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Skill Tips
A Journeyman of Acrobatics can dodge by jumping while holding Block.


A Master of Acrobatics can jump off the surface of water.


A Novice of Acrobatics cannot attack while jumping or falling.


An Apprentice of Acrobatics can attack while jumping or falling.


Sampling raw ingredients can improve your Alchemy skill.


To perform Alchemy, you must have at least a Mortar and Pestle. Adding a Calcinator, Alembic or Retort helps improve your potions.


Your Alchemy skill level determines the effects you can gain from ingredients.


A Journeyman of Armorer can repair magical weapons and armor.


A Master of Armorer can repair items without using up his hammers.


An Apprentice of Armorer can use repair hammers twice as long.


An Expert in Armorer can repair items beyond 100%, improving their usefulness.


Swimming is better than running to make your Athletics increase.


Those skilled in Athletics recover fatigue faster while running.


When in combat, don't always run. It will slow your Fatigue regeneration.


Your Fatigue regenerates quickly while walking, and slowly while running.


A Journeyman of Blade can perform a sideways power attack with a chance of disarming the opponent.


A Master of Blade can perform a forward power attack with a chance of paralyzing.


An Expert of Blade can perform a backwards power attack with a chance of knocking opponents down.


A Journeyman of Block does not have his shield damaged by blocking.


A Master of Block has a chance of disarming a recoiling opponent.


An Apprentice of Block will not be fatigued by blocking.


An Expert of Block has a chance of knocking back a recoiling opponent.


Blocking attacks will cause your opponent to recoil briefly.


Blocking reduces the damage you take based on your Block skill.


Blocking works with either a shield or a weapon, but a shield is more effective.


A Journeyman of Blunt can perform a sideways power attack with a chance of disarming the opponent.


A Master of Blunt can perform a forward power attack with a chance of paralyzing.


An Expert of Blunt can perform a backwards power attack with a chance of knocking opponents down.


The Conjuration skill will allow you to summon powerful weapons, armor, and creatures to aid you in battle.


The Conjuration skill will allow you to summon powerful weapons, armor, and creatures to aid you in battle.


A Journeyman of Hand to Hand can perform a sideways power attack with a chance of disarming the opponent.


A Master of Hand to Hand can perform a forward power attack with a chance of paralyzing.


An Expert of Hand to Hand can perform a backwards power attack with a chance of knocking opponents down.


A Journeyman of Heavy Armor will have it degrade 50% slower.


A Master of Heavy Armor will not be encumbered while wearing it.


An Apprentice of Heavy Armor will have it degrade at a normal rate.


An Expert of Heavy Armor will only be encumbered 50% by it.


A Journeyman of Light Armor will have it degrade 50% slower.


A Master of Light Armor will get a 50% armor bonus if wearing all light armor.


A Novice of Light Armor has it degrade faster.


An Apprentice of Light Armor has it degrade normally.


An Expert of Light Armor will not be encumbered while wearing it.


A Journeyman of Marksman can zoom in on the target by holding Block while shooting.


A Master of Marksman has a chance of paralyzing his target.


A Novice of Marksman gets fatigued while shooting.


An Apprentice of Marksman does not get fatigued while shooting.


An Expert of Marksman has a chance of knocking his target down.


A Journeyman of Mercantile can buy and sell any item with someone who barters.


An Expert of Mercantile can invest his gold in a store.


For an Apprentice of Mercantile, an item's condition does not affect its price.


Stores always have more gold available to barter with a Master of Mercantile.


If you are sent to jail, you are able to hide one of your lockpicks.


There's a small chance that being locked in jail will increase your Security or Sneak skill.


A Journeyman of Sneak can sneak in any boots without penalty.


A Master of Sneak ignores an opponent's armor when attacking while sneaking.


A Novice of Sneak does not get the critical damage bonus when attacking while sneaking.


An Apprentice of Sneak gets a critical damage bonus when attacking while sneaking.


An Expert of Sneak can run or walk silently. Moving does not affect being detected.


Attempting to pick up objects makes you easier to detect. The heavier the object, the more likely a nearby person will suddenly spot you.


If the Sneaking crosshair is bright, another character or creature knows you're there.


If you sneak up and attack someone who does not detect you, you will do Critical Damage.


Running is noisier than walking and makes you easier to detect, even if you are sneaking.


The amount of light shining on you affects how easy you are to detect. Casting spells can make you easier to see.


The weight of your boots affects how well you can sneak.


Bribing someone is often the best way to get information, especially if your skill in Speechcraft is low.