User:Klptyzm/Sandbox

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[edit] The Elder Scrolls Skills

Skills in The Elder Scrolls (TES) role-playing games are an integral and unique aspect of the game series in that TES is a skill use-based rather than kill/experience-based character development RPG.

Over the past decade The Elder Scrolls has grown to be immensely popular, and every iteration in the series has broken boundaries with revolutionary graphics and gameplay, building each new game off of what worked, and what didn't, in the past game. Skills are, of course, no exception.

[edit] Oblivion

With the latest addition, The Elder Scrolls IV: Oblivion, Bethesda Softworks further refined the game's skills template, combining several previous skills into one, more general, category, while dropping other skills entirely.

Oblivion features 21 skills, with 7 allocated for each of Oblivion's three primary character class types; those of combat, magic, and stealth. Additionally, each of the 8 character attributes govern three skills, except luck, which contributes a little to everything.

Oblivion also introduces Mastery Levels. These are levels of proficiency that the PC has reached with a given skill. The Mastery Levels are:

  • Novice: 0-24
  • Apprentice 25-49
  • Journeyman: 50-74
  • Expert 75-99
  • Master: 100

Each level of mastery the PC reaches brings with it appropriate bonuses; For instance, when you become a master of the 'Heavy Armor' skill, the weight of the armor you’re wearing no longer adds to your encumbrance.

[edit] Combat Arts

Combat Arts
Combat Arts
  • Athletics (Speed)
  • Blade (Strength)
  • Blunt(Strength)
  • Hand to Hand (Strength)
  • Armorer (Endurance)
  • Block (Endurance)
  • Heavy Armor (Endurance)

[edit] Athletics

Athletics
Athletics

Athletics belongs to the Combat Arts and is governed by the Speed attribute.

[edit] Description

Official Description from http://www.elderscrolls.com :

Run and swim faster, and regenerate lost fatigue faster.

[edit] Athletics Mastery Levels
  • Novice (0-24 points): Regenerate Fatigue slowly when running
  • Apprentice (25-49 points): Regenerate Fatigue 25% faster when running
  • Journeyman (50-74 points): Regenerate Fatigue 50% faster when running
  • Expert (75-99 points): Regenerate Fatigue 75% faster when running
  • Master (100 points): Fatigue regenerates as it would when standing still.

[edit] Blade

Blade
Blade

Blade belongs to the Combat Arts and is governed by the Strength attribute.

[edit] Description

Official Description from http://www.elderscrolls.com :

Deliver the slashing and thrusting attacks of dagger and sword weapons more effectively.

[edit] Blade Mastery Levels
  • Novice (0-24 points): Basic Power Attack with a damage bonus in all directions.
  • Apprentice (25-49 points): Damage bonus for a Mastery Standing Power Attack.
  • Journeyman (50-74 points): Master Left and Right Power Attacks, which can disarm the enemy.
  • Expert (75-99 points): Mastery Backwards Power Attack, which can knock down the enemy.
  • Master (100 points): Mastery Forward Power Attack, which has a chance to paralyze the enemy.

[edit] Blunt

Blunt
Blunt

Blunt belongs to the Combat Arts and is governed by the Strength attribute.

[edit] Description

Official Description from http://www.elderscrolls.com :

Deliver the crushing blows of mace and axe weapons more effectively.

[edit] Blunt Mastery Levels
  • Novice (0-24 points): Basic Power Attack with a damage bonus in all directions.
  • Apprentice (25-49 points): Damage bonus for a Mastery Standing Power Attack.
  • Journeyman (50-74 points): Master Left and Right Power Attacks, which can disarm the enemy.
  • Expert (75-99 points): Mastery Backwards Power Attack, which can knock down the enemy.
  • Master (100 points): Mastery Forward Power Attack, which has a chance to paralyze the enemy.

[edit] Hand to Hand

Hand to Hand
Hand to Hand

[edit] Description

Hand-to-Hand Combat belongs to the Combat Arts, and the governing attribute is strength. Hand-to-Hand Combat specializes mainly in punching, such as jabs and thrusts, and as you gain mastery in this form of combat, you also gain the ability to disarm opponents, knock back your opponents, and even paralyze your victims. Disarming an opponent is good for claiming the weapon of the enemy, and using it against them (or selling it later), knocking back an enemy allows you to either heal yourself as needed, or run, and paralyzing a victim is a swift way of easily killing your enemy. Hand-to-Hand Combat is a good skill to use along such skills as Blade, or Blunt, in case you are disarmed, or carrying too much weight from items. Races such as Argonian, Imperial, Khajiit, and Orc are naturally suited to Hand-to-Hand Combat.

[edit] Hand to Hand Mastery Levels
  • Novice (0-24 points): Able to perform a Basic Power Attack with a damage bonus in all directions
  • Apprentice (25-49 points): Apprentices gain damage bonuses with the Mastery Standing Power Attack
  • Journeyman (50-74 points): Aside from gaining usage of The Mastery Left and Right Power Attacks, you also gain a chance to disarm your opponent
  • Expert (75-99 points): Experts are capable of using Mastery Backwards Power Attack, and gain the chance to knockdown, and when blocking, also gains a chance of a knockback attack
  • Master (100 points): Masters gain the power of Mastery Forward Power Attack, with a chance to paralyze, and when blocking, gains a chance of disarm on a knockback attack.

[edit] Armorer

Armorer
Armorer

Armorer belongs to the Combat Arts and is governed by the Endurance attribute.

[edit] Description

Official Description from http://www.elderscrolls.com :

Maintain weapons and armor at top efficiency. Worn weapons and armor are less effective.

[edit] Armorer Mastery Levels
  • Novice (0-24 points): Cannot repair magic items
  • Apprentice (25-49 points): Repair hammers last twice as long
  • Journeyman (50-74 points): Can repair magic items
  • Expert (75-99 points): Repair items beyond their highest condition to 125%
  • Master (100 points): Repair hammers never break; One hammer lasts a lifetime.

[edit] Block

Block
Block

Block belongs to the Combat Arts and is governed by the Endurance attribute.

[edit] Description

Official Description from http://www.elderscrolls.com :

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

[edit] Block Mastery Levels
  • Novice (0-24 points): Fatigued by blocking and hand-to-hand blocking against weapons has no effect
  • Apprentice (25-49 points): No longer fatigued by blocking
  • Journeyman (50-74 points): Shields and weapons are no longer damaged by blocking and opponents may recoil when blocking with hand-to hand
  • Expert (75-99 points): Blocking with a shield has a chance to do a knockback counterattack which will stagger the enemy
  • Master (100 points): Blocking with a shield has the chance of disarming an enemy with a successful counterattack

[edit] Heavy Armor

Heavy Armor
Heavy Armor

[edit] Description of Heavy Armor

Heavy Armor falls in the classes of Iron, Steel, Dwarven, Orcish, Ebony, and Daedric Armors alike, growing in terms of shielding from least to greatest respectively as noted above. Heavy Armor is a good skill to have for races such as Imperial, Nord, Orc, and Redguard, though you can customize any character of any race to be suited for Heavy Armor as well. At first when wearing Heavy Armor, as a Novice, your armor will deteriorate at a rate of 150%. As you progress from Novice to Master, that rate will decrease accordingly. One disadvantage of having Heavy Armor, at least for sometime, is that the armor makes you considerably slower in moving around, but once you master this skill, that will no longer be a problem to you.

[edit] Heavy Armor Mastery Levels
  • Novice (0-24 points): Heavy Armor degrades at a rapid rate of use (150% of normal rate)
  • Apprentice (25-49 points): Heavy Armor degrades at a normal rate
  • Journeyman (50-74 points): Heavy Armor degrades at a 50% slower rate
  • Expert (75-99 points): Armor now only encumbers you by 50%
  • Master (100 points): Equipped Heavy Armor no longer encumbers you

[edit] Magic Arts

Magic Arts
Magic Arts
  • Alteration (Willpower)
  • Destruction (Willpower)
  • Restoration (Willpower)
  • Alchemy (Intelligence)
  • Conjuration (Intelligence)
  • Mysticism (Intelligence)
  • Illusion (Personality)

[edit] Alteration

Alteration
Alteration

Alteration belongs to the Magic Arts and is governed by the Willpower attribute.

[edit] Description

Official Description from http://www.elderscrolls.com :

Cast spells to breathe or walk on water, open locks, shield from physical and magical damage, and alter encumbrance.

[edit] Alteration Mastery Levels

Alteration spells will allow you to open locks, breathe under or walk on water, create shields, and boost your encumbrance. Each spell's power and effects are based upon which level of mastery your have with the skill. You can't cast a spell above your current Mastery Level. These are great spells to have if you plan on thieving. Repeatedly using these spells will level up the skill.

[edit] Destruction

Destruction
Destruction

Destruction belongs to the Magic Arts and is governed by the Willpower attribute.

[edit] Description

Official Description from http://www.elderscrolls.com :

Cast spells to inflict magical, fire, frost, and shock damage or to reduce resistances to magic attacks.

[edit] Destruction Mastery Levels

Destruction spells will inflict fire, frost, and shock damage, or lower resistances to magic attacks. Each spell's power and effects are based upon which level of mastery your have with the skill. You can't cast a spell above your current Mastery Level. Every magician should have a high level for this skill. Repeatedly using these spells will level up the skill.

[edit] Restoration

Restoration
Restoration

Restoration belongs to the Magic Arts and is governed by the Willpower attribute.

[edit] Description

Official Description from http://www.elderscrolls.com :

Cast spells to restore, fortify, or absorb physical and magical attributes, cure disease, and resist magical attacks.

[edit] Restoration Mastery Levels

These spells restore life, fortify stats, and absorb damage. Each spell's power and effects are based upon which level of mastery your have with the skill. You can't cast a spell above your current Mastery Level. Everyone will need at least one restoration spell to keep themselves alive when the damage comes in. Repeatedly using these spells will level up the skill.

[edit] Alchemy

Alchemy
Alchemy

Alchemy belongs to the Magic Arts and is governed by the Intelligence attribute.

[edit] Description

Official Description from http://www.elderscrolls.com :

Create potions and gain benefits from alchemical ingredients more effectively.

[edit] Alchemy Mastery Levels
  • Novice (0-24 points): Recognizes only the first of four potential alchemical properties of a substance
  • Apprentice (25-49 points): Recognizes the first two of four potential alchemical properties of a substance
  • Journeyman (50-74 points): Recognizes the first three of four potential alchemical properties of a substance
  • Expert (75-99 points): Recognizes all four potential alchemical properties of a substance
  • Master (100 points): Can make potions from just one ingredient

[edit] Conjuration

Conjuration
Conjuration

Conjuration belongs to the Magic Arts and is governed by the Intelligence attribute.

[edit] Description

Official Description from http://www.elderscrolls.com :

Cast spells to summon otherworldly creatures (clannfear, wraith, ghost, scamp, etc.), magical weapons and armor (bound mace, sword, cuirass, etc.), and turn the undead (make them run in catatonic terror).

[edit] Conjuration Mastery Levels

Conjuration spells allow you to summon creatures, weapons, armor, and command the undead. Each spell's power and effects are based upon which level of mastery your have with the skill. You can't cast a spell above your current Mastery Level. These spells will bolster a Spellsword's combat effectiveness nicely. Repeatedly using these spells will level up the skill.

[edit] Mysticism

Mysticism
Mysticism

Mysticism belongs to the Magic Arts and is governed by the Intelligence attribute.

[edit] Description

Official Description from http://www.elderscrolls.com :

Cast spells that absorb, reflect, and dispel magic, move objects, sense life, and bind souls.

[edit] Mysticism Mastery Levels

Mysticism spells will allow you to absorb, reflect, and dispel magic. You can also sense enemies, move objects remotely and bind souls into soul gems. Each spell's power and effects are based upon which level of mastery your have with the skill. You can't cast a spell above your current Mastery Level. This powerful class of spells is important to anyone interested in enchantment. Repeatedly using these spells will level up the skill.

[edit] Illusion

Illusion
Illusion

Illusion belongs to the Magic Arts and is governed by the Personality attribute.

[edit] Description

Official Description from http://www.elderscrolls.com :

Cast spells to charm, conceal, create light, silence, paralyze, command, or affect morale or aggressiveness.

[edit] Illusion Mastery Levels

Illusion spells allow you to charm, conceal, create light, and otherwise alter other people's behavior. Each spell's power and effects are based upon which level of mastery your have with the skill. You can't cast a spell above your current Mastery Level. Thieves should look to pick up a few of these spells. Repeatedly using these spells will level up the skill.

[edit] Stealth Arts

Stealth Arts
Stealth Arts
  • Acrobatics (Speed)
  • Light Armor (Speed)
  • Marksman (Agility)
  • Security (Agility)
  • Sneak (Agility)
  • Mercantile (Personality)
  • Speechcraft (Personality)

[edit] Acrobatics

Acrobatics
Acrobatics

Acrobatics belongs to the Stealth Arts and is governed by the Speed attribute.

[edit] Description

Official Description from http://www.elderscrolls.com :

Jump long distances and avoid damage when falling great distances.

[edit] Acrobatics Mastery Levels
  • Novice (0-24 points): Cannot attack when jumping or falling
  • Apprentice (25-49 points): Can make normal attacks when jumping or falling
  • Journeyman (50-74 points): Learn the Dodge ability which is done by holding block and jumping in a direction to do a quick roll
  • Expert (75-99 points): Fatigue from jumping is reduced by 50%
  • Master (100 points): Learn the Water Jump ability which allows you to jump off of the surface of water

[edit] Light Armor

Light Armor
Light Armor

Light Armor belongs to the Stealth Arts and is governed by the Speed attribute.

[edit] Description

Light Armor types include Fur, Leather, Chainmail, Mithril, Elven, and Glass, listed from the least to most protective. The Dark Elf, Khajiit, and Wood Elf races get bonuses in Light Armor, though the skill can work well with any race. As a Novice in Light Armor, your armor will deteriorate at a rate of 150%, but as you progress from Novice to Master, that rate will decrease adequately. This is one disadvantage of having Light Armor, that until you gain more experience with it, it doesn't fare well in melee combat. However, as Light Armor is a Stealth skill, it is recommended that you find 'alternative' methods to fighting enemies than through direct confrontation.

[edit] Light Armor Mastery Levels
  • Novice (0-24 points): Light Armor degrades at a rapid rate of use (150% of normal rate)
  • Apprentice (25-49 points): Light Armor degrades at a normal rate.
  • Journeyman (50-74 points): Light Armor degrades at a 50% slower rate.
  • Expert (75-99 points): Light Armor does not encumber you at all.
  • Master (100 points): Wearing only Light Armor as a master gains a 50% armor rating to the armor you're wearing.

[edit] Marksman

Marksman
Marksman

Marksman belongs to the Stealth Arts and is governed by the Agility attribute.

[edit] Description

Official Description from http://www.elderscrolls.com :

Deliver more deadly ranged attacks with bow and arrow weapons.

[edit] Marksman Mastery Levels
  • Novice (0-24 points): Fatigue occurs when holding a bow drawn back
  • Apprentice (25-49 points): There is no Fatigue cost for holding a bow drawn back
  • Journeyman (50-74 points): Gain the Zoom ability
  • Expert (75-99 points): Arrow attacks can knock enemies down
  • Master (100 points): Arrow attacks can paralyze the enemy

[edit] Security

Security
Security

Security belongs to the Stealth Arts and is governed by the Agility attribute.

[edit] Description

Official Description from http://www.elderscrolls.com :

Use lockpicks to open locked doors and containers.

[edit] Security Mastery Levels
  • Novice (0-24 points): As many as four tumblers will fall when you fail and break a pick
  • Apprentice (25-49 points): As many as three tumblers will fall when you fail and break a pick
  • Journeyman (50-74 points): As many as two tumblers will fall when you fail and break a pick
  • Expert (75-99 points): One tumbler will fall when you fail and break a pick
  • Master (100 points): No tumblers will fall when you fail and break a pick

[edit] Sneak

Sneak
Sneak

Sneak belongs to the Stealth Arts and is governed by the Agility attribute.

[edit] Description

Official Description from http://www.elderscrolls.com :

Pick pockets and move unseen and unheard by observers.

[edit] Sneak Mastery Levels
  • Novice (0-24 points): 4x damage bonus for one-handed weapons and hand-to-hand and a 2x damage bonus for marksman attacks when undetected
  • Apprentice (25-49 points): 6x damage bonus for one-handed weapons and hand-to-hand and a 3x damage bonus for marksman attacks when undetected
  • Journeyman (50-74 points): The weight of your boots gives no penalty towards the chance of being detected
  • Expert (75-99 points): Movement gives no penalty towards the chance of being detected
  • Master (100 points): Armor rating is ignored when you attack undetected

[edit] Mercantile

Mercantile
Mercantile

Mercantile belongs to the Stealth Arts and is governed by the Personality attribute.

[edit] Description

Official Description from http://www.elderscrolls.com :

Get better deals when buying or selling goods.

[edit] Mercantile Mastery Levels
  • Novice (0-24 points): The value of an item is reduced by its condition
  • Apprentice (25-49 points): The value of an item is not reduced by its condition
  • Journeyman (50-74 points): Buy or sell any object to any vendor, even if he/she normally doesn't deal in that type of good
  • Expert (75-99 points): Can invest in a shop, permanently increasing the shop's available gold by 500
  • Master (100 points): All shops always have 500 more gold available

[edit] Speechcraft

Speechcraft
Speechcraft

Speechcraft belongs to the Stealth Arts and is governed by the Personality attribute.

[edit] Description

Official Description from http://www.elderscrolls.com :

Use speech to persuade listeners to like and trust you.

[edit] Speechcraft Mastery Levels
  • Novice (0-24 points): Can offer bribes to increase the Disposition of people
  • Apprentice (25-49 points): Gets free rotation of a wedge in the Persuasion Menu
  • Journeyman (50-74 points): 50% slowdown in the Disposition timer in the Persuasion mini-game
  • Expert (75-99 points): Disposition loss in the losing the Persuasion minigame is reduced from 150% to 100%
  • Master (100 points): Bribes cost 50% less