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| Tweet Topic Started: Jul 2 2010, 12:44 AM (360 Views) | |
| Peldorain | Jul 2 2010, 12:44 AM Post #1 |
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Skills Combat One Handed - The user's in skill one handed weapons. One handed swords, daggers, axes, and maces. Generally, if a character has a higher One Handed skill they will be more able to outmaneuver another fighter. Hand to Hand falls under this. Two Handed - The user's in skill two handed weapons. Two handed swords, spears, axes, and hammers. Generally, if a character has a higher One Handed skill they will be more able to outmaneuver another fighter. Smith - The ability to forge weapons from the raw materials gathered or purchased from the world. The higher this skill is the greater the weapons forged can be. Block - One's ability to block and deflect attacks with their weapons and shields. Very important for close combat. Heavy Armor - The ability to dodge and run in heavy or medium armor. The higher this skill the more adept the user is wearing heavy armor. Marksman - The ability to fire arrows from a distance. The higher this skill the more accurate your shots tend to be, as well as the speed at which you draw your bow. Magic Alteration - The alteration of one's surroundings and the bending of the fabric of reality. Focuses on water walking, projecting barriers, and other alterations of the world. Destruction - Offensive magic. Raw, unrelenting power in the form of fireballs and lightning bolts. Restoration - Restorative magics. This is the main skill of any healer, allowing one to mend wounds and broken bones with magic. Conjuration - The power to draw creatures from the Planes of Oblivion and raise the undead as your minions. Undead, demons, and elemental beings torn from another dimension and bound to fight for you for a limited time. Illusion - The power to cast illusions, altering perception of the target to your advantage. Can turn invisible and manipulate people's perceptions of you. Enchanting - The ability to imbue magical energies into weapons and armor, increasing their effectiveness. The higher this skill the more power can be enchanted into an object. Stealth Alchemy - A crafting skill used to create potions and poisons from ingredients. Beakers, test tubes, and strange concoctions are your specialty as an alchemist. Lock Picking - The ability to pick locks and get through doors without the use of magic. Sneak - The ability to hide in the shadows and remain unseen by those around you. Imperative for any stealth focused character. Light Armor - The ability to dodge and run in light armor. The higher this skill the more adept the user is wearing light armor. Pickpocketing - The ability to slip your hand into an unsuspecting target's pockets and take what they own! WAHAHAHAHA! Speechcraft - Smooth talking. This skill determines how much of a silver tongue the character has, and is extremely important in quest objectives where you need to interact with NPCs. Edited by Knows-Many-Secrets, Nov 16 2011, 05:19 PM.
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| Knows-Many-Secrets | Nov 28 2011, 03:24 AM Post #2 |
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Perks Perk Name Rank (Requirements) - Effects Combat Archery Overdraw Rank 1 (None) - Bows do 20% more damage. Rank 2 (20 Archery) - Bows do 40% more damage. Rank 3 (40 Archery) - Bows do 60% more damage. Rank 4 (60 Archery) - Bows do 80% more damage. Rank 5 (80 Archery) - Bows do double damage. Critical Shot Rank 1 (30 Archery, Overdraw) - 10% chance of a critical hit that does extra damage. Rank 2 (60 Archery) - 15% chance of a critical hit that does 25% more critical damage. Rank 3 (90 Archery) - 20% chance of a critical hit that does 50% more critical damage. Hunter’s Discipline (50 Archery, Critical Shot) - Allows the recovery of arrows. Ranger (60 Archery, Hunter‘s Discipline) - Allows faster running with a drawn bow. Eagle Eye (Archery 30, Overdraw) - Allows the target to see further with their bow, as if zoomed in. Power Shot (50 Archery, Eagle Eye) - Arrows stagger all but the largest enemies 50% of the time. Quick Shot (70 Archery, Power Shot) - Can draw a bow 30% faster. Steady Hand Rank 1 (40 Archery, Eagle Eye) - Can become more focused, seeing the world as if it moves 25% slower while zoomed in with the bow. Rank 2 (60 Archery) - Can become more focused, seeing the world as if it moves 50% slower while zoomed in with the bow. Bull’s-eye (100 Archery, Ranger or Quick Shot) - 15% chance to paralyze targets with arrow shots for a few seconds. Block Shield Wall Rank 1 (None) - Blocking is 20% more effective. Rank 2 (20 Block) - Blocking is 25% more effective. Rank 3 (40 Block) - Blocking is 30% more effective. Rank 4 (60 Block) - Blocking is 35% more effective. Rank 5 (80 Block) - Blocking is 40% more effective. Deflect Arrows (30 Block, Shield Wall) - Arrows that hit the shield do no damage. Elemental Protection (50 Block, Deflect Arrows) - Blocking with a shield reduces Fire, Frost, and Shock damage by 50%. Block Runner (70 Block, Elemental Protection) - Able to move faster with a shield raised. Power Bash (30 Block, Shield Wall) - Able to do a power bash with the shield. Deadly Bash (50 Block, Power Bash) - Bash does five times more damage. Disarming Bash (70 Block, Deadly Bash) - Chance to disarm the enemy with a power bash. Shield Charge (100 Block, Disarming Bash or Block Runner) - Can knock down enemies while sprinting with the shield raised. Quick Reflexes (30 Block, Shield Wall) - Time seems to slow down when you’re blocking an enemy’s power attack, making a counter easier. Heavy Armor Juggernaut Rank 1 (None) - Increases armor rating in heavy armor by 20%. Rank 2 (20 Heavy Armor) - Increases armor rating in heavy armor by 40%. Rank 3 (40 Heavy Armor) - Increases armor rating in heavy armor by 60%. Rank 4 (60 Heavy Armor) - Increases armor rating in heavy armor by 80%. Rank 5 (80 Heavy Armor) - Increases armor rating in heavy armor by 100%. Fists of Steel (30 Heavy Armor, Juggernaut) - Unarmed attacks in heavy gauntlets do their armor rating in extra damage. Cushioned (50 Heavy Armor, Fists of Steel) - Half damage from falling wearing all heavy armor. Conditioning (70 Heavy Armor, Cushioned) - Heavy Armor weighs nothing and doesn’t slow you down when worn. Well Fitted (30 Heavy Armor, Juggernaut) - 25% armor bonus if wearing all heavy armor. Tower of Strength (50 Heavy Armor, Well Fitted) - 50% less stagger when wearing only heavy armor. Matching Set (70 Heavy Armor, Tower of Strength) - Additional 25% armor bonus if wearing a matching set of heavy armor. Reflect Blows (100 Heavy Armor, Matching Set) - 10% chance to reflect melee damage back to the enemy when wearing all heavy armor. One Handed Armsman Rank 1 (None) - One Handed Weapons do 20% more damage. Rank 2 (20 One Handed) - One handed weapons do 40% more damage. Rank 3 (40 One Handed) - One handed weapons do 60% more damage. Rank 4 (60 One Handed) - One handed weapons do 80% more damage. Rank 5 (80 One Handed) - One handed weapons do 100% more damage. Bladesman Rank 1 (30 One Handed, Armsman) - Attacks with swords have a 10% chance of doing critical damage. Rank 2 (60 One Handed) - Attacks with swords have a 15% chance of doing more critical damage. Rank 3 (90 One Handed) - Attacks with swords have a 20% chance of doing more critical damage. Bone Breaker Rank 1 (20 One Handed, Armsman) - Attacks with maces ignore 25% of armor. Rank 1 (60 One Handed) - Attacks with maces ignore 50% of armor. Rank 1 (90 One Handed) - Attacks with maces ignore 75% of armor. Hack and Slash Rank 1 (20 One Handed, Armsman) - Attacks with axes cause extra bleed damage. Rank 1 (60 One Handed) - Attacks with axes cause even more bleed damage. Rank 1 (90 One Handed) - Attacks with axes causes major bleed damage. Punchmaster Rank 1 (20 One Handed, Armsman) - Unarmed attacks do 20% of it’s damage to stamina. Rank 1 (60 One Handed) - Unarmed attacks do 60% of it’s damage to stamina. Rank 1 (90 One Handed) - Unarmed attacks do 100% of it’s damage to stamina. Dual Flurry Rank 1 (30 One Handed, Armsman) - Dual Wielding attacks are 20% faster. Rank 2 (50 One Handed) Dual Wielding attacks are 30% faster. Dual Savagery (50 One Handed, Dual Flurry) - Dual Wielding Power attacks do 50% bonus damage. Fighting Stance (20 One Handed, Armsman) - Power attacks with one handed weapons cost 25% less stamina. Critical Charge (50 One Handed, Fighting Stance) - Can do a one handed power attack while sprinting that does double damage. Savage Strike (50 One Handed, Fighting Stance) - Standing power attacks do 25% bonus damage with a chance of decapitating the target. Paralyzing Strike (100 One Handed, Critical Strike or Savage strike) - Backwards power attacks have a 25% chance to paralyze the target. Smithing Steel Smithing (None) - Can create steel and Chainmail armor and weapons, and improve them twice as much. Arcane Blacksmith (60 Smithing, Steel Smithing) - Can improve magical weapons and armor. Dwarven Smithing (30 Smithing, Steel Smithing) - Can create dwarven armor and weapons and improve them twice as much. Akaviri Smithing (50 Smithing, Dwarven Smithing) - Can create Akaviri armor and weapons and improve them twice as much. Ebony Smithing (80 Smithing, Akaviri Smithing) - Can create ebony armor and weapons and improve them twice as much. Daedric Smithing (90 Smithing, Ebony Smithing) - Can create daedric armor and weapons and improve them twice as much. Mithril Smithing (30 Smithing, Steel Smithing) - Can create Mithril and silver armor and weapons and improve them twice as much. Elven Smithing (50 Smithing, Mithril Smithing) - Can create elven armor and weapons and improve them twice as much. Glass Smithing (70 Smithing, Elven Smithing) - Can create glass armor and weapons and improve them twice as much. Meteoric Smithing (100 Smithing, Daedric or Glass smithing) - Can create meteoric armor and weapons and improve them twice as much. Two Handed Barbarian Rank 1 (None) - Two Handed weapons do 20% more damage. Rank 2 (20 Two Handed) - Two Handed weapons do 40% more damage. Rank 3 (40 Two Handed) - Two Handed weapons do 60% more damage. Rank 4 (60 Two Handed) - Two Handed weapons do 80% more damage. Rank 5 (80 Two Handed) - Two Handed weapons do 100% more damage. Deep Wounds Rank 1 (30 Two Handed, Barbarian) - Attacks with claymores have a 10% chance of doing critical damage. Rank 2 (60 Two Handed) - Attacks with claymores have a 15% chance of doing critical damage. Rank 3(90 Two Handed) - Attacks with claymores have a 20% chance of doing critical damage. Limbsplitter Rank 1 (30 Two Handed, Barbarian) - Attacks with battle axes cause extra bleeding damage. Rank 2 (60 Two Handed) - Attacks with battle axes cause more bleeding damage. Rank 3(90 Two Handed) - Attacks with battle axes cause even more bleeding damage. Skullcrusher Rank 1 (30 Two Handed, Barbarian) - Attacks with war hammers ignore 25% of armor. Rank 2 (60 Two Handed) - Attacks with war hammers ignore 50% of armor. Rank 3(90 Two Handed) - Attacks with war hammers ignore 75% of armor. Heartseeker Rank 1 (30 Two Handed, Barbarian) - Attacks with spears have a 10% chance to stagger the enemy. Rank 2 (60 Two Handed) - Attacks with spears have a 20% chance to stagger the enemy. Rank 3(90 Two Handed) - Attacks with spears have a 30% chance to stagger the enemy. Champion’s Stance (20 Two Handed, Barbarian) - Power attacks with two handed weapons cost 25% less stamina. Devastating Blow (50 Two Handed, Champion’s Stance) - Standing Power attacks do 25% bonus damage and have a chance to decapitate your enemies. Greater Critical Charge (50 Two Handed, Champion’s Stance) - Can so a two handed power attack while sprinting that does double critical damage. Sweep (70 Two Handed, Greater Critical Charge or Devastating Blow) - Sideways power attacks with two handed weapons hit all target in front of you. Warmaster (100 Two Handed, Sweep) - Backward power attacks have a 25% chance to paralyze the target. |
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| Peldorain | Nov 28 2011, 03:57 AM Post #3 |
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Perks Perk Name Rank (Requirements) - Effects Alteration Novice Alteration Novice Alteration Spells cost half Magicka Alteriation Dual Casting (Alteration 20, Novice Alteration) - Dual Casting an Alteration Spell overcharges the effects into a more powerful version Apprentice Alteration (Alteration 25, Novice Alteration) - Casting Apprentice Level Alteration Spells for half Magicka Mage Armor Rank 1(Apprentice Alteration, Alteration 30) - Protection spells like Stoneflesh are 2x as strong if not wearing Armor Rank 2(Apprentice Alteration, Alteration 50) - Protection spells like Stoneflesh are 2.5x as strong if not wearing Armor Rank 3(Apprentice Alteration, Alteration 70) - Protection spells like Stoneflesh are 3x as strong if not wearing Armor Magic Resistance Rank 1(Apprentice Alteration, Alteration 30) - Blocks 10% of a spells effect Rank 2(Apprentice Alteration, Alteration 50) - Blocks 20% of a spells effect Rank 3(Apprentice Alteration, Alteration 70) - Blocks 30% of a spells effect Adept Alteration (Alteration 50, Apprentice Alteration) - Cast Adept level Alteration spells for half magicka Stability (Alteration 70, Adept Alteration) - Alteration spells have a greater duration Expert Alteration (Alteration 75, Adept Alteration) - Cast Expert level Alteration spells for half magicka Atronach (Alteration 100, Expert Alteration) - Absorb 30% of the magicka of any spells that hit you Master Alteration (Alteration 100, Expert Alteration) - Cast Master level Alteration Spells for Half Magicka Conjoration Novice Conjoration Cast Novice level Conjoration Spells for half magicka Conjuration Dual Casting (Conjuration 20, Novice Conjuration) - Dual Casting Conjuration spell overcharges the effects into a longer lasting version Mystic Binding (Conjuration 20, Novice Conjuration) - Bound Weapons do more damage Apprentice Conjuration (Conjuration 25, Novice Conjuration) - Cast Apprentice level Conjuration spells for half Magicka Summoner Rank 1(Conjuration 30, Apprentice Conjuration) - Can summon Antronachs, raise undead, or Dremora lords 2x as farther away Rank 2(Conjuration 30, Apprentice Conjuration) - Can summon Antronachs, raise undead, or Dremora lords 3x as farther away Soul Stealer (Conjuration 30, Mystic Binding) - Bound Weapons cast Soul Trap on targets Necromancy (Conjuration 40, Novice Conjuration) - Double duration for reanimated undead Atromancy (Conjuration 40, Summoner Rank 2) - Double Duration for Conjured Atronachs and Dremora Lords Oblivion Binding (Conjuration 50, Soul Stealer) - Bound weapons will banish summoned creatures and turn raised ones Adept Conjuration (Conjuration 50, Apprentice Conjuration) - Cast Adept level Conjuration spells for half magicka Dark Souls (Conjuration 70, Necromancy) - Reanimated undead have 100 points more health Expert Conjuration (Conjuration 75, Adept Conjuration) - Cast Expert level Conjuration spells for half Magicka Elemental Potency (Conjuration 80, Astromancy) - Conjured Atronachs are 50% more powerful Twin Souls (Conjuration 100, Elemental Potency, Dark Souls) - You can have two atronachs, reanimated Zombies or Dremora Lords Master Conjuration (Conjuration 100, Expert COnjuration) - Cast Master level COnjuration spells for half magicka Destruction Novice Destruction Cast Novice level Destruction spells for half Magicka Destruction Dual Casting (Destruction 20, Novice Destruction) - Dual casting a Destruction spell overcharges the effects into an even more powerful version Apprentice Destruction (Destruction 25, Novice Desutrction) - Cast Apprentice level Destruction spells for half Magicka Agumented Flames Rank 1(Destruction 30, Novice Destruction) - Fire spells do 25% more damage Rank 2(Destruction 30, Novice Destruction) - Fire spells do 50% more damage Agumented Frost Rank 1(Destruction 30, Novice Destruction) - Frost spells do 25% more damage Rank 2(Destruction 30, Novice Destruction) - Frost spells do 50% more damage Agumented Shock Rank 1(Destruction 30, Novice Destruction) - Shock spells do 25% more damage Rank 2(Destruction 30, Novice Destruction) - Shock spells do 50% more damage Impact (Destruction 40, Destruction Dual Casting) - Most destructions spells will stagger an opponent when dual cast Rune Master (Destruction 40, Apprentice Destruction) - can place runes 5 times farther away Adept Destruction (Destruction 50, Apprentice Destruction) - Cast Adept level Destructions spells for half magicka Intense Flames (Destruction 50, Augumented Flames) - Fire damage causes targets to flee if their health is low Deep Freeze (Destruction 60, Augumented Frost) - Frost Damage paralyzes targets if their health is low Disintergrate (Destruction 70, Augumented Shock) - Shock damage disintergrates targets if their health is low Expert Destruction (Destruction 75, Adept Destruction) - Cast expert level destruction spells for half magicka Master Destruction (Destruction 100, Expert Destruction) - Cast Master level destruction spells for half magicka Enchanting Enchanter Rank 1 - New enchantments are 20% Stronger Rank 2 - New enchantments are 40% Stronger Rank 3 - New enchantments are 60% Stronger Rank 4 - New enchantments are 80% Stronger Rank 5 - New enchantments are 100% Stronger Soul Squeezer (Enchanting 20, Enchanter Rank 1) - Souls Gems provide extra magicka for recharging Fire Enchanter (Enchanting 30, Enchanter Rank 1) - Fire Enchantments on Weapons and Armor are 25% Stronger) Soul Siphon (Enchanting 40, Soul Squeezer) - Death Blows to creatures, but not people, trap 5% of the victim's soul, recharging the weapon Frost Enchanter (Enchanting 40, Fire Enchanter) - Frost Enchantments on weapons and armor are 25% stronger Storm Enchanter (Enchanting 50, Frost Enchanter) - Shock enchantments on weapons and armor 25% stronger Corpus Enchanter (Enchanting 70, Insightful Enchanter) - Health, Magicka, and Stamina enchantments are 25% Stronger Extra Effect (Enchanting 100, Storm or Corpus Enchanter) - Can put two enchantments on the same item. Illusion Novice Illusion Cast Novice Illusion spells for half magicka Illusion Dual Casting (Illusion 20, Novice Illusion) - Dual Casting an Illusion spell overcharges the effects into an even more powerful version Animage (Illusion 20, Novice Illusion) - Illusion spells now work on higher level animals Apprentice Illusion (Illusion 25, Novice Illusion) - Cast Apprentice level Illusion spells for half magicka Hypnotic Gaze (Illusion 30, Novice Illusion) - Calm spells now work on higher level opponents Kindred Mage (Illusion 40, Animage) - All Illusion spells work on higher level people Adept Illusion (Illusion 50, Apprentice Illusion) - Cast Adept level Illusion spells for half magicka Aspect of Terror (Illusion 50, Hypnotic gaze) - Fear spells work on higher level opponnents Quiet Casting (Illusion 50, Kindred Mage) - All spells you cast from any school of magic are silent to others. Rage (Illusion 70, Aspect of Terror) - Frenzy Spells work on higher level opponents Expert Illusion (Illusion 75, Adept Illusion) - Cast Expert level Illusion spells for half Magicka Master of the Mind (Illusion 90, Rage, Quiet Casting) - Illusion spells work on undead, Daedra, and Automatons Master Illusion (Illusion 100, Expert Illusion) - Cast Master level Illusions spells for half Magicka Restoration Novice Restoration Cast Novice level Restoration spells for half magicka Restoration Dual Casting (Restoration 20, Novice Restoration) - Dual Casting a Restoration Spell overcharges the effects into an even more powerful version. Regeneration (Restoration 20, Novice Restoration) - Healing spells cure 50% more Apprentice Restoration (Restoration 25, Novice Restoration) - Cast Apprentice level restoration spells for half magicka Recovery Rank 1(Restoration 30, Novice Restoration) - Magicka regenerates 25% faster Rank 2(Restoration 60, Novice Restoration) - Magicka regenerates 50% faster Respite (Restoration 40, Novice Restoration) - Healing spells also restore Stamina Adept Restoration (Restoration 50, Apprentice Restoration) - Cast Adept level Restoration spells for half magicka Ward Absorb (Restoration 60, Novice Restoration) - Wards recharge your magicka when hit with spells Necromage (Restoration 70, Regeneration) - All spells are more effective against Undead Expert Restoration (Restoration 75, Adept Restoration) - Cast Expert level restoration spells for half magicka Avoid Death (Restoration 90, Recovery) - Oce a day, heals 250 points automatically if you are fatally wounded, or in dire need(10% or less health) Master Restoration (Restoration 100, Expert Restoration) - Cast Master level Restoration spells for half magicka Edited by Peldorain, Nov 28 2011, 05:27 AM.
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| Knows-Many-Secrets | Nov 28 2011, 05:13 AM Post #4 |
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Stealth Alchemy Alchemist Rank 1 (None) - Potions and poisons are 20% stronger. Rank 2 (20 Alchemy) - Potions and poisons are 40% stronger. Rank 3 (40 Alchemy) - Potions and poisons are 60% stronger. Rank 4 (60 Alchemy) - Potions and poisons are 80% stronger. Rank 5 (80 Alchemy) - Potions and poisons are 100% stronger. Physician (20 Alchemy, Alchemist) - Potions you mix that restore health, magicka, and stamina are 25% stronger. Benefactor (30 Alchemy, Physician) - Potions you mix with beneficial effects have an additional 25% greater magnitude. Experimenter Rank 1 (50 Alchemy, Benefactor) - Eating ingredients reveals the first two effects. Rank 2 (70 Alchemy) - Eating an ingredient reveals the first three effects. Rank 3 (90 Alchemy) - Eating an ingredient reveals all its effects. Poisoner (30 Alchemy, Physician) - Poisons you ix are 25% more effective. Concentrated Poison (60 Alchemy, Poisoner) - Poisons applied to weapons last for twice as many hits. Green Thumb (70 Alchemy, Concentrated Poison) - Two ingredients are gathered from plants. Snakeblood (80 Alchemy, Experimenter or Concentrated Poisons) - 50% resistance to all poisons. Purity (100 Alchemy, Experimenter) - All negative effects are removed from the created potions, and all positive effects are removed from created poisons. Lock Picking Locks Novice (None) - Novice locks are much easier to pick. Apprentice Locks (25 Lockpicking) - Apprentice locks are much easier to pick. Adept Locks (50 Lockpicking) - Adept locks are much easier to pick. Expert Locks (75 Lockpicking) - Expert locks are much easier to pick. Master Locks (100 Lockpicking) - Master locks are much easier to pick. Quick Hands (40 Lockpicking, Apprentice Locks) - Able to pick locks without being noticed. Wax Key (50 Lockpicking, Quick Hands) - Automatically gives you a copy of a picked lock’s key. Golden Touch (75 Lockpicking, Adept Locks) - Find more gold in chests. Treasure Hunter (70 Lockpicking, Golden Touch) - 50% greater chance of finding special treasure. Locksmith (80 Lockpicking, Expert Locks) - Pick starts close to the opening lock position, letting locks be picked much quicker. Unbreakable (100 Lockpicking, Locksmith) - Lock picks never break. Pickpocketing Light Fingers Rank 1 (None) - Pickpocketing bonus of 20%. Rank 2 (20 Pickpocketing) - Pickpocketing bonus of 40%. Rank 3 (40 Pickpocketing) - Pickpocketing bonus of 60%. Rank 4 (60 Pickpocketing) - Pickpocketing bonus of 80%. Rank 5 (80 Pickpocketing) - Pickpocketing bonus of 100%. Night Thief (30 Pickpocketing, Light Fingers) - +25% chance to pickpocket if the target is asleep. Cutpurse (40 Pickpocketing, Night Thief) - Pickpocketing gold is 50% easier. Keymaster (60 Pickpocketing, Cutpurse) - Pickpocketing keys almost always work. Misdirection (70 Pickpocketing, Cutpurse) - Can pickpocket equipped weapons. Perfect Touch (100 Pickpocketing, Misdirection) - Can pickpocket equipped items. Extra Pockets (50 Pickpocketing, Night Thief) - Can stuff twice as many small items in your pockets as physically possible. Poisoned (40 Pickpocketing, Night Thief) - Silently harm enemies by placing poison in their pockets. Sneak Stealth Rank 1 (None) - You are 20% harder to detect when sneaking. Rank 2 (20 Sneak) - You are 25% harder to detect when sneaking. Rank 3 (40 Sneak) - You are 30% harder to detect when sneaking. Rank 4 (60 Sneak) - You are 35% harder to detect when sneaking. Rank 5 (80 Sneak) - You are 40% harder to detect when sneaking. Backstab (30 Sneak, Stealth) - Sneak attacks with one handed weapons do six times damage. Deadly Aim (40 Sneak, Backstab) - Sneak attacks with bows do three times damage. Assassin’s Blade (50 Sneak, Backstab) - Sneak attacks with daggers now do fifteen times normal damage. Muffled Movement (30 Sneak, Stealth) - Noise from armor is reduced by 50%. Light Foot (40 Sneak, Muffled Movement) - You won’t trigger pressure pates. Silent Roll (50 Sneak, Light Foot) - Sprinting while sneaking executes a forward roll. Silence (70 Sneak, Silent Roll) - Walking and running does not effect detection. Shadow Warrior (100 Sneak, Silence) - Crouching stops combat for a moment and forces distant opponents to lose sight of the target. Speech Haggling Rank 1 (None) - Buying and selling prices are 10% better. Rank 2 (20 Speech) - Buying and selling prices are 15% better. Rank 3 (40 Speech) - Buying and selling prices are 20% better. Rank 4 (60 Speech) - Buying and selling prices are 25% better. Rank 5 (80 Speech) - Buying and selling prices are 30% better. Allure (30 Speech, Haggling) - 10% better prices with opposite sex. Merchant (50 Speech, Allure) - Can sell any type of item to any kind of merchant. Investor (70 Speech, Merchant) - Can invest 500 gold with a shopkeeper to fund the shop as an investor. Fence (90 Speech, Investor) - Can barter stolen goods with any merchant you have invested in. Master Trader (100 Speech, Fence) - Every merchant in the world will buy things from you for 10% more. Bribery (30 Speech, Haggling) - Can bribe guards to ignore crimes. Persuasion (50 Speech, Bribery) - Persuasion attempts are 30% easier. Intimidation (70 Speech, Persuasion) - Intimidation is twice as likely to be successful. Edited by Knows-Many-Secrets, Dec 14 2011, 01:37 AM.
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2:38 PM Jul 11