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The Elder Scrolls Tabletop RPG

A d100 Conversion by Barruktp

Commercial uses of this work is expressly prohibited by the author, however feel free
to redistribute, copy, and modify for recreational use. The Elder Scrolls and all
related images, names, and data are 2011 Bethesda Softworks LLC, a ZeniMax
Media company.
All trademarks and trade names are properties of their respective owners. All Rights
Reserved.
All hail Bethesda for making such great games! Version 0.56, WIP
This d100 based conversion of The Elder Scrolls video game series is intended
to be a tactically intense tabletop game played on a hex grid map.
Conversion to a square grid map is possible, put would take more effort than
I want to put into it. The use of combat miniatures will make for a more
immersive experience but is not required. All stats, spells, items, and perks are
based off of TES Skyrim with some additions and modifications.

Contents:
Basics - 3
Experience & Leveling - 4
Combat Turn Sequence - 5
Actions & Initiative - 6
Combat Movement Effects - 7
Calculating Damage - 8
Combat States - 9
Combat Example - 10
Skills - 11-31
Gear - 32-40
Grimoire - 41-46
Character Record - 47-52

Thanks to The Unofficial Elder Scroll Pages for their excellent reference information.
Please visit www.uesp.net Version 0.56, WIP
The Basics

Standard d100 Instructions:


This conversion is a d100 base tabletop role playing game. That means you will need at least two d10 dice, preferably in different colors. Identify
one d10 as the tens dice, and another different looking one as the ones dice. Every task will have a chance of succeeding ranging from 0
100%, to succeed roll your two dice, multiply the result tens dice by ten and add the ones dice result, and compare vs. the rolls Target:
If the result is less than the Target, the roll succeeds.
If the result is the same as the Target, or less by up to a certain amount called the critical range, the roll is a critical success.
If the result is greater than the Target, the roll fails.
The Target will depend on the Skill related to the task you are attempting, and often some situational modifiers. If something has a 25% chance of
succeeding, your Target is 25. Please see the Skill pages for descriptions of Targets and Critical Ranges for various tasks.
Sometimes a Target will be greater than 100. In this case, the roll is trivial and success is guaranteed. Still roll the dice to determine if there is a
critical success: add normal critical range + amount target is greater than 100. Then subtract this number from 100, the roll will be critical success if
greater than the result.
Example: Target = 135 for a roll with critical range of 5. 135 100 = 35, 35 + 5 = 40, 100 40 = 60. So this roll will be a critical
success on any roll greater than 60.
What
Whats New in This System:
Perks: An attempt has been made to include every single skill perk from TES Skyrim. However, many perks have been slightly modified to work
more easily with rolling dice and a hex grid, while keeping the basic functionality the same. Also, compared with Skyrim, there are three new skills:
Notice, Lore, and Survival, these all have brand new Perk trees.
Combat Momentum: This mechanic solves two common problems with role playing systems: 1. Low level players not being able to hit opponents
often, 2. Combatants often remaining stationary during combat, which is contrary to the feel of combat in TES Skyrim (and real life, for that matter).
Once this system is mastered, each combat should have the exciting feel of a fencing match, with opponents striving to out-maneuver each other
around the battlefield, waiting for a critical error in order to move in for the kill. Please see the Momentum section of page 5 and the Combat
Movement chart on page 6 for details.
Notice Skill in Combat: Not only does Notice allow players to spot hidden opponents, objects, and traps, like in most systems, it is also used to
react to opponents actions in combat. Many perks related to the Notice Skill allow for greater flexibility on the battlefield, combined with the
Combat Momentum system, these perks can have a dramatic effect on melee combat.
Physical Damage Types: In Skyrim the difference between blunt, slashing, and piercing weapons only is relevant for some Perks and weapon
stats. In this conversion, the Damage Type distinction also affects critical range, what kind of power attacks do the most damage, and some armor
and creature resistances.

3
Experience and Leveling

From play testing, keeping track of each individual skills experience in a tabletop setting is overly time consuming and causes players to
level too slowly for enjoyment. However, maintaining a skill use based experience system is vital for the feel of The Elder Scrolls.
Other d100 systems force you to roll against your current skill to level the skill, however that seems too random in this application.
Therefore:

Each successful use of any skill will provide between 1 to 10 Experience Points (XP). Please see skill pages for specifics.

If a skill has been used in the players current level, he may upgrade the skill by turning in the requisite number of experience.
Experience required to upgrade all skills is as follows:
16 30: 10XP 31-40: 15XP 41-50: 20XP 51-60: 25XP
61 - 70: 30XP 71-80: 35XP 81-90: 40XP 91-100: 50XP

Bennies, poker chips, are other small items are recommended to keep track of current unspent XP. Again, XP may only be spent on
skills used during the current level.

After a set amount of skill upgrades (SKUs), the character will automatically level up. The number of skill upgrades needed to level is:
Current level +3. I.E., to level from level 10 to level 11 will require 14 SKUs.

On levelup, the player may choose any perk he is qualified to take from a skill he has used this level, as well as gain 10 total points in
any combination of Health, Stamina, and Magicka.

Creating a Character
All starting skills, powers, and available races are per TES Skyrim standard except for the following:
New skill Notice: All races start with 15, except for Khajit (+10 bonus), and Redguard (+5 bonus)
New skill Lore: All races start with 15, except for Altmer (+10 bonus), and Imperial (+5 bonus)
New skill Survival: All races start with 15, except for Bosmer (+10 bonus), and Argonian (+5 bonus)
New lesser power Bosmer: Drawing an arrow is a Minor action instead of a Major action.
Racial crafting knowledge: Please see Smithing page for details
Hearing range: Please see Notice page for details
Starting spells: Characters may either choose up to two Novice level spells, or an extra 3 SKUs for each spell not taken.

Starting septims and level is up to the GMs discretion. A reasonably unlabored start to the game would be starting at level 5 (22 SKUs,
40 extra H/S/M, 4 perks), along with 200 starting septims.

4
Combat Turn Phases
1. Draw cards for Initiative (see page 6)
2. If this is the first turn of combat, deal Held Actions to all combatants except for the initiative winner. These actions will expire at
the beginning of their first turn.
3. Starting with the initiative winner, all players take a turn.
1. Take Movement up to current max Movement.
2. Take up to 4 Minor Actions. 2 Minor Actions may be traded for a Major Action, and 4 Minor Actions may be traded for an
Extended Action. Please see next page for available Minor, Major, and Extended Actions.
3. If making a melee Attack, follow Attack sequence below.
4. Up to 1 Minor Action may be Held. Held actions are used to respond to enemies actions are expire at the beginning of the
players next turn, and may be used to take any action except for a Melee Attack.
4. Initiative passes to the next combatant until all have taken a turn.
5. Cards are redrawn and the cycle starts again at step 3.

Attack Sequence Critical Range


1. Attacker declares target that is in an adjacent hex and Blunt Weapons (maces, clubs, fists, staves, war hammers): 2
whether this is a POWER ATTACK.
Slashing Weapons (axes, scimitars, battleaxes, halberds): 3
2. If the Defender has a Held Option, may RESPOND
Piercing weapons (swords, greatswords, arrows, spears): 5
Option A Spend Held Action
Option B Spend 10 Stamina and win a Notice check. Daggers: 10
3. Attacker has opportunity to INTERRUPT Destruction Spells: 2
Spend 1 Minor Action and 10 Stamina, win an Adverse
If target > 100, then Critical Range is increased by Target -100.
Opposed Notice Check.
4. If RESPOND action is successful and not interrupted, Power Attacks
Defender may take a Minor action (e.g. move 1 hex in any
direction or change momentum). One Handed: 30 stamina for 2x damage
5. Attacker has opportunity to FOLLOW Dual Wielding: 80 stamina for 3x damage each weapon
Spend 1 Minor Action to move 1 hex in any direction or
Two Handed: 50 stamina for 2x damage
change momentum.
Blunt Weapons provide a bonus 1x damage for standing
6. Attacker rolls vs. target = skill number + bonus or penalty
power attacks.
for each attack.
Slashing Weapons provide a bonus 1x damage for side power
7. Result < target: hit, Result > target: miss
attacks.
Target Result </= Weapon Crit Range: Critical Hit (2x
damage) Piercing Weapons provide a bonus 1x damage for forward
power attacks.
8. If result is a hit, Defender loses Health = Damage * (1-D.R.)
Power attacks have a 50% chance of staggering an opponent.

5
1 Turn = Movement +
1 Major Action + 2 Minor Actions OR
Major Actions 4 Minor Actions OR
-Power Attack -Draw Arrow -Cast Active Spell 1 Extended Action
-Cast Passive Spell -Ready weapon -Jump Up to 1 Minor Action may be Held.
-Shout -Backstab1 -Read a Paragraph
-Open a Door or Chest -Eat -Purge Poison4 Combat Initiative
-Intimidate -Persuade -Unstagger
Turn order in combat is determined by drawing cards
Minor Actions from a standard 52 card deck + Jokers, similar to the
Savage Worlds system. Higher cards go first, with
-Move 1 hex any direction -Release Arrow -Melee Attack x 1 (2H)2 spades > hearts > diamonds > clubs. Jokers always go
-Melee Attack x 1 (1H)3 -Melee Attack (unarmed) -Change Blocking State first, and provide an extra 10% hit chance for melee and
-Change Sneaking State -Ready spell -Continue Sustained Spell ranged attacks, plus a bonus 5 damage to all hits.
-Unequip Weapon or Spell -Manipulate Small Object -Roll4 Unlike Savage Worlds, do not shuffle the deck after a
-Shield Bash4 -Read a Sentence -Change Momentum Joker is drawn.
-Aim -Release Active Spell -Search
-Stop Sprinting -Quaff a Potion -Intimidate or Persuade Keeping Track of Health/Stamina/Magicka
-Poison a Weapon
In order to not bog down gameplay, it is highly
Extended Actions recommended to use color coded markers to track
current H/S/M for all combatants. One convenient way
-Manipulate Heavy Object -Pick a Lock -Climb
to do this is with red, green, and blue poker chips: each
-Swim -Read a Page -Disarm a Trap
poker chip is worth 10 points. If you wish for a more
-Pickpocket1 -Eat an ingredient -Unequip Armor
deadly game, you could round all damage taken during
a combat round up to the nearest increment of 10,
Free Actions otherwise keep track of single units of H/S/M with a
-Start Sprinting -Drop Object -Talk single d10 placed on top of the stack.
-Read a Word -Cast Sustained Spell -Notice (once per turn)

1Must
Stamina and Magicka Regenration
be in Sneaking state with Hidden Meter > 50
2Up to a maximum of 2x total 2H Melee Attacks / turn. Please see the Skill pages Stamina and Magicka regenerate 10 points at the
3Up to a maximum of 3x total 1H Melee Attacks / turn. for descriptions of skill beginning of every combat round. Health does not
4These actions require specific skill perks to use.
specific actions. normally regenerate.

Momentum Facing Direction


A combatant has momentum in the direction parallel to his last space of movement. A A combatant is facing the direction parallel to his last
combatant may spend one space of movement to cancel momentum or change momentum space of movement during the Movement phase of his
towards an adjacent unoccupied space, may be done either in the Movement Phase or as a turn. A combatant automatically will turn to face the
Minor Action. Momentum has an important effect on hitting an opponent in combat. Please target of an attack or spell, this is considered a free
see combat movement table. action.

6
Combat Movement Chart
Legend
Blow D D Backslash D Feint D
Lunge Slash D D
for Blow Hex Occupied by Defender
+40 A A +30 +20 A -30 A
+50 A Hex Occupied by Attacker A

No Momentum
Clip D D Flank D D Double D
Riposte Wing
Feint
-0 A +50 A Direction of Momentum
A +20 -20 A A
-60
Attack Bonus: Number is
D Sideswipe D Jockey D D +#
Sidestep D Evade Reach Added to Target

-20 A +20 A -10 A -20 A


A -30 Attack Penalty: Number is
Subtracted from Target -#
D D Sidefoil D D D
Dodge Foil Backswipe Sideclip
= & =
-30 A -20 A -10 A +10 A -0 A

Cleave D D Overreach D D D
Parry Butt Counterblow
+70 A -10 A -40 A
-20 A +40 A

Modifiers for Archery or Active Spells Why Feint?


Range 0 to 5: Point blank +30 Normally, intentionally putting
yourself in a position that has a
Range 6 to 11: Short +0 negative modifier is not a good idea.
Range 12 to 23: Medium -25 However, if you have allies in melee
Range 24 to 35: Long -50
range of your enemy this may set up
OR the next player for a very nice hit.
Range 36+: Extreme -75 Also, the Notice perks Trickster and
Range 60: Maximum Bait and Switch make these
maneuvers worth doing even if you
A A Aim: +20 per Aim Action, if Archery
A A A are by yourself.
each Aim Action costs 10 stamina.

Standing Shot Moving Target Fleeing Target Advancing Light Cover: -20
+20 -40 +10 Target Heavy Cover: -40
-0
Poor Lighting: -30
7
Weapon Damage
Unlike many other systems, weapon damage is fixed: each weapon or spell strikes for the same number of points on each hit, except for
a critical or a power attack.

Damage = Weapon Base x (1+0.5 x Skill%) x (1 + Perks) + Effects + Ammunition (if ranged)

Ways to increase your damage include improving your weapon using the Smithing skill, increasing your Weapon Skill, buying damage
increase Perks, and using better Ammunition if doing a Ranged Attack. Power Attacks and Critical Success both double damage dealt, so
a Critical Success Power Attack would be Damage x 4. All physical damage is categorized as Blunt, Slashing, or Piercing.

Damage Reduction
All physical damage is reduced by the Damage Reduction percentage (DR), before being applied to a target. For examples, a DR of 25%
means that 25% of incoming damage is blocked by the armor, so every hit would be multiplied by 75%.

DR = (Total Armor Rating + Number of Pieces equipped x 25) / 10. DR has a hard cap of 80%, any armor rating over this amount is
wasted.

Armor rating for each piece = Base x (1+0.4 x Skill%) x (1+Perks) + Effects. Please see Heavy and Light Armor Skill pages for examples.

Elemental and poison damage are not mitigated by DR, instead these types of damage use Resistance Ratings.

Damage Resistance Ratings


Fire, Frost, Poison, Disease, and Magic all have separate Resistance Ratings. Similar to DR, each rating is a percentage that reduces
the damage before applied. Resistance is a bit simpler to calculate however.

Resistance Rating = Permanent Resistance + Temporary Resistance


Permanent Resistance, choose one of the following: Racial bonuses, armor set bonuses, or enchanted items total.
Temporary Resistance, choose one of the following: Potion bonuses or Alteration spell bonuses.

Magic Resistance rating not only reduces damage, but also provides a bonus to resist non-damaging magical effects (such as Paralyze).
In these cases, if the spell resist roll is an Opposed check, the rating is added to your opponents roll. If there would not normally be a
check (such as with Petrify) simply roll d100 vs. Target = rating to try to resist.

Wards are Restoration spells that reduce damage magical taken without effecting Resistance Ratings. Instead, they directly absorb a
number of points of damage before being extinguished.

Blocking Damage Reduction


Physical damage can be Blocked by a shield as well as being reduced by normal DR. This requires the defender to 1. Have an equipped
shield, 2. Be in the Blocking combat state. Blocking DR ranges from 50% to around 85% and is applied before applying normal DR. So
when blocking:

Damage taken = Damage dealt x (1 Blocking DR) x (1 DR) 8


Combat States
Note: Skill perks will override the following text as applicable.

-BLOCKING-
When a combatant is blocking: Movement is halved, Notice checks -15, cannot perform Major or Extended actions, cannot Sprint, any
physical hit sustained from a 180 frontal arc will initiate a Block Event.

-FEARED-
Cannot take any major or minor action except for moving away from enemies at full pace (non-sprinting). If movement away from
enemies is impossible, will become Paralyzed for duration of fear.

-FROZEN-
Half movement, cannot Sprint, no Stamina regen.

-KNOCKED DOWN-
When a combatant is knocked down, they cannot move or take any major or minor actions for the remainder of the round. At the
beginning of the next round, the combatant is upgraded to Staggered state.

-STAGGERED-
When a combatant is staggered, the can move at 1/2 movement. Staggered characters may not block, cast sustained spells, or shout.
Staggering an opponent has a 25% chance to disarm them. Characters may spend a Major Action to Unstagger.

-SNEAKING-
While sneaking, Movement is halved, Notice checks +15, cannot sprint. Enemies must pass an opposed Notice check (+ Sneak
modifiers) to detect. If detected, the Hidden meter is set at 0% and the enemy will attack. While sneaking, the Hidden meter increases by
10 each combat round not in line of sight of an enemy. Backstabbing and Pickpocketing in combat is allowed if the Hidden meter > 50.
Please see sneak Modifiers and Outcomes Table on the Sneak skill page.

-SPRINTING-
Movement is doubled, drains Stamina by 10 points/turn if wearing no armor, 15 points/turn if wearing any light armor, 20 points/turn if
wearing any heavy armor. A combatant cannot normally take any other actions while sprinting.

-PARALYZED-
Cannot move or speak, may not take any actions except for Notice. At the end of the duration of the Paralyze state, combatant is
upgraded to Staggered state.

-ON FIRE, POISONED-


Take damage at the beginning of every round. Amount of damage and number of rounds is dependent on specific fire or poison effect.

9
Combat Example: Sam the Strong vs. the Wolf
Wolfs Turn:
1. Movement: The wolf moves in to attack!
Wolf 2. Declare Attack:
1. The wolf declares a Power Attack (Major Action) on Sam, spends 30 STA.
2-4. Sam is already is in Blocking state, so decides not to Respond.
5. Since the wolf is already in a good combat position, it does not Follow.
6. The wolf is in Lunge position and has One Handed of 35, 1
so its Target to hit Sam is 35 + 50 = 85.
7. The wolf rolls for the attack: 77. 77 < 85 so Success.

D
A
1 8. Damage is dealt. Wolfs claws do a base damage of 7, so damage dealt =
7 x (1+ 0.4 x 0.35) rounded up = 8 damage, 16 for power attack.
Sam the Sam has Blocking DR = 70%, and regular DR = 35%, so he takes
Strong Damage = 16 x (1 0.70) x (1 0.35) = 3 damage.
9. Check for Stagger, since the wolf Power Attacked. Stagger roll is 53,
which is > 50, so Sam is not Staggered.
Sam the Strong laughs at the wolfs pitiful attempt to damage him. The wolf did not use
all of its actions, so it has a Held Action.
Sam the Strongs Turn:

A
D
1. Movement: Sam looks at the Combat Movement chart and
realizes he is in Cleave position for +70, so does not move. 1
2. Declare Attack:
2 1. Sam cannot Power Attack since he is blocking, so he does a normal attack.
2. The Wolf declares Responding and turns in its Held Action.
H 3. Sam could spend an Action and 10 Stamina to attempt an interrupt, however his
Notice is fairly low, so he chooses not make the attempt.
4. The Wolf changes its momentum towards an empty hex as

A
D
shown. Sam is now at Dodge position, which is -30 to attack.
3 5. Sam could attempt to Follow to change the situation, however 2
he has a clever plan to get that pesky wolf, so he lets the Dodge stand.
6. Sam is using a mace with One Handed skill = 42, so his Target is 42-30=12
7. Sam rolls for the attack: 36. 36>12 so Miss.
3-4. Sam still has 3 Minor Actions left, and decides to take 2 Move Actions:
1. He moves into the hex that the wolf is moving toward to cut it off. 3
2. He spends a Move Action to stop his momentum. Now he is back in the
Cleave Position! 4
5. With his last Minor Action, Sam declares another Melee attack.
4 2-5. The wolf has spent its Held Action, so it may not Respond.
6. This time his Target is 42 + 70 = 112, which is a guaranteed success. Sam knows
that his Critical Range is now 12 + 2 = 14, so any roll above an 86 will be a critical.
7. Sam rolls a 88, Critical success!
8. Damage is dealt. Sams mace has a base damage of 16 and he has the 20% perk,
so damage dealt = 16 x (1+ 0.4 x 0.42) x (1 + 0.2) = 22, doubled from the crit is 44.
Beasts do not have armor, so the wolf takes the full 44 damage, and is killed.
10
Here, Put This Apple on Your Head...
The Archery skill is used for all ranged weapons in and out of combat.
Firing an ranged weapon requires a Draw Action (usually Major) and a Release
Action (Minor). Any number of Aim Actions may be taken in between drawing
and releasing: each Aim action costs 10 stamina and increases the chance of
hitting by +20.
Archery Range to target, targets movement, lighting conditions, and cover all effect
chance to hit. Please see ranged modifier table for details.
Critical hits do double damage.
An archer may attempt a Headshot (or a Kneeshot), at a -40 penalty, to do
double damage. Penalty is increase to -50 when opponent is wearing a Light
helmet, -80 when opponent is wearing a Heavy helmet.
Missed shots have a 25% chance of hitting another target in any space
adjacent to their line of fire.
Ranged Weapon Damage = (Bow base x (1+0.5 x
skill (%)) x Perks) + Ammunition Damage + Effects After combat, there is a 33% chance of recovering each shot arrow.
x2 damage for Critical hit (usual range 5) Ammunition weighs nothing.
x2 damage for Headshot (-40 hit penalty) All hits grant 1 XP. Training in an Archery range grants 1XP per hour.
Perk Rank Description Skill Req. Perk Req.
1 Ranged weapons do 20% more damage.
2 Ranged weapons do 40% more damage. 20 Archery Overdraw Rank 1
Overdraw 3 Ranged weapons do 60% more damage. 40 Archery Overdraw Rank 2
4 Ranged weapons do 80% more damage. 60 Archery Overdraw Rank 3
5 Ranged weapons do twice as much damage. 80 Archery Overdraw Rank 4
1 Bonus +10 critical range when using ranged weapons. 30 Archery Overdraw
Critical Shot 2 Bonus +15 critical range when using ranged weapons. 60 Archery Critical Shot Rank 1
3 Bonus +20 critical range when using ranged weapons. 90 Archery Critical Shot Rank 2
Hunter's Discipline Recover twice as many arrows after combat. 50 Archery Critical Shot
Ranger Able to move faster with a drawn ranged weapon. 60 Archery Hunter's Discipline
Eagle Eye Range, lighting, and movement penalties are halved. 30 Archery Overdraw
Power Shot Arrows stagger all but the largest opponents 50% of the time. 50 Archery Eagle Eye
Quick Shot Drawing an arrow is now a Minor action. 70 Archery Power Shot
Receive an additional 1 Minor action per turn when using a ranged
1 40 Archery Eagle Eye
weapon.
Steady Hand
Receive an additional 2 Minor actions per turn when using a ranged
2 60 Archery Steady Hand Rank 1
weapon.
Bullseye 15% chance of paralyzing the target for 1 turn. 100 Archery Ranger or Quick Shot 11
Just Another Brick in the Wall:
Equipping a shield provides a bonus to total Armour Rating and thereby
Damage Reduction, however to block attacks you must initiate Blocking state.
Initiating Blocking requires a Minor action, and incurs a 50% movement
penalty, as well as preventing the use of Major or Extended actions, Sprinting,
and incurs a 15% penalty to Notice.
Blocking Any melee blows that hit a Blocking combatant are greatly reduced in damage
(see example). A blocked melee hit costs 10 stamina to the Blocking combatant.
The Power Bash perk unlocks the Shield Bash Minor action, which allows you
to damage opponents with your shield while attacking. To Shield Bash an
opponent, pay 20 stamina and roll vs. Block + combat movement modifiers. A
Blocking DR = (shield base x (1 + 0.4 x skill (%))/10 successful shield bash will Stagger an opponent and do half of your shields base
+ 50) x (1 + Perks) / 100
Armour Rating in damage. A critical hit (range 2) will Knockdown an
opponent.
Example: Sam the Stout is blocking with an Orcish
shield with base rating 30, and has 50 blocking skill as Ranged attacks and spells may not normally be blocked.
well as the Rank 2 Shield Wall perk. So his Blocking
DR = (30 x (1 + 0.4 x 0.5)/10 + 50) x 1.25 / 100 = 69% Blocking a hit as well as Power Bashing both grant 1XP.
Our friendly GM will round to the nearest 5%, so when
Sam blocks 70% of any damage will be taken off the
top before the normal armor DR calculation.

Perk Rank Description Skill Req. Perk Req.


1 Blocking is 20% more effective.
2 Blocking is 25% more effective. 20 Block Shield Wall Rank 1
Shield Wall 3 Blocking is 30% more effective. 40 Block Shield Wall Rank 2
4 Blocking is 35% more effective. 60 Block Shield Wall Rank 3
5 Blocking is 40% more effective. 80 Block Shield Wall Rank 4
Quick Reflexes If blocking, may turn in Held action for two Minor actions instead of one. 30 Block Shield Wall
Deflect Arrows Arrows that hit the shield do no damage. 30 Block Shield Wall
Elemental Protection Blocking with a shield reduces incoming fire, frost, and shock damage by 50%. 50 Block Deflect Arrows
Block Runner Movement penalty for blocking state is eliminated. 70 Block Elemental Protection
Power Bash Able to do a shield bash for 20 stamina while blocking. 30 Block Shield Wall
Deadly Bash Bashing does five times more damage. 50 Block Power Bash
Disarming Bash 25% Chance to disarm when power bashing. 70 Block Deadly Bash
Disarming Bash or Block
Shield Charge Sprinting with a shield raised knocks down most targets. 100 Block
Runner
12
Grinding Out That Heavy Metal:
Heavy Armour is, well, heavy; as well as being expensive, noisy, restrictive, and
not as sexy as those strappy leather getups. However, when facing several large
attacking barbarians, there is nothing quite like the feeling of thirty pounds of
solid steel between you and pointy death. Examples of Heavy Armour styles are
Iron, Steel, Dwarven, Orcish, Ebony, and Daedric.
Heavy Armour typically provides 25% more protection than equivalent light
Heavy Armour armour pieces. Additionally, Heavy Armour perks can allow the user to take less
damage falling, do more unarmed damage, and reflect melee damage.
Disadvantages to wearing Heavy Armour vs. Light are:
Heavier and more movement penalties
More noisy and difficult for sneaking
Perk tree is larger and the weightless perk (Conditioning) is more difficult to achieve
Armor Damage Reduction Calculation: than the equivalent Light Armour perk.
Damage Reduction% = (Armor Rating+25 x (# of pieces equipped))/10 Uses more stamina when sprinting
Armor Rating = Sum of Piece Ratings
Piece Rating = Base x (1+0.4 x skill(%))x(1+perks) + effects
Armour does not normally provide protection against poison or magical
attacks, this can be mitigated by Enchantment.
Example: Sam the Strong has skill 60 and rank 4 perks as well as the Well
Fitted perk, and decides to wear full Plate Steel and a shield. All armour can be improved at a Smithy. You can either hire a blacksmith to
Cuirass: 40 x (1 + 0.4 x 0.60) x (1.8) x (1.25) = 90 piece rating
Assuming gauntlet AR = 36, boot AR = 23, helmet AR = 30, shield AR = 40:
improve your armour or attempt to improve it yourself (via Smithing skill).
Armor Rating = 90 + 36 + 23 + 30 + 40 = 219
Damage Reduction = (219 + 25 x 5)/10 = 34% Any hit mitigated by Heavy Armour provides 1XP.
Our friendly GM will round to the nearest 5%, so any physical damage
coming at Sam will be reduced by 35%.

Perk Rank Description Skill Req. Perk Req.


1 Increases armor rating for Heavy Armor by 20%, does not affect shields.
2 Increases armor rating for Heavy Armor by 40%, does not affect shields. 20 Heavy Armor Rank 1
Juggernaut 3 Increases armor rating for Heavy Armor by 60%, does not affect shields. 40 Heavy Armor Rank 2
4 Increases armor rating for Heavy Armor by 80%, does not affect shields. 60 Heavy Armor Rank 3
5 Increases armor rating for Heavy Armor by 100%, does not affect shields. 80 Heavy Armor Rank 4
Unarmed attacks with Heavy Armor gauntlets do their armor rating in extra
Fists of Steel 30 Heavy Armor Juggernaut
damage.
Cushioned Half damage from falling if wearing all Heavy Armor: head, chest, hands, feet. 50 Heavy Armor Fists of Steel
Conditioning Heavy Armor weighs nothing and doesn't slow you down when worn. 70 Heavy Armor Cushioned
Well Fitted 25% Armor bonus if wearing all Heavy Armor: head, chest, hands, feet. 30 Heavy Armor Juggernaut
Tower of Strength 50% chance to resist Stagger when wearing only Heavy Armor. 50 Heavy Armor Well Fitted
Matching Set Additional 25% Armor bonus if wearing a matched set of Heavy Armor. 70 Heavy Armor Tower of Strength
10% chance to reflect melee damage back to the enemy while wearing all Heavy
Reflect Blows 100 Heavy Armor Matching Set
Armor: head, chest, hands, feet. 13
Buckling the Swash:
To make an attack with a one handed weapon, you must equip the weapon first
(Major action). Each attack is a minor action, you may attack up to 3 times per turn
(does not apply to unarmed attacks).
Please see Attack Sequence table and Combat Movement chart for how to calculate
hits.
You may perform a Power Attack by stating thus when you announce your target.
One Handed Each power attack is categorized by your current momentum: Forward, Standing, Side,
or Backwards. Power attacks with one handed weapons cost 30 stamina and do double
damage, up to 3x depending on weapon type.
Dual wielding: The advantage of dual wielding is that you may power attack with
both weapons at once for 80 stamina, doing 3x damage with each weapon, up to 4x
depending on weapon type. Also, the Dual Fury perk grants extra attacks.
Weapon Type: All weapons are categorized as Piercing, Slashing, or Blunt. Weapon
Fists, Claws, Swords, War Axes, Daggers, type affects which power attacks receive a bonus as well as critical range. Creatures
Maces, Clubs, and Scimitars are all one handed may be weak against certain types of weapons.
weapons. Each hit with a One Handed weapon gives 1 XP.
Perk Rank Description Skill Req. Perk Req.
1 One-Handed weapons do 20% more damage.
2 One-Handed weapons do 40% more damage. 20 One-handed Rank 1
Armsman 3 One-Handed weapons do 60% more damage. 40 One-handed Rank 2
4 One-Handed weapons do 80% more damage. 60 One-handed Rank 3
5 One-Handed weapons do twice as much damage. 80 One-handed Rank 4
1 Attacks with 1H piercing weapons have an additional 10 critical range. 30 One-handed Armsman
Bladesman 2 Attacks with 1H piercing weapons have an additional 15 critical range. 60 One-handed Rank 1
3 Attacks with 1H piercing weapons have an additional 20 critical range. 90 One-handed Rank 2
1 Attacks with 1H blunt weapons ignore 25% of armor, does not apply to unarmed. 30 One-handed Armsman
Bone Breaker 2 Attacks with 1H blunt weapons ignore 50% of armor, does not apply to unarmed. 60 One-handed Rank 1
3 Attacks with 1H blunt weapons ignore 75% of armor, does not apply to unarmed. 90 One-handed Rank 2
1 Can spend a Major action and 10 stamina to attack 3x when dual wielding. 30 One-handed Armsman
Dual Flurry
2 Can spend a Major action and 10 stamina to attack 4x when dual wielding. 50 One-handed Rank 1
Dual Savagery Dual wielding power attacks do 50% bonus damage. 70 One-handed Dual Flurry
Fighting Stance Power attacks with one-handed weapons cost 10 less stamina. 20 less for dual. 20 One-handed Armsman
Critical Charge Can do a one-handed power attack while sprinting that does double critical damage. 50 One-handed Fighting Stance
Savage Strike Standing power attacks do 25% bonus damage with a chance to decapitate your enemies. 50 One-handed Fighting Stance
Paralyzing Strike Backwards power attack has a 25% chance to paralyze the target. 100 One-handed Critical Charge or Savage Strike
1 Attacks with 1H slashing weapons cause an extra 20% bleeding damage for two rounds. 30 One-handed Armsman
Hack and Slash 2 Attacks with 1H slashing weapons cause an extra 40% bleeding damage for two rounds. 60 One-handed Hack and Slash Rank 1
3 Attacks with 1H slashing weapons cause an extra 60% bleeding damage for two rounds. 90 One-handed Hack and Slash Rank 2
14
So, You
Youre the Crafty Type:
Smithing skill is used to craft weapons, armour,
ammunition, lockpicks, and many mundane items. To craft an
item you will need access to the appropriate tools (e.g. a forge
for metalworking), as well as knowledge of the crafting
Recipe.
Recipes may be learned by apprenticing with craftsman as
Smithing well granted through racial knowledge. For example, all Orcs
are taught the secrets of crafting Orcish armour by their
parents (it is a boring childhood). Relevant perks are still
required.
Learning a Recipe: You must find a craftsman with knowledge of the desired materials, and apprentice with them for at
least 1 day. At the end of the day, you may roll vs. Smithing +50 for each recipe to learn any recipes of the category you
have been studying.
Racial Crafting Types Each Recipe includes specific tools and materials as well as time to create the item. To craft, roll vs. Smithing +
Altmer Elvish
modifiers: Success = item crafted, Failure by 20 or less = item crafted in twice duration, Failure by more than 20 = item
Argonian Scale
Bosmer Leather crafted in twice duration with twice the materials. A critical success (range 3) will provide an item enhancement per the
Dunmer Glass GMs discretion.
Imperial Studded
All weapons and armour may be improved by (Current Smithing/2)% x (Perk). Improving a weapon or armour piece
Khajit Fur
Nord Steel requires 1 hour and appropriate tools and materials. Roll vs. Smithing + 30: success = item improved, failure = item not
Orc Orcish improved.
Redguard Chainmail
Crafting or improving metallic objects requires access to a forge as well as refined ingots of the relevant type. Ingots
can either be purchased or refined from ore at a Smelter, which can be found in most large cities and near many mines.
Most blacksmiths are happy to rent access to their forge during non-work hours for a small fee.
All crafting grants 1XP per hour spent, whether in making items, improving items, or apprenticing, up to 10XP per day.
Dragon Armour? Preposterous dragons havent existed in hundreds of years!
Perk Description Skill Req. Perk Req.
Steel Smithing Can create Steel armor and weapons at forges, and improve them twice as much.
Arcane Blacksmith You can improve magical weapons and armor. 60 Smithing Steel Smithing
Dwarven Smithing Can create Dwarven armor and weapons at forges, and improve them twice as much. 30 Smithing Steel Smithing
Orcish Smithing Can create Orcish armor and weapons at forges, and improve them twice as much. 50 Smithing Dwarven Smithing
Ebony Smithing Can create Ebony armor and weapons at forges, and improve them twice as much. 80 Smithing Orcish Smithing
Daedric Smithing Can create Daedric armor and weapons at forges, and improve them twice as much. 90 Smithing Ebony Smithing
Elven Smithing Can create Elven armor and weapons at forges, and improve them twice as much. 30 Smithing Steel Smithing
Advanced Armors Can create Scaled, Plate, and Chainmail armor at forges, and improve them twice as much. 50 Smithing Elven Smithing
Glass Smithing Can create Glass armor and weapons at forges, and improve them twice as much. 70 Smithing Advanced Armors
Daedric Smithing or Glass
Dragon Armor Can create Dragon armor at forges, and improve them twice as much. 100 Smithing
Smithing 15
Legs of
Steel Antidote Deadly
Ah, Ah, Ah, Ah, Staying Alive:
Huntsman
The Survival skill encompasses all of those time honored ways to
Natural stay fed, warm, and dry outside of the confines of civilization.
Immunity
Practically, this means hunting, fishing, foraging, making camp,
Hardy and enduring natural hardship.
Once a day while outside of towns or cities, at least one party
member must make a Survival Wilderness roll. Results of the roll
Survival Lay of the Land
Strong determine how much food is found by the party, how well they are
Metabolism Field
Dresser rested, and if any unexpected finds come their way.
Besides the daily Wilderness roll, Survival rolls can be made for
The Call of additional hunting, fishing, foraging, etc in order to gather food and
Blood
crafting materials.
Survivalist Each locale of Tamriel has its own selection of flora, fauna, and
geology. It is a good idea to have knowledge of what is locally
available before spending time searching for something specific.
Survival Ingredients
Target - Roll Result Description Found The minimum time spent to make a Survival roll is 2 hours. Each
-40 or less Skunked No food found, max stamina -20 for the next day 0 additional hour spent during daylight adds a +10 bonus.
-20 to -39 Meagre 1 ration worth of food found, -10 max stamina 1
-19 to +19 Sufficient 1 day's worth of food for the party found 2
+20 to +39 Plentifull 1 day's worth of food found, +3 rations 4
Each day spent in the wilds automatically grants 2XP.
+40 to +59 Bountifull 1 day's worth of food found, +6 rations 6
+60 or crit Windfall Same as bountifull, an additional rare item found 6

Windfall Roll Item Found Perk Description Skill Req. Perk Req.
1 to 10 Magical treasure Survivalist +20 bonus on all Wilderness Survival Rolls.
11 to 30 Mundane treasure The Call of Blood May track non-magical beasts and creatures over any surface. 30 Survival Survivalist
31 to 40 Rare Ore 4x Strong Metabolism Regen effects from food is doubled. 30 Survival Survivalist
41 to 60 Common Ore 4x Survival checks to search for a particluar ore, wild animal, or
Lay of the Land 40 Surivival Survivalist
61 to 80 bonus 3x ingredients alchemical ingredien are at a +30 bonus.
81 to 95 encounter with predator Field Dresser Double leather and meat yield from animals. 40 Survival Blood Tracking
96 to 100 encounter with monster Deadly Huntsman Critical range of attacks against unarmored oponents are 90 Survival Field Dresser
+50% fire, frost, and lightning resistance (does not stack with
Hardy 60 Survival Strong Metabolism
The lower the result is within items or racial bonuses, does stack with potions).
Legs of Iron Sprinting does not consume stamina. 100 Survival Hardy
each category, the more Antidote May take a major action to purge poison from self or others. 70 Survival Hardy
beneficial the Windfall will be Natural Immunity Immune to all disease. 70 Survival Hardy
for the party.

16
Definitely Not Compensating:
To make an attack with a two handed weapon, you must equip the weapon first
(Major action). Each attack is a minor action, you may attack up to 2 times per turn.
Please see Attack Sequence table and Combat Movement chart for how to calculate hits.
You may perform a Power Attack by stating thus when you announce your target.
Each power attack is categorized by your current momentum: Forward, Standing, Side,
Two Handed or Backwards. Power Attacks with two handed weapons cost 50 stamina and do double
damage, up to 3x depending on weapon type.
Pole Weapons: These are special two handed weapons that generally do less damage,
but have the advantage of +1 reach. This means that you may attack an enemy from 1
extra hex away. Combat movement rules still apply.
You may equip a spear and a shield simultaneously for optimum defense. However, you
may not Power Attack while doing so.
Weapon Type: All weapons are categorized as Piercing, Slashing, or Blunt. Weapon
Greatswords, Warhammers, Battleaxes type affects which power attacks receive a bonus as well as critical range. Creatures may
are normal two handed weapons. be weak against certain types of weapons.
Spears, Staves, and Halberds are
common two handed pole weapons. Each hit with a Two Handed weapon gives 1 XP.
Perk Rank Description Skill Req. Perk Req.
1 Two-Handed weapons do 20% more damage.
2 Two-Handed weapons do 40% more damage. 20 Two-handed Rank 1
Barbarian 3 Two-Handed weapons do 60% more damage. 40 Two-handed Rank 2
4 Two-Handed weapons do 80% more damage. 60 Two-handed Rank 3
5 Two-Handed weapons do twice as much damage. 80 Two-handed Rank 4
Champion's Stance Power attacks with two-handed weapons cost 20 less stamina. 20 Two-handed Barbarian
Devastating Blow Standing power attacks do 25% bonus damage with a chance to decapitate your enemies. 50 Two-handed Champion's Stance
Great Critical Charge Can do a two-handed power attack while sprinting that does critical damage if hits. 50 Two-handed Champion's Stance
Sweep Sideways power attacks with two-handed weapons hit all targets in an 180 arc. 70 Two-handed Great Critical Charge or Devastating Blow
Warmaster Backwards power attack has a 25% chance to paralyze the target. 100 Two-handed Sweep
1 Attacks with 2H piercing weapons have a bonus crit range of 10. 30 Two-handed Barbarian
Deep Wounds 2 Attacks with 2H piercing weapons have a bonus crit range of 15. 60 Two-handed Rank 1
3 Attacks with 2H piercing weapons have a bonus crit range of 20. 90 Two-handed Rank 2
1 Attacks with 2H slashing weapons cause extra 20% bleeding damage. 30 Two-handed Barbarian
Limbsplitter 2 Attacks with 2H slashing weapons cause extra 40% bleeding damage. 60 Two-handed Rank 1
3 Attacks with 2H slashing weapons cause extra 60% bleeding damage. 90 Two-handed Rank 2
1 Attacks with 2H blunt weapons ignore 25% of armor. 30 Two-handed Barbarian
Skullcrusher 2 Attacks with 2H blunt weapons ignore 50% of armor. 60 Two-handed Rank 1
3 Attacks with 2H blunt weapons ignore 75% of armor. 90 Two-handed Rank 2
17
Picking Your Poison:
Alchemy can only be performed at designated Alchemy Labs, each potion
crafting attempt requires 10 minutes.
To create a potion (or poison) you must combine two or more ingredients
which share a magical effect. If the shared effect is a beneficial one (e.g.,
Restore Health), you create a potion; if the shared effect is a negative one
(e.g. Damage Health), you create a poison. Multiple-effect potions can be
Alchemy created if the combined ingredients share more than one effect in common.
Each ingredient has a total of four available effects. Tasting the ingredient
always allows you to discover an ingredient's first effect. Additional effects
can be discovered by experimenting to see what ingredient combinations
successfully yield potions. You can simply mix ingredients randomly together.
There are five tiers of potions and poisons. Each tier requires substantially
Successfully creating a potion or poison greater skill to craft (see table below). To create a potion roll vs. skill x (1-
grants 2XP the first time you create it, perk). A critical success (range 5) creates a potion one tier higher than
and then 1XP for each subsequent batch. attempted.
Eating a new ingredient to discover its The effects of multiple Fortify style potions do not stack.
effect grants 1XP. Alchemical suppliers generally receive new shipments once per week.
Tier Description Target Perk Rank Description Skill Req. Perk Req.
I Minor Skill + 40 1 Crafting Tier I potions and poisons automatically succeed.
II Standard Skill + 0 2 Bonus +20 to craft Tier II potions and poisons. 20 Alchemy
III Potent Skill - 20 Alchemist 3 Bonus +20 to craft Tier III potions and posions. 40 Alchemy
4 Bonus +20 to craft Tier IV potions and poisons. 60 Alchemy
Heroic or 5 Bonus +10 to craft Tier V potions and poison. 80 Alchemy
IV Debilitating Skill - 40 Potions you mix that restore Health, Magicka or Stamina are
Physician 20 Alchemy Alchemist
Legendary 25% more powerful.
V or Deadly Skill - 60 Potions you mix with beneficial effects have an additional 25%
Benefactor 30 Alchemy Physician
greater magnitude.
VI Supreme Crit only
1 Eating an ingredient reveals first two effects. 50 Alchemy Benefactor
Experimenter 2 Eating an ingredient reveals first three effects. 70 Alchemy
3 Eating an ingredient reveals all its effects. 90 Alchemy
Poisoner Poisons you mix are 25% more effective. 30 Alchemy Physician
Concentrated Poison Poisons applied to weapons last for twice as many hits. 60 Alchemy Poisoner
Green Thumb Plant yields from Survival Wilderness checks are doubled. 70 Alchemy Concentrated Poison
Experimenter or
Snakeblood +50% resistance to all poisons. 80 Alchemy
Concentrated Poison
All negative effects are removed from created potions, and all
Purity 100 Alchemy Snakesblood
positive effects are removed from created poisons.

18
Use of Chainmail Swimwear:
Different regions and cities of the Empire provide different styles of light
armour. Some examples are fur, leather, scale, chainmail, studded leather, Elven,
Imperial (light), and Glass.
All styles of light armour share the following advantages vs. heavy armour:
Lighter and less movement penalties
Less noisy and easier for sneaking
Light Armour
Perk Unhindered (weightless) is available 20 skill points earlier than Conditioning.
Uses less stamina when sprinting
Stamina recovers faster with Wind Walker
The lighter weight allows for the carrying of multiple suits of armor, each fine tuned for
specific enemies and situations, without drastically taking up encumbrance.
Fully mastering the Light Armour tree requires two fewer perks over Heavy Armour (10
Armor Damage Reduction Calculation:
total points versus 12), allowing for more growth in other skill trees.
%Damage Reduction = (Armor Rating+25 x (# of pieces equipped))/10
Armor Rating = Sum of Piece Ratings These advantages come at the cost of brute protection, typical equivalent level
Piece Rating = Base x (1+0.4 x skill(%))x(1+perks) + effects light armour pieces have 25% less protection than their heavy counterparts.
Example: Sonja the Somewhat Red has skill 40 and rank 3 perks, and Armour does not normally provide protection against poison or magical attacks,
is wearing leather cuirass, gauntlets, and boots, but not a helmet. this can be mitigated by Enchantment.
Cuirass: 26 x (1 + 0.4 x 0.4) x (1.6) = 42 piece rating
Assuming her gauntlet AR = 24 and boot AR = 18,
Armor Rating = 26 + 24 + 18 = 68 All armour can be improved at a Smithy. You can either hire a blacksmith to
Damage Reduction = (68 + 25 x 3)/10 = 14.3% improve your armour or attempt to improve it yourself (via Smithing skill).
Our friendly GM will round to the nearest 5%, so Sonja will take 85% of
any physical damage that comes her way. Any hit mitigated by Light Armour provides 1XP.

Perk Rank Description Skill Req. Perk Req.


1 Increase armor rating for Light armor by 20%, does not affect shields.
2 Increase armor rating for Light armor by 40%, does not affect shields. 20 Light Armor Rank 1
Agile Defender 3 Increase armor rating for Light armor by 60%, does not affect shields. 40 Light Armor Rank 2
4 Increase armor rating for Light armor by 80%, does not affect shields. 60 Light Armor Rank 3
5 Increase armor rating for Light armor by 100%, does not affect shields. 80 Light Armor Rank 4
Custom Fit 25% Armor bonus if wearing all Light Armor: head, chest, hands, feet. 30 Light Armor Agile Defender
Matching Set Additional 25% Armor bonus if wearing a matched set of Light Armor. 70 Light Armor Custom Fit
Unhindered Light Armor weighs nothing and doesn't slow you down when worn. 50 Light Armor Custom Fit
Wind Walker Stamina regenerates 50% faster in all Light Armor: head, chest, hands, feet. 60 Light Armor Unhindered
10% chance of avoiding all damage from a melee attack while wearing all Light Armor: head,
Deft Movement 100 Light Armor Wind Walker or Matching Set
chest, hands, feet.

19
Call a Locksmith!
Lockpicks are used to both open locks and disarm traps.
Picking a lock or disarming a trap is an Extended action. Thus, each
attempt will consume an entire combat round.
An improvised lockpick may be used at a -50% penalty to all rolls for
opening that lock. Also, a roll of 1 to 10 on when using an improvised
Lockpicking lockpick will break the lock and render it unopenable.
Each lockpicking attempt will damage a lockpick, lockpicks break at a rate
determined by the lock/trap tier. Each attempt also increases the chance of
success by +20.
Lockpicks can be found for purchase at smithys and general stores, also
shady types will have a supply. Lockpicks may also be created using the
Smithing skill.
Damage per Each unique lock opened or trap disarmed provides XP per the tier
Lock or Trap Tier Initial Modifier Attempt XP Granted description table. Each subsequent opening or disarming of the same lock or
Novice +40 3 1
trap reduces the XP by half (rounded up).
Apprentice 0 4 2
Adept -40 4 4
Expert -80 6 7
Master -120 12 10
Starting lockpick health: 12LHP

Perk Description Skill Req. Perk Req.


Novice Locks Novice locks and traps are +30 easier to pick.
Apprentice Locks Apprentice locks and traps are +30 easier to pick. 25 Lockpicking Novice Locks
Quick Hands May make a second disarm attempt before setting of a trap. 40 Lockpicking Apprentice Locks
Wax Key Automatically gives you a copy of a picked lock's key if it has one. 50 Lockpicking Quick Hands
Adept Locks Adept locks and traps are +30 easier to pick. 50 Lockpicking Apprentice Locks
Expert Locks Expert locks and traps are +30 easier to pick. 75 Lockpicking Adept Locks
Golden Touch 50% greater chance of disarming traps 60 Lockpicking Adept Locks
Treasure Hunter May modifiy a Treasure roll by 10 in either direction. 70 Lockpicking Golden Touch
Locksmith Pick starts close to the lock opening position. 80 Lockpicking Expert Locks
Unbreakable Lockpicks never break. 100 Lockpicking Locksmith
Master Locks Master locks and traps are +30 easier to pick. 100 Lockpicking Expert Locks

20
Tactical I Spy with My Little Eye
Eye
Mastery

Mobility
Notice is an extremely useful skill that may be used to search
for treasure, spot hidden enemies, and respond to opponents actions in
combat.
Bait and Premonition All notice checks are Free actions, however only one notice action may be
Trickster Switch taken per round (response checks and interrupts do not count). You may
take Search minor actions to increase your next notice roll by 20%.
Notice
All-seeing Eye At the beginning of each round, all opponents either in line of sight or
Quick
Reflexes in hearing range of a Sneaking character will make an opposed Notice
check to try to spot the character.
Steady Echolocation
Nerves
Instead of Responding to an enemys action with a Held Action, the
player may spend 10 stamina and pass a Notice check to make a
Seeker
Response.

Opposed Skill Checks:


Similarly, an attacker may interrupt to attempt to cancel an enemys
Both participants roll the relevant skill. Each participants skill level + bonuses is response. This requires an Adverse Opposed Notice roll.
added to their opponents skill check. The lower result wins. In the case of a
tie, the opponent with the higher initiative card wins. Searching for treasure attempts to find additional treasure beyond what
Adverse Opposed Skill Checks: has already been revealed in a cleared dungeon. May not take Search
Same as above, however in addition to obtaining the lower result, the initiator of actions to increase the odds of success when making this roll.
the action must pass the skill check by obtaining a result </= their Notice skill.
All successful Notice checks taken with fewer than 4 Search actions
grant 1XP.
Perk Rank Description Skill Req. Perk Req.
1 Each Seek action adds a +30 bonus to the next notice roll.
Did you know? Seeker 2 Each Seek action adds a +50 bonus to the next notice roll. 30 Notice Rank 1
3 Each Seek action adds a +70 bonus to the next notice roll. 60 Notice Rank 2
Hearing range is 14 for Bosmer and Steady Nerves May hold two Minor Actions per turn. 20 Notice Seeker
Echolocation Stealthed oponents do not receive Line of Sight bouses. 30 Notice Seeker
Khajit, and 10 for all other races. All Seing Eye May make a notice check to detect magically hidden objects and creatures 50 Notice Echolocation
This bonus naturally makes them Quick Reflexes Draws two initiative cards, and may choose which one to use. 40 Notice Steady Nerves
Trickster May take a Follow Action even if the Defender does not Respond. 50 Notice Quick Reflexes
better at detecting hidden enemies 1 Receive a +30% bonus to notice checks prior to a backstab 60 Notice Echolocation
Premonition
but increases their vulnerability to 2 Receive a +60% bonus to notice checks prior to a backstab 80 Notice Rank 1
Bait and Switch May change the target of an attack prior to a Follow Action. 60 Notice Trickster
shouts and cries. Mobility Can move two spaces as a minor action instead of one. 80 Notice Bait and Switch
May hold all actions, up to a maximum of 8. Also, held actions do not expire at
Tactical Mastery 100 Notice Mobility
the end of the combat round.

21
Artful Dodging and Other Acts of a Less than Savoury
Nature:
You may make a check vs. current Pickpocket + Notice to gauge a
Mark. A successful roll will allow you to assess the Marks wealth and
possessions.
Items may either be pickpocketed in sneak by approaching a Mark from
Pickpocket behind, or by performing a Bump and Grab. Bumping and Grabbing
requires a successful Speech check prior to making the Pickpocket check.
The chance of successfully pickpocketing an item is dependent upon the
item being stolen: Heavier items and more valuable items are harder to
steal but reward more XP.
If you fail, the target will detect you and you will receive a bounty
To Pickpocket an item roll vs. Target: for your current locale. Even if successful, there is also a chance that
(Pickpocket 1*(1+weight/5) 1*(1+cost/20) + effects)*(1-perks) the target will hire a thug to kill you.
A bounty will be cancelled if all witnesses to the crime have been
Pickpocket XP = (Item weight x 10 + Item Value x 5 Current Skill x 10)/10, eliminated. However, murder is not kindly looked upon by the
round down. Minimum reward is 1 XP, maximum reward is 10 XP per item. authorities.
Example: A rather foolish thief with Pickpocket of 25 attempts to steal a steel
sword from a guard. A steel sword has weight of 10 and value of 45, so the Pickpocketing in combat requires you to be Sneaking with hidden
thief would receive (10 x 10 + 45 x 5 25 x 10)/10 = 7 XP if successful. If not meter > 50 and to approach the target from behind, and takes an
successful, the thief would receive a bounty = item value + 10 and could be
Extended action.
caught by the nearest guard.

Perk Rank Description Skill Req. Perk Req.


1 Pickpocketing bonus of 20%. Item weight and value reduce pickpocketing odds.
2 Pickpocketing bonus of 40%. Item weight and value reduce pickpocketing odds. 20 Pickpocket
Light Fingers 3 Pickpocketing bonus of 60%. Item weight and value reduce pickpocketing odds. 40 Pickpocket
4 Pickpocketing bonus of 80%. Item weight and value reduce pickpocketing odds. 60 Pickpocket
5 Pickpocketing bonus of 100%. Item weight and value reduce pickpocketing odds. 80 Pickpocket
Night Thief +25% chance to pickpocket if the target is asleep. 30 Pickpocket Light Fingers
Cutpurse Pickpocketing gold is 50% easier. 40 Pickpocket Night Thief
Keymaster Pickpocketing keys is 50% easier. 60 Pickpocket Cutpurse
Misdirection Can pickpocket equipped weapons. 70 Pickpocket Cutpurse
Perfect Touch Can pickpocket equipped items. 100 Pickpocket Misdirection
Extra Pockets Carrying capacity is increased by 100. 50 Pickpocket Night Thief
Poisoned Silently harm enemies by placing poisons in their pockets. 40 Pickpocket Night Thief
22
It Must Have Been My Imagination
Imagination
Initiating Sneaking requires a Minor Action and may only be done
out of combat or out of Line of Sight of enemies. Starting to Sneak
out of combat in public may cause onlookers to laugh at you and/or
alert the nearest guard.
At the start of every round, Sneaking characters must make a opposed
check Sneak vs. opponent's notice + modifiers for all opponents within
Sneak line of sight or earshot of the Sneaker. Please see modifiers and results
table.
Your success at Sneaking is recorded via the Hidden Meter. The
Hidden Meter normally starts at state of 50 out of combat and 0
(detected) in combat.
A Hidden state of 60 or above allows Backstabbing and Pickpocketing.
A Backstab attempt requires an additional opposed detection check and
Stealth Modifie rs and O utcome s
grants 5x damage for daggers, 3x damage for other melee weapons, and
Note: Modifiers are added t o the Notice re sult of the opponent 2x damage for ranged attacks.
attempting to detect the Sneak ing play er.
Each detection roll that does not decrease the Hidden Meter grants
Wearing L ight Armour -20
Wearing Hea vy A rm our -40 1XP. Each successful Backstab grants 3XP.
In Direct L ight* -40
Weapon is Drawn* -20 You may not Backstab with a ballista. Additionally, Backstabbing
Movem ent > 3 this turn -15
In Adjacent Space -20
with pole weapons or spells does not provide bonus damage.
In Shado w* +30 Perk Rank Description Skill Req. Perk Req.
Outs ide at Night* +30 1 You are 20% harder to detect when sneaking.
Not in Line of Sight +60 2 You are 25% harder to detect when sneaking. 20 Sneak
Stealth 3 You are 30% harder to detect when sneaking. 40 Sneak
In Partial Cover +20
4 You are 35% harder to detect when sneaking. 60 Sneak
In Heavy Cover +40
5 You are 40% harder to detect when sneaking. 80 Sneak
Spell Cast Previo us Turn -30
Backstab attacks with one-handed weapons now do six times
*O nly a pplies if in Line of Sight Backstab 30 Sneak Stealth
damage.
Deadly Aim Backstab attacks with bows now do three times damage. 40 Sneak Backstab
If Then Backstat attacks with daggers now do a total of fifteen times normal
Notic e - S tealth >/= 20 Detec ted! Hidden meter set to 0. Assassin's Blade 50 Sneak Deadly Aim
damage.
Notic e - S tealth > 0, < 20 Hidden meter - 20 Muffled Movement Noise from armor is reduced 50%. 30 Sneak Stealth
Notic e = Ste alth Hidden meter - 10 Muffled
Stealth - Not ice > 0, < 20 Hidden meter unc hanged Light Foot You won't trigger pressure plates or other environmental traps. 40 Sneak
Movement
Stealth - Not ice >/= 20 Hidden meter + 10 Sprinting while sneaking executes a silent forward roll for 4 spaces
Nearb y ally of Det ector is kille d Hidden meter -30 Silent Roll 50 Sneak Light Foot
of bonus movement.
Detector is hit by Ste alther Detec ted! Hidden meter set to 0. Silence May take full Movement without receiving a Sneaking penalty. 70 Sneak Silent Roll
Dis tance > 10 spac es and out of Fully Hidden! Hidden meter set May initiate Sneaking in line of sight of an enemy with a 30 starting
Shadow Warrior 100 Sneak Silence
Line of Sight to 1 00. Hidden meter.
Out of Line of S ight B onus Hidden meter +10
23
The Gift of the Gab:
The Speech skill is normally used for Haggling, Persuasion, and Intimidation
checks.
You may make a Haggling check (not to be confused with the perk), when
attempting to buy or sell an item. A successful Haggling Speech check will
improve an items price by 20% in your favour, a critical success (range 5) will
improve by an additional 20%.
Speech
You may attempt to Intimidate and opponent in combat to select another
target, or Intimidate a merchant to give you a 40% discount (same as a
Haggling critical success). To make an Intimidate check, pass an Opposed skill
check vs. one of the following opponents skills: One Handed, Two Handed,
Archery, Destruction Magic, Conjuration Magic, Illusion Magic. Intimidating a
merchant may cause them to report you to the guards for a bounty, depending
on how much they like you and the value of the item.
Performing a Haggling or Persuasion check
out of combat with your weapon drawn will You may make a Persuasion Opposed Speech roll to increase someones opinion
incur a -30 penalty. of you (or reduce their hostility). Persuasion rolls in combat are Adverse
Opposed checks vs. the enemys Speech, and will cause the enemy to select
Performing an Intimidation check with your another target. A critical success (range 2) will cause the enemy to stop
weapon drawn will incur a +30 bonus if your fighting and leave the area.
opponent does not also have a drawn weapon.
All successful Speech skills checks provide 1XP, 2XP on a critical success.
Perk Rank Description Skill Req. Perk Req.
1 Buying and selling prices are 10% better.
2 Buying and selling prices are 15% better. 20 Speech
Haggling 3 Buying and selling prices are 20% better. 40 Speech
4 Buying and selling prices are 25% better. 60 Speech
5 Buying and selling prices are 30% better. 80 Speech
Allure 10% better prices with the opposite sex. 30 Speech Haggling
Merchant Can sell any type of item to any kind of merchant. 50 Speech Allure
Can invest 500 gold with a shopkeeper to increase his available
Investor 70 Speech Merchant
gold permanently.
Fence Can barter stolen goods with any merchant you have invested in. 90 Speech Investor
Master Trader Every merchant in the world gains 1000 gold for bartering. 100 Speech Fence
Bribery Can bribe guards to ignore crimes. 30 Speech Haggling
Persuasion Persuasion attempts receive a +30 bonus. 50 Speech Bribery
Intimidation Intimidation is twice as likely to be successful. 70 Speech Persuasion
24
Turning Stuff Into Other Stuff:
All Alteration spells are considered passive spells, and are cast
via spending a Major Action.
To cast, roll Alteration skill. Success = spell cast, failure =
spell cast with 50% extra magicka cost.
Spells interrupted via a combat response or by not having
Alteration enough magicka are not cast, no magicka is spent for
interrupted spells.
Dual cast Alteration spells cost 2-1/2 times normal magicka
for 1-1/2 times normal potency, duration, and/or range
(Telekinesis).
Passive skills currently in effect may be recast at a 20%
Spell Cost for All Spells: Base x (1-skill%/2) x perks x effects magicka savings.
Example: Melcor the Magnificent dual casts Stoneflesh on himself
which has base cost of 200. Fortunately, he has an Alteration skill of
Casting Novice and Apprentice level spells grant 1XP, casting
40 and the Apprentice Alteration perk. So his cost is 200 x (1-40%/2) Adept and Expert level spells grant 2XP, casting Master level
x x 2 (dual) = 200 magicka. Not a cheap casting to be sure, but spells grants 5XP. No XP is granted until spell has a real
since he dual cast and has the Mage Armor Rank 1 perk, he will have
an extra 180 AR (18% DR) for the next 15 combat rounds.
effect on the course of gameplay.

Perk Rank Description Skill Req. Perk Req.


Novice Alteration Cast Novice level Alteration spells for half magicka.
Dual casting an Alteration spell overcharges the effects into an even more
Alteration Dual Casting 20 Alteration Novice Alteration
powerful version.
Apprentice Alteration Cast Apprentice level Alteration spells for half magicka. 25 Alteration Novice Alteration
1 Blocks 10% of a spell's effects. 30 Alteration Apprentice Alteration
Magic Resistance 2 Blocks 20% of a spell's effects. 50 Alteration Rank 1
3 Blocks 30% of a spell's effects. 70 Alteration Rank 2
Adept Alteration Cast Adept level Alteration spells for half magicka. 50 Alteration Apprentice Alteration
Expert Alteration Cast Expert level Alteration spells for half magicka. 75 Alteration Adept Alteration
Atronach Absorb 30% of the magicka of any spells that hit you. 100 Alteration Expert Alteration
Master Alteration Cast Master level Alteration spells for half magicka. 100 Alteration Expert Alteration
Stability Alteration spells have greater duration. 70 Alteration Adept Alteration
1 Protection spells like Stoneflesh are twice as strong if not wearing armor. 30 Alteration Apprentice Alteration
2 Protection spells like Stoneflesh are 2.5 times as strong if not wearing armor. 50 Alteration Rank 1
Mage Armor
Protection spells like Stoneflesh are three times as strong if not wearing
3 70 Alteration Rank 2
armor.
25
Is That an Atronach in Your Pocket?
Most Conjuration Spells are considered Passive, and are cast
via spending a Major Action. Soul Trap and Spectral Arrow
are considered an active spell and are cast identically to ranged
Destruction spells.
To cast (except for active spells), roll Conjuration skill.
Success = spell cast, failure = spell cast with 50% extra
Conjuration magicka cost.
All summoned creatures are placed in an adjacent hex of your
choice, except if you have the Summoner Perk.
Spells interrupted via a combat response or by not having
enough magicka are not cast, no magicka is spent for
interrupted spells.
Dual cast Conjuration spells costs 2-1/2 times the magicka
for 1-1/2 times the duration.
Summoned creatures provide 1XP per every round in combat.
Perk Rank Description Skill Req. Perk Req.
Novice Conjuration Cast Novice level Conjuration spells for half magicka.
Apprentice Conjuration Cast Apprentice level Conjuration spells for half magicka. 25 Conjuration Novice Conjuration
Adept Conjuration Cast Adept level Conjuration spells for half magicka. 50 Conjuration Apprentice Conjuration
Expert Conjuration Cast Expert level Conjuration spells for half magicka. 75 Conjuration Adept Conjuration
Master Conjuration Cast Master level Conjuration spells for half magicka. 100 Conjuration Expert Conjuration
Dual casting a Conjuration spell overcharges the spell, allowing it to
Conjuration Dual Casting 20 Conjuration Novice Conjuration
last longer.
Mystic Binding Bound weapons do more damage. 20 Conjuration Novice Conjuration
Soul Stealer Bound weapons cast Soul Trap on targets. 30 Conjuration Mystic Binding
Bound weapons will banish summoned creatures and turn raised
Oblivion Binding 50 Conjuration Soul Stealer
ones.
Necromancy Greater duration for reanimated undead. 40 Conjuration Novice Conjuration
Dark Souls Reanimated undead have 100 points more health. 70 Conjuration Necromancy
1 Can summon atronachs or raise undead twice as far away. 30 Conjuration Novice Conjuration
Summoner
2 Can summon atronachs or raise undead three times as far away. 70 Conjuration Rank 1
Atromancy Double duration for conjured Atronachs. 40 Conjuration Summoner
Elemental Potency Conjured Atronachs are 50% more powerful. 80 Conjuration Atromancy
Dark Souls or Elemental
Twin Souls You can have two atronachs or reanimated zombies. 100 Conjuration
Potency
26
Come and Light My Fire:
Destruction Magic ranged spells are Active and require a major action
to cast as well as a minor action to release. Aim actions may be
taken to increase accuracy (+20 per action) prior to release.
To cast a Destruction Magic ranged spell roll vs. Skill + modifiers.
Success = spell hits, failure = spell misses, Critical hit = spell does
double damage (range 2).
Destruction
All non-ranged Destruction spells are passive and are cast as per
Alteration Magic spells (e.g. runes, cloaks, walls).
Spells interrupted via a combat response or by not having enough
magicka are not cast, no magicka is spent for interrupted spells.
Dual casting Destruction spells costs 3 times the magicka 2 times
the damage.
The same XP rewards as Alteration Magic apply.

Perk Rank Description Skill Req. Perk Req.


Of Note:
Novice Destruction Cast Novice level Destruction spells for half magicka.
Frostbite, Flames, and Sparks Novice
Apprentice Destruction Cast Apprentice level Destruction spells for half magicka. 25 Destruction Novice Destruction
Adept Destruction Cast Adept level Destruction spells for half magicka. 50 Destruction Apprentice Destruction level spells are exceptions to the above
Expert Destruction Cast Expert level Destruction spells for half magicka. 75 Destruction Adept Destruction rules, and follow the casting and XP
Master Destruction Cast Master level Destruction spells for half magicka. 100 Destruction Expert Destruction rules of Sustained spells (see Restoration
Rune Master Can place runes five times farther away. 40 Destruction Apprentice Destruction
1 Fire spells do 25% more damage. 30 Destruction Novice Destruction
Magic).
Augmented Flames
2 Fire spells do 50% more damage, increases blast radius of Fireball. 60 Destruction Rank 1 Fire, Frost, and Lightning damage have
the following additional effects:
Intense Flames Fire damage causes targets to flee if their health is low (under 20%). 50 Destruction Augmented Flames
-Fire damage does 25% bonus health
1 Frost spells do 25% more damage. 30 Destruction Novice Destruction damage every round for two additional
Augmented Frost
2 Frost spells do 50% more damage, increases radius of Ice Storm. 60 Destruction Rank 1 rounds (does not stack).
Deep Freeze Frost damage paralyzes targets if their health is low (under 20%). 60 Destruction Augmented Frost -Frost damage does 100% bonus stamina
1 Shock spells do 25% more damage. 30 Destruction Novice Destruction damage and Freezes the target for 1
Augmented Shock Shock spells do 50% more damage, Chain Lightning jumps one
2 60 Destruction Rank 1 round.
additional target (Caution: may hit followers).
Shock damage disintegrates targets if their health is low (under
-Lightning damage does 50% bonus
Disintegrate 70 Destruction Augmented Shock magicka damage. In addition, ranged
15%).
Destruction Dual Casting
Dual casting a Destruction spell overcharges the effects into an even
20 Destruction Novice Destruction
attack penalties for Lightning based
more powerful version. spells are halved, bonuses apply as
Impact Active destruction spells will stagger an opponent when dual cast. 40 Destruction Destruction Dual Casting
normal.

27
Some Enchanted Evening:
Enchanting and Disenchanting require extended access to an Enchanting Altar.
Magical items may be Disenchanted to learn a particular Enchantment.
Disenchanting a magical item takes 8 hours and grants 5XP. A successful
Enchanting roll decreases time to 4 hours and grants a bonus 5XP.
Enchanting a magical item requires a known Enchantment, a non-enchanted
Enchanting item (unless with perk Extra Effect), and a charged soul gem. Souls trapped in
soul gems provide the following potencies for all enchanted effects:
-Grand (& Black): 100%, -Greater: 80%, -Common: 60%, -Lesser: 40%
-Petty: 20%
Enchanting an item takes 8 hours and grants 3XP. A successful Enchanting
roll decreases time to 4 hours and grants a bonus 3XP, as well as a bonus 10%
potency. A critical success (range 5) grants an additional 20% bonus.
Enchanted weapons and staffs consume charge per use. Weapons may either be
recharged with a charged soul gem at an Altar of Enchantment, or via the Soul
Trap Conjuration spell. Charge provided per soul = 1,000 times normal potency.
Recharging an item at an Altar
Perk Rank Description Skill Req. Perk Req. of Enchantment takes 10 minutes
1 New enchantments are 20% stronger.
and grants 1XP. A successful
2 New enchantments are 40% stronger. 20 Enchanting Rank 1
Enchanter 3 New enchantments are 60% stronger. 40 Enchanting Rank 2 Enchanting roll grants an
4 New enchantments are 80% stronger. 60 Enchanting Rank 3 additional 50% charge.
5 New enchantments are 100% stronger. 80 Enchanting Rank 4
Fire Enchanter Fire enchantments are 25% stronger. 30 Enchanting Enchanter Enchanted clothing, armour, and
Frost Enchanter Frost enchantments are 25% stronger. 40 Enchanting Fire Enchanter jewelry effects are constant and do
Storm Enchanter Shock enchantments are 25% stronger. 50 Enchanting Frost Enchanter not consume charge.
Insightful Enchanter Skill enchantments are 25% stronger. 50 Enchanting Enchanter
Health, magicka, and stamina enchantments are All soul gems are single use.
Corpus Enchanter 70 Enchanting Insightful Enchanter
25% stronger.
Corpus Enchanter
Extra Effect Can put two enchantments on the same item. 100 Enchanting
or Storm Enchanter
Soul Trap and soul gems provide extra magicka
Soul Squeezer 20 Enchanting Enchanter
for recharging.
Death blows to creatures, but not people, trap 5%
Soul Siphon 40 Enchanting Soul Squeezer
of the victim's soul, recharging the weapon.

28
No Smoke, No Mirrors:
Illusion Magic spells cast on enemies are considered active spells
and behave exactly like Destruction ranged spells. Dual-casting these
spells costs 3 times the magicka and affects creatures of 2 times
level range (after perks).
Illusion Magic spells cast on self or allies are considered passive
spells and behave exactly like Alteration spells. Dual casting these
Illusion
spells costs 2-1/2 times magicka for 1-1/2 times duration.
Illusion spells cast on enemies may not be overwritten by the same
spell effect for the duration of the spell.
Casting Novice and Apprentice level spells grant 1XP, casting
Adept and Expert level spells grant 2XP, casting Master level spells
grants 5XP. No XP is granted until spell has a real effect on the
course of gameplay.
Perk Description Skill Req. Perk Req.
Novice Illusion Cast Novice level Illusion spells for half magicka.
Illusion spells now work on higher level animals (+8
Animage 20 Illusion Novice Illusion
levels to the spell maximum).
All Illusion spells work on higher level people (+10
Kindred Mage 40 Illusion Animage
levels to the spell maximum).
All spells you cast from any school of magic are silent
Quiet Casting 50 Illusion Kindred Mage
to others.
Apprentice Illusion Cast Apprentice level Illusion spells for half magicka. 25 Illusion Novice Illusion
Adept Illusion Cast Adept level Illusion spells for half magicka. 50 Illusion Apprentice Illusion
Expert Illusion Cast Expert level Illusion spells for half magicka. 75 Illusion Adept Illusion
Master Illusion Cast Master level Illusion spells for half magicka. 100 Illusion Expert Illusion
Calm spells now work on higher level opponents (+8
Hypnotic Gaze levels to spell maximum). Cumulative with Kindred 30 Illusion Novice Illusion
Mage and Animage.
Fear spells work on higher level opponents (+10 levels
Aspect of Terror to spell maximum). Cumulative with Kindred Mage and 50 Illusion Hypnotic Gaze
Animage.
Frenzy spells work on higher level opponents (+12
Rage levels to spell maximum). Cumulative with Kindred 70 Illusion Aspect of Terror
Mage and Animage.
Master of the Mind Illusion spells work on undead, daedra and automatons. 90 Illusion Quiet Casting or Rage
Dual casting an Illusion spell overcharges the effects
Illusion Dual Casting 20 Illusion Novice Illusion
into an even more powerful version.
29
Academician We Don
Dont Need No Education:
Cartographer
Archaeologist Academics and the pursuit of science has a rich and varied history in the
Empire. Not only do adherents of the Arcane spend their life in pursuit
of knowledge, but so do those who study the natural world, its creatures,
and the peoples of Tamriel for the sake of pure research. A diligent study
of Lore will reward the searcher with knowledge of ancient secrets,
accelerated study of other skills, and even glimpses into the hidden realm
Lore Arcane Research of the Arcane.
The player or GM may initiate a Lore Knowledge check to attempt to
Applied
Sciences
Curator reveal details about a place, creature, object, person, or organization.
Possession of each book related to the subject of study will grant a +20
Natural
bonus for this check. A successful Lore check will grant 2XP.
Philosophy
The magical properties of objects may be ascertained by passing a Lore
Scholar check with a -10 penalty. Knowledge of related spells will provide a +30
Archivist
bonus. A success will grant 5XP.
Reading any book of note will grant 1XP.
Perk Rank Description Skill Req. Perk Req.
The chance of success on Lore knowledge checks is
1
increased by +20 when researching non-magical objects.
Scholar
2 Above increase is +40 30 Lore Rank 1
3 Above increase is +60 60 Lore Rank 2
Archivist Each book read provides 2XP 20 Lore Scholar
Can perform a Lore check to determine a creature's strengths
Natural Philosophy 30 Lore Scholar
& weaknesses in combat. Success grants 3XP
Curator Receive a +30 bonus to identify magical objects 50 Lore Archivist
When rolling for books, chance to find a skill tome is increased
1 40 Lore Archivist
Applied Sciences by 50%
2 When rolling for books, chance to find a skill tome is increased 50 Lore Rank 1
1 The chance to find a spell tome is increased by 50% 50 Lore Applied Sciences
Arcane Research
2 The chance to find a spell tome is increased by 100% 60 Lore Rank 1
May make a lore check at a -20 penalty to predict the layout of
Archaeologist 70 Lore Arcane Research
a dungeon. Success grants 5XP
The location of every city, town, and dungeon in a chosen Natural Philosophy or
Cartographer 90 Lore
Province of Tamriel is known. Archaeologist
Academician Skill tomes now provide +3 skill points. Receive +1 all skills. 100 Lore Curator or Archaeologist
30
Take Two and Send a Courier in the Morning:
Restoration magic contains the most sustained spells of any school.
Sustained skills are initiated as a free action, must be sustained for
at least one minor action, and may be sustained until the caster is
out of magicka. Sustained Restoration spells include healing spells,
wards, and absorption spells.
To cast a Sustained spell, roll vs. Skill + 50 + modifiers. A failure
Restoration means the spell fizzles and cannot be attempted again until next
turn. A critical success (range 5) halves the magicka cost as long
as the spell is sustained.
Sustained spells grant 1XP for every round in which at least one
action is spent sustaining the spell.
Dual casting sustained spells costs 3 times the magicka for 2
times the effect.

Of Note: Restoration is the only type of magic that most common Most other Restoration spells are considered Passive and behave
citizens of Tamriel have had exposure to. If fact, most people do not exactly like Alteration spells for casting method, dual casting, and
think of it as magic at all, rather as miracles from Arkay, Mara, or one of XP rewards.
the other gods. Needless to say, the clerics do little to clear up this
misconception.

Perk Rank Description Skill Req. Perk Req.


Novice Restoration Cast Novice level Restoration spells for half magicka.
Apprentice Restoration Cast Apprentice level Restoration spells for half magicka. 25 Restoration Novice Restoration
Adept Restoration Cast Adept level Restoration spells for half magicka. 50 Restoration Apprentice Restoration
Expert Restoration Cast Expert level Restoration spells for half magicka. 75 Restoration Adept Restoration
Master Restoration Cast Master level Restoration spells for half magicka. 100 Restoration Expert Restoration
1 Magicka regenerates 25% faster. 30 Restoration Novice Restoration
Recovery
2 Magicka regenerates 50% faster. 60 Restoration
Once a day, heals 250 points automatically if you fall below
Avoid Death 90 Restoration Recovery
10% health. (Only if the damage does not kill you.)
Regeneration Healing spells cure 50% more. 20 Restoration Novice Restoration
Necromage All spells are more effective against undead. 70 Restoration Regeneration
Respite Healing spells also restore Stamina. 40 Restoration Novice Restoration
Dual casting a Restoration spell overcharges the effects into
Restoration Dual Casting 20 Restoration Novice Restoration
an even more powerful version.
Ward Absorb Wards recharge your magicka when hit with spells. 60 Restoration Novice Restoration
31
A Warrior
Warriors Best Friend
Swords Critical Range 5
Maces
Critical Range 2
Maces are
Damage Type: Piercing Swords are the bread Damage Type: Blunt
Power Attacks require 40 stamina traditionally used
Base and butter of the by fighters facing
Name Weight Value Damage armed class. They are Base
Name Weight Value Damage more heavily
Iron Sword 9 25 7 particularly suited for
Steel Sword 10 45 8 Iron Mace 13 35 9 armoured, better
Silver Sword 7 100 8
lunging attacks, and Steel Mace 14 65 10 equipped foes. A
Orcish Sword 11 75 9 their long edges have Orcish Mace 15 105 11 strong standing
Dwarven Sword 12 135 10 a better chance of Dwarven Mace 16 190 12
blow has the best
Elven Sword 13 235 11 doing extra damage Elven Mace 17 330 13
Glass Sword 14 410 12 Glass Mace 18 575 14 chance of defeating
than most other Ebony Mace 19 1000 16 your enemy with
Ebony Sword 15 720 13
Daedric Sword 16 1250 14 weapons. Daedric Mace 20 1750 16 this weapon.

These weapons may


Critical Range 3 Critical Range 10
War Axes Damage Type: Slashing
War Axes are Daggers Damage Type: Piercing
not be much to look
favoured weapons 5x Backstab Damage (instead of 3x) at, but only a fool
Base
of the Nords, and turns his back to a
Name Weight Value Damage Base
can wreak havoc Name Weight Value Damage
foe armed with a
Iron War Axe 11 30 8
Steel War Axe 12 55 9 on a lightly Iron Dagger 2 10 4 dagger. They do
Orcish War Axe 13 90 10 armoured foe. They Steel Dagger 3 18 5 unparalleled damage
Dwarven War Axe 14 165 11 are most effective Orcish Dagger 3 30 6 from Sneak attacks
Elven War Axe 12 Dwarven Dagger 3 55 7
15 280 when used in and thus are
Glass War Axe 16 490 13 Elven Dagger 4 95 8
sideways slashing Glass Dagger 4 165 9 favorite weapons of
Ebony War Axe 17 865 15
type attacks. Ebony Dagger 5 290 10 assassins.
Daedric War Axe 18 1500 15

Critical Range 3
Critical Range 2
Certainly not the
Scimitars Damage Type: Slashing Called by different
Clubs Damage Type: Blunt
most elegant of May not use forward power attacks
names throughout
Power Attacks only require 20 stamina
weapons, however Base Tamriel, these
Base clubs have the Name Weight Value Damage somewhat rare
Name Weight Value Damage advantage of Iron Cutlass 9 35 9 single edged weapons
Oak Club 8 8 6 Steel Scimitar 10 65 10
Ironwood Club 9 12 7 requiring little Silver Cutlass 7 105 10
make up for in raw
Studded Steel Club 10 15 8 training and being Orcish Cutlass 11 190 12 damage what they
Bone Club 11 40 9 less exhausting to Akavari Katana 12 330 13 lack in versatility.
Studded Glass Club 12 140 10 use than other Elven Scimitar 13 575 14 Plus they look very
Studded Ebony Club 13 190 12 Glass Katana 14 1000 16
weapons. impressive.
Ebony Katana 15 1750 18
32
Now We
Were Getting Serious
Serious
Critical Range 5 Critical Range 5
Greatswords Damage Type: Piercing
The blade of kings. In Spears Damage Type: Piercing Deceptively hard to
the hands of a highly Extended Reach, may equip a shield* master, these
Base trained blademaster, Base mainly defensive
Name Weight Value Damage Name Weight Value Damage
a greatsword can weapons are often
Iron Greatsword 16 50 15 Iron Spear 8 35 7
Steel Greatsword 17 90 17 unleash an unequaled Steel Spear 9 55 8 used by soldiers in
Silver Greatsword 12 160 17 whirlwind of Silver Spear 7 110 8 tight formation, as
Orcish Greatsword 18 75 18
carnage. However, Orcish Spear 10 85 9 well as favoured by
Dwarven Greatsword 19 270 19
such power usually Dwarven Spear 11 145 10
Elven Greatsword 20 470 20
Elven Spear 12 245 11 hunters because of
Glass Greatsword 22 820 21 comes after years of Glass Spear 12 420 12 their lightness and
Ebony Greatsword 22 1440 22
disciplined training. Ebony Spear 13 750 13 reach.
Daedric Greatsword 23 2500 24
Daedric Spear 14 1300 14
*May not power attack with a spear and a shield equipped.

Critical Range 3 Critical Range 3


Battleaxes Damage Type: Slashing Few sights inspire
Halberds Damage Type: Slashing Suited well for
Extended Reach both attack and
Base fear like charging
Damage Base
Name Weight Value Nordic warriors Name Weight Value Damage
defense, these
Iron Battleaxe 20 55 16
Steel Battleaxe 21 100 18 wielding these Iron halberd 20 55 14 weapons can
Orcish Battleaxe 25 165 19 mighty weapons. Steel halberd 21 100 15 commonly be
Orcish halberd 25 165 17
Dwarven Battleaxe 23 300 20 Battleaxes have 300
found in elite
Elven Battleaxe 24 520 21 Dwarven halberd 23 18
been known to Elven halberd 24 520 19 guard formations
Glass Battleaxe 25 900 22
Ebony Battleaxe 26 1585 23 cleave foes in half Glass halberd 25 900 20 throughout the
Ebony halberd 26 1585 21 Empire.
Daedric Battleaxe 27 2750 25 with a single blow. Daedric halberd 27 2750 22

Far more than just a


Critical Range 2
Warhammers Critical Range 2 Staves Damage Type: Blunt simple piece of wood,
Damage Type: Blunt
Power Attacks cost 60 stamina If you seek to subdue Extended Reach, may enchant into a staff wielding
Base a foe wearing plate Wizards Staff, may attack 3x per turn commoners have
Name Weight Value Damage armour, look no Base surprised many noble
Iron Warhammer 24 60 18 Name Weight Value Damage
further. Warhammers Oak Staff 10 30 6
knights to their
Steel Warhammer 25 110 20
Orcish Warhammer 26 180 21 deliver brutally Ironwood Staff 11 55 7 chagrin. Also, their
Dwarven Warhammer 27 325 22 punishing blows to Steel Shod Staff 12 90 8 natural state makes
Elven Warhammer 28 565 23 Sungwood Staff 9 165 9
Glass Warhammer 29 985 24
those foolish enough Glass Shod Staff 14 280 10
staves ideal for
Ebony Warhammer 30 1725 25 not to evade their Ebony Shod Staff 15 490 12 attracting Arcane
Daedric Warhammer 31 4000 27 attacks. energy.
33
Action at a Distance

Ammunition
Critical Range 5 Very few
Bows Damage Type: Piercing First perfected by Base
the Elves, bows
Name Weight Value Damage merchants stock
Iron Arrow 0 1 8 the more exotic
Base
have been vital Bone Arrow 0 0 8
Name Weight Value Damage
tools for hunting Steel Arrow 0 2 10 ammunition
Shortbow 5 30 6 Orcish Arrow 0 4 12 types, these can
Longbow 7 50 7 and defense from
Orcish Bow 9 150 10 time immemorial.
Dwarven Arrow 0 6 14 either be crafted
Elven Arrow 0 8 16
Composite Bone Mastering the bow Glass Arrow 0 9 18
or taken from
Bow 10 270 12
requires a strong Ebony Arrow 0 12 20 slain foes.
Elven Bow 12 470 13 Bound Arrow* 0 0* 24
Glass Bow 14 820 15 arm, a keen eye, Daedric Arrow 0 16 24 *These magical
Ebony Bow 16 1440 17 and much patience. Iron Bolt 0 3 9 arrows only exist
Daedric Bow 18 2500 19 Steel Bolt 0 5 11 while using the
Dwemer Bolt 0 8 15 Bound Bow spell.
Ebony Bolt 0 15 22
Daedric Bolt 0 20 26

The introduction of
Critical Range 5 crossbows to the Critical Range 2
Crossbows Damage Type: Piercing Slings Damage Type: Blunt
Range Penalties are +15%
Empire is relatively Mainly used by
Range Penalties are +15%
recent; they were farmers and
Base
Name Weight Value Damage
found in Dwarven Base shepherds to fend
Name Weight Value Damage
Iron Crossbow 7 30 8 ruins around the off predators,
Common Sling 1 15 4
Steel Crossbow 9 50 9 time of The Elven Sling 2 25 6 slings have the
Orcish Crossbow 11 150 12 Nerevarine. Since advantage of being
Dwarven Arbalest 14 270 15 then, they have Base
820
able to chuck
Glass Crossbow 15 17 Name Weight Value Damage
Ebony Crossbow 18 1440 19
become popular with Rock 0 0 4 anything small
Daedric Crossbow 20 2500 20 mercenaries and Iron Shot 0 1 5 and roundish at an
paranoid nobles. Steel Shot 0 2 7 enemy at high
Dwarven Shot 0 5 9
Glass Shot 0 8 12 speed.
Calculating Ranged Damage: Ebony Shot 0 10 15

Skill and perks boost bows only, so


Damage = (Base bow) x (1 + 0.5 x Archery(%)) x (1 + Perks) +
Ammunition + Effects
Please see Ranged Modifiers table for range, combat movement, and
other effects.

34
Stylish Protection

Hide Leather

Base Base
Name Weight Value Rating Name Weight Value Rating
Hide Armor 5 50 20 Leather Armor 6 75 23
Hide Boots 1 10 5 Leather Boots 2 25 7
Hide Bracers 1 10 5 Leather Bracers 2 25 7
Hide Helmet 2 25 10 Leather Helmet 2 60 10

Well cured leather armor is strong, supple, light,


and almost noiseless, making it perfect for
The lightest and cheapest armor, mainly
skirmishers and archers.
used by hunters, bandits, and poor
adventurers. Bonus: Armor noise penalty reduced by 3 for each
piece worn.

Fur Studded
Base
Name Weight Value Rating
Fur Cuirass 6 50 23 Base
Fur Boots 2 5 5 Name Weight Value Rating
Studded Armor 6 125 26
Fur Bracers 2 10 6
Studded Boots 2 25 8
Fur Helmet 1 23 11 Studded Bracers 2 25 8
Studded Helmet 2 60 12
Fur armor is often worn in Skyrim for its
warmth, and by Khajit since they like to
dress in the skins of their prey.
Standard issue armor for the Imperial Legion,
Bonus: 5% Frost resistance per piece worn, and also popular with sellswords and better
does not stack with racial abilities or item armed thugs.
enchantments, does stack with potions.

35
Even More Stylish Protection

Chainmail Elven

Base Base
Name Weight Value Rating Name Weight Value Rating
Chainmail Armor 6 360 32 Elven Armor 4 225 29
Chainmail Boots 2 90 9 Elven Boots 1 45 8
Chainmail Bracers 2 90 9 Elven Gauntlets 1 45 8
Chainmail Helmet 2 190 14 Elven Gilded Armor 4 550 35
Elven Helmet 1 110 13

Chainmail is expensive and time consuming


to create, but is treasured by Redguards for Used by the Altmer both for battle and
its superior mobility in battle. ceremony, Elven style armor has fallen out of
fashion in the Empire from its association
Bonus: Movement is 7 if wearing a complete set with the THalmor.
of chainmail, 8 with Unhindered perk.

Scale Glass
Base Base
Name Weight Value Rating Name Weight Value Rating
Scaled Armor 6 350 32 Glass Armor 7 900 38
Scaled Boots 2 70 9 Glass Boots 2 190 11
Scaled Bracers 2 70 9 Glass Gauntlets 2 190 11
Scaled Helmet 2 175 14 Glass Helmet 2 450 16

Offering superior protection against


piercing weapons, Scale armor has been Crafted from volcanic ore, the secrets of
perfected by the Argonians of the Black making this superior armor have long
Swamp, who craft it from the remains of resided with the Dunmer of Vvanderfell,
their enemies. who are now mainly refugees.
Bonus: Slashing DR +20% if wearing a
Bonus: Piercing DR +10% if wearing a complete
complete set.
set.

36
Built Like a Rock

Iron Dwarven
Base
Name Weight Value Rating
Base Dwarven Armor 45 400 34
Name Weight Value Rating Dwarven Boots 10 85 13
Iron Armor 30 125 25 Dwarven Gauntlets 8 85 13
Banded Iron Armor 35 200 28 Dwarven Helmet 12 200 18
Iron Boots 6 25 10
Iron Gauntlets 5 25 10
Iron Helmet 5 60 15 Although the Dwemer, or Dwarves, have
long since vanished, the secrets of their
crafting may be discovered by those with
The most basic form of heavy armor, Iron time and money to pursue them.
armor is often crafted by apprentice smiths
striving to improve their craft. Bonus: 5% Shock resistance per piece worn,
does not stack with racial abilities or item
enchantments, does stack with potions.

Steel Orcish

Base Base
Name Weight Value Rating Name Weight Value Rating
Steel Armor 35 275 31 Orcish Armor 38 625 40
Steel Armor 35 275 31 Orcish Boots 9 125 14
Steel Gauntlets 4 55 12 Orcish Gauntlets 6 125 14
Steel Helmet 5 125 17 Orcish Helmet 6 300 19

Orcish smiths are deservedly held in high


Commonly available and offering superior
regard across Tamriel for creating this unique,
protection, Steel armor is usually the prized
effective, and intimidating armor style.
possession of up and coming adventurers.
Nordic smiths are known for making the best. Bonus: +5 bonus to Intimidate rolls for each
piece worn.

37
The Best Defense

Steel Plate Daedric

Base
Base Name Weight Value Rating
Name Weight Value Rating Daedric Armor 50 3200 49
Steel Plate Armor 35 1000 42 Daedric Boots 10 625 18
Steel Plate Boots 7 200 15 Daedric Gauntlets 6 625 18
Steel Plate Gauntlets 7 200 15 Daedric Helmet 15 1600 23
Steel Plate Helmet 8 500 20

Daedric armor is associated with the denizens


of Oblivion, and represents the embodiment of
The pinnacle of the Nordic smithcraft, Steel
fear and darkness for ordinary mortals.
Plate armor is sought after by wealthy
knights and champions throughout Tamriel. Bonus: Every piece worn adds a 5% chance that
humanoid enemies will flee in terror for 1 round.

Ebony Shields
Base
Name Weight Value Rating
Hide Shield 4 25 15
Base Imperial Shield 5 75 18
Name Weight Value Rating Banded Iron Shield 12 100 22
Ebony Armor 38 1500 43 Steel Shield 12 150 24
Ebony Boots 7 275 16 Dwarven Shield 12 225 26
Ebony Gauntlets 7 275 16 Elven Shield 4 115 21
Ebony Helmet Glass Shield 6 450 27
10 750 21
Orcish Shield 14 500 30
Ebony Shield 14 750 32
Incredibly rare and expensive, Ebony armor Daedric Shield 15 1600 36
was famously worn by The Nerevarine when
she battled the dread lord Dagoth Ur. Shields are used to mitigate much more
damage than can be handled by armor alone,
Bonus: 10% Fire resistance per piece worn, and can be used to stagger and knock down
does not stack with racial abilities or item
enchantments, does stack with potions.
opponents by skilled warriors.

38
Everything But The
The
Clothing Jewelry Hirelings
Item Weight Value
Item Weight Value
Common Hat 1 1 Name Level Value Notes
Silver Ring 0.25 30
Ragged Clothing 1 1 Hired Muscle 2 5 / day comes unequipped, but with a sturdy back
Ragged Boots 1 1
Gold Ring 0.25 75
Common Sellsword 6 10 / day Can choose either 1H, 2H, or ranged
Common Clothing 1 2 Silver Garnet Ring 0.25 160
Experienced Sellsword 12 30 / day Generally has Steel equivalent gear
Common Boots 1 2 Silver Amethyst Ring 0.25 180
Elite Sellsword 20 100 / day Has plate equivalent gear
Common Shoes 1 2 Silver Ruby Ring 0.25 260
Hedge Priest 4 10 / day Can heal and turn weak undead
Common Gloves 1 2 Gold Sapphire Ring 0.25 500
Lay Priest 12 30 / day More skilled healing, casts some adept skills
Common Robes 1 5 Gold Emerald Ring 0.25 700
Grand Cleric 20 90 / day Casts expert level Restor. spells
Professional Garb 1 5 Gold Diamond Ring 0.25 900
Can choose male or female, adds +10 to Survival
Blacksmith's Apron 1 8 Silver Necklace 0.5 60
War Dog 10 200 Wilderness checks.
Chef's Tunic 1 8 Gold Necklace 0.5 120 Can cook, entertain, pick locks, perform some
Hooded Robes 2 8 Silver Jeweled Necklace 0.5 380
Bard 16 70 / day illusion magic, and tell of your exploits
Academic Robes 1 10 Gold Jeweled Necklace 0.5 485
Adept Hood 1 10 Strumpet - 100 / day Nudge nudge, wink wink
Gold Ruby Necklace 0.5 550
Fine Gloves
Fine Boots
1
1
10
20
Silver Sapphire Necklace 0.5 580 Adventuring Gear Property
Silver Emerald Necklace 0.5 830
Fine Hat 1 25 Item Weight Value Item Value Notes
Gold Diamond Necklace 0.5 1200 About what you would
Cuffed Boots 1 25 Backpack 0 8
Copper and Onyx Circlet 2 50 City Shack 1,000 expect.
Fur Lined Gloves 1 20 Bedroll 3 2
Copper and Moonstone Circlet 2 100 Beeswax 0 20 Climbing roses cost
Fur Lined Boots 1 25
Pleated Shoes 1 25 Copper and Ruby Circlet 2 150 Bronze Spikes 0 5 Country Cottage 3,000 extra.
Fine Clothes 1 40 Copper and Sapphire Circlet 2 200 Caltrops 0 10
Includes a cot for
Fur Lined Robes 4 50 Silver and Moonstone Circlet 2 250 Canteen 1 2
Cooking Gear 10 15 City House 5,000 servants, and a kitchen.
Fine Raiment 1 100 Jade and Sapphire Circlet 2 300 Includes about 1/2 acre
Jade and Emerald Circlet 2 350 Empty Bottle 0 5
Fur-Trimmed Cloak 1 100 Country House 8,000 of land.
Grapple Hook 1 16
Noble Robes 3 200 Silver and Sapphire Circlet 2 400
Grooming Kit 1 6
Snowy Sabre Cat Fur Gold and Ruby Circlet 2 450 Only available to nobles.
Jeweller's Tools 4 120
Cloak 5 200 Gold and Emerald Circlet 2 500 City Estate 25,000 Comes fully staffed.
Latern 2 8
Leatherworking Tools 5 40
Books Lockpick 0 10
Only available to nobles.
Comes with servants,
Magnifying Glass 1 15 stables, a chapel, and a
Item Weight Value Note: All prices may be adjusted by Portable Forge 70 300 Country Manor 40,000 small brewery or winery.
Blank Book 2 4 region or by merchants trying to rip Rope 1 per yard 2 per yard Perfect for hawking your
Common Book 2 10 Spyglass 1 30
you off. It pays to comparison shop. Tent 10 5
City Market Stand 1,600 wares.
Rare Book 2 50 GMs are encouraged to add Includes a small living
Tinder & Flint 1 5 City Shop 6,000 space and a work area.
Skill Tome 3 100
Unique Book 2 200
Availability rolls to high value items Torch 2 1 Includes a forge,
Woodworking Tools 10 50
Magical Tome 3 Per spell per their discretion. smelter, and full set of
Writing Kit 1 10 Smithy 10,000 tools.

Food Transport
Item Weight Value Effects
Common Rations 2 5 Enough food for one day. Item Capacity Value Speed, Notes
Common Food 1 1 Restores 2 Health when eaten Pack Mule 500 300 20 miles / day
Cooked Food 1 2 Restores 5 Health when eaten Common Horse 400 1000 30 miles / day
Riding Horse 450 2000 40 miles / day
Hearty Food 2 10 Restores 10 Health and 10 Stamina when eaten
Restores 20 Health and Stamina when eaten, Stamina Warsteed 600 5000 30 miles / day, will attack enemies
Gourmet Meal 4 50 regen is doubled for 10 rounds. Horse Drawn Wagon 2000 3000 20 miles / day, Requires 2 horses to pull
Restores 10 stamina when drunk, stamina regen is Carriage - 1 per 5 mi 40 miles / day
Common Drink 1 5 halved for two rounds
Restores 20 stamina when drunk, stamina regen is
Teleportation - 1 per 1 mi Infinite as long as mage knows the destination
Strong Drink 1 15 halved for 4 rounds River Boat 2000 1 per 10 mi 60 miles / day
Vintage Drink 1 100 Same as Strong Drink Ship - 1 per 5 mi 100 miles / day
39
Magical Shopping Arcade
Potions Tier I - Minor Tier II - Standard Tier III - Potent Tier IV - Heroic (or Debilitating)
Effect Potency Price Availability Potency Price Availability Potency Price Availability Potency Price Availability
Potion of Cure Poison, Disease, or Paralysis full 60 70 N/A - - N/A - - N/A - -
Potion of Detect Life or Chameleon 5 rounds 30 40 10 rounds 45 30 15 rounds 68 20 20 rounds 101 5
Potion of Dispell full 80 40 N/A - - N/A - - N/A - -
Potion of Fire, Frost, or Lightning Shield 40 pts 45 50 60 pts 68 35 80 pts 101 15 100 pts 152 5
Potion of Fortify Carry Weight 30 20 80 60 30 60 90 45 40 120 68 10
Potion of Fortify Skill 12 35 95 25 53 75 37 79 35 50 118 10
Potion of Invisibility 2 rounds 90 50 4 rounds 135 25 6 rounds 203 12 8 rounds 304 5
Potion of Light 5 rounds 20 80 10 rounds 30 60 15 rounds 45 40 20 rounds 68 20
Potion of Night Eye or Water Breathing 5 rounds 40 40 10 rounds 60 30 15 rounds 90 20 20 rounds 135 10
Potion of Reflect Damage 20% 120 40 30% 180 20 40% 270 10 50% 405 4
Potion of Reflect Spell 30 pts 100 40 40 pts 150 20 60 pts 225 10 80 pts 338 4
Potion of Regenerate Health, Stamina, or Magicka 10 pts 30 95 20 pts 45 75 30 pts 68 35 40 pts 101 10
Potion of Resist Fire, Frost, Lightning, or Poison 10% 40 70 20% 60 40 30% 90 20 40% 135 10
Potion of Resist Magic, Disease, or Paralysis 10% 50 50 20% 75 35 30% 113 15 40% 169 5
Potion of Restore Health, Stamina, or Magicka 25 30 95 50 45 75 75 68 35 150 101 10
Potion of Shield 50 70 70 100 105 35 150 158 20 200 236 5
Poison of Burden or Slow 25 20 50 50 30 35 75 45 15 90 68 5
Poison of Damage Health, Stamina, or Magicka 10 30 60 20 45 40 30 68 20 60 101 10
Poison of Damage Health, Stamina, or Magicka Regen 5 30 50 10 45 35 20 68 15 30 101 5
Poison of Fear or Frenzy level 6 70 60 level 12 105 40 level 18 158 15 level 30 236 5
Poison of Fire, Frost, or Shock Damage 10 40 60 20 60 40 30 90 20 60 135 10
Poison of Paralysis 1 round 90 40 2 rounds 135 20 3 rounds 203 10 5 rounds 304 5
Poison of Ravage Health, Stamina, or Magicka 10 50 40 20 75 30 30 113 20 40 169 10
Poison of Silence 1 round 60 60 2 rounds 90 25 3 rounds 135 15 5 rounds 203 5
Poison of Weakness to Fire, Frost of Shock 20% 50 50 40% 75 30 60% 113 20 100% 169 5
Poison of Weakness to Poison or Magic 10% 80 30 25% 120 15 40% 180 8 100% 270 3

Scrolls Note: Tier V Legendary, and Tier VI Supreme


Spell Tomes potions can be crafted or found, but are almost
All spells are potentially available as single use scrolls. never sold by apothecaries.
Scrolls weigh nothing and require no skill to cast.
Scroll Value = Tome Value / 2
Availability of Spell Tomes is generally less than
that of scrolls. To see if a vendor has a tome,
Enchanted Items
To see if a vendor has a scroll, roll vs. (105- roll vs. Magical vendors will always have some enchanted
Tier)*(Merchant) where (90-Tier + Merchant)*(1+Player Level/50) where items available, this is their stock in trade.
The odds of other stores having magical items are:
Tier = 20 for Novice Tier = 20 for Novice
40 for Apprentice 40 for Apprentice 20% * Merchant * (1+Player Level / 50) where
60 for Adept 60 for Adept
80 for Expert Merchant= 1 for general stores
80 for Expert 3 for specialty stores such as
100 for Master 100 for Master
clothiers, jewelers, and smiths
Availability = 1 for magical vendors Merchant = 15 for magical vendors
2 for school specialists 40 for school specialists This roll is just to see if the merchant has any
1/3 for general stores -30 for general stores items, not a particular item. For rules on spawning
Generally a player must wait 1 week before magical items, please see the Enchanting section
Scrolls of Sustained spells contain 4 actions worth of (or just roll a d100, the lower the die result, the
duration. searching for the same tome or scroll again.
better the item is).
These rules may also be used to determine the For values of Spell Tomes, please see
availability of Soul Gems. Grimoire.
40
Alteration Grimoire

Tome Base Magicka Spell


Spell Level Effects
Value Cost Type
Candlelight Novice 40 20 Creates a hovering light that lasts for 10 rounds. Passive
Improves the caster's armor rating by 40 points for 10 rounds.
Oakflesh Novice 40 100 Passive
May be amplified by the Mage Armor perk.
Magelight Apprentice 85 80 Ball of light that lasts 60 seconds and sticks where it strikes Passive
Improves the caster's armor rating by 60 points for 10 rounds.
Stoneflesh Apprentice 100 200 Passive
May be amplified by the Mage Armor perk.
Increases maximum encumbrance by 50 points for 1 hour. Only provides XP if fully
Feather Apprentice 125 200 Passive
encumbered before spell is cast, may not be used during long journeys.
Transmutes one piece of unrefined Iron ore to Silver, or Silver ore to Gold if the caster is
Transmute Adept 200 100 Passive
carrying any.
Convert up to 25 points of health to magicka, up to 50 if you have the Apprentice
Equilibrium Apprentice 250 0 Passive
Alteration perk.
Adds 30% fire resistance for 10 rounds. May stack with item effects or racial abilities,
Fire Shield Adept 300 240 Passive
but not potions.
Adds 30% frost resistance for 10 rounds. May stack with item effects or racial abilities,
Frost Shield Adept 300 240 Passive
but not potions.
Adds 30% shock resistance for 10 rounds. May stack with item effects or racial abilities,
Lightning Shield Adept 300 240 Passive
but not potions.
Can pull an inanimate object to you from a distance, requires a successful range attack.
Telekinesis Adept 320 150 Passive
Add it to your inventory or throw it.
Nearby living creatures, but not undead, machines or daedra, can be seen through walls.
Detect Life Adept 330 100 Passive
Lasts 2 rounds, effect has a range of 10.
Improves the caster's armor rating by 80 points for 10 rounds.
Ironflesh Adept 340 260 Passive
May be amplified by the Mage Armor perk.
Waterbreathing Adept 340 220 Can breathe water for 10 rounds. Passive
Change an inanimate object to solid stone. May cast on an enemy's armor or clothing by
Petrify Expert 550 300 performing a successful unarmed attack. Opponents with petrified armor are knocked Passive
down and the armor shatters.
Detect Dead Expert 600 150 Nearby dead can be seen through walls. Lasts 2 rounds, effect has a range of 10. Passive
Improves the caster's armor rating by 100 points for 10 rounds.
Ebonyflesh Expert 650 350 Passive
May be amplified by the Mage Armor perk.
Adds 30% magic ressitance for 5 rounds. May stack with item effects or racial abilities,
Spell Shield Expert 700 360 Passive
but not potions.
Change an area of solid ground with radius 3 hexs into a pool of water 12 ft deep.
Liquefy Master 1200 800 Enemies caught in the area are knocked down, and must swim to solid ground after Passive
recovering.
Dragonhide Master 1400 700 Caster ignores 80% of all physical damage for 5 rounds. Passive

41
Conjuration Grimoire
Tome Base Magicka Spell
Spell Level Value Cost Effects Type
Creates a magic sword with base damage 15, weight 0 for 8 rounds. Unequip the weapon to
Bound Sword Novice 50 90 dipell. Passive
Summons a spirit animal to be the caster's companion for 10 rounds. Animal type chosen must
Conjure Familiar Novice 50 100 be smaller than a human. Passive
Raise Zombie Novice 50 100 Reanimate a weak dead body to fight for you for 10 rounds. Passive
Creates a magic Battleaxe with base damage 25, weight 0 for 8 rounds. Unequip the weapon
Bound Battleaxe Apprentice 150 170 to dispell. Passive
Conjure Flame
Atronach Apprentice 150 150 Summons a Flame Atrnoach to fight for you for 10 rounds. Passive
Reanimate Corpse Apprentice 150 150 Reanimate a moderately powerfull dead body to fight for you for 10 rounds. Passive
If the target dies within 5 rounds, will either charge an empty soul gem or enchanted weapon or
Soul Trap Apprentice 150 100 staff. Souls may be used to charge soul gems of equal or greater magnitude. Active

Summons a flaming familiar which will charge into battle and explode. Familiar will charge up to
Flaming Familiar Apprentice 250 100 7 spaces, and explosion does 20 fire damage to all enemies in a 1 hex radius. Passive
Banish Daedra Apprentice 320 200 Weaker summoned daedra and atronachs are sent back to Oblivion. Passive
Creates a magic bow with base damage 20, weight 0 for 8 rounds. Unequip the wespon to
Bound Bow Adept 350 200 dispell. Passive
Conjure Frost
Atronach Adept 350 220 Summons a Frost Atrnoach to fight for you for 10 rounds. Passive
Revenant Adept 350 200 Reanimate a substantially powerfull dead body to fight for you for 10 rounds. Passive
Spectral Arrow Adept 350 150 Summons a bolt of pure energy that will do 40 damage and stagger an enemy. Active
Dread Zombie Expert 360 300 Reanimate a very powerfull dead body to fight for you for 10 rounds. Passive
Expel Daedra Expert 620 220 Powerfull summoned daedra and atronachs are sent back to Oblivion. Passive
Command Daedra Expert 660 240 Powerful summoned and raised creatures are put under your control. Passive
Conjure Dremora
Lord Expert 730 360 Summons a Dermora Lord to fight for you for 10 rounds. Passive
Summons a Flame Atronach to be your slave for 1 week. Spell requires 12 hours to cast and a
Flame Thrall Master 1260 900 carefully prepared ritual space. Thrall is immune to Command or Expel. Ritual
Reanimates a dead body to be your slave for 1 week. Spell requires 12 hours to cast, a
carefully prepared ritual space, and fresh human remains. Thrall is immune to Command or
Dead Thrall Master 1270 1000 Expel. Ritual
Summons a Frost Atronach to be your slave for 1 week. Spell requires 12 hours to cast and a
Frost Thrall Master 1300 1100 carefully prepared ritual space. Thrall is immune to Command or Expel. Ritual
Summons a Storm Atronach to be your slave for 1 week. Spell requires 12 hours to cast and a
Storm Thrall Master 1350 1200 carefully prepared ritual space. Thrall is immune to Command or Expel. Ritual
Opens the jaws of Oblivion and lets loose a dreaded Dremora Lord upon the world. Spell
Summon Unbound requires 12 hour to cast and a carefully prepared ritual space. Summoned Dermora is not a
Dremora Master 1700 1200 thrall, but will not attack the caster out of gratitude for his release. All others are fair game. Ritual

42
Destruction Grimoire
( 1 of 2)

Tome Base Magicka Spell


Spell Level Value Cost Effects Type

A gout of fire that does 8 points per action. Targets on fire take 2 damage per round for 2
Flames Novice 50 14 / action rounds. Target area is a cone 4 hexs deep centered on the caster. Sustained

A blast of cold that does 8 points of damage per action to Health and Stamina. Target area
Frostbite Novice 50 16 / action is a cone 4 hexs deep centered on the caster. Struck enemies are frozen for 1 round. Sustained

Lightning that does 8 points of shock damage to Health and 4 damage to Magicka per
Sparks Novice 50 20 / action action. Target area is a cone 4 hexs deep centered on the caster. Sustained

Cast on an adjacent hex. If not in Line of Sight of an enemy, enemies must make a notice
check +30% to detect the rune. If stepped on, the rune will explode and do 50 fire damage to
Fire Rune Apprentice 100 230 all within a 1 hex radius. Particularly useful against undead. Passive

Cast on an adjacent hex. If not in Line of Sight of an enemy, enemies must make a notice
check +30% to detect the rune. If stepped on, the rune will explode and do 50 frost damage
Frost Rune Apprentice 100 300 to all within a 1 hex radius. Particularly useful against beasts. Passive
Cast on an adjacent hex. If not in Line of Sight of an enemy, enemies must make a notice
check +30% to detect the rune. If stepped on, the rune will explode and do 50 lightning
Lightning Rune Apprentice 100 320 damage to all within a 1 hex radius. Particularly useful against summoned creatures. Passive
A blast of fire that does 25 points of damage. Targets on fire take 6 damage per round for 2
Firebolt Apprentice 100 40 rounds. Active
A spike of ice that does 25 points of frost damage to Health and Stamina. Struck enemies
Ice Spike Apprentice 100 50 are frozen for 1 round Active

Lightning Bolt Apprentice 100 50 A bolt of lightning that does 25 points of shock damage to Health and 12 to Magicka Active
A fiery explosion for 40 points of damage in a 3 hex radius. Targets on fire take 10 damage
Fireball Adept 350 90 per round for 2 rounds. Active
A freezing whirlwind that does 40 points of frost damage per round to Health and Stamina.
Ice Storm Adept 360 140 Will persist in the same area for two rounds. Struck enemies are frozen for 1 round. Active
Lightning bolt that does 40 points of shock damage to Health and 20 to Magicka, then leaps
Chain Lightning Adept 400 120 to a new target Active
A nimbus of lightning around the caster that lasts for 10 rounds. All adjacent enemies take
Lightning Cloak Adept 350 370 10 health damage and 5 magicka damage. Passive

A nimbus of flame around the caster that lasts for 10 rounds. All adjacent enemies take 10
Flame Cloak Adept 320 290 health damage and 3 additional damage per round for 2 rounds. Passive

43
Destruction Grimoire
( 2 of 2)

Tome Base Magicka Spell


Spell Level Value Cost Effects Type

A nimbus of frost around the caster that lasts for 10 rounds. All adjacent
enemies take 10 health and stamina damage. All struck enemies are frozen
Frost Cloak Adept 340 320 for 1 round. Particularly useful against enemy melee fighters. Passive
A spear of ice that does 60 points of frost damage to Health and Stamina.
Icy Spear Expert 720 320 Struck enemies are frozen for 1 round. Active
A blast of fire that does 60 points of damage. Targets on fire take 15 extra
Incinerate Expert 700 280 damage per round for 2 rounds. Active
A Thunderbolt that does 60 points of shock damage to Health and 30 to
Thunderbolt Expert 750 340 Magicka. Active
Sprayed on the ground, creates a wall of flame that will damage anyone
entering for 50 fire damage per round spent engulfed. May cast on up to 5
adjacent hexes, at least one must be mext to the caster. Persists for 5
Wall of Flames Expert 700 120/hex rounds. Passive
Sprayed on the ground, creates a wall of frost that will damage anyone
entering for 50 frost damage per round spent engulfed and will be frozen.
May cast on up to 5 adjacent hexes, at least one must be next to caster.
Wall of Frost Expert 700 140/hex Persists for 5 rounds. Passive
entering for 50 lightning and 25 magicka damage per round spent engulfed.
May cast on up to 5 adjacent hexes, at least one must be next to the caster.
Wall of Storms Expert 725 150/hex Persists for 5 rounds. Passive
A massive fiery explosion centered on an enemy. Does 100 points fire
Fire Storm Master 1300 1400 damage to target, 75 points to creatures within 2 hexes, and 50 points to Active
A persistent winter blast centered on an enemy that does 20 health and
stamina damage per round for 10 rounds, 5 hex radius. All enemies caught
Blizzard Master 1350 1100 in the blast are frozen. Lasts for 10 rounds. Active

A debilitating bast of lightning cast on an enemy that does 80 points


lightning and 40 points magicka damage, then jumps to the nearest enemy
Lightning Storm Master 1400 1300 4 successive times. Allies may be damaged if adjacent to struck enemies. Active

44
Illusion Grimoire

Tome Base Magicka Spell


Spell Level Effects
Value Cost Type
Fury Novice 40 70 Creatures and people up to level 6 will attack anything nearby for 5 rounds. Single target. Active
If underground or indoors, illuminates the path to the nearest exit. More useful than you
Clairvoyance Novice 50 30 Passive
might think.
Courage Novice 50 40 Ally receives +20 health and stamina and is immune to fear for 5 rounds. Passive
Fear Apprentice 80 150 Creatures and people up to level 9 flee in terror for 5 rounds. Single target. Active
Calm Apprentice 90 140 Creatures and people up to level 9 won't fight for 5 rounds. Single target. Active
Muffle Apprentice 90 140 Armor penalties for sneak rolls are negated for 15 rounds. Passive
Allies receives +40 health and stamina and are immune to fear for 10 rounds, 1 hex
Rally Adept 300 110 Passive
radius centered on caster.
Creatures and people up to level 14 will attack anything nearby for 5 rounds, 1 hex
Frenzy Adept 330 200 Active
radius centered on target.
Beguile Adept 350 220 Bonus +40 on all speecraft haggling or persuasion checks for 10 minutes. Passive
A Target that fails to resist may not cast spells or Shout for 3 rounds. Spell is resisted by
Silence Adept 400 200 Active
an Opposed Illusion vs. Speechcraft check.
Creatures and people up to level 20 won't fight for 5 rounds, 1 hex radius centered on
Pacify Expert 610 300 Active
target.
Caster or target inanimate object is invisible for 5 rounds. Manipulating an object or
Invisibility Expert 625 330 Passive
attacking will break the spell.
Creatures and people up to level 20 flee in terror for 5 rounds, 1 hex radius centered on
Rout Expert 650 320 Active
target.
A Target that fails to resist is paralyzed for 2 rounds. Spell is resisted by an Opposed
Paralyze Expert 700 450 Active
Illusion vs. Notice check.
All allies within 10 hexes receive +30 health and stamina, as well as +25 to the following
Call to Arms Master 1150 650 Passive
skills: Marksman, One Handed, Two Handed, Notice. Duration is until end of combat.
Creatures and people up to level 25 won't fight for 10 rounds, 10 hex radius centered on
Harmony Master 1220 1050 Active
target.
Creatures and people up to level 25 flee in terror for 10 rounds, 10 hex radius centered
Hysteria Master 1240 860 Active
on target
Creatures and people up to level 25 will attack anything nearby for 10 rounds, 10 hex
Mayhem Master 1250 1000 Active
radius centered on target.
All targets area radius 5 that fail to resist are paralyzed for 5 rounds. Spell is resisted by
Mass Paralysis Master 1280 900 Active
an Opposed Illusion vs. Notice check.

Note for GMs: Creature level = (max health + max stamina + max magicka 220)/10 + 1, rounded up. Minimum
creature level is 1.

45
Restoration Grimoire
Tome Base Magicka Spell
Spell Level Effects
Value Cost Type
Healing Novice 50 12 / action Heals the caster for 10 points per action. Sustained
While sustained, increases armor rating by 40 points and negates up to 40 points
Lesser Ward Novice 45 35 / action Sustained
of elemental or poison damage. Useful for Responding to enemy attacks.
Fast Healing Apprentice 95 70 Heals the caster for 50 points. Passive
Healing Hands Apprentice 90 25 / action Heals the target 10 points per action, but not undead, atronachs or machines. Sustained
While sustained, increases armor rating by 60 points and negates up to 60 points
Steadfast Ward Apprentice 90 40 / action Sustained
of elemental or poison damage.
Turn Lesser
Apprentice 90 85 Undead adjacent to caster up to level 6 flee in terror for 5 rounds. Passive
Undead
Per every action spent, drains 20 health from the target and heals the caster for
20 health. Must make a successful unarmed attack to initiate spell, spell is
Absorb Health Adept 400 80 / action Sustained
disrupted if the caster is not adjacent to the target at the end of the round.
Stamina is also absorbed if the caster has the Respite perk.
Close Wounds Adept 360 130 Heals the caster for 100 points. Passive
While sustained, increases armor rating by 80 points and negates up to 80 points
Greater Ward Adept 340 60 / action Sustained
of elemental or poison damage.
Heal Other Adept 300 80 Heals the target for 75 points, but not undead, atronachs or machines. Passive
Repel Lesser
Adept 330 110 Target undead up to level 13 will flee for 5 rounds. Active
Undead
Turn Undead Adept 320 170 Undead adjacent to caster up to level 8 flee in terror for 5 rounds. Passive
Per every action spent, drains 60 magicka from the target and transfers it to the
caster. Must make a successful unarmed attack to initiate spell, spell is disrupted
Absorb Magicka Expert 700 0 Sustained
if the caster is not adjacent to the target at the end of the round or when the
target is out of magicka.
Creates a magical circle on the ground centered on the caster radius 4 hexes.
Circle of Protection Expert 650 170 Undead up to level 20 attempting to to enter the circle will become feared for 5 Passive
rounds. Duration is 5 rounds.
Grand Healing Expert 680 250 Heals all allies adjacent to the caster for 200 points. Passive
Repel Undead Expert 650 260 Target undead up to level 20 will flee for 5 rounds. Active
Turn Greater
Expert 660 350 Undead adjacent to caster up to level 16 flee in terror for 5 rounds. Passive
Undead
All undead within a 6 hex radius take 50 points fire damage, are staggered, and
Bane of the Undead Master 1200 1000 Passive
are feared for 5 rounds.
Creates a magical circle on the ground centered on the caster radius 4 hexes.
Undead up to level 35 attempting to to enter the circle will become feared for 5
Guardian Circle Master 1220 710 Passive
rounds. Caster and all allies are healed 60 points per round spent in the circle.
Duration is 10 rounds.
Creates a cone shaped vortex of life stealing energy centered on the caster 5
hexes deep. Per every action spent, all enemies in the cone are drained 50
Life Vortex Master 1500 200 / action Sustained
points health and the caster health is increased by 50 points. Health gained
above maximum dissipates at the end of the round.

46
Character Record
Name Level / Current SKUs Race Gender Age

Max Health: Max Stamina: Max Magicka: Current Movement:

Equipped? Name/
Effects

Head
Base x (1+0.004 x Skill) x Perks = Rating

Name/
Torso Effects

Base x (1+0.004 x Skill) x Perks = Rating

Name/
Shield Effects

Base x (1+0.004 x Skill) x Perks = Rating


Hands Name/
Effects

Base x (1+0.004 x Skill) x Perks = Rating


Feet Name/
Effects

Base x (1+0.004 x Skill) x Perks = Rating

Head + Torso + Shield + Hands + Feet + Effects = Armour Armour Rating + (Number of Equipped x 25) = D.R.
Rating 10
Weapons
Name/
Effects
Base Damage x (1+0.005xSkill) x Perks + Effects = Damage Weight
Name/
Effects
Base Damage x (1+0.005xSkill) x Perks + Effects = Damage Weight
Name/
Effects
Base Damage x (1+0.005xSkill) x Perks + Effects = Damage Weight
Name/
Equipped LH Equipped RH
Effects
Base Damage x (1+0.005xSkill) x Perks + Effects = Damage Weight

Known Spells:
Blocking DR:

Power Bash Damage:

Greater Racial Power: Power Used Today: Unspent Skill XP: v0.56
Inventory
Item WT Enchantment Charge

300 + (Max Stamina-100) = Max Encumbrance


2

Currently Carried Weight: Septims (Currency):

Faction
Affiliations

Properties Owned
Clothing & Jewelry Effects

Circlet or Hood, may not be Necklace


worn with Helmet

Left Hand Ring

Robe or Clothes, may not Passive Spell / Potion Effects


be worn with Armour. 1
Effect Rounds

2
Right Hand Ring Effect Rounds

3
Effect Rounds

Shoes, may not be worn with 4


Armoured Boots Effect Rounds

5
Effect Rounds
Resistance Ratings
Permanent:
Fire Frost Choose one of racial bonus,
armour set bonus, OR total of
enchanted items.
+ = + =
Permanent Temporary Rating (%) Permanent Temporary Rating (%)
Shock Disease Temporary:
Choose either potion effect or
Alteration spell effect.
+ = + =
Permanent Temporary Rating (%) Permanent Temporary Rating (%)
Poison Magic

+ = + =
Permanent Temporary Rating (%) Permanent Temporary Rating (%)

Potions,
Potions, Scrolls, & Food in Inventory

Item Qty Item Qty Item Qty

Item Qty Item Qty


Qty Item Qty

Item Qty Item Qty Item Qty

Item Qty Item Qty Item Qty


Purchased Perks

Used this Level?

Archery Base + Effects = Current XP To Next Lvl


Purchased Perks

Used this Level?

Blocking Base + Effects = Current XP To Next Lvl


Purchased Perks

Used this Level?

Heavy Armour Base + Effects = Current XP To Next Lvl


Purchased Perks

Used this Level?

One Handed Base + Effects = Current XP To Next Lvl


Purchased Perks

Used this Level?

Smithing Base + Effects = Current XP To Next Lvl


Purchased Perks

Used this Level?

Survival Base + Effects = Current XP To Next Lvl


Purchased Perks

Used this Level?

Two Handed Base + Effects = Current XP To Next Lvl


Purchased Perks

Used this Level?

Alchemy Base + Effects = Current XP To Next Lvl


Purchased Perks

Used this Level?

Light Armour Base + Effects = Current XP To Next Lvl


Purchased Perks

Used this Level?

Lockpicking Base + Effects = Current XP To Next Lvl


Purchased Perks

Used this Level?

Notice Base + Effects = Current XP To Next Lvl


Purchased Perks

Used this Level?

Pickpocket Base + Effects = Current XP To Next Lvl


Purchased Perks

Used this Level?

Sneak Base + Effects = Current XP To Next Lvl


Purchased Perks

Used this Level?

Speech Base + Effects = Current XP To Next Lvl


Purchased Perks

Used this Level?

Alteration Base + Effects = Current XP To Next Lvl


Purchased Perks

Used this Level?

Conjuration Base + Effects = Current XP To Next Lvl


Purchased Perks

Used this Level?

Destruction Base + Effects = Current XP To Next Lvl


Purchased Perks

Used this Level?

Enchanting Base + Effects = Current XP To Next Lvl


Purchased Perks

Used this Level?

Base + Effects = Current XP To Next Lvl


Illusion
Purchased Perks

Used this Level?

Base + Effects = Current XP To Next Lvl


Lore
Purchased Perks

Used this Level?

Restoration Base + Effects = Current XP To Next Lvl

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