 75 Speech, Silver Tongue
Description: Your rhetorical skill makes you the perfect leader. By inspiring all those who fight by your side, you encourage your followers to always push their abilities to their very limits.
Effect: Followers gain the following bonuses: +50 carry weight, +75% fortify block, +20% damage with all weapons, all spells cost 15% less, +100 magicka and stamina, +50% magicka and stamina regeneration.
Masquerade 1
Prerequisites: 50 Speech, Silver Tongue
Description: You've become proficient at acting, and with the right equipment you can now disguise yourself, although sometimes people can still tell that you are not truly one of them.
Effect: By wearing the appropriate body armor, you can disguise yourself as an Imperial soldier, Stormcloak soldier, necromancer, or warlock. Altmer can also disguise as a Thalmor and Bretons can also disguise as a Forsworn. Disguising yourself makes you a member of that faction temporarily, so NPCs in that faction will not attack you. While around actual members of that faction, you must pass regular checks to avoid having your disguise blown. The chance depends on your Speech skill, your light level, and how close the NPC is to you. Sprinting or sneaking increases the chance that your disguise will be blown. Attacking a member of that faction will also blow your disguise.
Masquerade 2
Prerequisites: 100 Speech, Masquerade 1
Description: There is no role you cannot play, and your acting is so believable that there is almost no way for others to see through your disguises.
Effect: You no longer need to pass regular checks to avoid having your disguise blown.
Lore of the Thu'um
Prerequisites: Completion of the quest "The Way of the Voice"
Description: You've been studying the lore and ancient script of dragons and the Thu'um. Thus, you can shout more often.
Effect: -10% shout cooldown.
Destructive Urge
Prerequisites: Lore of the Thu'um , Completion of the quest "Alduin's Wall"
Description: The horrors that the Thu'um can inflict are etched into your mind just as you have seen them etched into stone. Your Thu'um will wreak even greater havoc among your unfortunate foes.
Effect: +15% shout magnitude.
Indomitable Force
Prerequisites: Lore of the Thu'um, Completion of the quest "The Horn of Jurgen Windcaller"
Description: You know what it means to be called Ysmir, Dragon of the North. As you have withstood the test of Thu'um, so you will withstand the Thu'um of others.
Effect: Incoming hostile shouts have only 50% magnitude.
Spiritual Equilibrium
Prerequisites: Lore of the Thu'um, Completion of the quest "The Throat of the World"
Description: You have been guided in meditating on the Thu'um. Now your shouts linger, lasting longer than they did before.
Effect: +15% shout duration.
The Way of the Voice
Prerequisites: Lore of the Thu'um, Completion of the quest "The Throat of the World"
Description: You've meditated thoroughly, and acquired vast insights into the Way of the Voice. Thus, you can call upon the power of your Thu'um rapidly once each day.
Effect: Give you a once per day power that reduces shout cooldowns to 0 for 5 seconds.
Tongue's Insight
Prerequisites: Lore of the Thu'um, Completion of the quest "The Way of the Voice"
Description: You've spent time meditating on the Way of the Voice, unearthing more knowledge and gaining valuable insights. Thus, you can harness the might of yet another word of power.
Effect: +1 dragon soul. Can be taken multiple times.
Commander 1
Prerequisites: None
Description: Your knowledge in combat tactics allow you to effectively lead your allies in combat. [nearby allies get +10% fortify skill, +3 unarmed damage, +50 magicka & stamina, +25% magicka & stamina regeneration]
Effect: Self-explanatory.
Commander 2
Prerequisites: Character Level 15, Commander 1
Description: Your knowledge in combat tactics allow you to effectively lead your allies in combat. [nearby allies get +20 % fortify skill, +6 unarmed damage, +100 magicka & stamina, +50% magicka & stamina regeneration]
Effect: Self-explanatory. Replaces bonus from Commander 1.
Commander 3
Prerequisites: Character Level 30, Commander 2
Description: Your knowledge in combat tactics allow you to effectively lead your allies in combat. [nearby allies get +30 % fortify skill, +10 unarmed damage, +150 magicka & stamina, +75% magicka & stamina regeneration]
Effect: Self-explanatory. Replaces bonus from Commander 2.
Shout Focus 1
Prerequisites: None
Description: You meditate on the Thu'um for deeper understanding of the Words of Power, making them more powerful. [shout magnitude and duration x 1.05, -10% shout cooldown]
Effect: Self-explanatory.
Shout Focus 2
Prerequisites: Character Level 15, Shout Focus 1
Description: You meditate on the Thu'um for deeper understanding of the Words of Power, making them more powerful. [shout magnitude and duration x 1.1, -20% shout cooldown]
Effect: Self-explanatory. Replaces bonus from Shout Focus 1.
Shout Focus 3
Prerequisites: Character Level 30, Shout Focus 2
Description: You meditate on the Thu'um for deeper understanding of the Words of Power, making them more powerful. [shout magnitude and duration x 1.15, -30% shout cooldown]
Effect: Self-explanatory. Replaces bonus from Shout Focus 2.
The art of combat using two-handed weapons, such as greatswords, battle axes, warhammers, and battlestaves.
Increasing your Two-handed skill reduces the stamina cost of attacking with two-handed weapons.
Click to view
Great Weapon Mastery 1
Prerequisites: None
Description: Your improved fighting techniques increase your damage dealt with two-handed weapons. [damage x 1.2, -50% weapon weight penalties]
Effect: Two-handed weapons do 20% more damage and contribute 50% less to your effective mass.
Great Weapon Mastery 2
Prerequisites: Great Weapon Mastery 1
Description: Your improved fighting techniques increase your damage dealt with two-handed weapons even more. [damage x 1.4, -50% weapon weight penalties]
Effect: Two-handed weapons do 40% more damage and contribute 50% less to your effective mass. Replaces bonus from Great Weapon Mastery 1.
Barbaric Might
Prerequisites: 20 Two-handed, Great Weapon Mastery 1
Description: Your power attacks become mighty blows that will penetrate armor and are less tiring. [-50% power attack stamina cost, +5 armor penetration]
Effect: Self-explanatory.
Battle Axe Focus 1
Prerequisites: 25 Two-handed, Barbaric Might
Description: You've become familiar with battle axes, thereby increasing their damage and armor penetration. [damage x 1.1, +10 armor penetration]
Effect: Self-explanatory.
Battle Axe Focus 2
Prerequisites: 50 Two-handed, Battle Axe Focus 1
Description: You've become an advanced battle axe fighter, further increasing their damage and armor penetration. [damage x 1.2, +20 armor penetration]
Effect: Self-explanatory. Replaces bonus from Battle Axe Focus 1.
Battle Axe Focus 3
Prerequisites: 75 Two-handed, Battle Axe Focus 2
Description: You've become a master of battle axe combat, allowing you to perform devastating attacks with them. [damage x 1.3, +30 armor penetration]
Effect: Self-explanatory. Replaces bonus from Battle Axe Focus 2.
Battlestaff Focus 1
Prerequisites: 25 Two-handed, Barbaric Might
Description: You've learned the basics of battlestaff combat, allowing you to increase your attack rate with them slightly. [+8% attack speed with battlestaves, +7 armor penetration]
Effect: Self-explanatory.
Battlestaff Focus 2
Prerequisites: 50 Two-handed, Battlestaff Focus 1
Description: You've acquired the advanced techniques of battlestaff combat, further increasing your attack rate with them. [+16% attack speed with battlestaves, +14 armor penetration]
Effect: Self-explanatory. Replaces bonus from Battlestaff Focus 1.
Battlestaff Focus 3
Prerequisites: 75 Two-handed, Battlestaff Focus 2
Description: You're a master of battlestaff combat, making your swings even faster. [+24% attack speed with battlestaves, +21 armor penetration]
Effect: Self-explanatory. Replaces bonus from Battlestaff Focus 2.
Greatsword Focus 1
Prerequisites: 25 Two-handed, Barbaric Might
Description: You've learned the basics of greatsword combat, allowing you to increase your attack rate with them slightly. [+8% attack speed with greatswords, +7 armor penetration]
Effect: Self-explanatory.
Greatsword Focus 2
Prerequisites: 50 Two-handed, Greatsword Focus 1
Description: You've acquired the advanced techniques of greatsword combat, further increasing your attack rate with them. [+16% attack speed with greatswords, +14 armor penetration]
Effect: Self-explanatory. Replaces bonus from Greatsword Focus 1.
Greatsword Focus 3
Prerequisites: 75 Two-handed, Greatsword Focus 2
Description: You're a master of greatsword combat, making your swings even faster. [+24% attack speed with greatswords, +21 armor penetration]
Effect: Self-explanatory. Replaces bonus from Greatsword Focus 2.
Warhammer Focus 1
Prerequisites: 25 Two-handed, Barbaric Might
Description: You've become familiar with warhammers, enabling you to partly use their ability to penetrate your foes' armor. [power attack damage x 1.05, +15 armor penetration]
Effect: Self-explanatory.
Warhammer Focus 2
Prerequisites: 50 Two-handed, Warhammer Focus 1
Description: You've become an advanced warhammer fighter, further increasing your ability to penetrate armor with them. [power attack damage x 1.1, +30 armor penetration]
Effect: Self-explanatory. Replaces bonus from Warhammer Focus 1.
Warhammer Focus 3
Prerequisites: 75 Two-handed, Warhammer Focus 2
Description: You've become a masterly warhammer fighter, rendering armor almost useless. [power attack damage x 1.15, +45 armor penetration]
Effect: Self-explanatory. Replaces bonus from Warhammer Focus 2.
Devastating Charge
Prerequisites: 50 Two-handed, Barbaric Might
Description: You've learned to perform a leaping power attack while sprinting, reducing your enemies to smithereens. [unlocks sprinting power attack, -25% weapon weight penalties]
Effect: Allows you to do a sprinting power attack which two-handed weapons, which adds a small amount of armor ignoring critical damage. Two-handed weapons contribute 25% less to your effective mass.
Devastating Strike
Prerequisites: 50 Two-handed, Barbaric Might
Description: Your two-handed combat style has improved so much that all power attacks have become devastating. [power attack damage x 1.25]
Effect: Self-explanatory.
Cleave
Prerequisites: 75 Two-handed, Devastating Charge, Devastating Strike
Description: Your power attacks are truly devastating and you can cut down multiple foes with a single sweeping blow. [sideways power attack can hit multiple targets]
Effect: Self-explanatory.
Devastating Cleave
Prerequisites: 100 Two-handed, Cleave
Description: Putting your whole weight behind your swing, your sidewards power attacks are now powerful enough to knock down foes. [sideways power attacks can knock down]
Effect: Self-explanatory. The knockdown chance depends on the mass of yourself and the target.
Mighty Strike
Prerequisites: 100 Two-handed, Devastating Cleave
Description: You can kill almost any foe with a single strike of your two-hander, as your blows even fell giants with ease. [damage x 1.25]
Effect: Self-explanatory.