The Definitive Enairim Documentation

Download as ods, pdf, or txt
Download as ods, pdf, or txt
You are on page 1of 212

Welcome to The Definitive Enairim Documentation

Created by Vizaru / Mods by EnaiSiaion

Your one-stop source of information for every single mod made by EnaiSiaion.

Major Features
- Compiled information from the mod descriptions, readmes, documentations, changelogs, and comments for maxim
- Personally tested every race, spell, faith, and more to gather explicit numeric values as well as other details that a
- Aesthetically pleasing to look at, as well as color-coded to draw your eyes to what's important.
- Effortlessly navigate this spreadsheet through the hyperlinked tables of contents.
- For the few things that can't be found here, there are direct links to every mod page and to many relevant wiki pag

Getting Started
Click on any one of the mod names to jump to the corresponding page.
Or use the tabs below to manually switch between them.

Imperious Sacrosanct
Morningstar Growl
Ordinator Thunderchild
Vokrii Summermyst
Wintersun Wildcat
Apocalypse Smilodon
Andromeda miscellaneous

There is so much more to discover here. The more you use it, the more you'll realize you hardly need anything else.
I hope you all enjoy, and please offer any kind of feedback as I am dedicated to maintaining and improving this docu
If you want to keep in contact with fellow appreciators of the Enairim suite, check out the subreddit and Discord!

r/EnaiRim subreddit

Changelog

2020/3/10
Merged Trua into Wintersun. Because that mod is tiny.
2020/2/29
Updated for Growl 1.4.0
Updated for Andromeda 1.1.2
Updated for Trua 1.0.1

2020/2/13
New Mod Release! Trua - Minimalistic Faiths of Skyrim. Documentation has been added accordingly.

2020/1/30
Wintersun tab: added links to the UESP wiki pages for every Deity's lore.
Apocalypse tab: added links to the UESP wiki pages for every schools vanilla spell list.
Minor tweaks, and improvements to some descriptions for clarity. Fixed some spellings because I'm illiterate.

2020/1/29
Trimmed and rearranged the Welcome tab in order to make it much easier to find what you're looking. If it takes mo

2020/1/27
Fixed the perk tree images by converting them from being overlays to imbedded in the cells. This is because the im
Updated for Andromeda 1.1.1
Updated for Ordinator 9.28.1

2020/1/26
New Tab: "Welcome" a proper introductiory page to the sheet for those who stumble upon it with a direct link, and b
New Feature: Quick Navigation. hyperlinked table of contents on every page to instantly jump anywhere in the page
Updated for Wintersun 3.1.6
Updated for Andromeda 1.1.0
Updated for Growl 1.3.0
Updated for Ordinator 9.28.0
Minor fixes and tweaks.

2020/1/25
Released to the public.
Updated for Wintersun 3.1.5
Improved the coloring of Wildcat/Smilodon as they were lazily rushed for release.
Added perk tree images to both Ordinator and Vokrii.
New Tab: "other" for the remaining small mods as per request.
Renamed "other" to "AMAZING mods", full title credit to u/bReknors. entire tab is basically a joke but I like it so it sta
Minor fixes and tweaks because I'm a perfectionist.
> Top of Page
Definitive Enairim Documentation

ation for every single mod made by EnaiSiaion.

mod descriptions, readmes, documentations, changelogs, and comments for maximum accuracy.
pell, faith, and more to gather explicit numeric values as well as other details that are otherwise unknown barring time-consumi
t, as well as color-coded to draw your eyes to what's important.
dsheet through the hyperlinked tables of contents.
found here, there are direct links to every mod page and to many relevant wiki pages.

mes to jump to the corresponding page.


ly switch between them.

ver here. The more you use it, the more you'll realize you hardly need anything else.
offer any kind of feedback as I am dedicated to maintaining and improving this documentation. (you can reach me on the Enair
th fellow appreciators of the Enairim suite, check out the subreddit and Discord! (for realzies, check em out ;D)

EnaiRim Discord

cause that mod is tiny.


alistic Faiths of Skyrim. Documentation has been added accordingly.

e UESP wiki pages for every Deity's lore.


he UESP wiki pages for every schools vanilla spell list.
s to some descriptions for clarity. Fixed some spellings because I'm illiterate.

lcome tab in order to make it much easier to find what you're looking. If it takes more than 30 seconds to find, a new user will g

nverting them from being overlays to imbedded in the cells. This is because the images keep moving around for no apparent re

troductiory page to the sheet for those who stumble upon it with a direct link, and because it's nice to have.
hyperlinked table of contents on every page to instantly jump anywhere in the page.

t/Smilodon as they were lazily rushed for release.


Ordinator and Vokrii.
ng small mods as per request.
mods", full title credit to u/bReknors. entire tab is basically a joke but I like it so it stays.
I'm a perfectionist.
Imperious - Races of Skyrim
Up-to-date as of Imperious v7.24
SSE link
LE link

Quick Navigation
> Altmer > Imperial
> Argonian > Khajiit
> Bosmer > Nord
> Breton > Orc
> Dumner > Redguard

Hover over the race names to view racial skill bonuses.

Altmer (High Elf)


Health: 90
Magicka: 115
Stamina: 95
Health regeneration: 0.5%
Magicka regeneration: 3.75%
Stamina regeneration: 4.5%
Carry weight: 250

Elven Supremacy: Attaining level 100


Gold and Glass: Magicka and Stamina regenerate up to
Shimmering Threads: Weapons and armor are

Quest reward - Pluck 40 wings off butterflies to unlock...


Contingency: At will - Stores your equipped spells into a magical matrix that casts them for free when a chosen con

Argonian
Health: 100
Magicka: 95
Stamina: 105
Health regeneration: 0.5%
Magicka regeneration: 3.0%
Stamina regeneration: 5.0%
Carry weight: 325
Amphibious: After swimming, you sneak
Histborn: When you fall below 20% Health, Magicka, or Stamina, you regenerate half the difference per second.
Marsh Dweller: You can swim 100

Quest reward - Loot 4 underwater chests to unlock...


Caustic Spit: 1/day - Spit a corrosive jet of venom that reduces armor by

Bosmer (Wood Elf)


Health: 95
Magicka: 100
Stamina: 105
Health regeneration: 1.0%
Magicka regeneration: 3.0%
Stamina regeneration: 5.0%
Carry weight: 275

Green Pact: Ritually eat humanoid corpses to fortify Health, Magicka, and Stamina by
Harrier: Spirit bird marks animals to kill for bonus loot or weakens your nearest enemy in combat by reducing armo
Wild Senses: Stand still for 4 seconds while sneaking to sense moving targets within

Quest reward - Hunt 10 animals indicated by Harrier to unlock...


Beast Tongue: 1/day - Call to a nearby predator

Breton
Health: 95
Magicka: 105
Stamina: 100
Health regeneration: 0.75%
Magicka regeneration: 3.125%
Stamina regeneration: 4.75%
Carry weight: 300

Grail of Betony: Obtain the lost artifact to gain


Spell Mantle: Breton blood grants
Stones of Galen: Each standing stone grants its own bonus effect.

Quest reward - Discover 10 standing stones to unlock...


Shared Ancestry: 1/day - Invoke your Admeri-Nedic heritage to gain the racial power of a living human or elven targ
Stones of Galen bonus effects
The Apprentice: Spells are 25% more effective, but getting struck by any attack interrupts spellcasting.
The Atronach: Spells cost 30% less Magicka, but you take
The Lady: Weapons deal 15% more damage to humanoids of the opposite sex.
The Lord: Weapon enchantments are 15
The Lover: Enchantments drain 50
The Mage: Spells are 10% more effective.
The Ritual: Shrine blessings are 4 times as effective, but only last
The Serpent: When entering combat, reduces the Health of you and all nearby enemies within
The Shadow: Sneak attacks have
The Steed: You take half damage from attacks while sprinting or riding a mount.
The Thief: Sneaking and sneak attacks are
The Tower: Adept, Expert, and Master locks are
The Warrior: Power attacks deal 10

Dunmer (Dark Elf)


Health: 95
Magicka: 110
Stamina: 95
Health regeneration: 0.75%
Magicka regeneration: 3.125%
Stamina regeneration: 4.75%
Carry weight: 275

Ancestral Guardian: When entering combat, automatically expend


Ashborn: Dumner blood grants 25
Whispers: The ancestors periodically mark a humanoid to slay, granting

Quest reward - Slay 10 victims indicated by Whispers to unlock...


Spirit Walk: 1/day - Expend 2 spirit favor to summon

Imperial
Health: 100
Magicka: 100
Stamina: 100
Health regeneration: 1.0%
Magicka regeneration: 3.0%
Stamina regeneration: 5.0%
Carry weight: 300

Discipline: In armed combat, allies within


Imperial Virtues: In combat, regenerate a random attribute (Health/Magicka/Stamina)
The Human Spirit: At levels 10/20

Quest reward - Complete 20 quests for the people of Skyrim to unlock...


Colovian Star: 1/day - Invoke the Emperor to refill Magicka and Stamina and fortify them by the amount restored for

Khajiit
Health: 90
Magicka: 105
Stamina: 105
Health regeneration: 0.5%
Magicka regeneration: 3.125%
Stamina regeneration: 5.25%
Carry weight: 300

Feline Agility: Khajiits move 15% faster at all times. They sprint
Prowl: While sneaking, movement is half as loud, and you can do a power leap with weapons sheathed for
Rawlith Khaj: Claws deal 10 damage. Power attacks with two free claws deal bonus damage equal to

Quest reward - Acquire 50000 lifetime gold to unlock...


Perception: At will - Improves night vision and dampens non-essential sounds for

Nord
Health: 110
Magicka: 85
Stamina: 105
Health regeneration: 0.75%
Magicka regeneration: 2.875%
Stamina regeneration: 5.25%
Carry weight: 325

Daughter/Son of Skyrim: Nordic blood grants


The Purge: At levels 10/20/30, choose one race. Weapons and spells are
Warrior's Heart: In combat, attack damage and elemental damage are increased by up to
Quest reward - Rediscover Skyrim's past by clearing
Avatar: 1/day - The spirit of Shor inspires you, regenerating

Orc
Health: 105
Magicka: 80
Stamina: 115
Health regeneration: 1.0%
Magicka regeneration: 2.75%
Stamina regeneration: 5.5%
Carry weight: 350

Bloodlust: When entering combat, gain


Shockwave: Once per battle, jump up and down to cause an earthquake that staggers nearby enemies and may kno
ledge)
Strength of Steel: Weapons and armor are

Quest reward - Stagger 150 enemies with Shockwave to unlock...


Berserk: 1/day - Doubles attack damage and critical strike damage and halves spell costs for

Redguard
Health: 100
Magicka: 90
Stamina: 110
Health regeneration: 0.75%
Magicka regeneration: 2.875%
Stamina regeneration: 5.25%
Carry weight: 325

Dust Storm: Killing humanoids increases attack damage and critical strike damage and reduces spell costs by
Nomadic Heritage: Redguard blood grants
Tenacity: Magicka and Stamina regenerate up to

Quest reward - Win 30 battles by slaying


Red Sand Dance: 1/day - Enter a battle trance for

> Top of Page


Races of Skyrim
v7.24

mes to view racial skill bonuses.

f)

.5%
3.75%
4.5%

aining level 100 in a skill increases the effectiveness of that skill by 10%.
ka and Stamina regenerate up to 100% faster below half. As Regeneration increases, armor decreases by up to 100 points and
Weapons and armor are 15% weaker, but enchantments are 15% stronger.

0 wings off butterflies to unlock...


Stores your equipped spells into a magical matrix that casts them for free when a chosen condition is met. (Hover for list of con

.5%
3.0%
5.0%
mming, you sneak 100% better for 60 seconds and move 15% faster for 180 seconds.
ll below 20% Health, Magicka, or Stamina, you regenerate half the difference per second.
n swim 100% faster and breath underwater.

underwater chests to unlock...


pit a corrosive jet of venom that reduces armor by 600 points and magic resistance by 75% for 25 seconds.

Elf)

.0%
3.0%
5.0%

t humanoid corpses to fortify Health, Magicka, and Stamina by 10% of theirs for 1200 seconds (600 second cooldown).
ks animals to kill for bonus loot or weakens your nearest enemy in combat by reducing armor by 200 points and magic resistan
ll for 4 seconds while sneaking to sense moving targets within 350 feet.

0 animals indicated by Harrier to unlock...


Call to a nearby predator (wolf, bear, spider, etc.), making it a permanent ally until released.

.75%
3.125%
4.75%

n the lost artifact to gain 50% increased Magicka and Stamina regeneration. (you will eventually find a randomly spawning Trea
lood grants 15% magic resistance. You gain 25% spell absorbtion when magicka is 25% or less.
standing stone grants its own bonus effect. (see below for full list of bonus effects)

er 10 standing stones to unlock...


y - Invoke your Admeri-Nedic heritage to gain the racial power of a living human or elven target for 300 second. (racial powers
s effects
s are 25% more effective, but getting struck by any attack interrupts spellcasting.
cost 30% less Magicka, but you take 20% more damage from attacks while casting.
eal 15% more damage to humanoids of the opposite sex.
hantments are 15% more effective on striking.
ents drain 50% slower.
10% more effective.
sings are 4 times as effective, but only last 300 seconds.
tering combat, reduces the Health of you and all nearby enemies within 150 feet by 25%.
tacks have 20% chance to deal double damage.
alf damage from attacks while sprinting or riding a mount.
nd sneak attacks are 10% more effective.
ert, and Master locks are 50% easier to pick.
tacks deal 10% more damage.

Elf)

.75%
3.125%
4.75%

When entering combat, automatically expend 1 spirit favor to gain 75 points of armor for 120 seconds.
od grants 25% fire resistance. Ancestral Guardian and Spirit Walk each add 25% while active.
ors periodically mark a humanoid to slay, granting 25 spirit favor and bonus gold. (maximum 200 spirit favor)

victims indicated by Whispers to unlock...


pend 2 spirit favor to summon 2 random invulnerable Ancestors for 45 seconds.

.0%
3.0%
5.0%

ombat, allies within 15 feet gain 150 points of armor and 15% attack damage.
mbat, regenerate a random attribute (Health/Magicka/Stamina) 100% faster until combat ends.
evels 10/20/30, you may change your attributes/resistances/skills. (hover for details)

ete 20 quests for the people of Skyrim to unlock...


Invoke the Emperor to refill Magicka and Stamina and fortify them by the amount restored for 30 seconds.

.5%
3.125%
5.25%

move 15% faster at all times. They sprint 40% faster but expend 15 more Stamina per second.
movement is half as loud, and you can do a power leap with weapons sheathed for 60 Stamina. (jump with rapid horizontal sp
eal 10 damage. Power attacks with two free claws deal bonus damage equal to 25% of current Stamina.

e 50000 lifetime gold to unlock...


mproves night vision and dampens non-essential sounds for 300 seconds or until disabled.

.75%
2.875%
5.25%

m: Nordic blood grants 50% frost resistance. Avatar adds 50% while active.
0/20/30, choose one race. Weapons and spells are 35% more effective against the chosen race. (choices include all playable ra
mbat, attack damage and elemental damage are increased by up to 40% based on missing Health.
over Skyrim's past by clearing 8 dungeons to unlock...
irit of Shor inspires you, regenerating 10% of your total Magicka and Stamina per second for 10 seconds.

.0%
2.75%
5.5%

ing combat, gain 25% movement speed and 300% increased Magicka and Stamina regeneration. Bonuses gradually decay to ze
battle, jump up and down to cause an earthquake that staggers nearby enemies and may knock them to their feet. (can easily t

apons and armor are 20% stronger, but enchantments are 20% weaker.

r 150 enemies with Shockwave to unlock...


es attack damage and critical strike damage and halves spell costs for 15 seconds. When off cooldown, may activate randoml

.75%
2.875%
5.25%

manoids increases attack damage and critical strike damage and reduces spell costs by 30% for 5 seconds.
dguard blood grants 50% disease resistance. When not in combat, you have unlimited Stamina.
d Stamina regenerate up to 100% faster based on missing Health.

battles by slaying 3 or more people to unlock...


y - Enter a battle trance for 45 seconds, slowing time by 90% while sprinting.
Morningstar - Minimalistic Races of Skyrim
Up-to-date as of Morningstar v1.4.0
SSE link
LE link

Quick Navigation
> Altmer > Imperial
> Argonian > Khajiit
> Bosmer > Nord
> Breton > Orc
> Dumner > Redguard

Hover over the race names to view racial skill bonuses.

Altmer (High Elf)


Highborn: High Elves are born with
Highborn: High Elves regenerate Magicka

Argonian
Marsh Dweller: Argonians can breathe underwater and swim
Resist Disease: Your Argonian blood gives you

Bosmer (Wood Elf)


Command Animal: Bosmer can spend
Resist Disease and Poison: Your Bosmer blood gives you

Breton
Dragonskin: Your Breton blood grants
Magic Resistance: Your Breton blood grants a

Dunmer (Dark Elf)


Resist Fire: Your Dunmer blood gives you
Spite: Your vengeful Dunmer spirit improves weapons and elemental damage by up to

Imperial
Quick Learner: Your Imperial blood allows you to learn skills
The Human Spirit: Imperials start with

Khajiit
Claws: Khajiit claws deal 20 points of damage. Claw power attacks deal bonus damage equal to
Feline Agility: Khajiit move 10% faster.
Night Eye: At will - Improved night vision for

Nord
Resist Frost: Your Nord blood gives you
Perseverance: Nordic strength grants

Orc
Battle Rage: In combat, Orcs regenerate Stamina
Strength of Steel: Orcish battle training increases your power attack damage by

Redguard
Resist Poison: Your Redguard blood gives you
Endurance: Redguards sprint 30% faster and use much less Stamina while sprinting.

> Top of Page


- Minimalistic Races of Skyrim
ar v1.4.0

mes to view racial skill bonuses. (In Morningstar, racial skill bonuses are same as vanilla.)

f)
are born with 50 extra Magicka.
egenerate Magicka 50% faster at all times.

ans can breathe underwater and swim 150% faster, slowly healing in the water.
Argonian blood gives you 75% resistance to disease.

Elf)
smer can spend 50 points of Magicka and Stamina to make an animal an ally for 60 seconds.
ison: Your Bosmer blood gives you 50% resistance to poison and disease.

on blood grants 15% chance to absorb an incoming spell into your Magicka. (player only)
ur Breton blood grants a 25% resistance to magic.

Elf)
mer blood gives you 50% resistance to fire.
unmer spirit improves weapons and elemental damage by up to 30% below half Health.

mperial blood allows you to learn skills 8% faster.


perials start with 2 additional Perk Points.

eal 20 points of damage. Claw power attacks deal bonus damage equal to 25% of Stamina.
move 10% faster.
roved night vision for 60 seconds.

d blood gives you 50% resistance to Frost.


strength grants 25% chance to resist stagger from power attacks and bashes.

t, Orcs regenerate Stamina 20% faster for each nearby enemy.


sh battle training increases your power attack damage by 15%.

edguard blood gives you 75% resistance to poison.


s sprint 30% faster and use much less Stamina while sprinting.
Ordinator - Perks of Skyrim
Up-to-date as of Ordinator v9.28.1
SSE link
LE link

Quick Navigation
> Alchemy > Enchanting > Pickpocketing
> Alteration > Heavy Armor > Restoration
> Archery > Illusion > Smithing
> Block > Light Armor > Sneak
> Conjuration > Lockpicking > Speech
> Destruction > One-Handed > Two-Handed

You can scroll to the right in order to see images of the skill trees. That way you can know what all the prerequisites a

Use the left and right arrow keys to quickly switch back and forth or zoom out to see everything at once.

Alchemy
0 - Alchemy Mastery (2): Potions and poisons you make are 20/40% stronger.
20 - Physician: You may choose a type of beneficial potion: Health, Magicka or Stamina. Potions you mix that resto
20 - Stimulants: When you use a beneficial potion or ingredient, you regenerate 2% of your Magicka and Stamina pe
30 - Advanced Lab: You may choose to upgrade one alchemy lab to an Advanced version for 2500 gold. Potions yo
"Disassembled" by sneaking, allowing you to upgrade another.
30 - Experimenter: Eating an ingredient reveals all effects.
30 - Poisoner: Poisons you mix are 1% more powerful per level of Alchemy.
40 - Bottomless Cup: Poisons applied to weapons last for one additional hit per 10 levels of Alchemy.
40 - Crimson Haze: Stimulants also increases movement speed by 10% for its duration.
40 - Elemental Oil: You may choose a power: "Fire Oil", "Frost Oil" or "Shock Oil". At will, create a pool of oil that last
explosion, exploding and dealing damage equal to your Alchemy skill level.
50 - Alkahest: Your poisons are highly corrosive, enabling you to ignore 40% of the armor rating of an affected targ
50 - Lab Skeever: For 20 seconds after using any alchemy lab, beneficial potions you drink last 15 times longer and
60 - Green Thumb: Twice as many ingredients are gathered from most harvestable objects.

60 - Maenad: Magicka and Stamina are increased by 50 points when you are under the effect of a beneficial potion
60 - The Alchemist's Cookbook: You may choose a second Elemental Oil power. In addition to "Fire Oil", "Frost Oil" a
Oil", "Paralysis Oil" or "Hallowed Oil".
70 - Double Toil and Trouble: You mix twice as many potions at your Advanced Lab.
70 - Pure Mixture: All negative effects are removed from created potions, and all positive effects are removed from
80 - Amplify Lethality: Grants the "Amplify Lethality" power. Once a day, point at a victim to silently reduce their poi
80 - Witchmaster: When you use a beneficial potion or ingredient, 50% chance to receive a powerful side effect, ran
90 - Chymical Wedding: Witchmaster side effects have 50% chance to cause side effects themselves.
90 - Walking Disaster: In combat, periodically spill a random oil puddle on the ground. Puddles last 60
90 - World Serpent: When you shout, your blood turns poisonous for 15 seconds. The next time you get hit with a w
50 points of poison damage per second for 10 seconds.
100 - That Which Does Not Kill You…: Upon learning this perk, you imbibe a deadly toxin, taking 150 damage per se
and a permanent 25% bonus to all potions and poisons you make.

Alteration
0 - Alteration Mastery (2): Cast Alteration spells for 35/50% less Magicka, and Alteration spells last 0.5
20 - Alteration Dual Casting: Dual casting an Alteration spell empowers it, increasing effectiveness and cost.
20 - Mage Armor (3): Protection spells like Stoneflesh are 100/150/200% stronger if not wearing armor.
30 - Geomancer: If wearing robes and no light or heavy armor, you take 30% less damage from attacks while charg
30 - Philosopher's Stone: Once a day, generates gold equal to four times your Alteration skill level.
30 - Vancian Magic: Cast magic like the wizards of old. Your next 20 spells do not use Magicka and are twice as ef
spells until you rest by sleeping at an inn or in your home.
30 - Wild Shrines: Five shrines dedicated to nature's mysteries can be found in Skyrim. Each shrine grants a perman
school 15% more powerful or last 30% longer.
40 - Alter Self: Resistances: You may choose two resistances to increase by 25%.
40 - Distorted Shape: When you gain an armor spell in combat (or enter combat with an active armor spell), you bec
for 10 seconds or until you perform an offensive or defensive action.
40 - Spellblade: Whenever you cast a spell with one hand, you deal 20% more attack damage for 4 seconds.
50 - Command Lock: Once every 6 ingame hours, you can weaken an Expert or lower lock, reducing its difficulty to z
50 - Energy Shield: If wearing robes and no light or heavy armor, reduces incoming attack and elemental damage b
lost. The damage reduction gradually diminishes as Magicka falls below half. The energy shield is disabled when yo
50 - Intuitive Magic (2): Novice/ and apprentice spells of any school cost 100% less Magicka to cast.
50 - Quadratic Wizard: Whenever you recharge your Vancian Magic spells, you gain 1 additional Vancian Magic spe
60 - Alter Self: Attributes: You may choose an attribute (Health, Magicka, Stamina) to increase by 50 points.
60 - Home Mythal: Summons a permanent magical field at the location where you learn this perk. Alteration spells
cast within 250 feet. Additionally, Vancian Magic can be recharged by sleeping within 250 feet.
60 - Welloc's Dormant Arcana: Choose a spell type (Armor, Cloak, Conjure Daedra, Conjure Undead, Invisibility) and
chosen magic effects will activate when you are affected by the chosen spell type.
70 - Dungeon Master: Whenever you recharge your Vancian Magic spells, you may choose less or more spells in ex
choose one of three metamagic enhancements. Your choice remains in effect until your next rest.
70 - Energy Roil: Whenever you cast a spell with one hand, reduces the armor of nearby enemies within
70 - The Monarch: You cannot regenerate Magicka and lose 10 points of Magicka per second but absorb 25 points
whether friend or foe.
80 - Aurification: Once every 12 ingame hours, activate a paralyzed target below half Health to transmute its body i
chance of creating gold ore. No effect on essential targets.
80 - Dimension Door: Grants the "Dimension Door" power. At will, creates a magical doorway that teleports you to t
80 - Throne of Nirn: Standing still for 5 seconds while holding a spell summons a pillar of earth under your feet that
standing on the pillar, your spells are 20% more powerful or last 40% longer. This effect is disabled when your hand

90 - Emergency Teleport: When you fall below 15% Health due to combat damage, you briefly turn invulnerable and
90 - Nullifier: You radiate a dampening field, preventing enemies within 25 feet from regenerating Magicka and Sta
90 - Rend Resistances: Whenever you attack with a weapon, reduces the magic resistance of nearby enemies withi
100 - Arcane Thesis: Grants the "Arcane Thesis" power: use it to master the spell you are dual casting. A mastered
can be mastered.

Archery

0 - Archery Mastery (2): Bows and crossbows deal 25/50% more damage./, and critical strikes with bows and cros
20 - Clean Kill: Bows and crossbows deal 20% more damage to a target at full Health.
20 - Wingstrike (2): Bashing with a bow or crossbow always staggers the target. Bows and crossbows deal
30 - Long Shot (3): Bows and crossbows deal up to 40/60/80% more damage to targets beyond 50 feet. The dama
30 - Steady Hand (3): Pressing Block while aiming will zoom in your view/ and slow time by 25/50%.
40 - Crippling Shot: Arrows and bolts slow a target within 25 feet by 10% for 20 seconds. This effect stacks.
40 - Hunter's Discipline: Recover twice as many arrows and bolts from dead bodies.
40 - Thread the Needle (2): Bows and crossbows ignore 25/50% armor if the target is not moving.
50 - Pinning Shot: Arrows and bolts have a chance to stagger a target within 50 feet. More effective against targets
massive targets.
50 - Ranger: Can move at full speed with a drawn bow.
70 - Focus on the Prey: Cannot be staggered while holding a drawn bow or reloading a crossbow.
60 - Quick Shot: Can draw a bow or reload a crossbow 30% faster.
60 - Snipe: Shooting targets you haven't shot within the past 10 seconds inflicts a critical strike that deals three tim
the shot are twice as effective.
70 - Ambush Predator: After standing still for 6 seconds with a bow or crossbow out, it does 25% more damage un
70 - Beak and Talon: Your shots disrupt targets within 25 feet, disarming them if they are power attacking and knoc
80 - Hailstorm: Attack 8% faster with bows and crossbows for 10 seconds after shooting a fully drawn bow or cros
80 - Hawkeye: Grants the "Hawkeye" power. Once a day, slow time and focus on your foes for 10 seconds, looking
takes 1 second per 125 Health. Once you do, you may shoot them for an instant kill.

80 - Trick Arrows: Able to upgrade many types of arrows at a forge or anvil, adding a bonus effect (Force, Immolati
90 - Hunt Together: When fighting only one enemy, hitting the target with a bow or crossbow manifests a Spirit Wo
your current Stamina. This effect has a 30 second cooldown per target.
90 - Lion's Arrow: Grants the "Lion's Arrow" power: use it to store the spell you are dual casting. Shooting a fully dra
direction of the crosshair. Only works with spells that affect other targets.
90 - Three Crows: Shooting a target beyond 25 feet three times in rapid succession, leaving less than 2.75 seconds
target's current Health (max. 150 damage) and knocks the target to the ground.
100 - Perfect Aim: Bows deal 25% more damage if the shot strikes a target within 2 seconds after the bow is fully d
less Health remaining.

Block
0 - Block Mastery (2): Block 10/20% more damage.
20 - Timed Block (2): Assume a defensive position for 1 second after raising your shield or weapon, blocking 30% m
do not block an attack during this time, you cannot attempt another Timed Block for 2 seconds/1 second.)
30 - Deflect Arrows: While blocking with a shield or weapon, arrows do half damage. Arrows that hit the shield do n
30 - Poke the Dragon: After a successful Timed Block within 8 feet, you may retaliate with increased strength, incre
the attacker by 25% for 5 seconds.
40 - Apocalypse Proof (2): Perform a Timed Block to mitigate incoming fire, frost and shock spells and effects, redu
40 - Power Bash: Able to do a power bash by holding down Attack while blocking.
40 - Quick Reflexes: Time slows down if you are blocking during an enemy's power attack.
50 - Dominion: Take 25% less attack damage from any direction when blocking in combat.
50 - Skull Rattler: Bashing deals 3% more damage per point of Stamina.
60 - Dragon Tail: After a successful Timed Block, bashing the attacker within 5 seconds deals double damage.
60 - Timing Streak: Performing 3 successful Timed Blocks in a row completes a Timing Streak, restoring 75 points
attack outside the timed block window breaks the combo.)
70 - Block Runner: Can move at full speed while blocking.
70 - Mocking Blow: Power bashing with a weapon infuriates living targets for 30 seconds. They won't flee from com
per second and you take no damage from their attacks during a Timed Block.
80 - Break Their Teeth: Completing a Timing Streak violently disarms the last attacker, staggering all within an
80 - Cast Aside: Interrupting an attack with a power bash with a shield knocks the attacker to the ground. Targets c
90 - Deliverance: Completing a Timing Streak grants 10% extra attack damage for 90 seconds. This effect stacks.
90 - Hold the Line: During a Timed Block, allies within 10 feet gain 250 points of armor rating.
90 - Unstoppable Force: Able to sprint with a shield raised. This knocks enemies in your path to the ground, but cos
affected once every 10 seconds.
100 - Dragon Scales: You take no damage from attacks during a Timed Block as long as you have Stamina remaini

Conjuration
0 - Conjuration Mastery (2): Cast Conjuration spells for 35/50% less Magicka, and Conjuration spells last
20 - Bone Collector: Find 11 types of bones on humanoid corpses. 4 Bone Altars are marked on the map. At a Bone
Skeletons do not count against your summon limit. Enemies can only temporarily defeat them, not destroy them.
20 - Conjuration Dual Casting: Dual casting a Conjuration spell empowers it, increasing effectiveness and cost.
20 - Mystic Binding: Bound Weapon spells now summon Mystic Weapons which deal more damage.
30 - Dead Tide (2): Maximum number of Skeletons increased by 1 for each 75/50 points of base Magicka.
30 - Planemeld: Able to summon Daedra and other non-undead minions five times farther away.
30 - Ravenous Dead: Reanimated minions receive a brief burst of strength, dealing 200% extra attack damage for 1
reanimation spells and effects is increased by 1% per level of Conjuration.
30 - Soul Raider: Bound weapons cast Soul Trap on targets for 5 seconds. After trapping 250 souls, all bound weap
40 - Atromancy: Summoned Daedra and other non-undead minions last three times as long (or five times at night).
40 - Barrow Lord: You may give commands to all Skeletons within 150 feet at once, instead of one at a time. Skelet
40 - Preservation: Summoned and reanimated undead last three times as long (or twenty times if you place Hagrav
Dead Thrall spells). Reanimated undead also gain 500 armor for 60 seconds after being reanimated.
40 - Rat King: When entering combat, creates 3 undead Skeevers under your control. Their corpses can be raised, b
power to temporarily prevent this ability from activating.
40 - Reap and Sow (2): You loot 60/100% more bones from corpses and recover 50% more/all bones when you des
longer.
40 - Rend From This World: Bound weapons banish conjured Daedra, turn reanimated undead and deal
40 - Signed in Blood: When a friendly conjured Daedra within 15 feet is below full Health, it absorbs your lifeforce to
regenerating 10 points per second (increased by 4% of its maximum Health when out of combat).
50 - Edge of Oblivion: You can summon or reanimate 1 additional minion and they last 50% longer. When you do no
points of armor and 50% magic resistance.
50 - Pact Magic: Destruction spells and effects are 10% more effective for each friendly conjured Daedra within
50 - Skeleton Mages (2): Able to create Skeleton Mages (Fire, Frost, Shock/, Poison, Drain Armor, Stagger) at a Bon
creation.
50 - Undead Crown: Restores 10 points of Health and Magicka per second to summoned or reanimated undead wit
50 - Void Burn: Bound weapons brand victims with unholy energy for 5 seconds, halting Magicka and Stamina rege
depleted, the energy starts devouring their flesh, dealing 15 points of magic damage per second.
60 - A Plague Upon Thee: If a reanimated undead is destroyed within 20 seconds, the attacker is stricken with a Da
seconds. Those who have this perk are immune.
60 - Conjure Altar: Grants the "Conjure Altar" power. At will, summons a Bone Altar for 60 seconds.
60 - Fire Ritual: Able to ritually burn 1 of each bone at a Bone Altar, strengthening all Skeletons within 150 feet. Las
damage by 15%, spell damage by 30% and Health by 50 points. This effect stacks.
60 - Hollow Binding: Bound weapons cut through flesh and spirit, reducing magic resistance by 30% for
60 - Maelstrom: While you charge or concentrate on a spell, friendly conjured Daedra within 30 feet gain
70 - Corpse Gas: If your reanimated undead is destroyed while on fire within 30 seconds, it explodes, dealing up to
deal five times as much fire damage to your reanimated undead.

70 - Dark Whispers: Bound weapons induce a battle rage in their wielder, granting 20% extra attack damage and 10
70 - Elemental Potency: Atronach conjurations now call Potent Atronachs that are higher level and more powerful.
80 - Brand of the Necromancer: Brand a corpse by striking it with a bound weapon or by delivering the killing blow w
damage and 100 points of Health when reanimated or resurrected. Undead and automatons cannot be branded.
80 - Feed the Monster: Able to feed Human Flesh to summoned or reanimated creatures, healing them and increas
seconds. This effect stacks.
80 - Necromaster: Grants finer control over creatures reanimated with powerful reanimation spells (Dread Zombie,
items (if they are humanoid) and they emit a glow when slain that can be seen through walls. The level cap of those
80 - Unleash Hell: Conjured Daedra within 75 feet gain additional spells on a 30 second cooldown (Flame Atronach
resistance curse. Storm Atronach: magnetic knockdown. Dremora: increased attack damage and movement speed
90 - Covenant of Coldharbour: Hollow Binding reduces magic resistance by an additional 30% if you control a summ
90 - Puppet Master: Your created Skeletons take 25% less damage when you are blocking, deal 25% more attack d
powerful when you are casting a spell.
90 - Shocked to Life: If your reanimated minion is struck by a shock spell within 30 seconds after reanimation com
seconds. You deal no damage to your reanimated minions with shock spells.
90 - Summon Resist: Friendly conjured Daedra and other non-undead minions within 75 feet gain 50% magic resist
100 - King of Bones: Assume Control of a Skeleton while becoming invulnerable. The Skeleton does quadruple dam
passive, it automatically attacks foes in range. Lasts up to 45 seconds.
100 - March of Oblivion: You can summon or reanimate 1 additional minion per 250 points of base Magicka, up to

Destruction
0 - Destruction Mastery (2): Destruction spells cost 35/50% less Magicka, and Destruction spells are 0.25
20 - Combustion (2): Fire spells and effects cast on others are up to 20/30% more powerful, based on the target's m
20 - Destruction Dual Casting: Dual casting a Destruction spell empowers it, increasing effectiveness and cost.
20 - Ionized Path (2): Shock spells and effects cast on others are up to 20/30% more powerful, based on the target
20 - Merciless Cold (2): Frost spells and effects cast on others are up to 20/30% more powerful, based on the targe

30 - Force of Nature: Elemental spells and effects cost 30% less Magicka to cast in favorable weather: fire spells in
30 - Frostfall: Frost spells reduce the attack damage of their targets by 25% for 5 seconds.
30 - Scarring Burns: Fire spells reduce the fire resistance of their targets by 20% for 5 seconds.
30 - Static Field: Shock spells that would leave their target above 75% Health deal enough additional damage to ma
40 - Arc Burn: Shock spells hitting targets that are not fire resistant cause a plasma that deals 5 points of unresista

40 - Conflagration: Fire spells ignite the ground underneath their targets for 30 seconds. The burning ground deals
40 - Crystalize: Frost spells freeze the blood of their targets, halting Stamina regeneration for 5 seconds. If the targ
125 points for 5 seconds.
40 - Harsh Lesson: Destruction projectile spells interrupt targets that are casting a spell. Does not work on massive
40 - Runecaster: Can place runes 75 feet farther away, and place three times as many runes at a time.
50 - Flash Fire: Fire spells have 15% chance to ignite the target for 2 seconds. The next instance of fire damage tha
dealing 100% more damage and causing a living target to flee the flames for 4 seconds.
50 - Magnetize: Shock spells have 15% chance to lift the target into the air for 2 seconds, preventing movement.
50 - Robe of the Magi: If wearing robes and no light or heavy armor, Destruction spells are 30% more powerful.
50 - Shatter: Frost spells that hit a frost resistant target fragment and explode in a 15 foot area, reducing frost resis
60 - Iced Earth: Dual casting frost spells freezes the earth under your feet. The frozen ground deals 40 points of da
contact. Frost spells and effects are 50% more powerful against affected targets.
60 - Nova Charge: Dual casting 6 shock spells in combat triggers a shock nova that deals 200 points of shock dam
occur once per battle.
60 - Pyromancer Ascension: Dual casting 6 fire spells in combat unleashes your power for 20 seconds: fire spells a
you leave burning ground in your wake that deals 30 damage per second. This can only occur once per battle.
70 - Ancient Seals: Destruction runes no longer deal instant damage, but inflict a stacking 10 second elemental bur
70 - Electroconvulsions: Shock spells incapacitate living targets below 25% Health if they are not shock resistant.
70 - Hypothermia: Frost spells paralyze living targets below 25% Health if they are not frost resistant.
70 - Scorched Earth: Fire spells (except concentration spells) burn corpses to cinders, creating a pyre that burns fo
per second for 5 seconds on contact.
70 - War of the Elements: You deal 40% more attack damage to targets that are taking damage from the burning gr
Ascension or are being affected by Electroconvulsions or Hypothermia.
80 - Elemental Specialization: You may choose one element (fire, frost, shock). Spells and effects of that element a
two elements are 15% weaker.
80 - Exhaust: Frost spells and effects drain 50% more Stamina.
80 - Show Them All: Shock spells and effects drain 50% more Magicka.
80 - World in Flames: The burning ground created by Conflagration, Scorched Earth and Pyromancer Ascension dea
effects are 25% more powerful against targets affected by burning ground.
90 - Outburst: When you fall below 75 points of Health, the fiery energy within you explodes and ignites nearby enem
seconds and applying fire spell perks. This effect has a 180 second cooldown.
90 - Stormblast: You accumulate static energy from the ambient air. Every 6-12 seconds in combat, your next shoc
the target. All enemies in the area take 60 points of shock damage to Health and Magicka.
90 - Winter's Majesty: You radiate freezing cold, reducing the frost resistance of enemies within 25 feet by
100 - Absolute Power: Aiming a Sparks, Lightning Bolt, Chain Lightning, Thunderbolt or Lightning Storm spell direct
6 seconds, reducing magic resistance by 25%. This effect has a 45 second cooldown.
100 - Cataclysm: Fire spells that hit targets affected by burning ground explode for 20% of their current Health (ma
resistance by 25% for 6 seconds. This effect has a 45 second cooldown.
100 - Glacial Prison: Frost spells immobilize (non-essential) targets in a block of ice for 6 seconds, reducing magic
but killing a victim affected by Glacial Prison or Hypothermia immediately ends the cooldown.

Enchanting
0 - Enchanting Mastery (2): New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge
20 - Last Word (3): Scrolls are 2/4/6% more powerful or last 4/8/12% longer per level of Enchanting.
20 - Soul Siphon: Death blows with enchanted weapons to creatures, but not people, trap 5% of the victim's soul, re
30 - Staff Channeler: When a staff is equipped, all weapon enchantments drain 25% less charge and you gain a sm
30 - Thunderstruck: Weapon enchantments are 25% more effective when delivered by a power attack (or
40 - Gem Dust: You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its
stronger when placed upon an item of the type corresponding to the gem.
40 - Secretkeeper: When a staff is equipped in your left hand, your attacks deal 25% more damage and critical dam
and scrolls are 25% more effective.
40 - Spellscribe: Grants the "Spellscribe" power: use it to store the spell you are dual casting. Your power attacks an
cooldown based on Enchanting skill. Only works with spells that affect other targets.
50 - Flame of Magnus: While casting or concentrating on a staff in your left hand, you may attack with your right ha
50 - Preserver: Learning an item's enchantment does not destroy it.
60 - Might and Magic: You are adept at weaving blade and magic. Spells cast with your left hand are 10% more effe
with a weapon in your right hand deal 10% more damage if you are holding a spell in your left hand.
60 - Regalia: New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.

60 - Staff Recharge: Equipped staves regenerate 5 points of charge per second, up to their charge level when you la
70 - Attunement: All enchantments on equipped weapons and armor are 10% more powerful and last
70 - Charge Tap: Grants the "Charge Tap" power. At will, drains a quarter of your current weapon charge to restore
Stamina by 25% of the amount drained. (If you have two enchanted weapons equipped, the drain is split.)
70 - Power Echoes: Spellscribe activates twice before going on cooldown.
80 - Heart of the Sun: Use an equipped staff as an energy source, causing it to lose charge at a rate of 15 points pe
effective per 50 points of charge remaining in the staff. (This effect stacks if more than one staff is equipped.) Shea
80 - Twin Enchantment: Can place two enchantments upon the same item.
90 - Arcane Nexus: You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New ench
be "Disassembled" by sneaking, allowing you to upgrade another.
90 - You Shall Not Pass: Simultaneously (within 1 second) using an enchanted staff in your left hand and striking w
of light that staggers enemies and deals damage equal to half your Enchanting skill level.
100 - Miracle: You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three en
you will never be able to repeat this feat.

Heavy Armor
0 - Heavy Armor Mastery (2): Armor rating of Heavy Armor increased by 20/40%. You gain a small amount of Heav
Heavy Armor in combat.
20 - Cushioned (2): You take half/no damage from falling if wearing all Heavy Armor.
30 - Battle Weary: Tired enemies have a harder time defeating your armor. You take up to 20% less attack damage
Armor. The lower their Stamina, the less damage you take.
30 - Heavy Armor Fit: Armor rating of Heavy Armor increased by 25% if wearing all Heavy Armor.
40 - Defiance: You are trained to deflect incoming attacks while wearing all Heavy Armor. Whenever an enemy attac
This effect stacks.
40 - Face of Death: You no longer need to wear a helmet to benefit from perks that require "wearing all Heavy Armo
20% increased armor rating.
40 - Rallying Standard: Grants the "Rallying Standard" power. Once a day, place a banner that grants 150 points of a
all Heavy Armor (including you) and prevents them from fleeing. Lasts 60 seconds.
50 - Born to Fight: Heavy Armor weighs half as much and slows you down half as much when worn.
50 - Revel in Battle: Defiance also increases melee weapon damage by 3% for 10 seconds. This effect stacks.
60 - Bedrock: If wearing all Heavy Armor, you have 20% chance to brace for impact when attacked by an enemy, be
60 - Break Upon Me: You are immune to basic melee weapon perks (Clash of Champions/Heroes, Denting/Crushin
Heavy Armor, you take 10% less attack damage from enemies affected by one or more of these perks.
60 - Never Kneel: If wearing all Heavy Armor, take 30% less attack damage from power attacks.
70 - Lead the Tempest: Sprinting in combat increases the armor of allied people within 20 feet by 25% of your own
Collector within 20 feet by 15% of your own armor. Lasts 30 seconds.

70 - Reap the Whirlwind: When struck by a power attack or power bash, your attacks deal 125% more damage to th
80 - Out of the Inferno: Incoming fire, frost and shock damage reduced by 0.02% per point of armor if wearing all H

80 - Rise Above: If wearing all Heavy Armor, you intimidate enemies within 15 feet. They lose 5% attack damage an
80 - Warbringer: Raising your hands (to draw a weapon or spell) places a Rallying Standard at your location for 120
Rallying Standard at a time.
90 - Doombringer: Rallying Standard also improves Destruction spells and effects by 15%.
90 - Immortal: If wearing all Heavy Armor, take 75% less damage from attacks below 15% Health (or 20
90 - Primal Fear: If wearing all Heavy Armor, walking (but not running) towards living enemies within 30 feet in fron
seconds.
90 - Sovereign: When struck by an attack, subsequent attacks are deflected if wearing all Heavy Armor. You take
100 - Face of the Mountain: When struck by a power attack or power bash, the attacker's strike rebounds forcefully
knocking them to the ground if wearing all Heavy Armor.

Illusion
0 - Illusion Mastery (2): Illusion spells cost 35/50% less Magicka, Illusion spells last 0.5/1% longer per level of Illus
Rally) are 0.1/0.2 points stronger per level of Illusion.
20 - Dream Thief: Activate sleeping victims to steal their dream, increasing the effectiveness of your Illusion spells
based on Illusion skill.
20 - Illusion Dual Casting: Dual casting an Illusion spell empowers it, increasing effectiveness and cost.
30 - Commanding Presence: In combat, you radiate an aura of mystical nobility that touches allied creatures and pe
damage and have 20% chance of a critical strike.
30 - Entice Barter: Activate any target under the effect of a Calm spell to initiate trade.
30 - Imposing Presence: You radiate an aura of mystical charisma that touches all within 40 feet. Any Illusion spell
30% longer.
30 - Night Eye: Grants the "Night Eye" power. At will, grants improved night vision for 120 seconds.
40 - Crown of the False King: Commanding Presence also increases armor by 80 points and magic resistance by
40 - Kindred Mage: Mind affecting spells and effects are 15 points stronger (or 30 points if you are the same race a
40 - Quiet Before the Storm (2): All spells you cast from any school of magic/, as well as all shouts, are silent to oth
40 - Wilting: Those affected by a Calm spell or effect within the radius of Imposing Presence lose 200
50 - Fickle Fate: Mind affecting spells and effects cast on others are between 1 and 40 points stronger, chosen at r
50 - Nemesis: Activate any hostile creature or humanoid in combat to summon an illusion of the target with 1% ext
attacks the target for 30 seconds. This effect has a 180 second cooldown.
50 - Terror: Those affected by a Fear spell or effect within the radius of Imposing Presence drop their weapon.
60 - Imperious Splendor: Commanding Presence and Crown of the False King are twice as powerful as long as you
60 - Master of the Mind: Mind affecting spells (Calm, Fear, Frenzy, Rally) and Commanding Presence also work on
60 - Pandemonium: Those affected by a Frenzy spell or effect within the radius of Imposing Presence gain
70 - Dream Charm: Activate sleeping victims to project yourself into their dream, improving their disposition toward
gifts. Chance to fail and alert the victim, based on Illusion skill.
70 - Neverworld: Those affected by a Calm spell or effect within the radius of Imposing Presence are enraptured by
When the Calm is broken due to an attack, they may become Calmed again for 30 seconds.
70 - Shadow Refuge: While affected by an invisibility spell or effect, you take 35% less damage from attacks and sn
70 - The Reaper Comes: Activate any non-essential humanoid (only) under the effect of a Calm spell to send a wrai
assault, if you get seen. This effect has a 180 second cooldown and can only affect one target at a time.
80 - Lamb to the Slaughter: Activate any humanoid (only) under the effect of a Fear spell to compel the target to sta
target ignore armor. This effect has a 180 second cooldown and can only affect one target at a time.
80 - Protect Your God: When struck by a weapon, may compel a nearby ally affected by Commanding Presence to e
seconds.
80 - Soulcrusher: Feast upon the minds of those affected by a Fear spell or effect within the radius of Imposing Pre
90 - Blind Guardian: Activate any non-hostile creature or humanoid in combat to summon an illusion of the target. T
won't flee for its duration. This effect has a 300 second cooldown.
90 - Dream Geas: Activate sleeping victims to send a dream that compels them to fight at your side until released. Y
and alert the victim, based on Illusion skill.
90 - Ghost of the Tenth Eye: Sneaking while under the effect of the Vision of the Tenth Eye spell will summon a dise
Health, but is invisible and silent. You must know the Vision of the Tenth Eye spell to learn this perk.
90 - Heavy Weighs the Tapestry: Activate any humanoid (only) under the effect of a Frenzy spell to incapacitate the
points of Magicka and Stamina. This effect has a 180 second cooldown and can only affect one target at a time.
90 - Nightfall: Those affected by a Frenzy spell or effect within the radius of Imposing Presence are consumed by b
taking 40 points of damage per second.
100 - Wraithwalker: After using an Activate perk (Blind Guardian, Heavy Weighs the Tapestry, Lamb to the Slaughte
powerful and last 50% longer for 10 seconds. The cooldown of Activate perks ends after 8 seconds out of combat.

Light Armor
Note: It is not necessary to wear light armor to utilize the unarmed perks. You can wear whatever you want (light, heav

0 - Light Armor Mastery (2): Armor rating of Light Armor increased by 20/40%. You gain a small amount of Light Ar
Armor in combat.
20 - Iron Fist (3): Increases unarmed damage by 5/15/25% of your current Stamina, and you gain Light Armor expe
free hands.
20 - Annoying Mosquitoes (2): You take 10/20% less attack damage from enemies with full Health if wearing all Lig
30 - As a Leaf: While sprinting in Light Armor, you cannot be staggered and take 50% less damage from power atta
30 - Light Armor Fit: Armor rating of Light Armor increased by 25% if wearing all Light Armor.
40 - Initiative (2): When you enter combat, if wearing all Light Armor, regenerate up to 10/20% of your maximum St
course of 15 seconds.
40 - Keen Senses: You no longer need to wear a helmet to benefit from perks that require "wearing all Light Armor".
increased armor rating.
40 - Sweeping Wind: Unarmed power attacks do 25% more damage. Additionally, if your movement speed is increa
two free hands.
50 - Rushing Tide: Unarmed attacks grant 10% increased Stamina regeneration and 5% movement speed for
50 - Unhindered: Light Armor weighs nothing and doesn't slow you down when worn.
50 - Windrunner: Move 10% faster in combat if wearing all Light Armor.
60 - Evasive Leap: If wearing all Light Armor, jump in combat to cause all incoming attacks and spells to miss for
60 - Into the Maelstrom: You take 10% less attack damage when fighting more than one enemy if wearing all Light
70 - Fight or Flight: When struck by an unblocked attack or spell in combat, an adrenaline rush regenerates 5% of y
Light Armor.
70 - Hissing Dragon: You may choose a damage type (fire, frost, shock, poison, disease or sun). Unarmed attacks u
targets in front of you. Requires two free hands. Does not activate while sneaking.
70 - Wardancer: Your agility enables you to strike more effectively, granting 20% more attack damage and critical d
seconds whenever you get struck by an unblocked attack or a hostile spell in combat.
80 - Spelldancer: Wardancer also improves elemental (fire, frost and shock) spells and effects by the same amount
80 - Survival Instinct: When you get struck by an unblocked attack or hostile spell in combat, gain 10% movement s
80 - Wild and Free: While sprinting in Light Armor, you take 50% less damage from attacks.
90 - Breaking Waves: Unarmed attacks have 15% chance of a critical strike that deals critical damage equal to 40%
every hit is a critical strike. Requires two free hands.
90 - Glancing Blows: You take 30% less damage from blocked attacks while Wardancer is active. When you lose th
30% less damage.
90 - Lightning Strike: Your critical strikes deal 75% more critical damage for 10 seconds after entering combat whi
100 - Tempting Fate: You gain 20% movement speed if you are not blocking during an enemy's power attack. If the
until you get struck by a power attack.

Lockpicking
0 - Lockpicking Mastery (2): Weaker/all locks are easier to pick.
20 - Bear Traps: Able to pick up Bear Traps or create them at a Forge or Anvil, and drop them from your inventory to
damage per level of Lockpicking. You can only pick up and carry two Bear Traps at a time.
20 - Game of Fate: There are 5 Dragons of Fate hidden in random locked containers in Skyrim. Each grants 15000 g
The name of the container changes to indicate the treasure inside.
30 - Lockdown: Activate a hostile automaton to lockpick your way into its engine. Lock difficulty is based on its cur
Health to 1 and shut it down for 60 seconds. If you fail, you can't try again for 30 seconds.
30 - Robber's Eye: When you enter a dwelling you don't own, illuminates a locked container for 120 seconds. During
Lockpicking skill and the difficulty of its lock). This can only occur once every 12-60 ingame hours.
30 - Wax Key: Gives you a copy of a picked lock's key if it has one.
40 - Gone in Fifteen Seconds: Taking 15 seconds or less to pick the lock on a container illuminated by Robber's Eye
the level of the lock and resets the cooldown of Robber's Eye.
40 - Lockjaw: Your Bear Traps stagger victims struck by the teeth, reducing their armor rating by 10 points per level
40 - Locksmith: Pick starts much closer to the lock opening position.
50 - Big Game Hunter: Placed Bear Traps are 20% bigger and more likely to successfully hit small or fast moving ta
triggered.
50 - Hotwire: Activate an automaton under Lockdown to lockpick its brain. Succeed within 15 seconds to hack the
you can't try again for 30 seconds. You can only have one Hotwired Automaton at a time.
50 - Nose for Treasure: You may choose an item type (gold, jewelry, books, ingredients, potions, ingots, weapons, a
three times more likely to contain items of your chosen type over other types.
60 - Dungeoneer: Robber's Eye also works in dungeons and lasts three times as long.
60 - Golden Touch: Find 20-100 more gold in many dungeon chests and 2-10 more gold in some corpses, urns, etc.
70 - Bait: Grants the "Bait" power. At will, lures the nearest hostile target within 75 feet to the location of the neares
conversation). Lasts 30 seconds.
80 - Bushwhack: If the victim of your Bear Trap is not detecting you, the trap is five times as effective.
80 - The Revenge: You can pick up and carry 3 Bear Traps.
90 - Percussive Maintenance: Your Hotwired Automaton moves 30% faster and attacks 20% faster. Hitting your Ho
points (or 300 points on a power attack) and further increases attack speed by 50% for 10 seconds.
90 - Treasure Hunter: Increases the chance of finding an additional weapon or armor item in many dungeon chests
100 - Dragon's Teeth: When placing a Bear Trap, you may choose to add an extra effect: Poison, Drain Magicka, Dra
triggered when a victim is struck by the teeth and takes damage.
100 - Seen This Before: Your skill at lockpicking is such that you may bypass locks of Expert or lower level without
bypassing at least 100 locks, you gain 2 perk points.

One-Handed
0 - One-Handed Mastery (2): One-handed weapons do 25/50% more damage./, and critical strikes with one-handed
Handed.
20 - Disciplined Fighter: Reduces the Stamina cost of power attacks with one-handed weapons by 15

30 - Bite Marks (3): Unblocked attacks with daggers deal an additional 1/2/3 point/s of bleed damage per second f
30 - Bleed Like a Lamb (3): Attacks with war axes deal an additional 1/2/3 points of damage per second for 3 seco
damage equal to 15/20/25% of the Health they lost while bleeding.
30 - Clash of Champions (3): Attacks with swords reduce the target's attack damage by 10/15/20% for
30 - Denting Blows (3): Attacks with maces reduce the armor rating of armored enemies by 50/75/100
30 - Ravage (2): Dual wielding attacks are 20/35% faster.
40 - Cross Cut (2): Unblocked regular attacks with a sword increase the damage of your power attacks against the
40 - Furious Strength: Power attack damage with one-handed weapons increased by 15% plus 0.1% per point of St
40 - Mangle (2): Attacks with a war axe ignore 25/50% armor if the target is staggered.
40 - Savage (2): Attacks with a dagger deal 25/50% more damage if you rapidly hit the target three or more times. R
40 - Smite (2): Power attacks with a mace deliver a critical strike that deals three/six times critical damage (four/ei
Smite once every 30 seconds.
50 - Falling Sword: Forwards power attacks with a sword cause targets to bleed for 20 seconds. When a bleeding t
are critical strikes that deals ten times critical damage.
50 - Overrun: Can perform a one-handed sprinting power attack that deals up to 50% more damage and critical dam
Health percentage, the more damage and critical damage is dealt.
50 - Rise Kinsmen: Forwards power attacks with a mace inspire nearby allies, granting them 20% extra attack dama
50 - Rogue's Parry: When wielding a one-handed weapon and an empty other hand, attacking with the weapon whil
deals 40% more damage and delivers a critical strike.
50 - Shieldbiter: Forwards power attacks with a war axe smash through a block, causing the target to drop their shi
damage.
50 - Twin Fang: Forwards power attacks with a dagger impale the target, dealing double Bite Marks damage, wheth
60 - Man O'War: While dual wielding in combat, build up a battle rage with each attack, gaining 1% extra attack dam
stacks.

60 - Swaying Cobra: Sideways power attacks with a dagger inflict distracting wounds, draining 100 points of Magic

60 - Toll the Bell: Sideways power attacks with a mace deplete all of your Stamina on impact, dealing 1% more dam
60 - Windswept: Sideways power attacks with a sword fling targets backwards up to 6 feet, dealing up to
60 - Wolfstooth: Sideways power attacks with a war axe grant 15% extra attack damage for 30 seconds. This effec
70 - Death Adder: Standing power attacks with a dagger ignore armor.
70 - Go for the Throat: Standing power attacks with a war axe remove all active instances of Wolfstooth on the use
bonus critical damage for each instance consumed.
70 - Into the Dust: Repeated standing power attacks with a sword against a target do escalating damage if no more
three times, each doing 15% more damage. Reaching four stacks knocks the target off their feet.
70 - Meteor Storm: Each standing power attack with a mace that hits a target empowers subsequent standing pow
damage and Stamina cost by 15%. This effect stacks.
70 - Thundering Blow: Whenever you perform a total of 8 or more one-handed regular attacks in combat, your next
double damage and costs no Stamina, resetting the counter.
80 - Apex Predator: Attacks with war axes deal bonus damage to living targets equal to 4% of their current Health (
80 - Coiling Python: Hitting a target with a forwards, sideways and backwards power attack with a dagger within 30
against the paralyzed target are critical strikes that deal nine times critical damage.
80 - Judgment: Slaying an enemy under the effect of Clash of Champions restores 100 points of Stamina.
80 - Skull Crack: Attacks with maces interrupt spellcasting. Does not work on massive targets.
90 - Aftershock: After a Thundering Blow, attack speed is increased by 75% for 3 seconds.
90 - Unleash the Beast: While dual wielding in combat, enter a murderous frenzy every 20 to 40 seconds. For 8 sec
100% more critical damage.
100 - Wandering Warrior: Whenever you defeat at least 4 humanoids and/or animals in a single battle, you gain a p
stacks up to +20%.

Pickpocket
0 - Pickpocket Mastery (2): Adds 20/40% to your pickpocket chance and increases carry weight by 50
20 - Blood Money: You find 10-100 more gold when looting humanoid corpses you have slain in an especially violen
than their remaining Health or a killmove).
20 - Trained Rabbit: Grants the "Trained Rabbit" power. At will, silently sends out a trained rabbit to lead you to the
gem, ingredient). It then returns to you.
30 - Cutpurse: Adds 25% to your chance to pickpocket gold, keys and jewelry.
30 - Thief's Eye: When you enter a major city, illuminates a random citizen on the streets for 300 seconds. If you int
items (based on your Pickpocket skill). This can only occur once every 12-60 ingame hours.
40 - Brotherhood Cocktail: Silently harm enemies by placing poisons in their pockets while pickpocketing.
40 - Death's Emperor (2): A cursed septim appears in your inventory. When someone else is in possession of the co
damage to them.
40 - On the Run: After you successfully pickpocket someone, sneaking is 200% more effective and movement spee
50 - Lawless World: Petty crimes are slowly forgotten, allowing your bounties for non-violent crimes to decay at a ra
50 - Thief's Luck: You may choose an item type (gold, jewelry, books, ingredients, potions, ingots, scrolls). Those ill
items of your chosen type over other types.
60 - Stalk the Prey: Preparing to pickpocket (sneaking behind a victim with the pickpocket message displayed) for
any item.
70 - Doomed to Plunder: Killing a victim in possession of the Death's Emperor grants 100-300 more gold.
70 - Trickster: Can pickpocket equipped weapons. If the target is sleeping, can pickpocket any equipped item.
80 - Crime Wave: Shortly after you pickpocket or speak with the target illuminated by Thief's Eye, a new victim is illu
80 - You Saw Nothing: Grants the "You Saw Nothing" power. Once a day, distract a target and others in a 40 foot ra
bounty if they are the only witness of your crimes. Does not prevent them from defending themselves.
90 - Mutiny: Grants the "Mutiny" power. At will, activates the curse of the Death's Emperor, causing whoever is in po
deaths resulting from this can't be traced back to you.
90 - Robbed Blind: Adds the Thief's Eye effect to You Saw Nothing.
100 - Dragon Hoard: Whenever you sleep with 50000 or more gold in your inventory, you may choose to spend it to

Restoration
0 - Restoration Mastery (2): Cast Restoration spells for 35/50% less Magicka, and Restoration spells are
20 - Descending Light: When you enter combat, rapidly regenerate points of Magicka equal to half of your Restorat
over the course of 15 seconds. The regeneration does not stop while casting.
20 - Restoration Dual Casting: Dual casting a Restoration spell empowers it, increasing effectiveness and cost.
30 - Edgewalker: Restoration spells are up to 30% more powerful if the recipient is below half Health. The bonus inc
30 - Hallowed Burial (2): Your attacks and Restoration spells and effects are 20/30% more powerful against undea
30 - Spirit Tutors: Two spirit tutors roam Skyrim. Find them and speak with them to receive a permanent blessing th
Magicka. Each spirit tutor grants one blessing.
30 - Vigilant: The first ward you cast in combat costs no Magicka to maintain.
40 - Necromanticon: Study the arts of disease, learning the "Putrefy" spell. When your Restoration skill reaches 50,
75, you learn "Carrion Wind". These spells deal disease damage to nonmechanical targets.
40 - Exorcist: Study the arts of destroying the undead, learning the "Sunblast" spell. When your Restoration skill reac
reaches 75, you learn "Stellar Core". These spells deal damage to the undead.
40 - False Light: While in combat, you may cast targeted healing spells and effects on enemies to inflict damage eq
40 - Respite: Healing spells also restore Stamina equal to their power.
50 - Antimagic Field: Staying within 8 feet of an enemy while maintaining a ward prevents them from casting spells

50 - Overflowing Cup: Receiving a healing spell or effect when you are already at full Health overheals you, fortifying
50 - Pilgrim: Shrine blessings you receive are 1% stronger per level of Restoration.
50 - Warrior's Flame: In combat, the Warrior's Flame periodically touches a random target within 100 feet (including
Magicka and Stamina for 5 seconds. Hostile targets are cursed, draining the same amount instead.
60 - Ashes to Ashes: Your Warrior's Flame carries the essence of death. Hostile undead cursed by Warrior's Flame
60 - Crusader's Fire: In combat, targets within 30 feet affected by a Turn Undead spell or effect burn with divine fire
attacks and critical strikes deal 25% more damage to targets affected by Crusader's Fire.
60 - Forbidden Sanctuary: When your ward blocks a spell, you gain Magicka equal to 25% of that spell's cost (or
60 - Lightwielder: Increases False Light damage by 10% and allows the perks Sacred Guardian and Under my Wings
60 - Sacred Flame: Your Warrior's Flame carries the essence of life. Living allies blessed by Warrior's Flame are hea
70 - Bastion Ward: Wards reduce incoming attack damage by 40% (or 20% for wards generated by Spellbreaker and
70 - Chalice of Tears: If you are diseased or undead, your Restoration spells are 15% stronger and last
70 - Plague Doctor: Radiate a zone of pestilent death that reduces the poison and disease resistance of enemies ap
70 - Under my Wings: Dual casting a healing spell on yourself also casts it on nearby nonmechanical allies within
70 - Wheel of Life: In combat, gradually accumulates ambient lifeforce from the environment and releases it in peri
Becoming affected by a different healing spell or effect restarts the cycle from the beginning.
80 - Battle Cleric: When Warrior's Flame blesses or curses a target, it also increases or reduces armor by
80 - In Thy Name: Increases False Light damage by 15% when you are affected by a shrine blessing.
80 - Mage Ward: Casting a spell also raises a ward that increases armor rating by 100 and negates up to
80 - Sacred Guardian: Emanate a 20 foot aura of protection. Any living allies within range who fall below 30% Healt
second cooldown per target.
90 - Enduring Ideal: Wheel of Life heals 25% more and each new cycle is 5 seconds faster than the last.
90 - Eternal Flame: Warrior's Flame lasts twice as long.
90 - Gods and Mortals: Shrine blessings last 50% longer, and the blessings of the Divines (Akatosh, Arkay, Dibella, J
powerful additional effects.
90 - Tome of Many Pages: Teaches 18 different Restoration spells. Each fortifies a single skill by 15 levels for
100 - Apotheosis: Grants the "Apotheosis" power. Once a day, casts Warrior's Flame on all nearby for

Smithing
0 - Smithing Mastery (2): You can create Novice (Steel/Bonemold) items at a forge or anvil, and improve them twic
20 - Dwarven Autocannon (2): You can create Dwemer Autocannons at a forge or anvil. Use the "Dwarven Autocann
crosshair for 30/60 seconds, dealing damage equal to 30/40% of your Smithing skill, if you are within 12 feet.
30 - Advanced Workshop: You may choose to upgrade one grindstone or workbench to an Advanced version for 25
improved beyond Legendary). Can be "Disassembled" by sneaking, allowing you to upgrade another of the same typ
30 - Meric Smithing (2): Choose an item type: Contemporary Meric (Elven/Chitin), Dwarven. You can create items o
as much. Investing a second perk point lets you choose both./You can create both Contemporary Meric (Elven/Chit
twice as much.
40 - Arcane Blacksmith: You can improve enchanted weapons and armor.
40 - Electrobolt (2): Every fifth Dwarven Autocannon shot is an electromagnetic blast that moves slower than a reg
equal to 80/240% of your Smithing skill level.
40 - Recycle Materials: 50% chance to retain any materials you spend at an Advanced Grindstone or Advanced Wor
50 - Remote Control: Your Dwarven Autocannon now fires regardless of the distance between it and you.
50 - Expert Smithing (2): Choose an item type: Hard Steel (Scaled/Plate/Nordic), Orcish. You can create items of th
much. Investing a second perk point lets you choose both./You can create both Hard Steel (Scaled/Plate/Nordic) a
much.

60 - Sandstone Sheath: When you draw a weapon, it is automatically sharpened, granting 25% extra attack damage
60 - Smithing Specialization: You may choose an item type: One-Handed, Two-Handed, Light Armor, Heavy Armor o
better at a grindstone or workbench.

70 - Exotic Smithing (2): Choose an item type: Glass, Crystalline (Ebony/Stalhrim). You can create items of the cho
Investing a second perk point lets you choose both./You can create both Glass and Crystalline (Ebony/Stalhrim) ite
70 - Firing Line: Your Dwarven Autocannon now deploys two cannons side by side.
80 - Iron Lore: If you Specialized in an armor type, your attacks ignore 15% of the armor rating of enemies wearing i
you take 10% less damage from weapons of the chosen type.
80 - Spin Up: Your Dwarven Autocannon gradually shoots faster over time, gaining 2% firing speed per shot, up to
90 - Planar Smithing (2): Choose an item type: Daedric, Dragonbone. You can create items of the chosen type at a f
second perk point lets you choose both./You can create both Daedric and Dragonbone items at a forge or anvil, and
90 - Fuel the Inferno: When activating an Advanced Grindstone or Advanced Workbench, you may choose to sacrifi
that session.
100 - Heart of Creation: Pour your Dragonborn blood into the fire at one forge. Forging an item in this forge empow
by 15% and reducing attack damage taken by 15% for 1800 seconds.

Sneak
0 - Sneak Mastery (2): Sneaking is 15/30% more effective. Sneak success depends on visibility (movement and ligh
distance.
20 - Sneak Attack: Sneak attacks with one-handed weapons deal 100% more damage. Sneak attacks with any othe
20 - Tripwire: Grants the "Tripwire" power. At will, places a tripwire in front of you for 120 seconds. It snaps when tr
30 - Demolition Job: All Destruction spells and scrolls are 1% more powerful per level of Sneak if the target is not d
30 - Fog of War: Sneaking is 15% more effective against targets that are in combat with you, or 30% if they are in co
30 - Silent Roll: Sprinting while sneaking executes a silent forward roll.
30 - Spot Detection: Grants the "Spot Detection" power. At will, outlines all humanoids within 150 feet that are dete
40 - Assassin's Blade: Sneak attacks with daggers deal 1% more damage per level of Sneak.
40 - Dynamic Entry: Performing a silent roll increases your weapon damage by 40% and unarmed damage by
40 - Infiltrator: Your footsteps and equipped armor make 75% less noise when sneaking.
40 - Whiplash: Tripwire also reduces armor rating by 1000 points for 5 seconds.
50 - Backstab (2): You deal 25/50% more damage and critical damage with daggers when striking a target from be
50 - Light Foot: You won't trigger pressure plates.
50 - Right Behind You: You are adept at hiding in your target's blind spot. Sneaking is 15% more effective within
60 - Disengage: Grants the "Disengage" power. Once a day, all enemies within 100 feet who are attacking you or se
activities.
60 - Dodge Roll: Performing a silent roll makes you ethereal for 1 second, causing all incoming attacks and spells t
60 - Smokescreen: Grants the "Smokescreen" power. Once a day, creates a 35 foot cloud for 180 seconds that blin
targets. Sneak attacks against them deal 50% more damage.
70 - Backup Plan: After being out of combat for at least 5 seconds, entering combat will place a Tripwire behind yo
Tripwire at a time.
70 - Clean Escape: When you stand still for 8 seconds while sneaking, enemies within 150 feet no longer search for
80 - Behind Enemy Lines: Sneaking is 15% more effective for each enemy within 100 feet that is not detecting you.
80 - Partystarter: When you gain invisibility, places a barrel of flammable booze at your location. When you lose inv
Sneak skill level and staggering targets. This effect has a 15 second cooldown.
80 - Problem Solver: Sneak attacks deal 10% more damage for each 200 points of Health the target has, up to
90 - Cloak and Dagger: Breaking invisibility with a power attack is a guaranteed critical strike that deals
90 - Greased Lightning: A hidden bottle enables you to leave a trail of grease whenever you perform a silent roll in c
enemies, while sprinting enemies slip and fall to the ground.
90 - Shadow Warrior: Entering sneak mode in combat grants 2 seconds of invisibility, briefly leaving combat and fo
8 second cooldown.
100 - Laughing Ghost: Grants the "Laughing Ghost" power. At will, while sneaking, teleport through the shadows be
weapon that deals double sneak attack damage. The target must be out of combat.

Speech
0 - Speech Mastery (2): Sell items for 10/20% more. Your intimidation attempts are twice/four times as likely to suc
20 - And the Universe Listens: Shouting restores points of Health, Magicka and Stamina equal to your shout cooldo
based on your shout cooldown.
20 - Performer: Grants the "Perform" power. Once a day, play a song to entertain up to five people within 50 feet an
and the amount of gold they are carrying.
30 - Bribery: Can bribe guards to ignore crimes.
30 - Kinship: Buy items for 15% less when trading with the same race.
30 - Irresistible Dance: Can Perform in combat to force the two nearest enemy people within 100 feet to dance spe
skills by 50 levels. Use again to stop.
30 - Serenade: Performing to members of the opposite sex yields twice as much gold and potentially small items.
40 - Business Relation: Create a bond with the next merchant you speak with. Buy items for 30% less from that spe
40 - Encore: Able to Perform multiple times per day.
40 - Golden Fiddle: Irresistible Dance now also forces daedra, undead and animals to listen spellbound.
40 - Windborne: Shouting summons up a divine wind, granting 30% extra attack damage and 15% increased movem
50 - Force Redoubled (2): 25/50% chance to reduce the cooldown of any shout to 3 seconds.
50 - Salesman: Can sell any type of item to any kind of merchant.
50 - Speak with Animals: Can Activate animals to tame them, forcing them to follow you anywhere you go and fight
Companion at a time. Use the "Release Companion" power to release your Wild Companion.

60 - Earthquake Drum: Can Perform in combat to unleash shockwaves. Each drumbeat deals 50 points of damage
60 - Hurricane Force: Shouts that affect others are 1% more powerful per level of Speech.
60 - Investor: Can invest 500 gold with a shopkeeper to increase his or her available gold by 500 permanently.
70 - Fence: Can barter stolen goods with any merchant.
70 - Horn of Sovngarde (2): Grants the "Horn of Sovngarde" power. Once a day, blow a horn to call the nearest three
you for 600 seconds/one ingame day.
70 - Thu'um of War: Your shouts stagger nearby enemies within 25 feet, reducing armor rating by 300 points for 10
ground.
80 - Gift of Kynareth: Improves your Wild Companion. Wolves gain 100% extra attack damage. Spiders gain magic
points of armor. Saber cats gain 40% movement speed and move silently.
80 - Merciless Storm: Grants the "Merciless Storm" power. Once a day, cancels an active shout cooldown, allowing
80 - Witching Rhythm: Earthquake Drum deals 50% more damage. Each beat of Earthquake Drum also briefly reduc
seconds.
90 - Lord of the Dance: Irresistible Dance can affect up to five enemies.
90 - War Drummer: Each beat of Earthquake Drum also heals nearby allies by up to 20 points based on their missin
damage for 0.4 seconds.
90 - Trade Prince: Every merchant in the world gains 1000 gold for bartering.
100 - Dovahzulaan: For 120 seconds after using Merciless Storm, any shout you use also carries the previous shou

Two-Handed
0 - Two-Handed Mastery (2): Two-handed weapons do 25/50% more damage./, and critical strikes with two-hande
Handed.
20 - Trained Fighter: Reduces the Stamina cost of power attacks with two-handed weapons by 20 points.
30 - Bleed Like a Dog (3): Attacks with battle axes deal an additional 2/3/4 points of damage per second for 3 seco
damage equal to 20/25/30% of the Health they lost while bleeding.
30 - Clash of Heroes (3): Attacks with greatswords reduce the target's attack damage by 15/20/25% for
30 - Crushing Blows (3): Attacks with warhammers reduce the armor rating of armored enemies by 75
40 - Batter (2): Power attacks with a warhammer have 15/25% chance of a critical strike. All critical strikes with a w
40 - Ferocious Strength: Power attack damage with two-handed weapons increased by 15% plus 0.1% per point of
40 - Maul (2): Power attacks with a greatsword destabilize a target, increasing the damage of your regular attacks a
40 - Rive (2): Power attacks with a battle axe ignore 25/50% armor.
50 - Avalanche: Forwards power attacks with a warhammer daze a target for 10 seconds, causing the target to sta

50 - Breach the Wall: Forwards power attacks with a greatsword that would leave the target above 60% Health deal
50 - Execute: Forwards power attacks with a battle axe execute targets below 30% Health, delivering a critical strike
50 - Trample: Can perform a two-handed sprinting power attack that deals up to 50% more damage and critical dam
Health percentage, the more damage and critical damage is dealt.
60 - Death or Glory: Two-handed power attacks deal up to 100% more damage below half Health. The damage bon
60 - Decimate: Sideways power attacks with a battle axe hit all targets in front of you. This deals 20% more damage
60 - Subjugate: Sideways power attacks with a greatsword hit all targets in front of you, lowering attack speed to 5
target.
60 - The Pendulum: Sideways power attacks with a warhammer hit all targets in front of you. When this hits a targe
the ground, dealing 50% more damage and a critical strike that does double critical damage.
70 - Bisect: Standing power attacks with a battleaxe deal bonus damage equal to 15% of a target's current Health (
70 - Grand Slam: Whenever a standing power attack with a warhammer inflicts a critical strike, it deals
70 - Humiliate: Standing power attacks with a greatsword fatigue a target, draining 150 points of Magicka and Stam
70 - Massacre: In combat, swinging a two-handed weapon has 10% chance to increase attack speed by
80 - Deadfall: Bashing with a warhammer to interrupt an attack before it hits allows you to follow up with a power a
armor by 500 points for 5 seconds.
80 - Overthrow: Bashing with a greatsword to interrupt an attack before it hits allows you to follow up with a power
three times critical damage and disarms them.

80 - Ram's Head: Bashing with a battle axe to interrupt an attack before it hits allows you to follow up with a power
80 - Wolfkin: After performing 2 or more consecutive two-handed power attacks in combat, your next two-handed r
deals 15 bonus damage for each power attack.
90 - Bear Hide: You take half damage from enemy attacks while power attacking with a two-handed weapon.
90 - Enter the Arena: Massacre always activates when you take your first two-handed swing in combat. This effect
90 - Voice of Rage and Ruin: In combat, swinging a two-handed weapon has 4% chance to activate your currently e
100 - Slayer of a Thousand Sons: In combat, two-handed weapons deal 5% more damage for each humanoid or an

> Top of Page


hat all the prerequisites are for each perk.

ing at once.

otions you mix that restore or fortify the chosen attribute are 50% stronger.
Magicka and Stamina per second for 30 seconds.
or 2500 gold. Potions you mix are 25% stronger at an Advanced Lab. Can be

of Alchemy.

ate a pool of oil that lasts 20 seconds. It reacts violently when struck by a projectile or

ating of an affected target for their duration.


last 15 times longer and are 25% stronger.
s.

ect of a beneficial potion or ingredient, but reduced by 25 points when you are not.
n to "Fire Oil", "Frost Oil" and "Shock Oil", you may also choose "Calming Oil", "Frenzy

effects are removed from created poisons.


o silently reduce their poison resistance by 250% for 10 seconds.
powerful side effect, randomly chosen from a range of 40 side effects.
themselves.
dles last 60 seconds.
time you get hit with a weapon, retaliate with a powerful poisonous strike that deals

aking 150 damage per second. If you survive for 60 seconds, you receive 3 perk points

spells last 0.5/1% longer per level of Alteration.


tiveness and cost.
earing armor.
from attacks while charging or concentrating on a spell.
kill level.
gicka and are twice as effective. When you run out of spells, you are unable to cast

ch shrine grants a permanent bonus to one school of magic, making all spells from that

tive armor spell), you become intangible and unable to be affected by spells or attacks

ge for 4 seconds.
reducing its difficulty to zero.
and elemental damage by 35% but you lose Magicka equal to the amount of Health
shield is disabled when your hands are lowered.
cka to cast.
tional Vancian Magic spell for each 10 points of base Magicka.
ease by 50 points.
s perk. Alteration spells gain x2 duration if cast within 5000 feet, and x20 duration if
feet.
Undead, Invisibility) and 3 magic effects (Fortify, Regenerate, Waterwalking, ...). The

less or more spells in exchange for increased or decreased spell effectiveness, and/or
ext rest.
emies within 10 feet by 150 points for 4 seconds.
ond but absorb 25 points of Magicka per second from living creatures within 20 feet,

h to transmute its body into gold worth 100 times its level, killing the target. Has a 50%
ay that teleports you to the location of your Home Mythal.
earth under your feet that carries you into the air and out of melee range. While
disabled when your hands are lowered.

efly turn invulnerable and teleport back to the location where you entered combat.
erating Magicka and Stamina.
of nearby enemies within 10 feet by 15% for 4 seconds.
dual casting. A mastered spell is 20% more powerful or lasts 40% longer. Only one spell

rikes with bows and crossbows do 2% more critical damage per level of Archery.

d crossbows deal 20/40% more damage to that target for 10 seconds.


eyond 50 feet. The damage bonus increases as distance increases.
y 25/50%.
This effect stacks.

moving.
effective against targets with a lower remaining Health percentage. No effect on

ssbow.

strike that deals three times critical damage, and any weapon enchantments applied by

es 25% more damage until you move.


power attacking and knocking them down if they are staggered.
a fully drawn bow or crossbow in combat. This effect stacks.
for 10 seconds, looking for opportunities for a killing shot. Finding their vulnerability

s effect (Force, Immolation, Freezing, Grounding, Maze or Death) based on its material.
ow manifests a Spirit Wolf for 30 seconds. The wolf deals damage equal to 15% of

sting. Shooting a fully drawn bow in combat also releases the stored spell in the
g less than 2.75 seconds between each hit, deals bonus damage equal to 15% of the

ds after the bow is fully drawn. Crossbows deal triple damage to targets with 20% or

r weapon, blocking 30% more damage and staggering attackers in melee range. (If you
onds/1 second.)
ws that hit the shield do no damage.
increased strength, increasing your attack damage and critical strike damage against

ck spells and effects, reducing their damage by 50%/to zero.

eals double damage.


reak, restoring 75 points of Stamina. (Taking an unblocked attack or blocking an

They won't flee from combat but can't regenerate Stamina, lose 15 points of Stamina

ggering all within an 8 foot radius.


to the ground. Targets can only be affected once every 30 seconds.
nds. This effect stacks.
ng.
ath to the ground, but costs 10 points of Stamina per second. Enemies can only be

ou have Stamina remaining.

tion spells last 0.5/1% longer per level of Conjuration.


ed on the map. At a Bone Altar, convert 1 of each bone into a Skeleton Warrior.
hem, not destroy them.
ectiveness and cost.
e damage.
f base Magicka.
away.
xtra attack damage for 15 seconds after being reanimated. The level cap of

250 souls, all bound weapon perks last twice as long.


g (or five times at night).
d of one at a time. Skeletons take 25% less damage from attacks.
imes if you place Hagraven Feathers into their inventory or use the Dread Zombie or
animated.
corpses can be raised, but they dissipate when combat ends. Use the "Merciful King"

e/all bones when you destroy a created Skeleton. Created Skeletons last 75/200%

ead and deal 100 extra damage to non-conjured Daedra.


absorbs your lifeforce to heal itself, preventing you from regenerating Health but
ombat).
% longer. When you do not command a summon or reanimated minion, you lose 250

onjured Daedra within 30 feet.


Armor, Stagger) at a Bone Altar. /You may choose their element at the time of

or reanimated undead within 15 feet.


agicka and Stamina regeneration while draining 15 points per second. When both are
econd.
cker is stricken with a Daedric disease that deals 40 damage per second for 20

seconds.
tons within 150 feet. Lasts until the Skeleton is destroyed and increases weapon

ce by 30% for 5 seconds.


n 30 feet gain 30% extra attack damage.
explodes, dealing up to 300 points of fire damage to targets without this perk. You

ra attack damage and 100 points of armor rating for 5 seconds when a target is struck.
evel and more powerful.
elivering the killing blow with a bound weapon attack. The brand grants 25% attack
ns cannot be branded.
healing them and increasing Health, Magicka and Stamina by 200 points for 600

on spells (Dread Zombie, Dead Thrall). Able to manipulate their inventory and equip
ls. The level cap of those spells is also increased by 100%.
oldown (Flame Atronach: fire explosion. Frost Atronach: reduced armor/magic
ge and movement speed).
30% if you control a summoned Daedra or other non-undead minion.
deal 25% more attack damage when you are attacking, and their spells are 25% more

ds after reanimation completes, it attacks 250% faster and moves 50% faster for 10

et gain 50% magic resistance and 300 points of armor.


eton does quadruple damage and takes half damage. Unless commanded to remain

s of base Magicka, up to 3 additional minions.

n spells are 0.25/0.5% more powerful per level of Destruction.


ul, based on the target's missing Health percentage.
ectiveness and cost.
erful, based on the target's missing Magicka percentage.
werful, based on the target's missing Stamina percentage.

ble weather: fire spells in sunlight, frost spells during snowfall, shock spells in the rain.
.
onds.
additional damage to make up the difference.
eals 5 points of unresistable fire damage per second for 4 seconds.

he burning ground deals 8 points of damage per second for 3 seconds on contact.
for 5 seconds. If the targets are not resistant to frost, frost spells also reduce armor by

oes not work on massive targets.


es at a time.
stance of fire damage that hits an ignited target (except burning ground) detonates,

preventing movement.
30% more powerful.
area, reducing frost resistance by 25% for 10 seconds. This effect stacks.
nd deals 40 points of damage per second to Health and Stamina for 4 seconds on

200 points of shock damage to nearby enemies and staggers them. This can only
20 seconds: fire spells and effects are 50% more powerful and cost half Magicka, and
cur once per battle.
10 second elemental burn that deals 15% damage per second.
are not shock resistant.
t resistant.
ating a pyre that burns for 30 seconds. The burning ground deals 50 points of damage

mage from the burning ground created by Conflagration, Scorched Earth or Pyromancer

effects of that element are 15% more powerful, while spells and effects of the other

yromancer Ascension deals 25% more damage. Additionally, other fire spells and

s and ignites nearby enemies, dealing 30 points of fire damage per second for 4

n combat, your next shock spell triggers a ground discharge that radiates outward from

within 25 feet by 50%. This penalty is applied on top of Shatter.


htning Storm spell directly at a target will magnetically levitate them in front of you for

their current Health (max. 250 damage), blasting them into the air and reducing magic

seconds, reducing magic resistance by 25%. This effect has a 120 second cooldown,
wn.

/4 extra weapon charge points per level of Enchanting.


nchanting.
5% of the victim's soul, recharging the weapon. Does not apply to staves.
harge and you gain a small amount of Enchanting experience in combat.
ower attack (or 50% for a two-handed power attack).
g process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25%

damage and critical damage. When a staff is equipped in your right hand, your spells

ng. Your power attacks and power bashes unleash the stored spell for free, with a
attack with your right hand, dealing 50% more damage and critical damage.

t hand are 10% more effective if you are wielding a weapon in your right hand. Attacks
eft hand.
% stronger.

charge level when you last equipped them or recharged them with a soul gem.
ful and last 10% longer.
eapon charge to restore Health by 15% of the amount drained and Magicka and
e drain is split.)

e at a rate of 15 points per second but making your weapon enchantments 1% more
e staff is equipped.) Sheathe to cancel.

for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can

r left hand and striking with an enchanted weapon in your right hand releases a flash

xus, placing up to three enchantments upon it that are 25% stronger. Try as you might,

a small amount of Heavy Armor experience when wearing at least two pieces of

20% less attack damage from enemies with half or less Stamina, if wearing all Heavy

Armor.
Whenever an enemy attacks you, you gain 15 points of armor rating for 10 seconds.

"wearing all Heavy Armor". If you are not wearing a helmet, Heavy Armor pieces have

hat grants 150 points of armor and 25% melee damage to allies within 25 feet wearing

hen worn.
. This effect stacks.
attacked by an enemy, becoming immune to stagger for 4 seconds.
Heroes, Denting/Crushing Blows, Bleed Like a Lamb/Dog, Bite Marks). If wearing all
hese perks.
acks.
feet by 25% of your own armor, and the armor of allied Skeletons created by Bone

125% more damage to the attacker for 5 seconds if wearing all Heavy Armor.
of armor if wearing all Heavy Armor.

se 5% attack damage and you gain 5% attack damage for each enemy affected.
d at your location for 120 seconds. This does not count against the limit of one

Health (or 20% Health if you are affected by Rallying Standard).


mies within 30 feet in front of you may break their confidence, causing them to flee for 8

Heavy Armor. You take 75% reduced damage from attacks for 1 second.
trike rebounds forcefully as if striking solid rock, staggering them and potentially

% longer per level of Illusion, and mind affecting Illusion spells (Calm, Fear, Frenzy,

ss of your Illusion spells by 50% for 3600 seconds. Chance to fail and alert the victim,

ess and cost.


es allied creatures and people within 40 feet. Those affected gain 20% extra attack

40 feet. Any Illusion spell you cast on those affected is 25% more powerful and lasts

seconds.
nd magic resistance by 20%.
f you are the same race as the target).
ll shouts, are silent to others.
ce lose 200 points of armor and 50% magic resistance.
ints stronger, chosen at random.
of the target with 1% extra attack damage per Illusion level. The illusion relentlessly

e drop their weapon.


powerful as long as you remain above 75% Health.
g Presence also work on undead, daedra and automatons.
g Presence gain 50% extra attack damage.
g their disposition towards you. High disposition may earn you quests, discounts and

esence are enraptured by a lotus dream from which they may refuse to return to reality.
s.
mage from attacks and sneaking is 15% better.
Calm spell to send a wraith to slay the target within 15 seconds. This counts as an
rget at a time.
o compel the target to stand motionless for 30 seconds. Your attacks against this
t at a time.
mmanding Presence to engage your attacker, dealing 250% extra attack damage for 5

he radius of Imposing Presence, absorbing 25 points of Magicka per second.


an illusion of the target. The illusion fights for the target for 60 seconds and the target

your side until released. You can only have one Dream Thrall at a time. Chance to fail

spell will summon a disembodied eye under your control. The eye has 1 point of
this perk.
y spell to incapacitate the target with magical exhaustion for 30 seconds and drain 500
ct one target at a time.
sence are consumed by battle hunger when there are no other enemies remaining,

try, Lamb to the Slaughter, Nemesis, The Reaper Comes), Illusion spells are 50% more
seconds out of combat.

ever you want (light, heavy, or unarmored).

small amount of Light Armor experience when wearing at least two pieces of Light

ou gain Light Armor experience when using unarmed attacks in combat. Requires two

ll Health if wearing all Light Armor.


damage from power attacks.
or.
20% of your maximum Stamina per second. This bonus gradually diminishes over the
wearing all Light Armor". If you are not wearing a helmet, Light Armor pieces have 20%

ovement speed is increased, they do 2% damage per 1% movement speed. Requires

ovement speed for 8 seconds. This effect stacks. Requires two free hands.

s and spells to miss for 1 second. This effect has a 5 second cooldown.
nemy if wearing all Light Armor.
ush regenerates 5% of your maximum Stamina per second for 6 seconds if wearing all

sun). Unarmed attacks unleash a shockwave that deals the chosen damage type to all

ck damage and critical damage if wearing all Light Armor. This effect is lost for 6

ects by the same amount.


at, gain 10% movement speed for 6 seconds if wearing all Light Armor.
.
cal damage equal to 40% of your current Stamina. If you are affected by Wardancer,

active. When you lose the Wardancer effect due to an unblocked attack, it also deals

fter entering combat while wearing all Light Armor.


my's power attack. If the power attack misses, the effect lasts until combat ends or

em from your inventory to place them. The teeth of placed Bear Traps deal 2 points of

rim. Each grants 15000 gold and a free perk point when removed from its container.

ficulty is based on its current Health. Pick its lock within 15 seconds to reduce its

r for 120 seconds. During this time, it contains valuable items (based on your
e hours.

uminated by Robber's Eye improves the added treasure by an average of 50% based on
ing by 10 points per level of Lockpicking for 5 seconds.

it small or fast moving targets. They also rearm themselves 2.5 seconds after being

15 seconds to hack the automaton, forcing it to follow you and fight for you. If you fail,

tions, ingots, weapons, armor, scrolls). Containers illuminated by Robber's Eye are

some corpses, urns, etc.


he location of the nearest Bear Trap placed within 50 feet (not during combat or

s effective.

0% faster. Hitting your Hotwired Automaton with a mace or warhammer repairs it 150
seconds.
in many dungeon chests from 10% to 15%.
oison, Drain Magicka, Drain Stamina, Slow, Banish or Turn Undead. This effect is

ert or lower level without using a key or manually picking the lock. After picking or

l strikes with one-handed weapons do 2% more critical damage per level of One-

pons by 15 points.

eed damage per second for 30/45/60 seconds to living targets. This effect stacks.
ge per second for 3 seconds to living targets. When the bleeding stops, they take

0/15/20% for 3 seconds.


y 50/75/100 points for 15 seconds.

ower attacks against the target by 25/50% for 4 seconds.


plus 0.1% per point of Stamina. Unlocks decapitations.

get three or more times. Resets when 2 seconds pass between hits.
s critical damage (four/eight times against the undead). Targets can only be struck by
conds. When a bleeding target falls below 25% Health, your attacks against that target

damage and critical damage to a target above half Health. The higher its remaining

m 20% extra attack damage for 15 seconds. This effect stacks.


ng with the weapon while the opponent is winding up their attack or drawing a bow

he target to drop their shield and take a critical strike that deals five times critical

te Marks damage, whether or not the attack is blocked.


ning 1% extra attack damage and 1% bonus attack speed for 20 seconds. This effect

ning 100 points of Magicka and Stamina and halting regeneration for 5 seconds.

act, dealing 1% more damage per point of Stamina depleted and doing a critical strike.
t, dealing up to 40% more damage based on distance traveled.
or 30 seconds. This effect stacks.

of Wolfstooth on the user, dealing 50% bonus damage and a critical strike for 250%

lating damage if no more than 3 seconds pass between each. This effect stacks up to
ir feet.
ubsequent standing power attacks with a mace within 20 seconds, increasing their

cks in combat, your next one-handed power attack is a Thundering Blow that deals

% of their current Health (max. 40 damage).


k with a dagger within 30 seconds paralyzes the target for 20 seconds. Your attacks

ints of Stamina.
gets.

to 40 seconds. For 8 seconds, dual wield power attacks deal 50% more damage and

ingle battle, you gain a permanent +1% bonus to one-handed damage. This effect
weight by 50/100 points.
ain in an especially violent fashion (with an attack that dealt at least 100 more damage

rabbit to lead you to the nearest loose valuable item (armor, weapon, key, book, soul

or 300 seconds. If you interact with the target during this time, they will carry valuable
s.
pickpocketing.
s in possession of the coin, your attacks deal 100/200% more damage and critical

ctive and movement speed is increased by 25% for 10 seconds.


nt crimes to decay at a rate of 50% of your Pickpocket skill level each day.
ingots, scrolls). Those illuminated by Thief's Eye are three times more likely to carry

message displayed) for at least 10 seconds adds 20% to your chance to pickpocket

300 more gold.


any equipped item.
's Eye, a new victim is illuminated, up to 4 times in a row.
and others in a 40 foot radius around the target. For 45 seconds, you will not receive a
hemselves.
causing whoever is in possession of the coin to attack randomly for 30 seconds. Any

may choose to spend it to purchase a perk point.

tion spells are 0.25/0.5% more powerful per level of Restoration.


l to half of your Restoration skill level per second. This effect gradually diminishes

ectiveness and cost.


alf Health. The bonus increases as Health decreases.
e powerful against undead enemies.
e a permanent blessing that makes Restoration spells 1% stronger per 20 points of

oration skill reaches 50, you learn "Death Cloud". When your Restoration skill reaches
your Restoration skill reaches 50, you learn "Holy Hands". When your Restoration skill

mies to inflict damage equal to 75% of the heal amount.

them from casting spells. No effect on massive targets.

h overheals you, fortifying Health by 1 point per level of Restoration for 20 seconds.

within 100 feet (including you). Friendly targets are blessed, restoring 20 points of
instead.
ursed by Warrior's Flame take 30 points of damage per second.
ffect burn with divine fire, taking 10 points of damage per second for 10 seconds. Your

of that spell's cost (or 100% if you are blessed by Warrior's Flame).
dian and Under my Wings to hit and damage enemies.
y Warrior's Flame are healed 20 points per second.
rated by Spellbreaker and Mage Ward).
ger and last 50% longer.
resistance of enemies approaching within 40 feet by 50% for 30 seconds.
mechanical allies within 20 feet. Does not apply to concentration spells.
ent and releases it in periodic bursts, healing you 100 points every 30 seconds.
ng.
uces armor by 200 points and magic resistance by 25% for its duration.
e blessing.
negates up to 100 points of spell damage and effects.
who fall below 30% Health are automatically healed 150 points. This effect has a 30

than the last.

Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr, Talos, Zenithar) confer

skill by 15 levels for 120 seconds.


nearby for 20 seconds. Costs 250 Magicka.

l, and improve them twice as much./All items can be improved 10% more.
e the "Dwarven Autocannon" power to deploy them. Cannons fire parallel to your
u are within 12 feet.
Advanced version for 2500 gold. It improves items one tier higher (items can be
e another of the same type.
n. You can create items of the chosen type at a forge or anvil, and improve them twice
mporary Meric (Elven/Chitin) and Dwarven items at a forge or anvil, and improve them

moves slower than a regular shell but deals shock damage to Health and Magicka

dstone or Advanced Workbench.


een it and you.
ou can create items of the chosen type at a forge or anvil, and improve them twice as
(Scaled/Plate/Nordic) and Orcish items at a forge or anvil, and improve them twice as

25% extra attack damage for 10 seconds. This can only occur once every 30 seconds.
ght Armor, Heavy Armor or Archery. Items of the chosen type can be improved 20%

n create items of the chosen type at a forge or anvil, and improve them twice as much.
line (Ebony/Stalhrim) items at a forge or anvil, and improve them twice as much.

ting of enemies wearing items of the chosen type. If you Specialized in a weapon type,

g speed per shot, up to 200%.


of the chosen type at a forge or anvil, and improve them twice as much. Investing a
ms at a forge or anvil, and improve them twice as much.
ou may choose to sacrifice a Dragon Soul to improve items by a further one tier during

tem in this forge empowers you, increasing attack damage and critical strike damage

bility (movement and light level), sound (movement and armor weight), skill level and

eak attacks with any other weapon or fists deal 25% more damage.
seconds. It snaps when tripped, knocking all targets hit by it to the floor.
neak if the target is not detecting the caster (2% for rune spells).
u, or 30% if they are in combat with someone else.
hin 150 feet that are detecting you with a green glow. Lasts 30 seconds.
k.
narmed damage by 40 points for 3 seconds.

striking a target from behind.

more effective within 30 feet and 30% more effective within 15 feet.
o are attacking you or searching for you instantly stop and resume their normal

ming attacks and spells to miss.


or 180 seconds that blinds those in the cloud, preventing them from seeing sneaking

ace a Tripwire behind you for 60 seconds. This does not count against the limit of one

feet no longer search for you.


that is not detecting you.
ation. When you lose invisibility, it explodes, dealing fire damage equal to 200% of your

the target has, up to 50% more damage.


ke that deals 50% more critical damage.
u perform a silent roll in combat. The grease lasts for 10 seconds and staggers running

fly leaving combat and forcing distant opponents to search for you. This effect has an

through the shadows behind a target to attempt a sneak power attack with your right

four times as likely to succeed.


qual to your shout cooldown in seconds. You gain Speech experience when shouting

people within 50 feet and collect a donation from each, based on your Speech skill

hin 100 feet to dance spellbound, preventing them from acting and reducing their armor

potentially small items.


or 30% less from that specific merchant.

n spellbound.
nd 15% increased movement speed for 15 seconds. This effect stacks.
ds.

nywhere you go and fight for you until released. You can only have one Wild
n.

als 50 points of damage to nearby enemies within 30 feet. Use again to stop.

by 500 permanently.

n to call the nearest three friendly people (except followers) within 200 feet to follow

ting by 300 points for 10 seconds and knocking enemies below 25% Health to the

age. Spiders gain magic immunity. Bears gain 150 points of Health. Chaurus gain 300

hout cooldown, allowing you to shout again immediately afterwards.


e Drum also briefly reduces the magic resistance of affected enemies by 200% for 0.4

nts based on their missing Health percentage, and grants them 100% extra attack

carries the previous shout.

al strikes with two-handed weapons do 2% more critical damage per level of Two-

ns by 20 points.
age per second for 3 seconds to living targets. When the bleeding stops, they take

15/20/25% for 3 seconds.


emies by 75/100/125 points for 15 seconds.
All critical strikes with a warhammer deal double critical damage.
% plus 0.1% per point of Stamina. Unlocks decapitations.
e of your regular attacks against the target by 25/50% for 5 seconds.
causing the target to stagger when struck by any unblocked attack.

et above 60% Health deal enough additional damage to make up the difference.
delivering a critical strike that deals twenty times critical damage.
e damage and critical damage to a target above half Health. The higher its remaining

Health. The damage bonus increases as your Health decreases.


deals 20% more damage for each enemy within 8 feet.
wering attack speed to 50% for 10 seconds. This effect has a 20 second cooldown per

ou. When this hits a target twice within 10 seconds, the second hit knocks the target to
e.
target's current Health (max. 150 damage).
rike, it deals 3% more critical damage per point of Stamina.
ints of Magicka and Stamina and halting regeneration for 5 seconds.
ack speed by 175% for 3 seconds.
follow up with a power attack within 2 seconds to crush the attacker, reducing their

o follow up with a power attack within 2 seconds to deliver a critical strike that deals

o follow up with a power attack within 2 seconds to knock them to the ground.
t, your next two-handed regular attack manifests a Spirit Wolf for 30 seconds that

o-handed weapon.
ng in combat. This effect has a 30 second cooldown.
activate your currently equipped power.
for each humanoid or animal you have slain in the previous battle, up to 40%.
Alchemy
Alteration
Archery
Block

Conjuration
Destruction
Enchanting
Heavy Armor
Illusion
Light Armor
Lockpicking
One-Handed
Pickpocket
Restoration
Smithing
Sneak
Speech
Two-Handed
Vokrii - Minimalistic Perks of Skyrim
Up-to-date as of Vokrii v2.0.1
SSE link
LE link

Quick Navigation
> Alchemy > Enchanting > Pickpocketing
> Alteration > Heavy Armor > Restoration
> Archery > Illusion > Smithing
> Block > Light Armor > Sneak
> Conjuration > Lockpicking > Speech
> Destruction > One-Handed > Two-Handed

You can scroll to the right in order to see images of the skill trees. That way you can know what all the prerequisites a
Use the left and right arrow keys to quickly switch back and forth or zoom out to see everything at once.

Alchemy
Scaling: Levels in Alchemy improve potions and poisons you make by up to
Experience: Gain Alchemy experience by making potions and poisons.

0 - Alchemy Mastery (5): Potions and poisons you make are


20 - Physician: Potions you make that restore Health, Magicka or Stamina are
30 - Benefactor: Beneficial potions you make are 25
30 - Poisoner: Poisons you make are 25% stronger.
40 - Concentrated Poison (3): Poisons applied to weapons last for
50 - Experimenter: Eating an ingredient reveals hidden effects.
50 - Stimulants: Regenerate an extra 2% of your total Magicka and Stamina per second under the effects of a benefi
60 - Green Thumb: Twice as many ingredients are gathered from plants.
60 - Slow Metabolism (2): All potions and food with beneficial effects last twice/three times as long.
70 - Alkahest: Ignore 50% armor when attacking a poisoned target.
70 - Purity: All negative effects are removed from created potions, and all positive effects are removed from create
80 - Adrenaline: Move 10% faster under the effects of a beneficial potion or food.
80 - Plague Doctor: Nearby opponents get 25% weakness to poison and disease.
90 - Gourmet: Vendors of rare alchemical ingredients may sell Jarrin Root, used to make deadly poisons.
100 - Double Toil and Trouble: Twice as many potions are created.

Alteration
Scaling: Levels in Alteration increase the duration of Alteration spells and effects by up to
Experience: Gain Alteration experience by using Alteration spells effectively.
0 - Alteration Mastery (5): Cast Alteration spells up to Novice/Apprentice/Adept/Expert/Master level for half Magic
20 - Alteration Dual Casting: Dual casting an Alteration spell overcharges its effects, increasing power and casting
20 - Mage Armor (3): Protection spells like Stoneflesh are
20 - Magic Resistance: Increases Magic Resistance by
30 - Battlemage: Attacking while casting a spell or charging a staff in your other hand deals
40 - Sorcerer's Robes: Spells from any school are 25
40 - Stability: Alteration spells and effects last 25% longer.
50 - Ocato's Preparation: When entering combat, automatically activates the most effective magical armor spell yo
50 - Telekinetic Force (2): Objects thrown with Telekinesis deal an extra
60 - Alter Self (2): Choose an attribute to raise by 50
60 - Initiate: Novice spells of any school cost no Magicka to cast.
70 - Arcane Guidance: Detection spells reveal targets from much farther away.
70 - Runic Weapon: One-handed weapon attacks improve your spells cast on the target by
80 - Atronach: 30% chance to absorb incoming spells, replenishing your Magicka.
80 - Force of Will: Take 20% less attack damage while dual casting a spell if not wearing armor.
90 - Hethoth's Escape: Once every 10 minutes, paralyzes a melee attacker that is about to deal lethal damage to yo
90 - Telekinetic Prodigy: Dual cast Telekinesis to grab opponents.
100 - Ritualist: Two-handed spells can be cast while moving, at

Archery
Scaling: Levels in Archery improve your damage with ranged weapons by up to
Experience: Gain Archery experience by inflicting damage with ranged weapons.

0 - Archery Mastery (5): Ranged weapons do 20/40


20 - Far Shot (2): Ranged weapons do up to 20/40% more damage to targets beyond
20 - Point Blank Shot (2): Ranged weapons do up to
30 - Eagle Eye: Pressing Block while aiming will zoom in your view.
40 - Impaling Shot: Ranged weapons wound the living for
40 - Breaching Shot: Ranged weapons knock the shield out of an opponent's hands if they are blocking.
40 - Steady Aim (2): Pressing Block while aiming will zoom in your view and slow time by
50 - Hunter's Discipline: Recover twice as many arrows and bolts from dead bodies.
50 - Power Shot: Ranged weapons have 25% chance to stagger most targets.
60 - Lion's Arrow (2): Dual cast a projectile spell out of combat to imprint it. Fully drawn bow shots trigger a copy o
60 - Ranger: Can move at full speed with a drawn bow.
70 - Quick Shot: Can draw a bow or reload a crossbow
80 - Arrow to the Knee: Ranged weapons knock targets down if they are sprinting, inflicting a critical strike.
80 - Gore: Ranged weapons interrupt power attacks, knocking the attacker back and inflicting a critical strike.
90 - Hunter's Focus: Can't be staggered by power attacks or bashes while drawing a bow or holding a shot.
100 - Pinning Shot: Ranged weapons slow targets by

Block
Scaling: Levels in Block improve block scaling from item quality by up to
Experience: Gain Block experience by blocking damage, and by bashing opponents. Using a shield grants more exp

0 - Block Mastery (5): Blocking is 10/20/30/40/50% more effective.


20 - Deflect Arrows: Arrows do 25% less damage while blocking. Arrows that hit a shield do no damage.
20 - Power Bash: Able to do a power bash by holding down Attack while blocking.
30 - Unwavering Defense: Blocking an attack damages the attacker's Stamina by
30 - Weapon Block: Blocking with weapons is 25% more effective.
40 - Quick Reflexes: Time slows down if you are blocking during an enemy's power attack.
40 - Torch Bash: Bashing with a torch deals ten times as much fire damage and causes living opponents to flee in p
50 - Deadly Bash (2): Bashing deals five/fifteen times as much damage.
50 - Elemental Protection: Blocking with a shield reduces elemental damage taken by

60 - Poke the Dragon: Blocking an attack has 15% chance to stagger the attacker, exposing them to a critical strike
70 - Block Runner: Can move at full speed while blocking.
80 - Mocking Blow: Power bashing taunts the opponent, forcing them to attack you and reducing their attack dama
90 - Dragon Tail: Bashing to interrupt a power attack has
90 - Shield Charge: Able to sprint with a shield raised, knocking opponents down for
100 - Stoneheart: Can't be staggered by power attacks and bashes while blocking.

Conjuration
Scaling: Levels in Conjuration increase the duration of Conjuration spells and effects by up to
Experience: Gain Conjuration experience by using Conjuration spells effectively.

0 - Conjuration Mastery (5): Cast Conjuration spells up to Novice/Apprentice/Adept/Expert/Master level for half Ma
20 - Conjuration Dual Casting: Dual casting a Conjuration spell overcharges its effects, increasing duration and cas
20 - Mystic Binding: Bound Weapon spells now create Mystic Weapons instead, which deal more damage.
30 - Atromancy: Summoned daedra and creatures last twice as long.
30 - Necromancy: Summoned and raised undead last twice as long.
30 - Soul Stealer: Bound weapons cast Soul Trap on targets for
40 - Oblivion Binding: Bound weapons banish conjured daedra, deal
40 - Rift Summoner (2): Can summon three times as far away/at any distance.
50 - Ghoul Frenzy: Raised undead gain 150% bonus attack speed and
50 - Oblivion Stone (2): Summoned daedra and creatures get
60 - Hollow Binding: Bound weapons cut through flesh and spirit, reducing magic resistance by
60 - Grand Conjurer (2): Can reanimate, banish or command targets up to
70 - Blood Zombie: Summoned and raised undead absorb
70 - Elemental Potency: Atronach summoning spells now call higher level Potent Atronachs with improved element
80 - Void Brand: Bound weapons drain 30 points of Magicka and Stamina per second for
90 - Elemental Conflux: While near an allied atronach, gain a
90 - Necromaster: Undead raised with Dread Zombie or Dead Thrall get bonus Health, Magicka and Stamina based
100 - Twin Souls: You can summon or reanimate an additional minion.

Destruction
Scaling: Levels in Destruction increase the power of Destruction spells and effects by up to
Experience: Gain Destruction experience by using Destruction spells effectively.

0 - Destruction Mastery (5): Cast Destruction spells up to Novice/Apprentice/Adept/Expert/Master level for half Ma
20 - Destruction Dual Casting: Dual casting a Destruction spell overcharges its effects, increasing power and castin
30 - Augmented Flames (2): Fire spells and effects are
30 - Augmented Frost (2): Frost spells and effects are
30 - Augmented Shock (2): Shock spells and effects are
40 - Rune Master (2): Can place runes three times as far away/at any distance, and place an additional rune.
50 - Devouring Flames: Fire spells ignite targets below
50 - Chilling Frost: Frost spells reduce attack speed by
50 - Deafening Shock: Shock spells have 15% chance to silence targets for
60 - Hethoth's Disjunction: All opponents affected by a Destruction cloak get
60 - Impact: Projectile based Destruction spells have
70 - Scorched Earth: Fire spells burn their victims to cinders, leaving a pyre that ignites opponents, dealing extra da
70 - Winter's Grasp: Frost spells freeze targets below
70 - Crackling Sphere: Shock spells have 15% chance to levitate targets for
80 - Elemental Barrier: Destruction walls and cloaks deal
80 - Elemental Shield: Destruction cloaks grant 50% resistance to their element.
90 - Mage's Fury: Deal double elemental damage to targets that are ignited, frozen, silenced or levitated.
100 - Eye of the Storm: Two-handed Destruction spells are

Enchanting
Scaling: Levels in Enchanting allows you to enchant items up to
Experience: Gain Enchanting experience by enchanting items, or by wielding a staff in combat.

0 - Enchanting Mastery (5): New enchantments are


20 - Power Stone (3): Staves are 25/50/100% stronger, and an equipped staff improves other weapon enchantmen
20 - Soul Squeezer: Soul gems replenish 250 extra charge when used to recharge weapons.
30 - Weapon Enchanter: New enchantments placed on weapons are
30 - Armor Enchanter: New enchantments placed on armor pieces or clothing are
40 - Scroll Sage (3): Scrolls are 100/150/200% stronger.
40 - Soul Siphon: Death blows with enchanted weapons to creatures trap
50 - Mana Stone: Staves cost 50% less charge, and an equipped staff reduces the charge cost of other weapon enc
50 - Scroll Hunter: 10% chance to find a random scroll on the corpses of people you killed.
60 - Soul Enchanter: New enchantments placed on weapons have
60 - Thunderstruck: Weapon enchantments are 50
70 - Defensive Runes: Take 25% less damage from attacks if you have a staff equipped and no shield.
70 - Regalia Enchanter: New enchantments placed on necklaces, robes, hoods and circlets are
80 - Staff Recharge: After using a staff, the spent charge regenerates at a rate of
90 - Spider Hunter: 5% chance to find a random imbued spider on the corpses of people you kill.
100 - Extra Effect: Can place two enchantments upon the same item.

Heavy Armor
Scaling: Levels in Heavy Armor increase the armor rating of Heavy Armor pieces by up to
Experience: Gain Heavy Armor experience by taking damage while wearing Heavy Armor pieces, or by being in com
you get hit.

0 - Heavy Armor Mastery (5): Armor rating of Heavy Armor pieces increased by
20 - Cushioned (2): You take half/no damage from falling if wearing all Heavy Armor.
30 - Battle Fatigue: Take up to 20% less attack damage from opponents with low Stamina if wearing all Heavy Arm
30 - Heavy Armor Fit: Armor rating of Heavy Armor pieces increased by
40 - Face of Death: Other Heavy Armor perks no longer require a helmet. Armor rating of Heavy Armor pieces increa
40 - Off Balance: Taking an incoming hit in all Heavy Armor has
50 - Heavy Armor Training: Heavy Armor weighs nothing and doesn't slow you down when worn.
60 - Reap the Whirlwind: Taking an incoming hit in all Heavy Armor grants
60 - Tower of Strength: Take 25% less damage from power attacks and bashes if wearing all Heavy Armor.
70 - Matching Heavy Set: Armor rating of Heavy Armor pieces increased by
80 - Elemental Defense: Take 15% less elemental damage if wearing all Heavy Armor.
90 - Glancing Blows: Immune to weapon specific perks such as Denting Blows and Mortal Wounds if wearing all He
100 - Face of the Mountain: Taking an incoming power attack or bash in all Heavy Armor staggers the attacker and

Illusion
Scaling: Levels in Illusion increase the duration of Illusion spells and effects by up to
Experience: Gain Illusion experience by using Illusion spells effectively.
0 - Illusion Mastery (5): Cast Illusion spells up to Novice/Apprentice/Adept/Expert/Master level for half Magicka.
20 - Illusion Dual Casting: Dual casting an Illusion spell overcharges its effects, increasing power and casting cost.
20 - Animage (3): Mind affecting spells and effects work on creatures and people up to
30 - Neverworld: Calm spells have 50% chance to persist for
40 - Terror: Fear spells cause opponents to drop their weapon.
50 - Iron Maiden: Fury spells inflict 20 damage whenever the target attacks.
50 - Quiet Casting: All spells and shouts from any school of magic are silent to others.
60 - Lamb to the Slaughter: Calm spells reduce armor by
60 - Splendor: Rally spells improve the target's attributes by an additional
70 - Master of the Mind (2): Mind affecting spells work on on undead, daedra and automatons at half/full duration.
70 - Paralyzing Fear: Fear spells have 25% chance to compel their targets to remain motionless.
80 - Enrage: Fury spells cause targets to deal 50% more attack damage, except when they are attacking the caster.
90 - Spirit of War: Rally spells manifest spectral images of allied targets in combat. The illusions have
90 - Blur: While invisible, you are ethereal and cannot be harmed if you are not attacking or casting a spell.
100 - Mind Thrall: Can activate a person under a mind affecting spell or effect to take control, forcing them to follow

Light Armor
Scaling: Levels in Light Armor increase the armor rating of Light Armor pieces by up to
Experience: Gain Light Armor experience by taking damage while wearing Light Armor pieces, by being in combat w
hit, or by hitting opponents with fists (it is not necessary to wear light armor to utilize the unarmed perks).

0 - Light Armor Mastery (5): Armor rating of Light Armor pieces increased by
20 - Agility: Regenerate an additional 2% of your maximum Stamina per second if wearing all Light Armor.
20 - Iron Fist (3): Deal extra unarmed damage equal to
30 - Light Armor Fit: Armor rating of Light Armor pieces increased by
40 - Keen Senses: Other Light Armor perks no longer require a helmet. Armor rating of Light Armor pieces increase
40 - Windrunner: Move 10% faster if wearing all Light Armor.
50 - Light Armor Training: Light Armor weighs nothing and doesn't slow you down when worn.
60 - Flurry of Blows (2): Power attacks with two empty hands cost
60 - Wardancer: Your attacks deal 15% more damage and critical damage in all Light Armor. No effect for
70 - Matching Light Set: Armor rating of Light Armor pieces increased by
80 - Evasive Sprint: While sprinting in all Light Armor, incoming attacks and spells always miss.
80 - Tough Hide: Wearing all Light Armor grants 40
90 - Ki Strike: Power attacks with two empty hands deal
100 - Untouchable: While Wardancer is active, move an additional

Lockpicking
Scaling: Levels in Lockpicking increase the size of the opening position by up to
Experience: Gain Lockpicking experience by opening locks, by breaking lockpicks (or failing with the Skeleton Key),

0 - Lockpicking Mastery (5): Locks up to Novice/Apprentice/Adept/Expert/Master level are easier to pick.


20 - Looter: In most dungeons, chests contain up to
30 - Quick Hands: Able to pick locks without others realizing that you are committing a crime.
40 - Lockdown: Can lockpick a hostile automaton to shut it down, reducing Health to
50 - Wax Key: Picking a lock gives you a copy of its key if it has one.
60 - Hotwire: Can lockpick an automaton under Lockdown to reprogram it, making it follow you and fight for you.
60 - Treasure Hunter: In most dungeons, regular chests are
70 - Dungeon Master: Most traps deal half damage to you, and five times as much damage to others.
80 - Lucky Guess: Pick starts much closer to the lock opening position.
90 - Archaeologist: In most dungeons, special chests contain six additional weapons or armor pieces.
90 - Overdrive: Hotwired automatons get 50% increased attack damage,
100 - Lockmaster: Can bypass locks of Expert or lower level without using a key or manually picking the lock.

One-Handed
Scaling: Levels in One-Handed improve your damage with one-handed weapons by up to
Experience: Gain One-Handed experience by inflicting damage with one-handed weapons.

0 - One-Handed Mastery (5): One-handed weapons do


20 - Disciplined Fighter: One-handed power attacks cost
30 - Overpowering Assault (2): Swords reduce attack damage by
30 - Grievous Wounds (2): War axes wound the living for
30 - Denting Blows (2): Maces reduce armor by 100
30 - Fangs (2): Daggers deal 10/20% more damage if the target is poisoned or bleeding.
30 - Dual Flurry (2): Dual wielding attacks are 20/35
40 - Furious Strength: One-handed power attacks do
50 - Valorous Charge: Can do a one-handed sprinting power attack for up to
60 - Dual Savagery: Dual wielding power attacks deal
60 - Crater Maker: One-handed forwards power attacks have
70 - Execute: Power attacks with a sword execute targets below
70 - Shieldbiter: Power attacks with a war axe smash through a shield, inflicting a critical strike and forcing them to
70 - Disrupting Strike: Power attacks with a mace interrupt spellcasting, inflicting a critical strike and silencing the
70 - Spitting Cobra: Power attacks with daggers bleed the living for
80 - Disarming Slash: One-handed sideways power attacks have
90 - Bladedancer: Take 50% less attack damage while power attacking with two weapons.
100 - Victory Rush: Killing an opponent with a one-handed weapon replenishes
Pickpocket
Scaling: Levels in Pickpocket increase pickpocketing odds by up to
Experience: Gain Pickpocket experience by successfully pickpocketing items.

0 - Pickpocket Mastery (5): Pickpocketing odds increased by


20 - Cutpurse: Odds of pickpocketing gold, keys, gems and jewelry increased by
30 - Oblivious: Pickpocketing odds increased by 25
30 - Payday: Most citizens carry 100 more gold on average.
40 - Death's Emperor (2): A cursed septim that reduces armor by
40 - Poisoned: Silently harm people by placing poisons in their pockets while pickpocketing.
50 - Extra Pockets: Carrying capacity is increased by
60 - Lawless Times (2): Your bounties for nonviolent crimes diminish at a rate of
70 - Trickster: Can pickpocket equipped weapons, necklaces and rings.
80 - Conspicuous Wealth: The richest citizens carry more valuables such as gems, enchanted jewelry, and spell tom
90 - Master Thief: Pickpocketing a character automatically steals all of their gold, with no chance of detection.
100 - Perfect Touch: Can pickpocket equipped items.

Restoration
Scaling: Levels in Restoration increase the power of Restoration spells and effects by up to
Experience: Gain Restoration experience by using Restoration spells effectively.

0 - Restoration Mastery (5): Cast Restoration spells up to Novice/Apprentice/Adept/Expert/Master level for half Ma
20 - Restoration Dual Casting: Dual casting a Restoration spell overcharges its effects, increasing power and castin
20 - Mercy: Restoration spells are up to 50% more effective if the recipient's remaining Health is low.
30 - Inspire (2): Nearby living allies are healed 5/10
30 - Inner Light (2): Regenerate an extra 1/2% of your total Magicka per second.
40 - Respite: Healing spells also restore Stamina.
40 - Vigilant Ward (2): Wards cost 50/80% less Magicka and reduce incoming damage by
50 - Harm: Casting healing spells on opponents in combat deals damage instead.
60 - Sun's Judgment (2): Sun spells deal 75%/full damage to the living, daedra, automatons and dragons.
60 - Ward Absorb: When your ward blocks a spell, you gain Magicka equal to
70 - Necromage: All spells and effects from any school are
70 - Rebuke Undead: Turn Undead spells reduce undead below
80 - Blessed: Shrine blessings you receive are 50% stronger and last twice as long.
80 - Mage Ward: While dual casting a spell, creates a ward that protects against spells for up to
90 - Eternal Flame: Healing spells linger, healing the original amount again over the course of
100 - Intervention: Once every 20 minutes, a higher power brings you back with full Health upon death.

Smithing
Scaling: Levels in Smithing allows you to improve items up to
Experience: Gain Smithing experience by creating expensive items, or by mining ore veins.

0 - Steel Smithing: Can create Steel armor and weapons at forges, and improve them twice as much.

20 - Armor Padding: Can create Linen and Leather padding at a tanning rack. They are clothing or Light Armor, func
30 - Elven Smithing: Can create Elven armor and weapons at forges, and improve them twice as much.
30 - Dwarven Smithing: Can create Dwarven armor and weapons at forges, and improve them twice as much.
40 - Arcane Blacksmith: Can temper enchanted weapons and armor.
50 - Orcish Smithing: Can create Orcish armor and weapons at forges, and improve them twice as much.
50 - Advanced Armors: Can create Scaled and Plate armor at forges, and improve them twice as much.

60 - Layered Plates: Can create Steel, Dwarven and Orichalcum armor plates at forges. They are Heavy Armor, func
70 - Glass Smithing: Can create Glass armor and weapons at forges, and improve them twice as much.
80 - Ebony Smithing: Can create Ebony armor and weapons at forges, and improve them twice as much.
80 - High Yield Mining: Ore veins produce twice as much ore when mined.
90 - Concealed Enchantments: Can now enchant padding and armor plates at
90 - Daedric Smithing: Can create Daedric armor and weapons at forges, and improve them twice as much.
100 - Dragon Armor: Can create Dragon armor and Dragonbone weapons at forges, and improve them twice as mu

Sneak
Scaling: Levels in Sneak make you less likely to be detected, especially at a distance.
Experience: Gain Sneak experience by sneaking around characters without being detected.

0 - Sneak Mastery (5): You are 10/15/20/25/30% harder to detect when sneaking.
20 - Sneak Attack: One-handed sneak attacks deal
30 - Silent Movement: Movement noise is reduced by
30 - Silent Roll (2): Sprinting while sneaking executes a silent forward roll for
40 - Deadly Aim: Sneak attacks with bows deal 50% more damage.
40 - Shadowcaster: Elemental spells are twice as powerful against targets that are not detecting you.
50 - Assassin's Blade: Sneak attacks with daggers deal
50 - Blind Spot: You are up to 30% harder to detect by those within
60 - Dodge Roll: Performing a silent roll briefly causes all incoming attacks and spells to miss.
60 - Light Foot: You won't trigger pressure plates.
70 - Backstab: Daggers deal 25% more damage and critical damage from behind.
80 - Cloak and Dagger: Sneak attack with daggers from invisibility also inflict a critical strike that deals improved cr
90 - Fog of War: You are 25% harder to detect by opponents in combat.
90 - Shadow Warrior: Entering sneak mode (5 second cooldown) or performing a silent roll in combat briefly makes
100 - Escape Artist: Entering sneak mode causes all opponents who are searching for you to abandon their search.

Speech
Scaling: Levels in Speech improve buying and selling prices by up to 13%, improve your Intimidate chances, and allo
of the check.
Experience: Gain Speech experience by persuading, intimidating, bribing, trading items, or by shouting (based on th

0 - Speech Mastery (5): Sell items for 10/15/20/25


20 - Tonal Harmony: Shouting restores Health, Magicka and Stamina equal to its cooldown in seconds.
30 - Bribery: Can bribe guards to ignore crimes.
30 - Kinship: Sell items for 15% more and buy items for
40 - Speak With Animals: Can tame an animal, making it a Wild Companion and teaching it to follow you and fight f
40 - Words of Power (3): Your shouts are 25/50/100
50 - Eloquent: Intimidation and persuasion attempts are more likely to succeed.
50 - Salesman: Can sell any type of item to any kind of merchant.
60 - Investor: Can invest 500 gold with a shopkeeper to increase their available gold by
60 - Skald: Power attacks reduce an active shout cooldown by
70 - Beastmaster: Tamed animals get 50% increased attack damage,
80 - Fence: Can barter stolen goods with any merchant.
80 - Private Stock: Shopkeepers you have invested in sell additional enchanted weapons, armor pieces, jewelry, spe
90 - Master Trader: Available gold of all shopkeepers is increased by
100 - Dovahzulaan: 25% chance that your shout cooldown immediately finishes.

Two-Handed
Scaling: Levels in Two-Handed improve your damage with two-handed weapons by up to
Experience: Gain Two-Handed experience by inflicting damage with two-handed weapons.

0 - Two-Handed Mastery (5): Two-handed weapons do


20 - Brutal Fighter: Two-handed power attacks cost
30 - Overbearing Assault (2): Greatswords reduce attack damage by
30 - Mortal Wounds (2): Battleaxes wound the living for
30 - Crushing Blows (2): Warhammers reduce armor by
40 - Death or Glory: Two-handed power attacks deal up to
40 - Ferocious Strength: Two-handed power attacks do
50 - Vicious Charge: Can do a two-handed sprinting power attack for up to
60 - Berserker: 25% chance to resist stagger during your two-handed power attack.
60 - Warmaster: Two-handed forwards power attacks have
70 - Coup de Grace: Power attacks with a greatsword execute targets below
70 - Hook Blade: Power attacks with battleaxes smash through a block, inflicting a critical strike and knocking the t
70 - Shattering Strike: Power attacks with a warhammer interrupt spellcasting, inflicting a critical strike, silencing a
80 - Bear Hide: Take 50% less attack damage during your two-handed power attack.
80 - Rolling Charge: Build up speed during a long distance sprinting power attack, inflicting a critical strike if enoug
90 - Sweep: Two-handed sideways power attacks hit all targets in front of you, dealing
100 - Crowd Pleaser: Killing an opponent with a two-handed weapon raises two-handed damage by
s
> Back to Top
Perks of Skyrim

e images of the skill trees. That way you can know what all the prerequisites are for each perk.
kly switch back and forth or zoom out to see everything at once.

ions and poisons you make by up to 50%.


y making potions and poisons.

oisons you make are 20/40/60/80/100% stronger.


estore Health, Magicka or Stamina are 25% stronger.
make are 25% stronger.
5% stronger.
applied to weapons last for 2/4/6 additional hits.
reveals hidden effects.
% of your total Magicka and Stamina per second under the effects of a beneficial potion or food.
edients are gathered from plants.
nd food with beneficial effects last twice/three times as long.
attacking a poisoned target.
oved from created potions, and all positive effects are removed from created poisons.
r the effects of a beneficial potion or food.
get 25% weakness to poison and disease.
cal ingredients may sell Jarrin Root, used to make deadly poisons.
s many potions are created.

e duration of Alteration spells and effects by up to 40%, and reduce their cost by up to 40%.
by using Alteration spells effectively.
on spells up to Novice/Apprentice/Adept/Expert/Master level for half Magicka.
ng an Alteration spell overcharges its effects, increasing power and casting cost.
like Stoneflesh are 100/150/200% stronger if not wearing armor.
c Resistance by 10/20/30%.
g a spell or charging a staff in your other hand deals 25% extra damage and critical damage.
school are 25% more effective if not wearing armor.
cts last 25% longer.
g combat, automatically activates the most effective magical armor spell you know.
wn with Telekinesis deal an extra 250/500 points of damage.
to raise by 50 points./, and two resistances to raise by 25%.
ol cost no Magicka to cast.
reveal targets from much farther away.
n attacks improve your spells cast on the target by 25% for 3 seconds.
ncoming spells, replenishing your Magicka.
k damage while dual casting a spell if not wearing armor.
minutes, paralyzes a melee attacker that is about to deal lethal damage to you.
ekinesis to grab opponents.
be cast while moving, at 25% reduced strength.

damage with ranged weapons by up to 50%.


inflicting damage with ranged weapons.

ns do 20/40/60/80/100% more damage, and ranged critical strikes deal 2/3/4/5/6 times critical damage.
up to 20/40% more damage to targets beyond 60 feet, based on distance.
pons do up to 20/40% more damage to targets within 20 feet, based on proximity.
ming will zoom in your view.
ound the living for 15 seconds, causing 10 points of bleed damage per second while running.
knock the shield out of an opponent's hands if they are blocking.
ile aiming will zoom in your view and slow time by 25/50%.
as many arrows and bolts from dead bodies.
e 25% chance to stagger most targets.
ctile spell out of combat to imprint it. Fully drawn bow shots trigger a copy of the spell at 60/100% power.
h a drawn bow.
oad a crossbow 30% faster.
ns knock targets down if they are sprinting, inflicting a critical strike.
ower attacks, knocking the attacker back and inflicting a critical strike.
d by power attacks or bashes while drawing a bow or holding a shot.
low targets by 10% per hit for 15 seconds.

scaling from item quality by up to 150%, and increase bashing damage by up to 400%.
locking damage, and by bashing opponents. Using a shield grants more experience than using a weapon.

0/30/40/50% more effective.


s damage while blocking. Arrows that hit a shield do no damage.
ash by holding down Attack while blocking.
attack damages the attacker's Stamina by 15 points.
pons is 25% more effective.
f you are blocking during an enemy's power attack.
deals ten times as much fire damage and causes living opponents to flee in panic.
e/fifteen times as much damage.
h a shield reduces elemental damage taken by 50%.

ck has 15% chance to stagger the attacker, exposing them to a critical strike counterattack within 3 seconds for improved critic
eed while blocking.
nts the opponent, forcing them to attack you and reducing their attack damage by 15%, fading over 10 seconds.
power attack has 30% chance to knock the attacker down, potentially disarming them.
a shield raised, knocking opponents down for 15 points of Stamina per second.
y power attacks and bashes while blocking.

the duration of Conjuration spells and effects by up to 40%, and reduce their cost by up to 40%.
e by using Conjuration spells effectively.

ration spells up to Novice/Apprentice/Adept/Expert/Master level for half Magicka.


sting a Conjuration spell overcharges its effects, increasing duration and casting cost.
ells now create Mystic Weapons instead, which deal more damage.
d creatures last twice as long.
ed undead last twice as long.
Soul Trap on targets for 5 seconds.
banish conjured daedra, deal 100 bonus damage to other daedra and turn raised undead.
hree times as far away/at any distance.
150% bonus attack speed and 100% bonus movement speed, fading over 60 seconds.
edra and creatures get 100/200 points of armor and 25/50% magic resistance.
ut through flesh and spirit, reducing magic resistance by 25% for 5 seconds.
, banish or command targets up to 15 levels higher/of any level.
sed undead absorb 10 points of Health per second from opponents in melee range.
moning spells now call higher level Potent Atronachs with improved elemental attacks.
30 points of Magicka and Stamina per second for 5 seconds. When both are depleted, drains Health instead.
llied atronach, gain a 20% bonus to matching elemental spells and effects, and 50 matching elemental damage to bound weap
Dread Zombie or Dead Thrall get bonus Health, Magicka and Stamina based on their level, and you can give them items.
reanimate an additional minion.

the power of Destruction spells and effects by up to 40%, and reduce their cost by up to 40%.
e by using Destruction spells effectively.

uction spells up to Novice/Apprentice/Adept/Expert/Master level for half Magicka.


sting a Destruction spell overcharges its effects, increasing power and casting cost.
and effects are 20/40% more powerful.
and effects are 20/40% more powerful.
s and effects are 20/40% more powerful.
hree times as far away/at any distance, and place an additional rune.
e targets below 20% Health, dealing extra damage for 5 seconds.
attack speed by 20% for 10 seconds.
ve 15% chance to silence targets for 2 seconds.
ts affected by a Destruction cloak get 25% weakness to that element.
on spells have 30% chance to stagger their targets when dual cast.
eir victims to cinders, leaving a pyre that ignites opponents, dealing extra damage for 10 seconds.
targets below 20% Health in a block of ice for 5 seconds.
ve 15% chance to levitate targets for 2 seconds.
s and cloaks deal 50% more damage, and the damage persists for 15 seconds.
ks grant 50% resistance to their element.
al damage to targets that are ignited, frozen, silenced or levitated.
struction spells are 30% more powerful, and you get a 40 damage elemental cloak during casting.

u to enchant items up to 100% better.


e by enchanting items, or by wielding a staff in combat.

ntments are 20/40/60/80/100% stronger.


/100% stronger, and an equipped staff improves other weapon enchantments by 25/50/100%.
h 250 extra charge when used to recharge weapons.
ments placed on weapons are 25% stronger.
nts placed on armor pieces or clothing are 25% stronger.
0/200% stronger.
hanted weapons to creatures trap 5% of the victim's soul, recharging the weapon. Does not apply to staves.
charge, and an equipped staff reduces the charge cost of other weapon enchantments by 50%.
a random scroll on the corpses of people you killed.
s placed on weapons have 1000 extra charge.
ents are 50% stronger when delivered by a power attack.
amage from attacks if you have a staff equipped and no shield.
ents placed on necklaces, robes, hoods and circlets are 15% stronger.
the spent charge regenerates at a rate of 5 points per second.
random imbued spider on the corpses of people you kill.
antments upon the same item.

e the armor rating of Heavy Armor pieces by up to 40%.


ce by taking damage while wearing Heavy Armor pieces, or by being in combat while wearing at least 2 Heavy Armor pieces wh

ing of Heavy Armor pieces increased by 20/40/60/80/100%.


amage from falling if wearing all Heavy Armor.
s attack damage from opponents with low Stamina if wearing all Heavy Armor.
eavy Armor pieces increased by 15% if wearing all Heavy Armor.
perks no longer require a helmet. Armor rating of Heavy Armor pieces increased by 20% if not wearing a helmet.
it in all Heavy Armor has 10% chance to stagger the attacker.
or weighs nothing and doesn't slow you down when worn.
oming hit in all Heavy Armor grants 15% attack damage and critical damage against the attacker for 5 seconds.
damage from power attacks and bashes if wearing all Heavy Armor.
of Heavy Armor pieces increased by 15% if wearing a matched set of 3 or more Heavy Armor pieces.
elemental damage if wearing all Heavy Armor.
n specific perks such as Denting Blows and Mortal Wounds if wearing all Heavy Armor.
ncoming power attack or bash in all Heavy Armor staggers the attacker and 25% chance to knock them down.

duration of Illusion spells and effects by up to 40%. and reduce their cost by up to 40%.
using Illusion spells effectively.
ells up to Novice/Apprentice/Adept/Expert/Master level for half Magicka.
an Illusion spell overcharges its effects, increasing power and casting cost.
and effects work on creatures and people up to 10/20/40 levels higher, and other targets up to 5/10/20 levels higher.
chance to persist for 15 seconds when broken.
ts to drop their weapon.
damage whenever the target attacks.
s from any school of magic are silent to others.
s reduce armor by 100 points and magic resistance by 25%.
target's attributes by an additional 50 points.
ting spells work on on undead, daedra and automatons at half/full duration.
25% chance to compel their targets to remain motionless.
o deal 50% more attack damage, except when they are attacking the caster.
spectral images of allied targets in combat. The illusions have 40% Health and fight for you until the spell wears off.
al and cannot be harmed if you are not attacking or casting a spell.
n under a mind affecting spell or effect to take control, forcing them to follow you and fight for you until released.

the armor rating of Light Armor pieces by up to 40%.


e by taking damage while wearing Light Armor pieces, by being in combat while wearing at least 2 Light Armor pieces whether
is not necessary to wear light armor to utilize the unarmed perks).

ng of Light Armor pieces increased by 20/40/60/80/100%.


% of your maximum Stamina per second if wearing all Light Armor.
amage equal to 5/15/30% of current Stamina if both hands are empty, gaining Light Armor experience.
ght Armor pieces increased by 15% if wearing all Light Armor.
erks no longer require a helmet. Armor rating of Light Armor pieces increased by 20% if not wearing a helmet.
earing all Light Armor.
weighs nothing and doesn't slow you down when worn.
with two empty hands cost 50/75% less Stamina and have a 50% chance to stagger opponents, potentially disarming them.
more damage and critical damage in all Light Armor. No effect for 10 seconds after taking an unblocked hit.
f Light Armor pieces increased by 15% if wearing a matched set of 3 or more Light Armor pieces.
ll Light Armor, incoming attacks and spells always miss.
or grants 40% Poison Resist and Disease Resist.
mpty hands deal 60 points of random elemental damage.
active, move an additional 10% faster in combat.
the size of the opening position by up to 100%.
ce by opening locks, by breaking lockpicks (or failing with the Skeleton Key), or by shutting down automatons.

o Novice/Apprentice/Adept/Expert/Master level are easier to pick.


contain up to 100 more gold and many other containers contain up to 10 more gold.
thout others realizing that you are committing a crime.
automaton to shut it down, reducing Health to 1. Damaged automatons are easier to pick.
a copy of its key if it has one.
on under Lockdown to reprogram it, making it follow you and fight for you.
s, regular chests are 50% more likely to contain an additional weapon or armor piece.
half damage to you, and five times as much damage to others.
ser to the lock opening position.
special chests contain six additional weapons or armor pieces.
et 50% increased attack damage, 200 points of armor, and move 20% faster.
Expert or lower level without using a key or manually picking the lock.

your damage with one-handed weapons by up to 50%.


ce by inflicting damage with one-handed weapons.

ed weapons do 20/40/60/80/100% more damage, and one-handed critical strikes deal 2/3/4/5/6 times critical damage.
ower attacks cost 25% less Stamina.
reduce attack damage by 10/15% for 10 seconds.
ound the living for 10 seconds. Deal 10/15% more attack damage to wounded targets.
armor by 100/150 points for 10 seconds.
ore damage if the target is poisoned or bleeding.
ks are 20/35% faster.
wer attacks do 0.1% more damage per point of Stamina. Unlocks decapitations.
nded sprinting power attack for up to 50% more damage and critical damage to high Health opponents.
er attacks deal 50% more damage and stagger 50% more.
s power attacks have 25% chance to knock targets down, inflicting a critical strike.
rd execute targets below 20% Health, inflicting a critical strike.
war axe smash through a shield, inflicting a critical strike and forcing them to drop their shield.
ith a mace interrupt spellcasting, inflicting a critical strike and silencing the target for 5 seconds.
daggers bleed the living for 30 seconds, inflicting a critical strike.
ways power attacks have 25% chance to disarm targets, inflicting a critical strike.
k damage while power attacking with two weapons.
with a one-handed weapon replenishes 100 points of Stamina.
pickpocketing odds by up to 100%.
e by successfully pickpocketing items.

ing odds increased by 20/40/60/80/100%.


old, keys, gems and jewelry increased by 50%.
eased by 25% if the target is not detecting you.
ore gold on average.
tim that reduces armor by 500/1500 points and inflicts 50/150% weakness to magic when placed in a person's pockets.
placing poisons in their pockets while pickpocketing.
increased by 100 points.
for nonviolent crimes diminish at a rate of 50/200 gold per day.
d weapons, necklaces and rings.
itizens carry more valuables such as gems, enchanted jewelry, and spell tomes.
racter automatically steals all of their gold, with no chance of detection.
quipped items.

the power of Restoration spells and effects by up to 40%, and reduce their cost by up to 40%.
e by using Restoration spells effectively.

ration spells up to Novice/Apprentice/Adept/Expert/Master level for half Magicka.


sting a Restoration spell overcharges its effects, increasing power and casting cost.
50% more effective if the recipient's remaining Health is low.
healed 5/10 points per second.
a 1/2% of your total Magicka per second.
e Stamina.
80% less Magicka and reduce incoming damage by 30/50%.
ponents in combat deals damage instead.
al 75%/full damage to the living, daedra, automatons and dragons.
cks a spell, you gain Magicka equal to 30% of that spell's cost.
from any school are 25% stronger or last 50% longer on the undead.
ls reduce undead below 35% Health to ashes. Higher Health undead are set on fire.
ive are 50% stronger and last twice as long.
pell, creates a ward that protects against spells for up to 200 points. Mage Ward gains half benefit from ward perks.
r, healing the original amount again over the course of 20 seconds.
tes, a higher power brings you back with full Health upon death.

o improve items up to 100% more.


by creating expensive items, or by mining ore veins.

mor and weapons at forges, and improve them twice as much.

and Leather padding at a tanning rack. They are clothing or Light Armor, function as body armor, and can be enchanted at 25% s
rmor and weapons at forges, and improve them twice as much.
arven armor and weapons at forges, and improve them twice as much.
chanted weapons and armor.
h armor and weapons at forges, and improve them twice as much.
led and Plate armor at forges, and improve them twice as much.

Dwarven and Orichalcum armor plates at forges. They are Heavy Armor, function as body armor and can be enchanted at 25% s
armor and weapons at forges, and improve them twice as much.
armor and weapons at forges, and improve them twice as much.
ce twice as much ore when mined.
w enchant padding and armor plates at 50% strength.
dric armor and weapons at forges, and improve them twice as much.
n armor and Dragonbone weapons at forges, and improve them twice as much.

likely to be detected, especially at a distance.


sneaking around characters without being detected.

0/25/30% harder to detect when sneaking.


attacks deal 100% more damage.
e is reduced by 50/100%.
aking executes a silent forward roll for 15 Stamina./ You are 100% harder to detect while rolling.
ws deal 50% more damage.
e twice as powerful against targets that are not detecting you.
ith daggers deal 150% more damage.
er to detect by those within 30 feet when sneaking.
briefly causes all incoming attacks and spells to miss.
ure plates.
damage and critical damage from behind.
th daggers from invisibility also inflict a critical strike that deals improved critical damage.
detect by opponents in combat.
ode (5 second cooldown) or performing a silent roll in combat briefly makes you invisible, forcing opponents to search for you.
de causes all opponents who are searching for you to abandon their search.

ng and selling prices by up to 13%, improve your Intimidate chances, and allow you to pass Persuade checks if your skill level ex

persuading, intimidating, bribing, trading items, or by shouting (based on the cooldown of the shout).

0/15/20/25/30% more and buy items for 10/15/20/25/30% less.


Health, Magicka and Stamina equal to its cooldown in seconds.
crimes.
nd buy items for 15% less when trading with the same race.
animal, making it a Wild Companion and teaching it to follow you and fight for you.
re 25/50/100% better.
sion attempts are more likely to succeed.
m to any kind of merchant.
a shopkeeper to increase their available gold by 500 permanently.
tive shout cooldown by 5 seconds.
50% increased attack damage, 150 points of Health, and move 25% faster.
h any merchant.
ave invested in sell additional enchanted weapons, armor pieces, jewelry, spell tomes and alchemy ingredients.
l shopkeepers is increased by 1000.
our shout cooldown immediately finishes.

your damage with two-handed weapons by up to 40%.


ce by inflicting damage with two-handed weapons.

ded weapons do 20/40/60/80/100% more damage, and two-handed critical strikes deal 2/3/4/5/6 times critical damage.
attacks cost 25% less Stamina.
rds reduce attack damage by 15/20% for 10 seconds.
und the living for 10 seconds. Deal 15/20% more attack damage to wounded targets.
reduce armor by 150/200 points for 10 seconds.
attacks deal up to 100% more damage below half Health. Damage increases as your Health decreases.
ower attacks do 0.1% more damage per point of Stamina. Unlocks decapitations.
ded sprinting power attack for up to 50% more damage and critical damage to high Health targets.
agger during your two-handed power attack.
power attacks have 25% chance to paralyze targets, inflicting a critical strike.
h a greatsword execute targets below 30% Health, inflicting a critical strike and knocking the target down if they survive.
attleaxes smash through a block, inflicting a critical strike and knocking the target down.
ith a warhammer interrupt spellcasting, inflicting a critical strike, silencing and immobilizing the target for 5 seconds.
amage during your two-handed power attack.
ing a long distance sprinting power attack, inflicting a critical strike if enough speed is gained.
wer attacks hit all targets in front of you, dealing 25% more damage to each.
nt with a two-handed weapon raises two-handed damage by 15% for 20 seconds.
Alchemy

Alteration
Archery
Block

Conjuration
Destruction

Enchanting
Heavy Armor

Illusion
Light Armor

Lockpicking
One-Handed
Pickpocket

Restoration
Smithing

Sneak
Speech

Two-Handed
Wintersun & Trua - Faiths of Skyrim
Up-to-date as of Wintersun v3.1.6 and Trua v1.0.1
Wintersun SSE link
Wintersun LE link
Trua SSE (No LE version)

Quick Navigation
Nine Divines Daedric Princes Elven Ancestors Yokudan Pantheon
> Akatosh > Azura > Meridia > Auriel > Leki
> Arkay > Boethiah > Molag Bal > Jephre > Morwha
> Dibella > Clavicus Vile > Namira > Magnus > Satakal
> Julianos > Hermaeus Mora > Nocturnal > Phynaster > Tall Papa
> Kynareth > Hircine > Peryite > Syrabane > The Hoonding
> Mara > Jyggalag > Sanguine > Trinimac
> Stendarr > Malacath > Sheogorath > Xarxes
> Talos > Mehrunes Dagon > Vaermina > Z'en Khajiiti Pantheon
> Zenithar > Mephala > Rajhin
> Artifacts > Riddle'Thar

HEY YOU YOU'RE FINALLY AWAKE NOW READ THIS LIST OR YOU GO TO THE BLOCK
Follower bonuses that say "X-Z%" represent the values at 20% and 200% favor, respectively.
Devotee bonuses that say "Y-Z%" represent the values at 100% and 200% favor, respectively.
Hover over "Shrine blessing" for shrine locations (and daedric temptations)
Hover over "Tenets" for favor gain/loss percentages (pro tip: when it says "X%" rather "+X%" that means you get the bo
Hover over the deity categories (i.e. Nine Divines, Daedric Princes, etc.) to see daily favor gain/loss from prayer
Interested in the lore of Elder Scrolls? Click on the names of each deity to go to their respective UESP wiki page.

Secret Tip! type "coc wsn_altarscell" into the console to access the dev
-- The Nine Divines --
Worshipping a Divine means striving towards their divine ideals.
While favor is slow to build, the Divines are merciful and their faithful are unlikely to fall out of favor unless they ove

Akatosh
Can follow this deity: everyone
Racial starting deity for: Breton / Imperial / Khajiit / Nord

Tenets - “Fulfill your destiny by saving Tamriel. Raise your character level. Absorb dragon souls. Never openly break
Shrine blessing - Increased Experience: Learn all skills 10% faster.
Follower - Father of Dragons: Attacks, spells, scrolls, shouts and enchantments are 6-60% better against dragons.
Devotee - Turn the Hourglass: Meditation resets the cooldown of your most recently used shout and power.
Arkay
Can follow this deity: everyone
Racial starting deity for: Breton / Imperial / Nord / Wood Elf

Tenets - "Slay the undead and their summoners. Perform Arkay's Rites. Never openly break the laws of Skyrim. Nev
Shrine blessing - Fortify Health: Increases your Health by 25 points.
Follower - Chalice of Life: Regenerate up to 5% of your maximum Health per second based on missing Health. Can
Devotee - Arkayn Cycle: Revive with full Health upon taking fatal damage. Must meditate to use this ability again. C

Dibella
Can follow this deity: everyone
Racial starting deity for: Breton / Imperial / Nord

Tenets - “Persuade others. Receive the blessing of Lover's Comfort. Find a new Sybil for my Temple. Meditate only
Shrine blessing - Fortify Speech: Prices are 10% better.
Follower - Afterglow: Lover's Comfort (gained by sleeping with one's spouse) also improves all skills by
Devotee - Dibellan Arts: Activate a person in combat to make them unequip their items and follow you for

Julianos
Can follow this deity: everyone
Racial starting deity for: Imperial

Tenets - “Master the skills of the Mage. Strive to raise your Magicka. Never openly break the laws of Skyrim.”
Shrine blessing - Fortify Magicka: Increases your Magicka by 25 points.
Follower - Divine Student: Spells cost 2-20% less to cast. (based on favor with Julianos)
Devotee - Temple of Logic: Spells and scrolls are 10-20% more effective. (based on favor with Julianos)

Kynareth
Can follow this deity: everyone
Racial starting deity for: Imperial / Khajiit / Nord

Tenets - “Explore new locations. Strive to raise your Stamina. Receive the Voice of the Sky. Meditate only outdoors.
Shrine blessing - Fortify Stamina: Increases your Stamina by 25 points.
Follower - Windspeaker: The fierce spirit of Kyne increases movement speed by 10% in combat.
Devotee - Kynareth’s Emissary: Meditating outdoors allows you to summon a sacred Sabre Cat mount.
Mara
Can follow this deity: everyone
Racial starting deity for: Breton / Imperial / Nord / Wood Elf

Tenets - “Be married. Own one or more houses. Be generous to beggars and children. Receive the blessing of Lover
Shrine blessing - Fortify Restoration: Restoration spells cost 10% less to cast.
Follower - Cleansing: Meditation cures all diseases affecting you or an ally within 40 feet.
Devotee - Aura of Peace: Living allies within 40 feet won't flee and are healed 10-20 points per second.

Stendarr
Can follow this deity: everyone
Racial starting deity for: Breton / High Elf / Imperial / Nord / Wood Elf

Tenets - “Clear dungeons of evil. Slay daedra and the undead. Complete side quests for the people of Skyrim. Neve
Shrine blessing - Fortify Block: Block 10% more damage.
Follower - Sacred Resolve: Take 4-40% less attack damage (based on favor with Stendarr) from daedra and undea
Devotee - Channel Divinity: When meditating, you may spend 10% favor to gain 30-60% improved attack, defense a

Talos
Can follow this deity: everyone
Racial starting deity for: Imperial / Nord

Tenets - “Bring the Civil War to a conclusion. Learn the dragon tongue. Absorb dragon souls. Slay elves and the Tha
Shrine blessing - Fortify Shouts: Time between shouts is reduced 20%.
Follower - Stormlord: Attacks, critical strikes and shouts are 4-40% more effective against elves.
Devotee - Dragon of the North: Your remaining shout cooldown is halved whenever an enemy dies within

Zenithar
Can follow this deity: everyone
Racial starting deity for: Breton / Imperial / Nord

Tenets - “Invest in stores and merchants. Seek out skill training. Make weapons and armor. Never openly break the
Shrine blessing - Fortify Smithing: Able to improve items 10% better.
Follower - Work Ethic: Learn Smithing, Alchemy and Enchanting 4-40% faster and they are 2-20
Devotee - Invisible Hand: Meditating allows you to buy and sell items.

-- The Daedric Princes --


Followers of a Daedric Prince live in the moment.
Their master rewards actions taken in their name and are quick to imbue them with their awesome and terrible pow
If not appeased constantly, the daedra Follower will soon find their Prince turn their back on them.

Azura
Can follow this deity: Dark Elf / Khajiit / everyone who completed "The Black Star”
Racial starting deity for: Dark Elf / Khajiit

Tenets - “Trap souls in my name. Explore new locations. Meditate only at twilight, preferably outside. Dark Elves an
Shrine blessing - Resist Magic: Resist 10% of magic.
Follower - Twilight Shroud: Foes within 40 feet suffer 2-20% reduced magic resistance (based on favor with Azura)
Devotee - Perfume of Moonshadow: Activate a person in combat below 30-60% Health (based on favor with Azura

Boethiah
Can follow this deity: Dark Elf / everyone who completed "Boethiah’s Calling”
Racial starting deity for: Dark Elf

Tenets - “Murder the innocent. Strike unseen with sneak attacks. Poison your weapons. Dark Elves are most deserv
Shrine blessing - Fortify One-Handed: You are 10% more effective with one-handed weapons.
Follower - Blood Throne: Your attacks deal 4-40% more damage when fighting only one opponent.
Devotee - Assassinate: While meditating, you may invoke superior Daedric Invisibility for 90 seconds. If broken by a

Clavicus Vile
Can follow this deity: Dark Elf / everyone who completed “A Daedra’s Best Friend”
Racial starting deity for: none

Tenets - “Meditate to accept a Pact and complete it as written within the allotted time. Never break or ignore my Pa
Shrine blessing - Fortify Conjuration: Conjuration spells cost 10% less to cast.
Follower - Pactmaker: Conjuration spells and effects last 10% longer. Meditate to make a Pact to gain favor with Cl
Devotee - Wishmaster: Meditating allows you to make a Wish, permanently gaining an additional perk point. Costs
Hermaeus Mora
Can follow this deity: Wood Elf / Everyone who completed "Discerning the Transmundane”
Racial starting deity for: none

Tenets - “Read Eldritch Pages and bind them into Eldritch Tomes. Read books that teach new skills. Become my Ch
Shrine blessing - Fortify Corpus: Spells and effects you cast on yourself last 15% longer.
Follower - Demon of Knowledge: Find Eldritch Pages on corpses. Similar pages can be bound at a tanning rack to c
Devotee - Omniscience: While meditating, permanently raise a skill of your choice to its maximum level. Costs

Hircine
Can follow this deity: Breton / Wood Elf / werewolf / everyone who completed "Ill Met by Moonlight”
Racial starting deity for: Wood Elf

Tenets - “Slay the living in open combat, especially those stronger than you. Live as a werewolf. Meditate in the wild
Shrine blessing - Regenerate Stamina: Regenerate 2% of your maximum Stamina per second.
Follower - Bitter Mercy: Hircine's gift doubles attack damage to living targets with 4-40% or less Health.
Devotee - Posting of the Hunt: When meditating, invoke a Hunt against the living within 500 feet, revealing them an

Jyggalag
Can follow this deity: everyone
Racial starting deity for: none

Tenets - “Activate my Obelisks of Order. Clear dungeons of evil. Slay daedra. Never serve Sheogorath. Those skilled
Shrine blessing - Daedra Slayer: Deal 15% more attack damage and critical damage against daedra.
Follower - Obelisks of Order: Generates 8 Obelisks of Order in Skyrim. Activating one grants 15
Devotee - Stasis: Activate an opponent in combat to trap them in an inert but invulnerable state for

Malacath
Can follow this deity: Dark Elf / Orc / everyone who completed "The Cursed Tribe”
Racial starting deity for: Dark Elf / Orc

Tenets - “Defeat epic foes. Improve weapons and armor. Never commit a crime against the strongholds. Orcs and t
Shrine blessing - Fortify Power Attacks: Your power attacks cost 15% less Stamina.
Follower - Deathbringer: Your power attacks deal 4-40% more damage. (based on favor with Malacath)
Devotee - Bloodsoaked Triumph: When an enemy dies within 40 feet, their killer is healed by 100-200
Mehrunes Dagon
Can follow this deity: Dark Elf / Khajiit / everyone who completed "Pieces of the Past”
Racial starting deity for: Dark Elf / Khajiit

Tenets - “Slay people who stand in your way. Defile the shrines of my enemies. Those skilled in Destruction are mos
Shrine blessing - Amplify Destruction: Destruction spells are 10% more effective.

Follower - Self-Immolation: Daedric fire burns your spirit as you meditate, draining Magicka. Stop meditating at 20%
Devotee - Burning Path: Nearby foes burn for 20-40 damage per second and explode on death for

Mephala
Can follow this deity: Dark Elf / Khajiit / everyone who completed "The Whispering Door”
Racial starting deity for: Dark Elf / Khajiit

Tenets - “Poison your weapons. Strike unseen with sneak attacks. Intimidate the weak. Dark Elves are most deserv
Shrine blessing - Fortify Poisons: Poisons you mix are 15% more effective.
Follower - Secret Murder: Sneak attacks deal 4-40% more damage from behind. (based on favor with Mephala)
Devotee - Whispers of Betrayal: Meditating allows you to seize control of the nearest person within

Meridia
ANOTHER HAND TOUCHES THE BEACON
Can follow this deity: High Elf / everyone who completed "The Break of Dawn”
Racial starting deity for: none
ANOTHER HAND TOUCHES THE BEACON

Tenets - “Slay the undead. Never summon the undead or become one of them. High Elves and those skilled in Resto
Shrine blessing - Amplify Restoration: Restoration spells are 10% more effective.
Follower - Purification: Attacks, spells, scrolls, shouts and enchantments are 4-40% better against undead.
Devotee - Supreme Light: Activate an undead opponent in combat to call down a solar strike that deals 500-1000 d
favor.

Molag Bal
Can follow this deity: Dark Elf / vampire / everyone who completed "The House of Horrors”
Racial starting deity for: Dark Elf

Tenets - “Slay people who stand in your way. Trap souls in my name. Live as a vampire and never seek a cure. Thos
Shrine blessing - Fortify Destruction: Destruction spells cost 10% less to cast.
Follower - Eye of the Storm: Absorbs 2-20 Magicka and Stamina per second (based on favor with Molag Bal)
Devotee - Dragged to Oblivion: Activate a person in combat to banish them to Coldharbour. Meditate to request the

Namira
Can follow this deity: Dark Elf / everyone who completed "The Taste of Death”
Racial starting deity for: none

Tenets - “Murder the innocent. Poison your weapons. Eat the corpses of the dead with my Ring. Be generous to beg
Shrine blessing - Resist Poison: Increases Poison Resistance by 50%.
Follower - Creeping Decay: Reduces Poison Resist of all within 40 feet by 6-60%. (based on favor with Namira)
Devotee - Necrophages: Poisoning a person or putting a Human Heart or Flesh into their inventory attracts insects,
favor with Namira)

Nocturnal
Can follow this deity: Dark Elf / everyone who completed “Darkness Returns”
Racial starting deity for: none

Tenets - “Pickpocket Mysterious Coinpurses. Pick locks successfully. Meditate only at night, preferably in darkness
Shrine blessing - Fortify Sneak: You are 10% harder to detect.
Follower - Vanish in the Night: You find Mysterious Coinpurses when pickpocketing. Meditating clears non-violent
Devotee - Raven’s Watch: Meditating allows you to astrally observe the nearest person within 300

Peryite
Can follow this deity: diseased / everyone who completed "The Only Cure”
Racial starting deity for: none

Tenets - “Catch as many diseases as you can. Accept my Gifts of pestilence. Meditate only while diseased. Never a
Shrine blessing - Resist Disease: Increases Disease Resistance by 25%. (The shrine does not cure diseases if you a
Follower - Taskmaster: Learn all skills 4-40% faster (based on favor with Peryite). Meditate to request Peryite's Gift

Devotee - Green Dragon’s Breath: Activate a living opponent in combat to inflict all of Peryite's Gifts you have on th

Sanguine
Can follow this deity: Dark Elf / everyone who completed "A Night to Remember”
Racial starting deity for: none

Tenets - “Make mischief and commit misdemeanors and crimes worthy of a bounty. Indulge in mead, wine and ale.
Shrine blessing - Fortify Potions: Using beneficial potions and alchemical ingredients is 15% better.
Follower - Be Merry: Health, Magicka and Stamina regenerate 50% faster while a potion, food item or ingredient is a
Devotee - Pandemonium: Can meditate in combat, forcing the 5 nearest hostile people to dance for

Sheogorath
Can follow this deity: Dark Elf / Khajiit / everyone who completed "The Mind of Madness”
Racial starting deity for: Dark Elf / Khajiit

Tenets - "Meditate often and receive Sheogorath's Touch of Madness. Never disrespect cheese."
Shrine blessing - ???: Grants a random blessing!
Follower - Touch of Madness: Meditating grants a random Touch of Madness. High favor with Sheogorath yields m
Devotee - Lost to Madness: Receive a Touch of Madness whenever you enter combat.

Vaermina
Can follow this deity: Dark Elf / everyone who completed "Waking Nightmare”
Racial starting deity for: none

Tenets - “Witness the death of those under your mind affecting spells. Kill people in their sleep. Sleep to meditate. T
Shrine blessing - Fortify Illusion: Illusion spells cost 10% less to cast.
Follower - Night Terrors: Mind affecting illusion spells work on targets 2-20 levels higher. (based on favor with Vae
Devotee - Phantasmagoria: Activate a sleeping person to summon an illusion to accompany you for

-- The Elven Ancestors --


Much like the Divines, the sacred Ancestors of the elven races promote a process of gradual improvement and intro
Their doctrines demand striving for perfection in all things in order to rediscover one’s lost divine spark.
Doing good for others at the cost of oneself is not usually a priority for them.

Auriel
Can follow this deity: Breton / High Elf / Wood Elf
Racial starting deity for: High Elf / Wood Elf

Tenets - “Fulfill your destiny by saving Tamriel. Master all skills. Become my Champion at my sacred Chantry. High
Shrine blessing - Fortify Archery: You are 10% more effective with missile weapons.
Follower - Father of Mer: Learn all skills 2-20% faster. (based on favor with Auriel)
Devotee - Path to Alaxon: Attaining level 100 in a skill improves that skill by 10-20%. (based on favor with Auriel)
Jephre
Can follow this deity: everyone
Racial starting deity for: High Elf / Wood Elf

Tenets - “Explore new locations. Read the stories of others. Hunt animals. Wood Elves are most deserving of my fa
Shrine blessing - Fortify Carry Weight: Carrying capacity increased by 25 points.
Follower - Forest Stride: The unbounded spirit of Jephre increases movement speed by 10% when out of combat.
Devotee - The Eternal Song: Stamina regenerates very quickly out of combat. Meditation brings clear weather.

Magnus
Can follow this deity: everyone
Racial starting deity for: Breton / High Elf / Wood Elf

Tenets - “Practice magic successfully while meditating. Safeguard the Eye of Magnus. Create enchanted items.”
Shrine blessing - Spell Absorption: 10% chance to absorb a hostile spell and recharge your Magicka.
Follower - Sight, Light and Insight: Spells cost 75% less to cast. Magicka does not regenerate, but meditation rapid

Devotee - Architect's Gift: While meditating, automatically casts the (beneficial self targeted) spells in your hands f

Phynaster
Can follow this deity: Breton / High Elf / Wood Elf
Racial starting deity for: Breton / High Elf / Wood Elf

Tenets - “Explore new locations. Find the standing stones of Skyrim. Harvest the fruits of nature. Bretons are most
Shrine blessing - Fortify Alchemy: Potions and poisons you mix are 10% stronger.
Follower - Shorter Strides: Health, Magicka and Stamina regenerate 100% faster when standing still but
Devotee - Elvenpath: When meditating, you may choose to teleport back to the last location where you meditated. C

Syrabane
Can follow this deity: Breton / High Elf / Wood Elf
Racial starting deity for: High Elf

Tenets - "Read books that teach new skills. Study a wide variety of spells. High Elves are most deserving of my favo
Shrine blessing - Regenerate Magicka: Regenerate 2% of your maximum Magicka per second.
Follower - Knowledge Seeker: You are more likely to find spell tomes and scrolls on enemies you kill.
Devotee - Reach for the Stars: Learn all Mage skills 20-40% faster. (based on favor with Syrabane)

Trinimac
Can follow this deity: High Elf / Orc / Wood Elf
Racial starting deity for: High Elf / Orc

Tenets - “Slay humans. Defeat epic foes. Never accept Boethiah's blessing or serve her. Those skilled in Two-Hande
Shrine blessing - Fortify Two-Handed: You are 10% more effective with two-handed weapons.
Follower - Tears of Man: Attacks deal 4-40% more damage and critical damage to humans. (based on favor with T
Devotee - Manifest Divinity: When meditating, you may choose to become ethereal and invulnerable until you attac

Xarxes
Can follow this deity: Breton / High Elf / Wood Elf
Racial starting deity for: Breton / High Elf / Wood Elf

Tenets - “Explore new locations. Read the stories of others. Study a wide variety of spells. Bretons are most deserv
Shrine blessing - Fortify Scrolls: Scrolls are 25% more effective.
Follower - Scribe’s Insight: If you read a Skill Book while meditating, Xarxes grants you an extra Skill Point.
Devotee - Panopticon: While meditating, you may ascend in a trance, revealing all characters in a very large radius.

Z’en
Can follow this deity: Wood Elf
Racial starting deity for: Wood Elf

Tenets - “Bribe people as needed. Harvest the fruits of nature. Eat as much food as you want. Those skilled in Spee
Shrine blessing - Fortify Alteration: Alteration spells cost 10% less to cast.
Follower - Traveler’s Break: Beneficial potions, food and ingredients last twice as long and are
Devotee - Merchant’s Knapsack: Meditate to open an unlimited extradimensional storage space.

-- The Yokudan Pantheon --


Redguard deities are practical and martial, aiding their followers in visible and effective ways.

Leki
Can follow this deity: Redguard
Racial starting deity for: Redguard

Tenets - "Bring the Civil War to a conclusion. Make and improve weapons. Master the skills of the Warrior.”
Shrine blessing - Fortify Light Armor: Armor rating of light armor pieces is increased by 10%.
Follower - Spirit Sword: Power attacks ignore 4-40% of an opponent's armor. (based on favor with Leki)
Devotee - Battle Meditation: When meditating, you may spend 5% favor to gain 10-20% melee damage

Morwha
Can follow this deity: Redguard
Racial starting deity for: Redguard

Tenets - "Be married. Receive the blessing of Lover's Comfort. Harvest the fruits of nature. Eat as much food as you
Shrine blessing - Fortify Healing: Healing spells restore 15% more Health.
Follower - Healer of the Sands: Meditation restores 20-200 Health per second for you and nearby allies.
Devotee - Fertile Growth: Meditation enables you to create enchanted fruit that restores or fortifies an attribute.

Satakal
Can follow this deity: Redguard
Racial starting deity for: Redguard

Tenets - “Fulfill your destiny by saving Tamriel. Strive to raise your Health. Absorb dragon souls.”
Shrine blessing - Regenerate Health: Regenerate 2% of your maximum Health per second.
Follower - World Egg: Shrine blessings from other gods are 20-200% more effective and last 20-200
Devotee - Ouroboros: Meditation enables you to become reborn as a different person, moving points between your

Tall Papa
Can follow this deity: Redguard
Racial starting deity for: Redguard

Tenets - “Touch the Fractures scattered around Skyrim. Create enchanted items. Those skilled in Enchanting are m
Shrine blessing - Fortify Enchanting: Items are enchanted 10% stronger.
Follower - Metaphysical Insight: Weapon enchantments drain 4-40% less charge. (based on favor with Tall Papa)
Devotee - Glimpse the Shores: On death, enter an ethereal ascended state. If combat ends within 20-40 seconds, b
to reset.

The HoonDing
Can follow this deity: Redguard
Racial starting deity for: Redguard

Tenets - “Slay your foes in open combat, especially those stronger than you. Those skilled in One-Handed are most
Shrine blessing - Fortify Stagger: Stagger from attacks and bashes is 50% more effective.
Follower - Make Way: Staggering an opponent reduces armor by 6-60 points (based on favor with the HoonDing)
Devotee - Perseverance: 20-40% chance to resist stagger from attacks and bashes. (based on favor with the Hoon

-- The Khajiiti Pantheon --


The Khajiit worship many deities, most of which are different aspects of the Divines and Daedric Princes,
but they also have several deities that represent their own challenges and unique role in the world.

Rajhin
Can follow this deity: Khajiit
Racial starting deity for: Khajiit

Tenets - “Explore new locations. Bribe people as needed. Pick locks successfully. Those skilled in Lockpicking are m
Shrine blessing - Fortify Lockpicking: Lockpicking is 10% easier.
Follower - Rajhin’s Tales: Find additional gold (10-100) in many containers, with a chance to find a large amount of
Devotee - Prayer of Unlocking: Meditate to unlock a locked object within 20 feet. Costs 5% favor. No effect on lock

Riddle’Thar
Can follow this deity: Khajiit
Racial starting deity for: Khajiit

Tenets - “Master the skills of the Warrior, Thief and Mage. Strive to raise your Health, Magicka and Stamina. Each is
Shrine blessing - Fortify Unarmed Damage: Unarmed strikes do 10 additional damage.
Follower - Path to Llesw’er: All skills are improved 2-20%. (based on favor with the Riddle'Thar)
Devotee - Beseech the Manes: When meditating, an ancient Mane will grant a blessing they believe to be appropria

-- Other Deities --
The denizens of Tamriel worship many local or less powerful deities.
While the power of the Divines and Daedric Princes is unmistakeable, a quick prayer to the appropriate deity may br
Baan Dar
Can follow this deity: Khajiit / Wood Elf
Racial starting deity for: none

Tenets - “Pick locks and pockets successfully. Khajiit and those skilled in Archery are most deserving of my favor.”
Shrine blessing - Fortify Pickpocket: Pickpocketing is 10% easier.
Follower - Pariah: Buying items from other races is 20-200% more expensive, but pickpocketing is

Devotee - Skooma Trick: Put skooma bottles in people's inventory, then meditate to ignite them within 200 feet for

Ebonarm
Can follow this deity: everyone
Racial starting deity for: none

Tenets - “Slay daedra. Defeat epic foes. Complete miscellaneous quests for the people of Skyrim. Those skilled in B
Shrine blessing - Fortify Heavy Armor: Armor rating of heavy armor pieces is increased by 10%.
Follower - Enemy of the Daedra: Attacks and critical strikes are 6-60% more effective against daedra and those wh
Devotee - Raven’s Harvest: Reduces the armor of enemies within 40 feet by 30-60 points (based on favor with Ebo

Mannimarco
Can follow this deity: everyone
Racial starting deity for: none

Tenets - “Trap souls in my name. Meditate only at night. Never accept Arkay's blessing. Those skilled in Conjuration
Shrine blessing - Amplify Conjuration: Conjuration spells are 10% more effective.
Follower - Dark Moon: Undead conjured at night last 20-200% longer. (based on favor with Mannimarco)
Devotee - Nocturne: Allied conjured undead deal 30-60% more attack damage and regenerate Health.

Shor
Can follow this deity: Breton / Imperial / Nord / Redguard
Racial starting deity for: Nord

Tenets - “Fulfill your destiny by saving Tamriel. Master the skills of the Warrior. Slay elves. Defeat epic foes.”
Shrine blessing - Elf Slayer: Deal 15% more attack damage and critical damage against elves.
Follower - Another Name for Freedom: Take 4-40% less attack damage and stagger from elves.
Devotee - Destiny: When entering combat with a mighty foe, Shor sends a Shield-Thane to assist you. Meditate to re
Sithis
Can follow this deity: Argonian / everyone who completed “Innocence Lost”
Racial starting deity for: Argonian

Tenets - “Murder the innocent. Meditate while sacrificing a Human Heart or Human Flesh. Send your victims to the
Shrine blessing - Fortify Sneak Attacks: Sneak attacks deal 15% more damage.
Follower - Primal Darkness: Targets within 30 feet have a harder time detecting you while sneaking, up to
Devotee - Call of the Void: While sneaking, activate a door to briefly turn it into a Void portal. Targets within

St. Alessia
Can follow this deity: Breton / Imperial / Nord / Redguard
Racial starting deity for: none

Tenets - “Have a follower at your side. Slay elves. Receive the blessing of a Divine.”
Shrine blessing - Fortify Followers: Followers within 20 feet gain 50 points of armor and 10% magic resistance.
Follower - Covenant of Man: Meditate to receive a Divine blessing of your choice. Divine blessings are
Devotee - Dragonblood Empress: While under the effects of a Divine blessing, can talk to most non-hostile humans

The All-Maker
Can follow this deity: Breton / Imperial / Nord / Redguard
Racial starting deity for: none

Tenets - “Cleanse the All-Maker Stones. Hunt animals. Explore new locations. Meditate only outdoors. Nords are m
Shrine blessing - Animal Hunter: Deal 15% more attack damage and critical damage against animals.
Follower - Wellspring of Life: Healing spells restore 4-40% more Health. (based on favor with the All-Maker)
Devotee - World Shaman: After using an All-Maker Stone power, meditate to have it restored to you.

The Hist
Can follow this deity: Argonian
Racial starting deity for: Argonian

Tenets - “Explore new locations. Slay daedra. Meditate only outdoors. Never summon a daedra.”
Shrine blessing - Fortify Armor: Tough scales increase armor by 50 points.
Follower - Symbiosis: Meditate to gain a 6-60 point bonus to all attributes for 100-1000 seconds.
Devotee - Deep Roots: Absorb 20-40% of the Magicka and Stamina of dead creatures and people within

The Magna-Ge
Can follow this deity: everyone
Racial starting deity for: none

Tenets - “Create enchanted items. Explore new locations. Meditate only outdoors at night. High Elves and those ski
Shrine blessing - Amplify Alteration: Alteration spells are 10% more effective.
Follower - Shimmering Light: Gain 5 points of weapon charge per second, up to their charge level when last equipp
Devotee - Starlit Path: While meditating, you may let the Magna-Ge carry you to a location within line of sight. Costs

The Old Ways


Can follow this deity: Breton / Nord
Racial starting deity for: none

Tenets - “Slay people who stand in your way. Absorb dragon souls. Assume our powers through meditation. Nords
Shrine blessing - Animal Slayer: Deal 15% more attack damage and critical damage against animals.
Follower - Totem Worship: Meditate while sacrificing 100 gold worth of gemstones to assume the powers of an an
Devotee - Dragon Cult: Able to assume the powers of the Dragon. Costs 2% favor per hour. (hover for details)

Artifacts
These items are found randomly in the world. Perhaps if the gods favor you, you will be blessed to find one...
(no actual favor is relevant to finding them. They are randomly added into dungeon chests. Good luck.)

Ebony Raven: Favor costs reduced by 20% when worshipping a Daedric Prince.
Goblet of Infinite Grace: Meditating to a Divine also grants you their blessing.
Lantern of the Ancestors: Improves many boons received by worshippers of Elven deities by 10%.
Stone of the Forebears: Yokudan deities reduce attack damage taken by (Favor/10)%.
Tempus Dominus: Favor with Daedric Princes diminishes 20% slower.

Trua
hover over the blessings for shrine locations.

Akatosh - Dragon Soul: Increases armor by 50 points. Skill Books you read while praying grant an extra Skill Point
Arkay - Arkay's Blood: Increases Health by 25 points. Healing potions consumed while praying are
Dibella - Pleasures: Prices are 10% better. Food and potions consumed while praying last 25% longer.
Julianos - Inspiration: Increases Magicka by 25 points. Pray to quickly regenerate Magicka.
Kynareth - Wanderlust: Increases Stamina by 25 points. Pray to discover nearby map markers.
Mara - Hearth Healer: Healing spells and effects heal 10% more. Pray to cure diseases affecting you and allies.
Stendarr - Holy Fire: Deal 15% extra attack damage to undead, daedra and dragons. While praying, they can be see
Talos - Stormlord: Shout cooldown is reduced by 20%. Pray to finish your shout cooldown instantly.
Zenithar - Spirit of Enterprise: Enchanting and smithing are 10% better. Pray to indicate the 15

Azura - Petals of Moonshadow: Resist 10% of magic. While praying, weapons can be recharged
Boethiah - Assassinate: Deal 10% extra sneak attack damage. While praying, nearby people can be seen through w
Mephala - Venom: Poisons you mix are 15% better. Poisons applied to weapons while praying last for
Nocturnal - Mysteries: You are 10% harder to detect while sneaking. Pray to indicate the 15 nearest containers, do

Auriel - Perception: Learn all skills 10% faster. Pray to sense the presence or absence of nearby opponents.

> Back to Top


Other Deities Trua
> Baan Dar
> Ebonarm
> Mannimarco
> Shor
> Sithis
> St. Alessia
> The All Maker
> The Hist
> The Magna-Ge
> The Old Ways

E BLOCK
ctively.
ectively.

"+X%" that means you get the bonuses retroactively when following a new deity)
avor gain/loss from prayer
espective UESP wiki page.

le to access the developer area with all shrines.

fall out of favor unless they overtly commit crimes

ragon souls. Never openly break the laws of Skyrim.”

6-60% better against dragons. (based on favor with Akatosh)


ly used shout and power.
ly break the laws of Skyrim. Never summon the undead or become one of them.”

d based on missing Health. Can perform Arkay's Rites.


ditate to use this ability again. Costs 15% favor.

il for my Temple. Meditate only in the nude. Never openly break the laws of Skyrim.”

mproves all skills by 5%.


ems and follow you for 90 seconds. Costs 5% favor.

break the laws of Skyrim.”

anos)
n favor with Julianos)

he Sky. Meditate only outdoors. Never openly break the laws of Skyrim.”

% in combat.
ed Sabre Cat mount.
en. Receive the blessing of Lover's Comfort. Never openly break the laws of Skyrim.”

0 feet.
0 points per second. (based on favor with Mara)

s for the people of Skyrim. Never openly break the laws of Skyrim. Never summon the undead.”

tendarr) from daedra and undead.


60% improved attack, defense and healing (based on favor with Stendarr) for 5 minutes or 3 battles.

on souls. Slay elves and the Thalmor. Never openly break the laws of Skyrim.”

against elves. (based on favor with Talos)


an enemy dies within 40 feet.

d armor. Never openly break the laws of Skyrim.”

hey are 2-20% better. (based on favor with Zenithar)


their awesome and terrible power, but are just as likely to take their gifts away on a whim.
back on them.

referably outside. Dark Elves and those skilled in Illusion are most deserving of my favor.”

ance (based on favor with Azura) and can't absorb spells.


ealth (based on favor with Azura) to paralyze them with 1 Health. Costs 10% favor.

ons. Dark Elves are most deserving of my favor.”


d weapons.
one opponent. (based on favor with Boethiah)
ty for 90 seconds. If broken by a sneak attack, it deals 25% more damage. Costs 10% favor.

me. Never break or ignore my Pacts.”

make a Pact to gain favor with Clavicus Vile. (Hover for list of pacts)
an additional perk point. Costs 30% favor.
ndane”

teach new skills. Become my Champion at the Summit of Apocrypha.”


onger.
n be bound at a tanning rack to create Eldritch Tomes that improve your magic and shouts.
o its maximum level. Costs 1% favor per skill level.

et by Moonlight”

a werewolf. Meditate in the wild. Those skilled in Light Armor are most deserving of my favor.”
per second.
4-40% or less Health. (based on favor with Hircine)
thin 500 feet, revealing them and exposing them to Bitter Mercy. Costs 10% favor.

serve Sheogorath. Those skilled in Heavy Armor are most deserving of my favor.”
e against daedra.
ne grants 15 points of Health, Magicka and Stamina.
nerable state for 15 seconds. Costs 5% favor.

ainst the strongholds. Orcs and those skilled in Smithing are most deserving of my favor.”
a.
favor with Malacath)
healed by 100-200% of the amount of overkill damage dealt. (based on favor with Malacath)
st”

se skilled in Destruction are most deserving of my favor.”

Magicka. Stop meditating at 20% or less to gain more favor and Burning Path activations. (hover for info)
de on death for 100-200 damage (based on favor with Mehrunes Dagon). Meditate to recharge.

Door”

eak. Dark Elves are most deserving of my favor.”

ased on favor with Mephala)


st person within 75 feet to fight for you. Costs 5% favor.

h Elves and those skilled in Restoration are most deserving of my favor.”

% better against undead. (based on favor with Meridia)


olar strike that deals 500-1000 damage (based on favor with Meridia) and half to nearby undead. Costs 15%

Horrors”

pire and never seek a cure. Those skilled in Destruction are most deserving of my favor.”

d on favor with Molag Bal) from nearby enemies in combat.


harbour. Meditate to request the items. Costs 15% favor.

with my Ring. Be generous to beggars.”

based on favor with Namira)


their inventory attracts insects, reducing armor by 100-200 and dealing 20-40 disease damage. (based on

y at night, preferably in darkness. Those skilled in Sneak are most deserving of my favor.”

g. Meditating clears non-violent crime bounties up to 20-200 gold. (based on favor with Nocturnal)
son within 300 feet.

ate only while diseased. Never accept a cure for your afflictions.”
e does not cure diseases if you are a Follower of Peryite.)
Meditate to request Peryite's Gifts to gain favor. (hover for list of Peryite's Gifts)

of Peryite's Gifts you have on the target, plus 5 disease damage per second for each gift. Meditate to recharge.

y. Indulge in mead, wine and ale. Find your own way out of jail.”
nts is 15% better.
otion, food item or ingredient is active.
ople to dance for 20 seconds. Costs 10% favor.

ness”

pect cheese."

h favor with Sheogorath yields more beneficial effects. (Hover for detailed list of effects)
bat.

n their sleep. Sleep to meditate. Those skilled in Illusion are most deserving of my favor.”

higher. (based on favor with Vaermina)


company you for 60 minutes. Costs 10% favor.

f gradual improvement and introspection.


e’s lost divine spark.

pion at my sacred Chantry. High Elves are most deserving of my favor.”


s.

%. (based on favor with Auriel)


ves are most deserving of my favor.”

d by 10% when out of combat.


tation brings clear weather.

us. Create enchanted items.”


rge your Magicka.
regenerate, but meditation rapidly replenishes Magicka.

targeted) spells in your hands for no Magicka and they last 100-200% longer. (based on favor with Magnus)

uits of nature. Bretons are most deserving of my favor.”

hen standing still but 50% slower when moving.


location where you meditated. Costs 2% favor.

s are most deserving of my favor.”


per second.
n enemies you kill.
with Syrabane)

her. Those skilled in Two-Handed are most deserving of my favor.”


d weapons.
humans. (based on favor with Trinimac)
and invulnerable until you attack. Costs 5% favor.

spells. Bretons are most deserving of my favor.”

you an extra Skill Point. (hover for advice)


haracters in a very large radius.

you want. Those skilled in Speech are most deserving of my favor.”

ong and are 4-40% better if consumed while meditating. (based on favor with Z'en)
torage space.

tive ways.
he skills of the Warrior.”
ed by 10%.
d on favor with Leki)
20% melee damage (based on favor with Leki) for 10 minutes or 5 battles. Costs 5% favor.

nature. Eat as much food as you want.”

ou and nearby allies. (based on favor with Morwha)


ores or fortifies an attribute. (Hover for details)

ragon souls.”
second.
e and last 20-200% longer. (based on favor with Satakal)
on, moving points between your attributes. Costs 15% favor. (hover for details)

hose skilled in Enchanting are most deserving of my favor.”

based on favor with Tall Papa)


at ends within 20-40 seconds, brings you back to life (based on favor with Tall Papa) for 10% favor. Meditate
skilled in One-Handed are most deserving of my favor.”
fective.
d on favor with the HoonDing) for 5 seconds.
s. (based on favor with the HoonDing)

and Daedric Princes,


le in the world.

hose skilled in Lockpicking are most deserving of my favor.”

chance to find a large amount of additional gold (200-1500).


osts 5% favor. No effect on locks that can’t be picked.

h, Magicka and Stamina. Each is as important as the others. Meditate only at night.”
age.
Riddle'Thar)
sing they believe to be appropriate for the challenges you are about to face. (Hover for details)

r to the appropriate deity may bring success in trade, travel or thievery.


re most deserving of my favor.”

ickpocketing is 6-60% easier. (based on favor with Baan Dar)

o ignite them within 200 feet for 500-1000 damage (based on favor with Baan Dar). Costs 5% favor.

ople of Skyrim. Those skilled in Block are most deserving of my favor.”


ased by 10%.
ve against daedra and those who summon them. (based on favor with Ebonarm)
points (based on favor with Ebonarm) and you gain the total amount. Doubled against daedra.

sing. Those skilled in Conjuration are most deserving of my favor.”

vor with Mannimarco)


regenerate Health. (based on favor with Mannimarco)

y elves. Defeat epic foes.”


ainst elves.
er from elves. (based on favor with Shor)
hane to assist you. Meditate to recharge.
Flesh. Send your victims to the Void. Argonians are most deserving of my favor.”

u while sneaking, up to 25% based on proximity.


id portal. Targets within 60 feet who are not detecting you are pulled in and killed. Costs 5% favor.

r and 10% magic resistance.


ivine blessings are 6-60% better. (based on favor with St. Alessia)
alk to most non-hostile humans to make them a friend and potential follower. Costs 10% favor.

tate only outdoors. Nords are most deserving of my favor.”


e against animals.
favor with the All-Maker)
restored to you.

on a daedra.”

1000 seconds. (based on favor with the Hist)


es and people within 60 feet. (based on favor with the Hist)

t night. High Elves and those skilled in Alteration are most deserving of our favor.”

eir charge level when last equipped or recharged.


cation within line of sight. Costs 4% favor.

wers through meditation. Nords are most deserving of our favor.”


e against animals.
to assume the powers of an animal god. (hover for details)
er hour. (hover for details)

l be blessed to find one...


chests. Good luck.)

by 10%.

praying grant an extra Skill Point in that skill.


while praying are 50% stronger.
ing last 25% longer.
Magicka.
map markers.
ases affecting you and allies.
. While praying, they can be seen through walls.
ooldown instantly.
dicate the 15 nearest ore veins and plants.

be recharged 25% more.


by people can be seen through walls.
while praying last for 2 extra hits.
ate the 15 nearest containers, doors and keys.

nce of nearby opponents.


Apocalypse & Cosmic Spells - Magic of Skyrim
Up-to-date as of Apocalypse v9.45 and Cosmic Spells v1.0.1
Apocalypse SSE link
Apocalypse LE link
Cosmic Spells SSE (no LE version)

Quick Navigation
> Alteration
> Conjuration
> Destruction
> Illusion
> Restoration
> Scroll Only
> Cosmic Spells

COLORS CAN BE CONFUSING SO READ THIS TO MAKE THEM LESS CONFUSING


Orange values like 10 scale with bonuses to spell power/magnitude. (note that there are no ways to increase Alteratio
Green values like 20 scale with bonuses to spell duration. (note that there are no ways to increase Destruction duratio
Yellow values like 30 do not scale with anything, so they never change.
Spells with the (ritual) tag are ritually casted, i.e. they require both hands, and you stand still while the roughly 5 secon
Spells with the (slow) tag take anywhere from 2 to 5 seconds to cast, but only require one hand and you can move nor
Required skill levels: Novice (0), Apprentice (15), Adept (40), Expert (65), Master (90)
Master spells also require the completion of their respective school's ritual quest at the College of Winterhold
Click on the names of each school to to go the UESP wiki page for that schools vanilla spell list

Alteration
Novice
Alarm: For 120 seconds, alerts you when an enemy crosses the 150 foot perimeter.
Longstride: While concentrating, grants 20% movement speed and 25 carry weight, tripled when out of combat. (ca
Prepare for Adventure: Creates a set of basic enchanted mage items (robes, circlet, boots, Destruction staff) in you

Apprentice
Drop Zone: Creates a ring of cushioning magic at the target location. The caster takes no damage when falling into
Ocato's Recital: Stores the (beneficial self-targeted non-concentration) spell in your left hand and casts it for no cos
Perilous Path: Lay down a spike barrier that lasts 10 seconds and randomly staggers enemies moving through the
Raise Wall: Concentrate to summon a wall from the earth that blocks passage.
Reynos' Fins: You swim 100% faster for 60 seconds.
Wither: Reduces a target's movement speed and attack damage by 5% each second for 20 seconds.

Adept
Locate Object: Illuminates the nearest ore vein, gold, container, door, key, soul gem, written text, potion, gem, ingot o
Spell Twine: Bind a chosen effect to the spell in your left hand. It is triggered whenever the spell is cast. Up to 3 spe
Strength of Earth: Concentrate to deal 40% more attack damage with your other hand. Release after attacking to st
Tharn's Prison: Target humanoid is trapped in a cage of force. Lasts up to 10 seconds, but has 5% chance per seco
Thundering Hooves: For 180 seconds, your mount is 30% faster, regenerates Stamina and can swim upwards to ru
Undermine: For 30 seconds, shifting earth causes the target to lose its balance when swinging a melee weapon, sta

Expert
Deep Storage: Grants access to an infinite underground storage space. (ritual)
Detonate Lock: Open a lock with a level 25 points or more below your Alteration skill with a shockwave that may ale
Entomb: Buries a target permanently, or frees a buried target. Only one victim may be buried at a time. (slow)
Fabricate Object: The caster creates a bridge, bed or crafting station of his or her choice. The object disappears aft
Knowledge is Power: Copies the (non-concentration) spell in your left hand, granting a power that casts this spell o
Tumble Magnet: Magnetic artifact that exists for 20 seconds, randomly pulling nearby enemies to the center. (slow

Master
Acceleration Rune: Cast on a nearby surface, launches enemies in the direction they are moving. (ritual)
Battletide: Steals 80 points of armor rating from each nearby target for 30 seconds. The caster gains the total amo
Control Weather: Temporarily summon the weather of your choice. (ritual)
Hethoth's Grimoire: Creates a hovering spell tome of the (projectile, non-concentration) spell in your left hand. It rep
Malviser's Gauntlet: Holds a target helplessly in front of the caster with telekinetic force until slain or for 10 second
Milestones: Place up to 5 teleportation anchors and teleport freely between them.
Sotha's Maelstrom: Emit radiation that reduces the magic resistance of nearby enemies within 20 feet by 5% per se
Talons of Nirn: Whenever an enemy in the area is staggered, a spike of rock erupts from the ground, tossing the tar
Thrumming Stone: Magical vibrating rock that emits a tremor every 8 seconds, staggering enemies and reducing m
Wind Running: Grants the ability to sprint across thin air and immunity to fall damage for 30 seconds. (slow)

Conjuration
Novice
Azure Reconstruction: Expend 20 Stamina per second to heal a damaged conjured minion 20 points per second. (z
Conjure Avenging Wraith: Summons an Avenging Wraith for 30 seconds. Its stats are equal to 150% of those of the
Consuming Power: Allied summoned or reanimated minion gains 75% extra attack damage for 10 seconds, then di

Apprentice
Atronach Mark: Marks a target for 10 seconds. The mark detonates when struck by a summoned or reanimated mi
Conjure Cat Totem: Summons a Nordic totem spirit for 60 seconds. It changes between warrior and cat form to he
Conjure Deadeye Captain: Summons a Deadeye Captain for 60 seconds. Activate a corpse to store it. Activate the C
Conjure Dremora Churl: Summons a Dremora Churl for 60 seconds. When killed, a Dremora Churl is summoned und
Power of the Master: Casts the (beneficial self-targeted) spell in your left hand on all nearby summoned or reanima
Soul Cloak: For 120 seconds, nearby hostile targets fill a soul gem on death.

Adept
Conjure Dremora Pit Fighter: Summons a Dremora Pit Fighter for 60 seconds. It gains 25% extra damage for each n
Conjure Lich: Summons a Lich for 60 seconds. Costs 500 points of charge from an equipped enchanted weapon to
Conjure Xivilai Sorcerer: Summons a Xivilai Sorcerer for 60 seconds. The caster takes 50 points of fire damage.
Corpse Explosion: Violently releases the soul of a corpse, disintegrating it with a magical explosion that deals dama
Daedric Crescent: Binds a Daedric Crescent to a summoned Dremora or humanoid for 120 seconds. Until discharge
Summoning Rune: Cast on a nearby surface, teleports an opponent in front of you when triggered.

Expert
Conjure Dremora Champion: Summons a Dremora Champion for 60 seconds. Its power attacks deal bonus damag
Conjure Dremora Honor Guard: Summons a Dremora Honor Guard for 60 seconds. It reduces enemy magic resista
Conjure Dremora Mentor: Choose a magic school and summon a Dremora Mentor for 90 seconds. It does not fight
Conjure Herne: Summons a Herne for 60 seconds. It is accompanied by 3 Spirit Wolves under its command.
Conjure Xivilai Lord: Summons a Xivilai Lord for 60 seconds. When summoned, drains all Magicka and has 200% o
Oathbound Guardian: Living ally is protected by an Oathbound Guardian under his or her command for 60 seconds.

Master
Banish Living: Banish a living creature to Oblivion. Items (except quest items) are lost forever. (slow)
Conjure Battlemage: Call upon the services of a lower ranking Battlemage for 180 seconds. Activate to purchase p
Conjure Bear Totem: Summons a Nordic totem spirit for 240 seconds. It changes between hunter and bear form to
Conjure Craftlord: Calls a Dwemer sage to Nirn for 180 seconds. Modify its stats with the Reconfigure Craftlord sp
Conjure Dremora Assassin: Summons a Dremora Assassin for 180 seconds. Its arrows reduce targets below 250 H
Conjure Kyrkrim: Summons the daedric wolf mount Kyrkrim for 180 seconds. When ridden, low level creatures and
Conjure Lord of Bindings: Summons a Lord of Bindings for 180 seconds. It does not fight, but rapidly summons Ch
Conjure Nether Lich: Summons a Nether Lich for 180 seconds. It inflicts a damaging disease, lowers skill levels and
Conjure Weeping Daedra: Summons a Weeping Daedra for 120 seconds. It steals large amounts of Health with its m
Necrowitch: Summons the corpse of an ancient sorceress to reanimate for 600 seconds and teaches her the (rang

Destruction
Novice
Crackle: Does 10 damage to Health and Magicka. A static cloud follows the target, dealing up to 50 damage.
Hailstone: An ice crystal that shatters for 15 frost damage to Health and Stamina. Direct hits bypass Frost Resist.
Unbound Fire: Bolt of wildfire that deals 10 damage. The flames randomly jump to the target or caster, dealing 15 d

Apprentice
Creeping Cold: Deals 10 frost damage per second to Health and Stamina. After 6 seconds, freezes the target for 60
Dragon's Teeth: Ignites all targets, doing 5 damage for 4 seconds. On death, the ground burns for 15 damage per s
Fracture: A layer of thin ice deals 5 damage to Health and Stamina for 3 seconds. The ice shatters for 35 damage w
Inferno: Attunes the caster to fire, equipping the Ember Bolt spell for up to 15 seconds. It deals 40 fire damage.
Rift Bolt: Deals 20 shock damage to Health and half of that to Magicka and teleports the target backwards.
Thundercrack: Deafening close range blast that deals 40 points of shock damage to Health and half of that to Mag
Adept
Bolide: Meteoric rock that deals 25 fire damage. It heats up as it travels, dealing up to x5 damage based on distanc
Electrosphere: Slow moving ball lightning that strikes for 55 damage to Health and Magicka.
Frost Nova: Radial frost explosion that deals 30 damage to Health and Stamina. Closer targets take up to x2 damag
Ice Shiv: Jagged shard that deals 30 frost damage to Health and Stamina. Targets hit from behind take x3 damage
Incendiary Flow: Creates a molten stream as it passes near terrain, dealing 20 fire damage for 10 seconds.
Scattershock: A stream of charged bolts that deal 30 damage to Health and half of that to Magicka per second.

Expert
Bombardment: A steady stream of exploding projectiles that deal 50 points of damage per second. (slow)
Lightning Strike: Lightning strikes the target location, dealing 60 shock damage to Health and half to Stamina.
Scorching Hands: Blasts targets in melee range, dealing 80 points of fire damage per second. (slow)
Shattering Crystal: Creates a crystal of ice. Cast again to detonate the crystal for up to 270 damage to Health and S
Shock Nova: Radial shockwave that deals 40 damage to Health and Magicka. Those along the edge take up to x2 d
Sleet Storm: A rapid stream of ice shards that deal 60 damage to Health and Stamina per second. (slow)

Master
Apocalypse: Target is assaulted by elemental entities that appear nearby and cast x4 damage Flames, Frostbite an
Cyclonic Rift: Creates a storm portal for 20 seconds. If two portals are active, those approaching either get warped
Fingers of the Mountain: Electrifies nearby opponents for 30 seconds. When hit by a shock spell, lightning strikes fo
Flamestrike: A storm of 24 meteoric fireballs rains down from the heavens in a line extending from the caster, each
Forbidden Sun: Giant ball of elemental fire that deals 100 points of damage in a wide area on impact. Targets struc
Frozen Orb: Spinning orb that slowly travels to the target location and hovers there for 3 seconds, spraying ice spik
Howling Blast: Casts a jet of icy wind that deals 45 damage per second to Health and Stamina. Targets caught in th
Static Dome: Shock globe that does 25 shock damage to Health and half to Magicka and reduces Shock Resist by 5
Twister: Creates a tornado at the target location. A direct hit sucks up a target, dealing 40 frost damage for 10 seco
Volcano: Creates a volcanic eruption at the target location that spits out 8 lava bombs per second for 10 seconds, e

Illusion
Novice
Dispel Magic: Dispels all magical effects (except diseases) on friends and foes.
Ghostwalk: Caster is invisible for 10 seconds or until broken, then teleports back to where the spell was cast.
Pale Shadow: Target enemy is attacked by its own image for 10 seconds. It deals the same damage but has 1 Heal

Apprentice
Backlash: Interrupts target spellcaster. If a spell is interrupted, the target is hit by their own offensive spells, while n
Curse of the Silent: Drains 8 points of Magicka per second for 30 seconds or until the target successfully casts a s
Illusory Flames: Concentrate to deal 30% of their current Health as temporary damage that wears off after 2 secon
Mind Vision: See through the eyes of target creature or humanoid for 10 seconds. Sheathe to cancel.
Shared Trauma: For 10 seconds, when target creature or humanoid loses Health, the previous target loses the sam
Thoughtsteal: Equip the spells the target has equipped. Lasts for 120 seconds or until unequipped.

Adept
Blood for Blood: Cast on a corpse, summons the anguish of its death as an avenging force to reduce the Health of t
Compelling Whispers: Concentrate for 5 seconds to force creatures or people to fight for the caster for 60 seconds
Evil Twin: While concentrating, manifests illusions of nearby enemies to attack them. Illusions take extra damage fr
Figment of Pain: Creates an immobile illusion linked to the target for 20 seconds. Damage felt by either is felt by bo
Illusory Pyre: Illusory explosion deals 25% of their current Health as temporary damage that wears off after 15 seco
Shadowbond: Caster and target gain invisibility for 20 seconds. When the invisibility is broken, the caster and targe

Expert
Empathic Agony: For 45 seconds, when the caster loses Health, target creatures or people lose 40% of this amount
Enslave the Weak: Forces a hostile humanoid below 20% Health to serve your will permanently until slain. You can
Mimic's Cloak: For 60 seconds, the caster copies most (non-concentration) spells cast by others within 20 foot.
Mind Control: Take control of a humanoid for 30 seconds. In combat, the target will fight back when attacked. The
Seidstone: The stone manifests illusions of nearby dead for 40 seconds. Illusions take extra damage from attacks.
Vanish: All nearby opponents targeting the caster or searching for the caster leave combat. (ritual)

Master
Harrowing Dirge: When a cursed creature or humanoid dies, all other cursed targets take unresistable damage equa
Hidden Cobra: Curses a target for 60 seconds. The curse reduces Health to 1 if the target leaves combat for 5 seco
Last Word: Interrupts target spellcaster. If a spell is interrupted, any other Illusion spells cast on the target within 10
Magicka Void: Reduces the Health percentage of all targets to match their Magicka percentage. (slow)
Mirror Entity: Control an illusion of target humanoid for 20 seconds. In combat, the illusion will attack opponents in
Pull From Eternity: Cast on a corpse to capture its ghost. Cast on a target to release the ghost to attack the target f
Scream of Pain: Lowers the Health percentage of nearby creatures and humanoids to the caster's Health percentag
Shroudwalk: You are invisible for 90 seconds. When performing an action that breaks invisibility, you immediately r
Spectral Warband: Manifests illusions of all allies in combat for 60 seconds. Illusions take extra damage from attac
Wyrd: The hand of fate chooses a random nearby target. It takes 20% of its current Health for each nearby target as

Restoration
Novice
Bone Spirit: Casts a vengeful spirit that homes in on the target and explodes for 50 points of magic damage to und
Circle of Strength: Steals 6 points of Stamina per second from hostiles inside the circle. Circle lasts for 30 seconds
Wild Healing: Heals the caster 40 points, then heals a random target within range 40 points.

Apprentice
Lamb of Mara: For 30 seconds, you gain 35% of the Health the target loses.
Leech Seed: Infests a living target with a poison spore for 10 seconds. When the caster falls below full Health, the s
Mystic Wind: For 10 seconds, restores 5 points of Magicka per second while the caster is sprinting. (zero Magicka
Necroplague: Infects a corpse with a spreading virus that deals 9 disease damage for 30 seconds to nonmechanic
Slay Living: Kills a living target in melee range with 25% or less remaining health.
Welling Blood: Curses a living target. If the target loses at least 60% of its maximum Health within 8 seconds, it die

Adept
Circle of the Moons: Steals 8 points of Magicka per second from hostiles inside the circle. Circle lasts for 30 secon
Finger of Death: Blast of death magic that damages a living target equal to its Health but the caster takes 125% dam
Horrid Wilting: Desiccates nonmechanical targets, inflicting 12 disease damage per second for 10 seconds. (slow)
Ruin: Weakens an enemy, reducing all skills by 15 points for 120 seconds.
Sealed Resolve: Places a seal upon the caster for 15 seconds. Losing 50% of your current Health unlocks the seal,
Tree Rings: Caster receives 10 layers of tough plant skin, each increasing maximum Health by 15 points. Layers gra

Expert
Blood Boil: Concentrate to summon whirling blood that harms foes within 15 feet and the caster. Deals 25 magic d
Channel Energies: Casts the (beneficial self-targeted) spell in your left hand on the target.
Decompose: Curses a nonmechanical target for 60 seconds, allowing allies within 10 feet of the target to absorb 15
Healing Blossom: Activates 10 seconds after casting and lasts 10 seconds. The blossom heals the caster 30 point
Nature's Balance: Swaps the Health percentages of the caster and a living target. (slow)
Resurgence: For 15 seconds, heals 20 points per second when the caster falls below 50% Health.

Master
Bloodseeker: Casts a homing flare at a target. When it reaches the target, it heals or deals magic damage equal to
Breath of Arkay: Accumulate 50 points of divine energy per second while concentrating. After you stop concentrati
Circle of Death: Circle instantly kills living targets below 40% Health. (slow)
Dust to Dust: Destroys all undead below 40% health. (ritual)
Godform: Divine energy replenishes up to 15 points of Magicka per second when Health is above 50%. The higher y
Infinite Light: Stream of healing energy that diffracts between targets, healing 150 points per second. (ritual)
King's Heart: A holy spark slowly follows the caster for 60 seconds. When it is nearby, it fortifies most skills by 15%
Life's Finale: Corrupts nearby nonmechanical targets and the caster for 20 seconds. The corruption deals 100 dise
Meridia's Wrath: Attunes the caster to light, equipping the Starstorm spell for up to 30 seconds. This spell deals 10
Worm Shroud: For 120 seconds, destroys corpses within 20 feet, improving Restoration spells by 5% for 30 second

Scroll only
Scrolls do not scale from any bonuses except from those that explicitly say so, like the perks "Last Word" from Ordina
This means destruction scrolls don't scale from destruction bonuses, and similarly for all the schools.

Novice
Erase Spells: When you cast a spell within 10 seconds, the spell vanishes from your spellbook. Cannot remove star
Master
Gravisphere: Target is pulled into the air by a floating sphere of high mass for 60 seconds. (slow)
Mind Fog: Prevents the target from casting spells or regenerating Magicka for 20 seconds. Bypasses spell absorpt
Oblivion Unbound: Invokes an unholy rage in a summoned or raised creature, granting 200% attack and movement
Stendarr's Embrace: Fully heals the caster, then increases maximum Health by 25% of the amount healed for 60 se
Wizardfire: Devastating blast of raw magicka that deals 400 points of magic damage in a large area but can hit the

Cosmic Spells
Luminous and Tenebrous
Cosmic spells scale with destruction

Novice
Luminous Crescent: Deals 20 magic damage and creates a Luminous Crescent for 15 seconds, to be used by other
Umbral Orb: Deals 20 magic damage and creates an Umbral Orb for 15 seconds, to be used by other spells. (umbra

Apprentice
Sentinel: Deals 15 magic damage and charges the target with cosmic energy. For 10 seconds, nearby Luminous Cr
Starstorm: Concentrate to cast a barrage of stellar flares, dealing 30 magic damage per second. (slow)
Event Horizon: Create a forcefield that blocks passage for 10 seconds. Targets inside take 10 damage per second.
Voidharmonics: Deals 15 magic damage and charges the target with resonant energy. For 10 seconds, nearby Umb

Adept
Cosmic Gale: Cast a small galaxy for 60 damage. Targets are teleported through a wormhole to another nearby gal
Plasma Bolt: During a 6 second cast, charge up a devastating projectile that explodes for 180 magic damage. (stop
Stellar Birth: Anuic stellar spirits circle the target for 10 seconds, shooting 15 damage light beams.
Gravitether: Cast a 50 damage gravity strike. Deals up to 200% extra damage to distant targets, pulling them to you
Graviton Sphere: Ball of mass that impacts an area for 50 magic damage. Targets are warped towards the previous
Prismatic Beam: Void beam that deals 30 magic damage per second. When the beam is held on a target, damage in

Expert
Lightspeed: Launch yourself at a target location, dealing 100 magic damage on impact. (slow)
Rapture: Moonbeam that deals 90 damage. Targets are pulled to the nearest Luminous Crescent within 100 feet an
Collapsar: Creates a singularity that pulls targets to the center, dealing 120 magic damage. (slow)
Umbral Barrage: Deals 90 damage and launches all nearby Umbral Orbs at the target for 90 damage each.

Master
First Light: ??? (base damage of 100) (ritual)
Eden Grid: ??? (base damage of 9001?!?! wtf is this balancing? Shit mod! nah I'm just kidding it's 100. love you Enai

> Back to Top


Andromeda - Standing Stones of Skyrim
Up-to-date as of Andromeda v1.1.2
SSE link
LE link

Quick Navigation
> The Apprentice > The Serpent
> The Atronach > The Shadow
> The Lady > The Steed
> The Lord > The Thief
> The Lover > The Tower
> The Mage > The Warrior
> The Ritual

Powers (the ones that say "1/day" or "at will")


Hover over the standing stone names for COC codes

The Apprentice
Prodigy: Novice spells cost no Magicka and all other spells cost
Sorcerer's Apprentice: Spells you cast are either
Vaporize: 1/day - For 30 seconds, prevent a killing blow by annihilating the attacker. No effect on massive targets.

The Atronach
Corrupted Arcana: Magicka does not regenerate. Each death within
Oblivion Bound: If you have Magicka remaining, spells are
Devour from Within: 1/day - Paralyzes a living target, absorbing

The Lady
Lunar Familiar: When entering combat, summons a Lunar Familiar under your control for
Premonition: Pale light marks enemies who can kill you with their next strike, slowing them and reducing armor by
Eclipse: 1/day - Commands your Lunar Familiar to fight the target. It deals

The Lord
Crown of Autumn: Stamina does not regenerate in combat, but power attacks deal
Old Stone: The Lord graciously allows you to power attack when out of Stamina, dealing
Kneel or Be Knelt: 1/day - Throws nearby targets to the ground each second, dealing
The Lover
Secret Admirer: The Lover periodically gifts you a random enchanted weapon or armor.
Undying Love: Cheat death when slain, returning to life with full Health. This effect has a
Lover's Kiss: At will - Target is magically bonded to you and can be called to your location with the Lover's Call pow

The Mage
Power of the Arcane: Spells are 10% more effective. Scrolls are
Mage's Path: Learn all Mage skills 10
Ultimate Power: 1/day - Choose one of three random schools of magic. Spells are twice as effective and cost half a

The Ritual
Mara's Mercy: Approach a violently slain corpse to gather its memories, summoning it as a vengeful spirit in your n
Mara's Tears: Periodically relive the death of an ally or enemy whose memories you gathered before, creating a corp
Requiem: 1/day - Vengeful spirits gain

The Serpent
Slither: Sneaking now costs 8 Magicka per second but you move
Striking Cobra: If you have Magicka remaining, sneaking and sneak attacks are
Star Curse: 1/day - Silently steals all Magicka and Stamina from targets and prevents regeneration for

The Shadow
Blur: The Shadow increases movement speed by
Hide in Shadows: When near a wall or obstacle, sneaking and sneak attacks are
Shadow Step: At will - Expend 50 points of Stamina to dash to a nearby target within

The Steed
Explorer: The Steed increases carry weight by
Gallop: When out of combat, the Steed increases movement speed by
Bag of Holding: At will - Open an extradimensional storage space to stash or retrieve items.

The Thief
Ambush: Sneaking and sneak attacks are
Thief's Path: Learn all Thief skills 10
Pillage: 1/day - Find more loot on enemies you kill within

The Tower
Royal Treasury: A quest leads to a hidden cache in Skyrim containing fabulous loot. Looting it indicates the next ca
Tower Key: Open locked doors up to Adept level. Once a day, open any lock of up to Expert level.
The Dungeon: 1/day - Targets are lost in a mental maze, mindless but untouchable for

The Warrior
Fierce Spirit: Power attacks do 15% more damage, and ranged weapons do up to
Warrior's Path: Learn all Warrior skills
Star of the West: 1/day - Invoke the Warrior to refill Health and Stamina and fortify them by the amount restored for

> Back to Top


Standing Stones of Skyrim
1.1.2

y "1/day" or "at will") are unlocked by discovering all 13 standing stones.


tone names for COC codes (e.g. type "coc DoomstoneTundraMarsh01" [no quotes, not case sensitive] into the console to teleport

ost no Magicka and all other spells cost 15% less Magicka.
pells you cast are either 50% more effective or 50% less effective than intended. (The former is more likely.)
seconds, prevent a killing blow by annihilating the attacker. No effect on massive targets.

cka does not regenerate. Each death within 50 feet restores Magicka equal to 20 times their level.
ve Magicka remaining, spells are 25% more effective and cost 50% less Magicka.
ay - Paralyzes a living target, absorbing 50 Magicka for 10 seconds. When depleted, absorbs Health instead.

ering combat, summons a Lunar Familiar under your control for 60 seconds.
marks enemies who can kill you with their next strike, slowing them and reducing armor by 500 points.
ds your Lunar Familiar to fight the target. It deals 300% more damage and takes 50% less damage.

na does not regenerate in combat, but power attacks deal 25% more damage and stagger.
iously allows you to power attack when out of Stamina, dealing 30% less damage and stagger.
- Throws nearby targets to the ground each second, dealing 15 magic damage and absorbing that much Stamina for 10 second
er periodically gifts you a random enchanted weapon or armor.
th when slain, returning to life with full Health. This effect has a 15 minute cooldown.
get is magically bonded to you and can be called to your location with the Lover's Call power.

ells are 10% more effective. Scrolls are 20% more effective.
age skills 10% faster.
Choose one of three random schools of magic. Spells are twice as effective and cost half as much for 60 seconds.

a violently slain corpse to gather its memories, summoning it as a vengeful spirit in your next battle.
y relive the death of an ally or enemy whose memories you gathered before, creating a corpse.
ul spirits gain 1000 points of Health. They move and attack 50% faster. Lasts 45 seconds.

sts 8 Magicka per second but you move 25% faster while sneaking.
ve Magicka remaining, sneaking and sneak attacks are 40% more effective (20% for projectiles).
ly steals all Magicka and Stamina from targets and prevents regeneration for 20 seconds.

ses movement speed by 20% in combat.


near a wall or obstacle, sneaking and sneak attacks are 20% more effective.
pend 50 points of Stamina to dash to a nearby target within 75 feet.

ases carry weight by 50 points and adds random nearby landmarks to the map.
bat, the Steed increases movement speed by 40% and Stamina regenerates very quickly.
Open an extradimensional storage space to stash or retrieve items.

neak attacks are 10% more effective.


ief skills 10% faster.
e loot on enemies you kill within 30 seconds. Especially violent kills result in even more loot.

eads to a hidden cache in Skyrim containing fabulous loot. Looting it indicates the next cache. (no longer bugged as of 1.1.0)
doors up to Adept level. Once a day, open any lock of up to Expert level.
rgets are lost in a mental maze, mindless but untouchable for 25 seconds. This is not a hostile effect.

cks do 15% more damage, and ranged weapons do up to 15% more damage based on distance.
Warrior skills 10% faster.
Invoke the Warrior to refill Health and Stamina and fortify them by the amount restored for 30 seconds.
Sacrosanct - Vampires of Skyrim
Up-to-date as of Sacrosanct v5.15
SSE link
LE link

Quick Navigation
> Vampire Abilities > Rank Abilities
> Thirst-based Abilities > Blue Blood
> Racial Abilities > Hemomancy
> Spells and Powers > Potions
> Thirst-based Powers > Vampire Lords

Vampire Abilities
Dominate: Illusion spells cast by a vampire are
Moonlit Waters: A vampire can swim underwater without drowning, and walk across the surface.
Resist Disease: Your Vampiric blood gives you
Resist Frost: Your Vampiric blood gives you 50
Resist Poison: Your Vampiric blood gives you
Still Heart: A vampire is 25% harder to detect by creatures and people while sneaking.
Cold Blooded: deal 20% more damage with frost spells and
Trespassing Curse: When trespassing in someone else's home, lose
Weakness to Fire: Your Vampiric blood gives you
Weakness to Sunlight: Health, Magicka, and Stamina do not recover while in Sunlight and are reduced by

Thirst-based Abilities
Fortitude: Vampiric blood makes you hard to kill. Upon taking fatal damage, you come back to life, becoming thirsti
...when Thirsty, turns into...
Wassail: The Beast awakens below 25% Health in combat, draining Health, Magicka and Stamina during combat an

Kiss of Death: Draining a victim (killing them by feeding)


...when Parched, turns into...
The Beast: Unable to Feed and can only Drain mortal victims, which kills them.

Presence: Your Vampiric charm makes intimidation attempts twice as likely to succeed, and buying items is
...when Blood Starved, turns into...
Mockery of Life: Healing spells and effects no longer heal you. Potions of Blood have no effect. You don't regenera

Racial Abilities
Altmer - Wine and Revelry: Feeding increases Magicka by
Argonian - Jeweled Scales: Protected against Sunlight while swimming and for
Bosmer - Bitter Sap: 100% weakness to poison. Consumed alchemy ingredients are reversed and
Breton - Dolmen Haunt: Can feed by activating a Standing Stone.
Dunmer - Tainted Blood: Feeding on people grants you their racial vampire ability. You can only have one at a time.
Imperial - Cult of Shadows: Shrine blessings also increase Magicka and Stamina by
Khajiit - Misfortune: You bring bad luck. In combat, your enemies within
Nord - From Ancient Soil: Once per battle, you may activate a corpse to reanimate it. The corpse crumbles to dust w
Orc - Lavish Brutality: Feeding increases Stamina by
Redguard - Ruler of Locusts: Once per battle, activate an enemy humanoid to send insects that deal

Spells and Powers


Vampire's Seduction: 1/day - Silently bewitches a person up to level
Vampire's Sight: At will - Improved night vision. Cast again to disable.
Vampire's Will: 1/day - Clouds a person's mind for
Vampiric Drain: Spell - Absorb 5 (Sated) to 20

Thirst-based Powers
Blood Cauldron: At will - Expend some of your Vampiric blood to replenish Health, Magicka and Stamina to full, bec
...when Thirsty, turns into...
Blood Revel: At will - In combat, gain 25% bonus attack damage and spell effectiveness for

Nightwalk: At will - Send forth a mist for 15 seconds. Use again to teleport to its location. Maximum range is
...when Parched, turns into...
Obfuscate: 1/day - Blend into your surroundings, gaining unbreakable invisibility for

Vampire's Command: At will - When talking to unoccupied people, adds new dialogue options that must be obeyed.
...when Blood Starved, turns into...
Flaywind: 1/day - Target person within 10 feet flees while vampire bats absorb

All spells and powers belong to their respective spell school (Illusion for Vampire's Command, Restoration for Blood

Rank Abilities
Blood Bond: Feeding on a sleeping victim makes them a lover, potential follower and marriage partner.
Blood Knight: Able to feed on staggered enemies in combat for
Cauldron of Fire: After using Blood Cauldron, deal double attack damage and take half attack damage for
Dance with the Beast: Attack damage dealt doubled and attack damage taken halved while affected by Wassail, un
Eyes of the Predator: At will - Spend Health to detect creatures and people within a
Harvest Moon: Draining a victim also generates a Potion of Blood.
King Among Kine: You no longer lose any powers when feeding.
Oberon's Grail: Reduces the chance to fall victim to Wassail in combat by
Path of Humanity: Increased chance to delay the progression of Vampiric thirst.
Night of the Wolf: Able to sneak feed on people who are not detecting you.
Summon to Molag's Court: 1/day - Commands the nearest person within
Vicissitude: Hemomancy spells other than Blood Seed do
Wicked Wind: At will - Dash instantly to a target location within

Blue Blood
Potence: Vampiric strength grants 15% more attack damage, increased to
Sense Vitae: Activate a living target while sneaking to learn its attributes and resistances.
Eyes of the Moon: Your Vampire's Seduction power can affect targets up to
Tooth and Claw: Your attacks deal 25% more damage to targets affected by a Hemomancy spell such as Blood See
Mytherceria: Day passes 20% faster and night passes
Masquerade: You are no longer hated and feared when Blood Starved.
Daywalker: You are immune to non-lethal Sunlight.

Hemomancy
1 draining - Blood Seed: (Apprentice) Jagged bone shards grow in a living or undead target, dealing
3 drainings - Blood Brand: (Adept) Living or undead target takes 5 magic damage per second. After
6 drainings - Blood Garden: (Adept) Casts Blood Seed on all targets, inflicting
10 drainings - Blood Scourge: (Expert) Living or undead target takes
15 drainings - Blood Ankh: (Expert) Hexes the corpse of a living or undead being, causing it to levitate and explode
21 drainings - Profaned Sun: (Master) Flaming star that follows the target for

28 drainings - Borrowed Time: (Master) Deals 5 magic damage for 20 seconds to the living or undead. When time r

Potions
(crafted at a cooking pot, not Alchemy Lab)

Potion of Embracing: Vampire Dust + Flawless Ruby

Potion of Hemomancy: Vampire Dust + Briar Heart + Fire Salts (x2) + Moon Sugar (x2) - Advances Hemomancy. Va
Potion of Thirst: Vampire Dust + Void Salts - Increases Vampiric thirst. Vampires heal
Potion of Blood: Human Flesh - Counts as feeding. Vampires heal
Potion of Blood (x2): Human Heart - Counts as feeding. Vampires heal

Vampire Lords

Abilities
Royal Bloodline: Vampire Lords gain 25 (level 5) to 250 (level 50) points of Health, Magicka and Stamina, 0 (level 5)
points of armor.
Fall From Grace: Vampire Lords are immune to fall damage.
Stagger Attack: Attacks in melee form stagger most targets.
Weakness to Sunlight: Health, Magicka, and Stamina do not recover while in Sunlight and are reduced by

Spells and Powers


Raze: Spell - Cast a wave of blood that cuts through targets in a line, absorbing
Lord's Servant: Spell - Reanimate a level 25 (level 5)
Bats: At will - Dash in your direction of movement.

Perks
Power is Power: All attributes (Health, Magicka, Stamina) are increased by
Wings of the Strix: In magic mode, sprinting allows you to glide, greatly reducing fall speed.
Astral Poison: Attacks in melee form deliver an unnatural toxin, dealing
Night Cloak: In combat, you are surrounded by a cloud of bats that feed on living enemies within melee range, abso
Dragon at Midnight: You gain 4 perk points to spend in your other perk trees. However, when you are Blood Starved

Echolocation: Night Power: Sends out a quick pulse that detects any creature.
Mist Form: Night Power: Morph into a dark mist for 15 seconds, becoming undetectable and invulnerable but unab
second. (Magicka cost: 50, cooldown: 30 seconds)
The Reaping: Night Power: Unleash your inner Beast, slowing time while gaining 40% movement speed and 60% at
seconds. (Magicka cost: 75, cooldown: 40 seconds)
Tremble: Night Power: Emit a shockwave that throws all within

Court's Chef: Able to create Blood Potions at a cooking pot. Using Human Flesh yields 1 Blood Potion and using a H
advances Vampire Lord perks.
White Wolf: Your Vampire's Seduction power now works on targets 15 levels higher and you may Drain people unde
or seduced victim advances Vampire Lord perks.
Psychic Vampire: Feeding on victims depletes their Magicka and Stamina and increases the effectiveness of Domin
Embrace the Beast: You are stronger when Blood Starved: you deal 25% more attack damage, Flaywind lasts 100%
second to cast a Flaywind on humanoid targets for 5 points of magic damage for 10 seconds.
Foster Childe: Able to Embrace a sleeping victim when feeding, turning them into a vampire who will fight for you an
Amaranth: Vampire's Seduction works on vampires. Able to Drain humanoid vampires to disintegrate them and abs
and social skills while weaker vampires flee from you, for 5 minutes.

Fountain of Youth: Killing a person with a power attack bite in melee form restores all your Health and
Lion Among Sheep: In magic form, damaging targets with the Raze spell in your right hand reduces their attack dam
for each target affected.
Slasher: Power attacks in melee form deal 50% more damage and hit all targets in front of you.
Celerity: Able to move at unnatural speed. Movement speed increased by

Unearthly Will: Blood Magic, Night Powers, the Raze spell in your right hand and Hemomancy in mortal form cost
Blood From a Stone: Blood Magic, the Raze spell in your right hand and Hemomancy in mortal form can now damag
Lord of Destruction: The Raze spell in your right hand deals
Blood Storm: Permanently upgrades the Raze spell in your right hand to Blood Storm. Concentrate to cast a barrage
points of magic damage.

Exsanguinate: Your Vampiric Drain spell in mortal form deals


Starving Artist: In mortal form, Hemomancy spells used against people absorb Health equal to 25% of their base da
amount). Killing people with Hemomancy spells advances your Vampire Lord perks.
Make Them Beautiful: In mortal form, Hemomancy spells used against people have
Auspex: In mortal form, your supernatural senses warn you of the presence of enemies within 200 feet, briefly illum
that are too close are not detected.
Curtain Call: Hemomancy: Briefly pacifies people affected by a different Hemomancy spell before decapitating them
Lamae's Pyre: Hemomancy Power: A 50 foot hurricane of flames that enwraps the caster for 10 seconds. Enemies
until you feed on a sleeping victim. (Magicka cost: 600)

Chokehold: Blood Magic: Concentrate to pull a creature to you from a distance, absorbing
Conjure Gargoyle: Blood Magic: Conjure a gargoyle to fight for you for
Gutwrench: Blood Magic: Concentrate to absorb 5 points of Health per second from nearby living foes. Uninterrupte
apart when this exceeds their remaining Health. (Magicka cost: 25/sec)

Maelstrom: Blood Magic: Create an imploding vortex that pulls all within 50 feet into the center, stunning them and

> Back to Top


pires of Skyrim

vampire are 25% more powerful and last 25% longer on creatures and people.
m underwater without drowning, and walk across the surface.
od gives you 100% resistance to disease.
gives you 50 (Sated) to 20 (Blood Starved)% resistance to Frost.
d gives you 100% resistance to poison.
r to detect by creatures and people while sneaking.
age with frost spells and 20% less damage with fire spells. (unlisted ability) (can be disabled in the MCM)
sing in someone else's home, lose 10 points of Magicka and Stamina per second. (can be disabled in the MCM)
lood gives you 20 (Sated) to 50 (Blood Starved)% weakness to Fire.
gicka, and Stamina do not recover while in Sunlight and are reduced by 25 (Sated) to 100 (Blood Starved) points.

ou hard to kill. Upon taking fatal damage, you come back to life, becoming thirstier.

w 25% Health in combat, draining Health, Magicka and Stamina during combat and reducing them by 10 points until you feed.

ling them by feeding) permanently increases Health, Magicka and Stamina by 1.

only Drain mortal victims, which kills them. (Immortal targets can't be drained.)

akes intimidation attempts twice as likely to succeed, and buying items is 5% cheaper.

d effects no longer heal you. Potions of Blood have no effect. You don't regenerate Health.

g increases Magicka by 50 points for 60 seconds (600 seconds if the victim is sleeping).
ted against Sunlight while swimming and for 180 seconds after leaving the water.
ss to poison. Consumed alchemy ingredients are reversed and 10 times stronger.
by activating a Standing Stone.
on people grants you their racial vampire ability. You can only have one at a time.
blessings also increase Magicka and Stamina by 25 points, but their effects are reversed.
luck. In combat, your enemies within 50 feet have 5% chance per second to trip and fall.
r battle, you may activate a corpse to reanimate it. The corpse crumbles to dust when combat ends.
eases Stamina by 50 points for 60 seconds (600 seconds if the victim is sleeping).
per battle, activate an enemy humanoid to send insects that deal 5 poison damage for 60 seconds.

tly bewitches a person up to level 10 for 30 seconds, calming them and allowing you to feed.
night vision. Cast again to disable.
rson's mind for 120 (Sated) to 15 (Blood Starved) seconds, ending combat and making them unlikely to detect you while sneak
ated) to 20 (Blood Starved) points of Health per second from the target.

ome of your Vampiric blood to replenish Health, Magicka and Stamina to full, becoming thirstier.

in 25% bonus attack damage and spell effectiveness for 120 seconds or until combat ends, but activate Wassail.

st for 15 seconds. Use again to teleport to its location. Maximum range is 100 feet.

surroundings, gaining unbreakable invisibility for 60 seconds.

n talking to unoccupied people, adds new dialogue options that must be obeyed. Lasts 60 seconds.

thin 10 feet flees while vampire bats absorb 25 Health per second for 30 seconds. If the target dies, counts as feeding.

ir respective spell school (Illusion for Vampire's Command, Restoration for Blood Cauldron, Conjuration for Nightwalk, etc.) and

victim makes them a lover, potential follower and marriage partner.


gered enemies in combat for 50 points of Stamina.
Cauldron, deal double attack damage and take half attack damage for 30 seconds.
age dealt doubled and attack damage taken halved while affected by Wassail, until combat ends.
d Health to detect creatures and people within a 500 feet cone for 30 seconds. Cast again to disable.
so generates a Potion of Blood.
se any powers when feeding.
e to fall victim to Wassail in combat by 75%.
ce to delay the progression of Vampiric thirst.
ed on people who are not detecting you.
Commands the nearest person within 150 feet to come to you for 120 seconds, allowing you to feed. Feeding resets the coold
her than Blood Seed do 25% more damage to targets affected by Blood Seed.
ly to a target location within 15 feet.

15% more attack damage, increased to 30% when Sated.


t while sneaking to learn its attributes and resistances.
Seduction power can affect targets up to 50 levels higher.
25% more damage to targets affected by a Hemomancy spell such as Blood Seed.
er and night passes 30% slower.
ted and feared when Blood Starved.
-lethal Sunlight.

ce) Jagged bone shards grow in a living or undead target, dealing 6 magic damage for 10 seconds.
Living or undead target takes 5 magic damage per second. After 10 seconds, detonates for 100 damage.
) Casts Blood Seed on all targets, inflicting 10 magic damage for 10 seconds.
pert) Living or undead target takes 20 magic damage for 15 seconds. On death, spreads to all nearby targets.
) Hexes the corpse of a living or undead being, causing it to levitate and explode for 200 magic damage.
ter) Flaming star that follows the target for 20 seconds, dealing 25 magic and fire damage to living targets near it.

aster) Deals 5 magic damage for 20 seconds to the living or undead. When time runs out, deals damage equal to all Health lost

emy Lab)

t + Flawless Ruby - Grants Vampirism. Vampires heal 100 points of Health.

ust + Briar Heart + Fire Salts (x2) + Moon Sugar (x2) - Advances Hemomancy. Vampires heal 100 points of Health. (Requires at
oid Salts - Increases Vampiric thirst. Vampires heal 100 points of Health.
unts as feeding. Vampires heal 100 points of Health. (Requires Court's Chef perk.)
- Counts as feeding. Vampires heal 100 points of Health. (Requires Court's Chef perk.)

in 25 (level 5) to 250 (level 50) points of Health, Magicka and Stamina, 0 (level 5) to 45 (level 50) points of attack damage and 7

e immune to fall damage.


orm stagger most targets.
gicka, and Stamina do not recover while in Sunlight and are reduced by 100 points.

that cuts through targets in a line, absorbing 15 (level 5) to 25 (level 50) Health and dealing 50 (level 5) to 150 (level 50) additio
level 25 (level 5) to 50 (level 50) corpse for 60 seconds.
n of movement. (2 charges)

lth, Magicka, Stamina) are increased by 50 points as Vampire Lord. Choose an attribute to further increase by 100 points.
sprinting allows you to glide, greatly reducing fall speed.
m deliver an unnatural toxin, dealing 25 points of poison damage and absorbing 50 points of Magicka over 5 seconds.
rrounded by a cloud of bats that feed on living enemies within melee range, absorbing 5 points of Health per second from each
k points to spend in your other perk trees. However, when you are Blood Starved, contact with Sunlight will instantly destroy yo

out a quick pulse that detects any creature. (Magicka cost: 15)
o a dark mist for 15 seconds, becoming undetectable and invulnerable but unable to fight while regenerating 25 points of Heal
wn: 30 seconds)
h your inner Beast, slowing time while gaining 40% movement speed and 60% attack speed and launching enemies with your po
own: 40 seconds)
ckwave that throws all within 25 feet into the air and stuns them. (Magicka cost: 75, cooldown: 30 seconds, 2 charges)

Potions at a cooking pot. Using Human Flesh yields 1 Blood Potion and using a Human Heart yields 2 Blood Potions. Additiona

ion power now works on targets 15 levels higher and you may Drain people under its effect regardless of how thirsty you are. A
re Lord perks.
ms depletes their Magicka and Stamina and increases the effectiveness of Dominate and Still Heart against them to 200% for 3
er when Blood Starved: you deal 25% more attack damage, Flaywind lasts 100% longer and Vampiric Drain deals 50% more dam
anoid targets for 5 points of magic damage for 10 seconds.
leeping victim when feeding, turning them into a vampire who will fight for you and making them a lover, potential follower and
orks on vampires. Able to Drain humanoid vampires to disintegrate them and absorb their power. Your reward for this depraved
pires flee from you, for 5 minutes.

with a power attack bite in melee form restores all your Health and 150 Magicka.
damaging targets with the Raze spell in your right hand reduces their attack damage by 10% for 10 seconds. In melee form, yo

rm deal 50% more damage and hit all targets in front of you.
speed. Movement speed increased by 10% in mortal and magic form and 20% in melee form.

Powers, the Raze spell in your right hand and Hemomancy in mortal form cost 25% less. The Vampiric Drain spell in mortal form
the Raze spell in your right hand and Hemomancy in mortal form can now damage Daedra and automatons.
l in your right hand deals 0.5% more damage per level of Destruction.
es the Raze spell in your right hand to Blood Storm. Concentrate to cast a barrage of exploding blood spheres that absorb 25 po

spell in mortal form deals 50% more damage when fighting only one enemy, and can be dual cast for a chance to stagger enem
momancy spells used against people absorb Health equal to 25% of their base damage (dealing that much extra damage and h
mancy spells advances your Vampire Lord perks.
rm, Hemomancy spells used against people have 25% chance to tear apart victims below 25% Health, instantly killing them.
natural senses warn you of the presence of enemies within 200 feet, briefly illuminating them through walls. Enemies can only

acifies people affected by a different Hemomancy spell before decapitating them, killing them instantly. (Magicka cost: 1500)
: A 50 foot hurricane of flames that enwraps the caster for 10 seconds. Enemies take 75 fire damage per second. Can be used
(Magicka cost: 600)

ate to pull a creature to you from a distance, absorbing 20 points of Health and Stamina per second when it is close. (Magicka
onjure a gargoyle to fight for you for 60 seconds. (Magicka cost: 50)
rate to absorb 5 points of Health per second from nearby living foes. Uninterrupted exposure builds up 25 points of agony per s
aining Health. (Magicka cost: 25/sec)

n imploding vortex that pulls all within 50 feet into the center, stunning them and reducing magic resistance by 50% for 3 secon
Growl - Werebeasts of Skyrim
Up-to-date as of Growl v1.4.0
SSE link
LE link

Quick Navigation
> Abilities in both Mortal and Beast Form
> Abilities in Beast Form
> Howls
> Perks

Abilities in both Mortal and Beast Form:


Beast Form: Take on the form of the beast for 150 seconds. 90 second cooldown.
Beastblood: The beastblood grants 100% resistance to disease.
Beastblood: The beastblood causes 25% weakness to fire and silver weapons inflict 20 extra damage to you.
Call of the Blood: At night, 0-40% (based on the phases of the moon) chance that your curse manifests, forcing you
(Argonian) Rabies: Your Argonian blood adds poison damage based on level to your attacks in beast form.
(Breton) Skinwalker: Your Breton blood reduces the cooldown of Beast Form by 30 seconds.
(Dark Elf) Raging Hatred: Your Dark Elven blood extends the duration of Beast Form by 60 seconds.
(High Elf) Golden Mane: Your High Elven blood grants 15% bonus magic resistance in beast form.
(Imperial) Pack Leader: Your Imperial blood reduces the cooldown of howls in beast form by 50%.
(Khajiit) Hunting Instinct: Your Khajiit blood reduces the Stamina cost of power attacks in beast form by 20%.
(Nord) Vargr: Your Nord blood grants 20% bonus attack damage for 30 seconds after feeding in beast form.
(Orc) Primal Rage: Your Orc blood halves attack damage taken for 15 seconds upon activating Beast Form.
(Redguard) Strong Stomach: Your Redguard blood restores 100 points of Stamina when you feed in beast form.
(Wood Elf) Moonchaser: Your Wood Elven blood grants 10% extra movement speed in beast form.

Abilities in Beast Form:


- Carry weight increased by 500 points (for a total of 700 points, since Werewolves have a base carry weight of 200
- Take no damage from falls
- Immune to disease
- Werebeast attacks deal 10 (+1 per character level (up to 50)) (+0.5 per highest weapon skill level (up to 100)) dam
- Werebeast skin grants 60 (+6 per character level (up to 50)) (+3 per highest armor skill level (up to 100)) armor (ar
- Werebeast skin grants 25% (+1% per character level (up to 50)) magic resistance
- Health increased by 50 points
- 100% of base Magicka transferred to Stamina instead
- Move 15% faster
- Regenerate 20% of maximum Stamina per second
- Able to feed on humanoid and animal corpses to restore 50 points of Health and extend the remaining duration by
- Bloodthirst: Werebeast claws do 10 points of bleed damage, healing you for the same amount.

Howls
Howl of Brotherhood: Howl to summon two wolves to your side. If you are a werebear, summons bears instead.
Howl of Terror: Howl to cause nearby living targets within 100 feet to flee in terror for 15 seconds.
Howl of the Hunt: Howl to detect living targets in a 300 foot radius. This distinguishes between targets that are in c

Perks
Bestial Strength (4): Deal 25/50/75/100% more attack damage in beast form.
Animal Vigor: Additional 100 point bonus to Health and Stamina in beast form.
Rampage: Beast form lasts 50% longer and feeding extends the duration 50% more.

Infinite Duress: Frenzy attacks (one-handed standing power attacks) in beast form stun targets for the duration.
Supernatural Strength: Back hand attacks (two-handed standing power attacks) in beast form disarm targets.
Roadkill: Leap attacks (two-handed sprinting power attacks) in beast form do a critical strike equal to twice your St

Feral Instincts: Power attacks in beast form cost 25% less Stamina and do 25% more damage.
Improved Bloodthirst (2): Beast form attacks do an additional 10/20 points of bleed damage, healing you for the sa
Swipe: Power attacks in beast form can hit multiple targets in front of you.

Lycanthropic Speed: Movement speed is increased by 10%, both in and out of beast form.
Lycanthropic Regeneration (2): Regenerate an additional 1/2% of your maximum Health and Stamina per second, b
Spread the Beastblood: Give your follower the beastblood by trading Werebeast Blood with them. No effect on vam

Totem of Ice Brothers (2): Werebeast Howl of Brotherhood calls Ice Wolves or Snow Bears/Werewolves or Werebea
Totem of the Hunt (2): Werebeast Howl of the Hunt shatters locks up to Adept/Expert level at close range.
Totem of Terror (2): Werebeast Howl of Terror affects even dragons, forcing them to land for 30/60 seconds.

Gorging: Feeding heals 100 points more.


Savage Feeding: Able to feed off the undead in beast form, and loot their corpses.

Bury the Beast: No longer forced to transform at night.


Wolf Among Men: The frequency of Silver Hand Elite werebeast hunters is reduced by 75%.
Thunderchild - Shouts of Skyrim
Up-to-date as of Thunderchild v4.11
SSE link
LE link

Quick Navigation
> Shouts
> Champion of Kyne
> Pillars of the Voice
> Vanilla Shout Improvements
> Vanilla Shout Bugfixes

Shouts
All words of power are listed with their respective shouts. Use the wiki to find the corresponding shout locations.
[link to UESP page for Shouts]

Alessia's Love
Enter a bond of life with another living being, sharing vitality.
Mortal - Healing Presence: Links the caster and a target. Whichever has lower health regenerates health over time.
Peace - Vitality Bond: Links the caster and a target, attempting to equalise their health percentages.
Trust - Greater Vitality Bond: Links the caster and a target, attempting to equalise their health, stamina and magick

Annihilate
Use gravity to harm enemies or lift them into a black hole.
Essence - Mind Lock: Drains large amounts of Stamina and Magicka.
Unleash - Demi: Reduces enemy health in an area by 25%.
Strike - Shockwave Pulsar: Each nearby target has 40% chance to get lifted into an exploding black hole. Only work

Arcane Helix
Breach an enemy's resistances or summon raging spirits of magic.
Fire - Breach: Reduces enemy magic resistance.
Fury - Greater Breach: Greatly reduces enemy magic resistance.
Tempest - Apparitions: When you cast a spell, you automatically summon an Apparition that fights for you.

Armageddon
Call down a rain of meteors or a devastating impact event.
Whirlwind - Rain of Fire: Hits the area in front of you with some meteors.
Inferno - Greater Rain of Fire: Hits the area in front of you with lots of meteors.
Sun - Final Impact: Calls down a massive meteor to hit your location for tons of damage. Run! Only works outdoors

Curse
Condemn targets to suffer the same pains they inflict on you.
Mirror - Curse: For 5 seconds, enemies take 3x the damage you take.
Spirit - Mystic Curse: For 5 seconds, enemies lose 3x the magicka you lose.
Bind - Greater Curse: For 6 seconds, enemies take 5x the damage you take.

Dance of the Dead


Juggle enemies on your weapon or dance to create shockwaves.
Animal - Carnage: Curses enemies, increasing the damage they take from power attacks. Each consecutive power
Tear - The Jugglenaut: Throws an enemy into the air. If you catch the enemy with a weapon swing before he hits th
amounts of damage, and shout cooldown is reset when you hit once.
Zombie - War Drums: For 60 seconds, circles with arrows appear on the ground. Stand in a circle along the arrow to

Earthquake
Slam enemies to the ground or turn allies into invulnerable stone.
Force - Eruption: Localised shockwave that throws enemies into the air.
Sand - Tremors: For the next 5 seconds, anyone coming near you is knocked down.
Eternity - Petrify: Disables targets but renders them invulnerable.

Essence Rip
Swap your lifeforce with an allied or enemy target to heal or harm.
Life - Health Rip: Swaps the Health percentages of you and a living target.
Balance - Stamina Rip: Swaps the Stamina percentages of you and a living target.
Push - Magicka Rip: Swaps the Magicka percentages of you and a living target.

Evocation
Shout a spell of your choice or raise a tower of magic to cast from.
Wind - Vocalize: Shout a predefined spell (by default Firebolt) for no magicka.
Magicka - Imprint: For the next 10 seconds, you can cast spells. Your Vocalize will now reproduce a random spell f

Health - Mage Tower: Raise a tower to cast from. While standing on the tower, you gain 25% bonus spell effectiven

Geomagnetism
Trap enemies in a swirling magnetic field or drag them with you.
Earth - Stator: Creates a magnet above the target that draws the victim in.
Seek - Attractor: Yank an enemy towards you and make them levitate above you.

Hunt - Death Magnetic: Creates a large magnet above the target while you shoot monopoles at the dangling target.

Iceborn
Briefly deal huge damage or freeze time and set up a shatter combo.
Ice - Ice Assassin: Briefly raises attack damage by a very large amount.
Hunter - Vengeance: While active, killmoves reset your shout cooldown.
Wing - Time Freeze: Throw enemies and stop time while you spit ice shards. Hit an enemy with 5 shards to prime a
damage for each primed enemy.

Jone's Shadow
Scout in a dreamstate, undress your enemies or strip magical boons.
Voice - Moonlight Shadow: Go invisible, and teleport back to your starting point when the invisibility is broken. Silen
Leech - Purify: Remove magical effects from enemies and allies.
Suffer - Naked Moon: Undresses targets, reducing their armor rating and removing armor modifiers.

Kingsbane
Stun or scatter nearby enemies or stop time and blow up your enemies.
Strength - Smite the Weak: Damages and staggers nearby enemies.
Never - Scatter the Weak: Damages and throws nearby enemies.
Dying - Time Compression: Throw enemies and stop time. Press the shout button while aiming at an enemy to crus

Lifestream
A healing shout, affecting nearby allies or creating healing weather.
Stamina - Healing Wave: Heals all targets in front of you.
Valor - Rejuvenating Wave: Grants regeneration to all targets in front of you.
Inspire - Lifetide: Creates healing weather that heals allies. Only works outdoors.

Lightning Shield
Shock nearby enemies, retaliate against damage or become invulnerable.
Storm - Shock Shield: Deals minor shock damage to all hostiles around you.
Flesh - Grounding Shield: Releases an area effect shock blast each time you are struck.
Statue - Thunderstone: Gain invulnerability for a short time.

Oblivion
Overwhelm enemies with knowledge or unleash the power of Hermaeus Mora.
Curse - Absorb Knowledge: For each target hit, your shouts cool down faster.
Mind - Eldritch Scream: Randomly deals either very high or very lowd amage.
Dragon - Blackstorm: The eye of Hermaeus Mora appears in the sky, periodically casting deadly lightning at enemie
This can hit the caster but will deal reduced damage. Only works outdoors.

Riftwalk
Block spellcasting, teleport to enemies or drag them to you through the void.
Air - Fracture Magic: Affects all targets around you in the process of casting a spell, staggering them and stealing s
Run - Warp: Offensively teleport behind a target.
Terror - Maelstrom: All targets struck are dragged towards you and dropped in front of you.

Shattersphere (1/day)
Cast a single powerful sphere of ice, or summon a spirit storm.
Frost - Rending Sphere: Damages an enemy with frost, ignoring some frost resistance.
Fool - Silent Sphere: Damages an enemy with frost. Silent.
Far - Biamhac: Summons a spirit storm that grants everyone massive Magicka and Stamina regeneration.

Shor's Wrath (1/day)


Oust intruders, gain godly powers or sing Shor's ghost into the world.
Hero - Purge: Throws non-Nords and reduces their Health by 25%.
Hand - Tempest: For 30 seconds, all your shouts have a cooldown of 3 seconds.
Defeat - Shor's Avatar: Summon the ghost of Shor to fight for you.
Shroud of Snowfall
Summon a blinding storm that cloaks you and muffles your steps.
Fade - Lesser Snowstorm: Grants invisibility while in the storm and slightly silences you. Only works outdoors.
Cold - Snowstorm: Grants invisibility while in the storm and silences you. Only works outdoors.
Freeze - Greater Snowstorm: Grants invisibility while in the storm and strongly silences you. Only works outdoors.

Speak Unto The Stars


Assault your enemies from above or explode the stars for power.
Time - Starfire: Damages enemies with stellar energy.
Allegiance - Touch the Stars: Rise into the air while casting down explosive bolts. Only works outdoors.
Pack - Stellar Extinction: Makes a field of stars appear. Look at a star to explode it and all nearby stars. For each st
damage. Only works outdoors.

Splinter Twins
Summons the evil shadows of your enemies to fight them.
Kill - Amethyst Twins: Summons the evil twin of each enemy hit with high Health but low damage.
Decieve - Ruby Twins: Summons the evil twin of each enemy hit with high damage but low Health.
Phantom - Diamond Twins: Summons the evil twin of each enemy hit with high damage and Health.

Stormblast
A single powerful melee strike that calls down Talos' lightning.
Sky - Arc Lightning: Your next power attack calls down a lightning bolt.
Wrath - Forked Lightning: Your next power attack calls down chain lightning.
Lightning - Hammer of Talos: Your next power attack deals devastating single target damage.

The Conqueror
Levitate those around you or blow up the sun.
Loyal - Strength of Kings: Levitates enemies, draining a large amount of attack damage.
Armor - Hammer of Kings: Levitates enemies, draining some attack damage, and allowing you to smash them awa
Wyrm - Supernova: Shout at the sun to explode it, scorching everyone in a large radius by 4% of their current health

Trueshot
Enchant arrows with the power of wind or call down Kyne's wrath.
Kyne - Flight Arrow: Your next arrow deals bonus damage based on distance.
Battle - Wings of Kyne: Your next arrow deals bonus damage based on distance and catapults the target to you.
Grace - Skystrike: Your next arrow calls down a magical crystal that deals heavy damage.

Wail of the Banshee


Damage, slay or drain the lifeforce of weakened enemies.
Fear - Tormenting Wail: Deals 1 damage for each 1% health the target has lost.
Finite - Leeching Wail: Deals 1 damage for each 1% health the target has lost, returning the damage to the caster as
Temporary - Killing Wail: Destroys targets below half Health and heals the caster based on the targets' remaining H

Wanderlust
Move lightly out of combat, illuminate the area or cast random shouts.
Snow - Pilgrim's Boon: Increases carry weight, and grants infinite Stamina when out of combat.
Spring - Wanderlight: Creates a long lasting light.
Summer - Wonderlust: When you use a shout, 50% chance to add a random shout.

Warcry (1/day)
The frenzy of battle restores your health, stamina or magicka.
Weapon - Ancient Might: Restores 15% of your missing stamina per second.
Champion - Ancient Sorcery: Restores 15% of your missing magicka per second.
Legend - Ancient Vigor: Restores 10% of your missing health per second.

Phantom Decoy
Summon an illusion or shatter it to deal damage. (this shout is recieved for starting the quest Champion of Kyne)
Decoy: Summons a ghostly Greybeard illusion.
Greater Decoy: Summons a more resilient Greybeard illusion.
Disjunction: Detonates your illusions to damage hostiles in an area.

Champion of Kyne
Bonus Abilities
Unlocked by completing specific quest objectives from Champion of Kyne.
Storm Crown: Clears an active shout cooldown when entering or leaving combat.
Thundering Echoes: The first shout you use in combat has no cooldown.
Way of Peace: Shout cooldowns (between 10 and 60 seconds) are reduced to 10 seconds when not in combat.

Favor
Favor is gained by completing quest objectives for Champion of Kyne.
Favor is hidden for immersion, but can be viewed with the console command: help TC_KyneFaithGlobal
You can learn the second words of the new shouts at 500 favor and the third words at 1000 favor. (your quest journ
You gain +1% bonus shout effectiveness for each 50 favor points. (see "Champion of Kyne" ability in your magic me
Each time you gain favor, you have a (gained_favor/2.5)% chance to receive a dragon soul, modified by /+0.5% each

- Carry Kyne's Fire to the doors of High Hrothgar: +150 points (repeatable) (unlocks Storm Crown)
- Fall for 4 seconds after leap off a tall edge with Whirlwind Sprint: +100 points (Unlocks Way of Peace)
- Touch the heavens on Skyrim's tallest peak: +100 points (Unlocks Thundering Echoes)
- Donate 1000 gold to Arngeir to support the Monastery: +15 points (repeatable)
- Shout to the heavens once a day: +25 points (repeatable)
- Hunt Kyne's spirit animals in the wild: +50 points (repeatable) (animals will be randomly marked with a green aura
- Gain the Voice of the Sky blessing: +75 points (repeatable) (this blessing is gained from reading all ten stone table
- Successfully meditating at the Statue of Kyne: +25 points (repeatable) (will still gain favor even if you learn no new
- Shouting: +4 points (repeatable)
- Defeating a Voicewraith: +10 points (repeatable)

Pillars of the Voice


Arcane Helix: Full shout includes 2 word effect.
Armageddon: Full shout impact damage +400%.
Aura Whisper: Full shout cooldown -5 sec per target detected.
Curse: Full shout cooldown -20 sec if the reflected damage kills an enemy.
Dance of the Dead: Full shout cooldown -2 sec for each note hit.
Disarm: Full shout affects targets of any level.
Dismay: Full shout affects targets of any level and duration +100%.
Evocation: Full shout cooldown -5 sec per spell cast from the tower.
Iceborn: Full shout damage +40%.
Ice Form: Full shout has infinite duration until broken.
Kingsbane: Full shout damage +25%.
Kyne's Peace: Full shout also calms the undead.
Lifestream: Full shout can now affect undead, daedra and automatons.
Lightning Shield: Full shout refunds 20 magicka and 10 stamina each time you are hit.
Marked for Death: Full shout permanently damages target armor by 5 per second.
Oblivion: Full shout no longer damages you.
Shattersphere: Full shout casts itself again each time it hits a target.
Stormblast: Full shout cooldown -60 sec if it hits a target in mid-swing.
Storm Call: Full shout damage +50% and knockup.
Trueshot: Full shout cooldown -5 sec per target hit by the shard.
Wail of the Banshee: Full shout cooldown -25 sec per kill.

Vanilla Shout Improvements


Animal Allegiance: Reduced cooldown (45-60-75), increased duration (60-75-90).
Battle Fury: Greatly increased effectiveness (1.5-2.0-2.5), but reduced duration (30-30-30) and increased cooldow
Become Ethereal: Increased duration (10-15-20).
Bend Will: Reduced cooldown (10-60-90).
Call Dragon: Reduced cooldown (5-5-180).
Call of Valor: Reduced cooldown (60-60-60).
Clear Skies: Increased cooldown to accomdate stun (10-15-20).
Disarm: Increased level cap (15-25-35).
Dismay: Increased level cap (10-20-30), reduced cooldown (30-35-40).
Drain Vitality: Cooldown reduced (30-50-70).
Fire Breath: Increased damage (60-80-100), reduced cooldown (30-45-60).
Frost Breath: Increased damage (10 for 6-8-10), reduced cooldown (30-45-60).
Soul Tear: Reduced cooldown (5-5-75).
Storm Call: Reduced cooldown (120-180-240).
Summon Durnehviir: Reduced cooldown (5-5-180).

Feim: Now increases health regeneration while ethereal by 250%.


Dragonborn Frost: Frost Breath now traps enemies in brittle ice, which can be shattered for damage.

Vanilla Shout Bugfixes


Major
Learning Drain Vitality before completing Marked For Death would cause you to end up with a bugged phantom sho
modified the dragon Drain Vitality (which for some mysterious reason used Marked For Death words) to use the cor

Minor
Animal Allegiance: Now correctly considered a Shout, and dispels other shouts on targets.
Battle Fury: Now correctly considered a Shout.
Bend Will: Third charge is now correctly considered a Shout.
Call Dragon: Now correctly considered a Shout.
Call of Valor: No longer cancelled by spell absorb.
Clear Skies: Now correctly considered a Shout.
Cyclone: No longer marked as a Destruction spell; now correctly considered a Shout.
Dragonrend: Now correctly considered a Shout.
Elemental Fury: Cast shader no longer has a looping sound that tended to get stuck looping forever.
Fire Breath: No longer marked as a Restoration spell.
Frost Breath: No longer marked as a Destruction/Restoration spell; corrected typo.
Ice Form: No longer flagged as a Destruction spell and no longer gains damage from the Destruction school.
Kyne's Peace: No longer marked as an Alteration spell.
Marked For Death: Instead of reducing armor by 25/50/75 for 60 seconds, it permanently reduced armor by this am
compensate for this significant nerf, the armor penalty is increased to 50/100/150.
Soul Tear: No longer grants Conjuration experience; a failed incantation is no longer considered a Shout.
Storm Call: No longer deals damage to teammates of the player (but may still target them).
Summon Durnehviir: Can no longer be summoned indoors, due to the high chance of him getting stuck; no longer c
Unrelenting Force: Third charge is no longer marked as a Destruction spell.
Whirlwind Sprint: No longer marked as a Destruction spell.
Summermyst - Enchantments of Skyrim
Up-to-date as of Summermyst v3.07
SSE link
LE link

Quick Navigation
> Weapon Enchantments
> Armor Enchantments

Due to there being no good intuitive way to represent the value of enchantments given how many factors affect them,

Weapon Enchantments
Absorb Armor: Absorbs X points of armor from the target for X seconds.
Absorb Speed: Absorbs X% movement speed from the target for X seconds.
Balefire: Deals X magic damage for X seconds or until detonated by a power attack.
Battle Hunger: Target is consumed by anger, taking X magic damage for X seconds or until it attacks or casts a spe
Beaconbound: Deals X magic damage while near <landmark>.
Berserking: Reduces the cost of your power attacks by X% for X seconds.
Clumsy: Targets stagger whenever they attempt a power attack within X seconds.
Command Daedra: Summoned Daedra up to level X are put under your control.
Counterspell: X% chance to interrupt the target's spell, draining a quarter of its Magicka.
Death's Door: Reduces targets with X% or less remaining Health to 1 point of Health.
Dim Vision: Sneaking is twice as effective against the target for X seconds.
Discharge: Drains X points of charge from the target's equipped weapons.
Disease Damage: Inflicts a disease that deals X points of damage for X seconds.
Drain Armor: Reduces armor by X points for X seconds.
Drain Damage: Weakens melee weapons by X points of damage for X seconds.
Drain Magic Resist: Reduces magic resistance by X% for X seconds.
Drain Skills: Reduces all skills by X points for X seconds.
Fire Damage Lingering: Target burns for X points per second until combat ends.
Fire Hazard: Ignites the ground underneath the target, dealing X damage for X seconds.
Frost Damage Piercing: Black ice deals X points of unresistable frost damage to Health and Stamina.
Frost Hazard: Freezes the ground underneath the target, dealing X damage for X seconds.
Halt Regeneration: Prevents Magicka and Stamina regeneration for X seconds.
Heal: Heals the target X points.
Hidden Serpent: If the target leaves combat within X seconds, halves its remaining Health.
Illusory Burden: Illusory weight temporarily reduces current Health by a quarter for X seconds.
Imprisonment: Chance to trap a person in a summoned cage for X seconds.
Insult: Deals X magic damage. Temporarily changes the target's name.
Karma: X% chance to reduce the target's Health percentage to yours (if yours is lower).
Killstreak: Deals X magic damage, multiplied by 5 on the next hit after this kills a target.
Leak Stamina: Target loses 50% Stamina regeneration to each ally within X feet for X seconds.
Momentum: Lowers poise by X% for X seconds and staggers targets with zero poise.
Poison Damage: Inflicts a poison that deals X points of damage for X seconds.
Poison Damage Cumulative: Toxins deal a stacking X points of poison damage for X seconds.
Power Attack Damage: Power attacks deal X extra damage.
Power Surge: X% chance on striking to release your currently selected power.
Resonance: Sonic vibrations deal magic damage equal to X% of the target's current Health.
Rolling Thunder: If the target dies within X seconds, X% chance to refresh your shout cooldown.
Shifting Earth: If the target is staggered, X% chance to summon a spike of rock that flips the target into the air.
Shock Damage Wild: Delivers a X point static shock, 10% chance to deal 5 times damage.
Shock Hazard: Electrifies the ground underneath the target, dealing X damage for X seconds.
Skyhook: Chance to lift the target's feet off the ground, immobilizing it for X seconds.
Sound: Chance to create a distracting noise that interrupts spellcasting for X seconds.
Steal Weapons: X% chance to steal a humanoid target's equipped weapons.
Stormbringer: Deals X shock damage as magic and applies the effect of many equipped shouts.
Sun Damage: Scorches undead for X points of damage.
Threshold Death: Living target gets a stacking X point curse for X seconds and is slain when this exceeds its Health
Threshold Throw: Target gets a stacking X point curse for X seconds and is launched when this exceeds its Health
Threshold Wail: Target gets a stacking X point curse for X seconds and its Health is halved when this exceeds its H

Armor Enchantments
Alarm: Alerts you when an enemy crosses the X foot perimeter. (generates a notification in the upper left hand corn
Amplify Alteration: Alteration spells and effects last X% longer.
Amplify Conjuration: Conjuration spells and effects last X% longer.
Amplify Destruction: Destruction spells and effects are X% stronger.
Amplify Illusion: Illusion spells and effects are X% stronger.
Amplify Restoration: Restoration spells and effects are X% stronger.
Area Drain Magic Resist: Reduces the magic resistance of enemies within X feet by 25%.
Area Fortify Minions: Friendly conjured creatures within X feet get 25% attack damage and 100 Health.
Area Restore Health: Heals living allies within X feet 10 points per second.
Cartographer: Periodically reveals nearby map markers.
Cheat Death: Take X% less damage from attacks when your Health falls below 25%.
Clockspinning: Faster: The time of day passes faster.
Clockspinning: Slower: The time of day passes slower.
Deadly Reach: Touch and location target spells can be cast at any distance.
Death Shroud: Living foes that stay within X feet too long (based on your level and their remaining Health) are slain
Death's Shield: The next time you would die, you are brought back to life but this item is destroyed.
Deep Breath: X% chance to reduce the cooldown of your shouts to 3 seconds.
Defender: Take X% less attack damage while blocking.
Fool's Gold: Grants 25000 gold, but slays you if you can't pay it back upon unequipping.
Force: Stagger from power attacks and bashes is much more effective.
Fortify Bashing: Bashing deals X% more damage.
Fortify Potions: Increaes the duration of alchemical potions by X%.
Fortify Power Attacks: Power attacks cost X% less.
Fortify Sneak Attacks: Sneak attacks deal X% more damage.
Fortify Speed: You move X% faster.
Fortify Total Armor: Your armor rating is increased by X%.
Generate Armor: Grants an enchanted armor piece at random intervals.
Generate Soul Gems: Grants a filled soul gem at random intervals.
Generate Weapons: Grants an enchanted weapon at random intervals.
Gladiator's Glory: Gain gold equal to twice your level when you perform a killmove.
Grit: Able to power attack for half damage when out of Stamina.
Horsemanship: Take X% less attack damage and deal X% more attack damage while riding a mount.
Imminent Victory: Take up to X% less damage from enemy attacks the further their Health falls below 50%.
Increased Experience: Gain X% more experience.
Influence: Calm: Enemy creatures and people within X feet have a chance to refuse to fight.
Influence: Fear: Enemy creatures and people within X feet have a chance to flee from combat.
Influence: Fury: Enemy creatures and people within X feet have a chance to attack anything nearby.
Intuitive Magic: Novice spells cost no Magicka.
Jester: Causes attack damage to fluctuate between one fifth and five times damage.
King of the Lost: An immortal ghost fights for you, it has X points of Health and Stamina.
Light: Creates a zone of light.
Link Health/Magicka: Increases Health by one fourth of base Magicka and Magicka by one fourth of base Health.
Link Health/Stamina: Increases Health by one fourth of base Stamina and Stamina by one fourth of base Health.
Link Magicka/Stamina: Increases Magicka by one fourth of base Stamina and Stamina by one fourth of base Magic
Magic Find: X% chance to loot an additional magic item from people you kill.
Magnet: In combat, pulls foes within X feet to you (30 second cooldown).
Mark and Recall: Equip to create a magical mark at your location. Unequip to teleport back to the mark.
Negate Magic: Having 150% or more resistance to an element grants immunity.
Night Eye: Brightens vision, allowing the user to see in the dark.
Nova: When you fall below 25% Health, X% chance to release an explosion.
Perception: See item names and values at a distance.
Philosopher's Stone: Generates X gold per hour.
Quake: When you block an attack, X% chance to stagger nearby enemies.
Reactive Barrier: Being struck by a fire, frost or shock spell or effect reduces damage from that element by X% for 5
Recharge Weapons: Recharges weapons X points per second, up to the charge level the weapon had when it was e
Reclaim Magicka: Deaths within X feet drain the victim's remaining Magicka to replenish yours.
Ritual Protection: Immune to stagger and taking half damage from attacks while casting a ritual spell.
Rollback: With weapons or spells drawn, jump to return to your location 4 seconds earlier.
Shalidor's Shield: Take X% less attack damage while casting a spell.
Siphon Health: Absorbs Health based on level from enemies within X feet.
Siphon Magicka: Absorbs Magicka based on level from enemies within X feet.
Siphon Stamina: Absorbs Stamina based on level from enemies within X feet.
Soul Fusion: Deals damage equal to Magicka to nearby targets when equipped and to you when unequipped.
Soul Harvest: Gains X soul energy when a living foe dies, granting the Soul Burst power at 1000 soul energy.
Spirit of Life: Casting healing spells on allies is twice as effective.
Spurs: All mounts move 30% faster when ridden.
Stability: X% chance to avoid stagger from power attacks and bashes.
Triptych: Attributes: If you have a Fortify Health, Fortify Magicka and Fortify Stamina enchantment, increases Healt
Triptych: Resistances: If you have a Resist Fire, Resist Frost and Resist Shock enchantment, grants 25% resistance
Unbreakable: Take X% less damage from power attacks and bashes.
Windfall: 3% chance per second to restore X points of Health, Magicka and Stamina.

> Top of Page


Wildcat - Combat of Skyrim
Up-to-date as of Wildcat v7.00
SSE link
LE link

Quick Navigation
> Stamina Costs > Deal and Take More Damage
> Injuries > Optional Realistic Damage Plugin
> Injury Triggers > Attacks of Opportunity
> Stagger > General Game Changes
> Timed Blocking > Complete list of Game Changes

Pretty much everything is configurable in-game.

Stamina Costs
Attack (one-handed): 5
Attack (two-handed): 10
Fully drawing a bow: 5
Holding a drawn bow: 5/second
Swimming: 5/second

Actors that are out of Stamina are considered fatigued, slowing down movement by
Magicka and Stamina regenerate up to 30% faster at high Health and up to

Injuries
All actors on the battlefield may become wounded in battle, receiving a random injury. Each injury staggers the recip
lingering effect that lasts until the victim is healed to 100% Health or for 5 minutes. Undead and automatons are im
most features of Wildcat, this can be disabled.

Arm/Front Leg injury - Chance to stagger when attacking.


Chest injury - Rapidly drains Stamina. Trauma: drains
Head injury - Rapidly drains Magicka. Trauma: drains
Leg/Hind Leg injury - Chance to stagger or trip when running.
Spine injury - Receive double damage and stagger from power attacks and bashes.

Injury Triggers
Threshold injuries: This is the default injury mode. Actors have a chance to receive an injury when they fall below
Burst injuries: Use the Wildcat MCM to choose this injury mode. Actors have a chance to receive an injury wheneve
more realistic injury mode, but does increase script load slightly for each actor on the battlefield.

Stagger
Bow interrupts: Actors hit by an attack or damaging explosion while pulling back a bow get interrupted, throwing of
Full body stagger: This feature greatly increases the deadliness of combat and is disabled by default, requiring the
stun the player and interrupt all actions, just like staggering an NPC actor.

Timed Blocking
Blocking an attack within 1 second after raising a shield or weapon blocks

Deal and Take More Damage


Novice: x2.50/x1.00 (was x2.00/x0.50)
Apprentice: x2.00/x1.25 (was x1.50/x0.75)
Adept: x1.50/x1.50 (was x1.00/x1.00)
Expert: x1.25/x2.00 (was x0.75/x1.50)
Master: x1.00/x2.50 (was x0.50/x2.00)
Legendary: x0.75/x3.50 (was x0.25/x3.00)

Optional Realistic Damage plugin


Novice: x1.50/x1.50
Apprentice: x2.00/x2.00
Adept: x2.50/x2.50
Expert: x3.00/x3.00
Master: x3.50/x3.50
Legendary: x5.00/x5.00

Spell costs: +50%


Bow damage: -25%
Damage reduction to massive targets: increased to

Attacks of Opportunity
Inflict and receive attacks of opportunity with weapons and unarmed attacks. When the target is...
Pulling back a bow: +25%
Power attacking: +50%
Casting a spell: +50% (ward spell negates)
Struck from behind: +25%
Staggered or paralyzed: +25%
Struck in melee: +25%
Sleeping or sitting: Critical strike for 10 times critical damage
Massive: -50% damage and spell magnitude (dragon, centurion, giant, mammoth, etc)
Below 1/4 Health: +25%
Above 3/4 Health: -25%

General Game Changes

Offence:
Auto aim on bows and crossbows is greatly reduced.
Stamina regeneration in combat increased from 35% ->
Stamina regeneration delay after running out now lasts up to
Bash cost reduced from 40 -> 15 points of Stamina.
Power bash cost reduced from 50 -> 40 points of Stamina.

Defence:
Cap on blocking/resistances reduced from 85% -> 80
Armor gives 0.12% -> 0.125% damage reduction.
Shield block changed from 45% + 0.2/shield armor ->
Weapon block changed from 30% + 0.2/attacker weapon damage ->
Block effectiveness against power attacks reduced from

Magic:
Dual casting a spell now results in x2.5 effectiveness for
Magicka regeneration in combat increased from 35

Movement:
Actors move slower sideways and backwards while wielding a bow or casting a spell.

Complete List of Changes


<--Game settings-->

fAIAimBlockedToleranceDegrees: 10 -> 15
fAICombatFleeScoreThreshold: 10 -> 15
fAIDodgeDecisionBase: 10 -> 30
fAIDodgeWalkChance: 75 -> 50
fAIPowerAttackCreatureChance: 75 -> 50
fAIPowerAttackNPCChance: 20 -> 25
fAIShoutRetryDelaySeconds: 4 -> 2
fArmorScalingFactor: 0.12 -> 0.1
fAutoAimMaxDegrees: 1 -> 0
fAutoAimMaxDegrees3rdPerson: 2 -> 0.5
fAutoAimScreenPercentage: 6 -> 0
fBlockMax: 0.7 -> 0.95
fBlockPowerAttackMult: 0.66 -> 0.75
fBlockWeaponBase: 0.3 -> 0.4
fBlockWeaponScaling: 0.2 -> 0.15
fBloodSplatterDuration: 20 -> 10
fBloodSplatterCountDamageMult: 0.1 -> 0.2
fBowZoomStaminaRegenDelay: 3 -> 5
fCombatAcquirePickupAnimationDelay: 1 -> 0.25
fCombatAcquireWeaponDisarmedDistanceMin: 512 -> 1024
fCombatAcquireWeaponDisarmedTime: 2 -> 1
fCombatAcquireWeaponRangedDistanceMin: 512 -> 1024
fCombatAngleTolerance: 1 -> 2.5
fCombatAttackChanceBlockingMultMax: 0.67 -> 0.5
fCombatAttackChanceBlockingMultMin: 0.2 -> 0.15
fCombatAttackChanceMin: 0.05 -> 0.85
fCombatAttackPlayerAnticipateMult: 0.5 -> 0.6
fCombatBashChanceMax: 0.2 -> 0.5
fCombatBashChanceMin: 0.025 -> 0.25
fCombatBashReach: 141 -> 132
fCombatBlockAttackChanceMin: 0 -> 0.15
fCombatBlockChanceMin: 0 -> 0.60
fCombatBlockChanceWeaponMult: 0.25 -> 0.75
fCombatCastConcentrationOffensiveMagicChanceMin: 0.25 -> 0.4
fCombatCastImmediateOffensiveMagicChanceMin: 0.05 -> 0.1
fCombatDistance: 141 -> 132 (hey Grimy)
fCombatDodgeMovingReactionTime: 0.25 -> 0.15
fCombatDodgeReactionTime: 0.15 -> 0.1
fCombatInventoryMinEquipTimeBlock: 5 -> 2
fCombatInventoryMinEquipTimeMagic: 3 -> 1
fCombatInventoryMinEquipTimeStaff: 5 -> 2
fCombatInventoryMinEquipTimeWeapon: 5 -> 1
fCombatKillMoveDamageMult: 10 -> 3.5
fCombatMagicArmorMinCastTime: 15 -> 5
fCombatMagicDualCastChance: 0.33 -> 0.4
fCombatMagickaRegenRateMult: 0.33 -> 1
fCombatMagicSummonMinCastTime: 15 -> 5
fCombatMagicTargetEffectMinCastTime: 10 -> 5
fCombatMaintainRangeDistanceMin: 64 -> 128
fCombatOffensiveBashChanceMax: 0.05 -> 0.4
fCombatOffensiveBashChanceMin: 0 -> 0.2
fCombatSelectTargetSwitchUpdateTime: 3 -> 2
fCombatStaminaRegenRateMult: 0.35 -> 1
fCombatUnreachableTargetCheckTime: 3 -> 1.5
fCombatYieldRetryTime: 600 -> 60
fCombatYieldTime: 10 -> 20
fDamagedHealthRegenDelay: 0.5 -> 2.5
fDamagedMagickaRegenDelay: 0.5 -> 2
fDamagedStaminaRegenDelay: 0.5 -> 2
fDamageWeaponMult: 1 -> 1.05
fDecapitateBloodTime: 5 -> 20
fEssentialNonCombatHealRateBonus: 5 -> 2.5
fGuardPackageAttackRadiusMult: 0.5 -> 0.75
fLeveledActorMultEasy: 0.33 -> 0.5
fLeveledActorMultHard: 1 -> 1.25
fLeveledActorMultMedium: 0.67 -> 1
fLeveledActorMultVeryHard: 1.25 -> 1.5
fLowLevelNPCBaseHeathMult: 0.25 -> 0.5
fMagicBallMaximumDistance: 2000 -> 1500
fMagicBoltMaximumDistance: 2000 -> 1500
fMagicCasterSkillCostMult: 0.5 -> 1
fMagicDualCastingCostMult: 2.8 -> 2.5
fMagicDualCastingEffectivenessBase: 2.2 -> 3
fMagicSprayMaximumDistance: 1000 -> 750
fMaxArmorRating: 80 -> 75
fNPCAttributeHealthMult: 0.5 -> 0.75
fNPCBaseMagickaMult: 0.2 -> 0.5
fNPCHealthLevelBonus: 5 -> 10
fOutOfBreathStaminaRegenDelay: 3 -> 4
fPickUpWeaponDelay: 0.8 -> 0.25
fPickupWeaponMeleeDistanceMax: 1024 -> 1536
fPlayerMaxResistance: 85 -> 75
fPowerAttackCooldownTime: 0 -> 1
fShieldBaseFactor: 0.45 -> 0.5
fShieldScalingFactor: 0.2 -> 0.15
fStagger1WeapAR: 10 -> 8.5
fStagger1WeapMult: 0.2 -> 0.175
fStagger2WeapAR: 15 -> 12.5
fStagger2WeapMult: 0.5 -> 0.45
fStaggerAttackBase: 0.5 -> 0.55
fStaggerAttackMult: 0.01 -> 0.075
fStaggerMassMult: 1 -> 0.9
fStaggerMaxDuration: 3 -> 2.5
fStaggerPlayerMassMult: 2.5 -> 2.25
fStaggerRecoilingMult: 1.5 -> 1.75
fStaggerRunningMult: 1.5 -> 2
fStaggerShieldMult: 1 -> 0.75
fStaminaBashBase: 35 -> 15
fStaminaBlockBase: 0 -> 5
fStaminaBlockDmgMult: 0.25 -> 0.30
fStaminaPowerBashBase: 55 -> 40
fUnarmedDamageMult: 1.5 -> 2
fWardAngleForExplosions: 90 -> 120
fWeaponBloodFadeDuration: 60 -> 120
fWeaponBloodLifetime: 10 -> 90
iAICombatMaxAllySummonCount: 3 -> 5
iNPCBasePerLevelHealthMult: 4 -> 5

<--Movement types-->

- Forwards: 80/370
- Sideways: 80/370 ->
- Backwards: 70/205 ->
- Rotate: 180

NPC_1HM_MT
- Forwards: 80/370
- Sideways: 80/370 -> 75/290
- Backwards: 45/205 -> 70/205
- Rotate: 180

NPC_2HM_MT
- Forwards: 80/370
- Sideways: 80/370 -> 75/290
- Backwards: 70/205
- Rotate: 180

NPC_Attacking_MT
- Forwards: 80/290
- Sideways: 80/290 -> 60/120
- Backwards: 70/205 -> 50/140
- Rotate: 120 -> 0

NPC_Attacking2H_MT
- Forwards: 75/180
- Sideways: 85/135 -> 55/100
- Backwards: 75/104 -> 50/90
- Rotate: 120 -> 0

NPC_Blocking_MT
- Forwards: 80/80
- Sideways: 80/80
- Backwards: 70/70
- Rotate: 180 -> 90

NPC_Blocking_ShieldCharge_MT
- Forwards: 80/370
- Sideways: 80/370 -> 75/290
- Backwards: 70/205
- Rotate: 180 -> 90

NPC_Bow_MT
- Forwards: 80/370
- Sideways: 80/370 -> 75/290
- Backwards: 70/205
- Rotate: 180

NPC_BowDrawn_MT
- Forwards: 120/135
- Sideways: 75/115 -> 75/110
- Backwards: 65/100 -> 60/90
- Rotate: 90

NPC_BowDrawn_QuickShot_MT
- Forwards: 120/370 -> 80/370 (holding a drawn bow sped you up...)
- Sideways: 75/370 -> 70/180
- Backwards: 65/205 -> 60/160
- Rotate: 90

NPC_Default_MT
- Forwards: 80/370
- Sideways: 80/370
- Backwards: 70/205
- Rotate: 180

NPC_Magic_MT
- Forwards: 80/370
- Sideways: 80/370 -> 75/290
- Backwards: 70/170 -> 70/205
- Rotate: 180

NPC_MagicCasting_MT
- Forwards: 80/370
- Sideways: 80/370 -> 70/180
- Backwards: 70/170 -> 60/140
- Rotate: 180 -> 90

NPC_PowerAttacking_MT
- Forwards: 80/370
- Sideways: 80/370 -> 70/320
- Backwards: 45/205 -> 45/150 (buff; easier to hit)
- Rotate: 180/360 -> 0
NPC_Sneaking_MT
- Forwards: 50/220
- Sideways: 40/200 -> 40/180
- Backwards: 43/150 -> 40/140
- Rotate: 90/180

NPC_Sprinting_MT
- Forwards: 500/500
- Sideways: 0/0
- Backwards: 270/270
- Rotate: 90

> Top of Page


Skyrim

-game.

dered fatigued, slowing down movement by 15%.


30% faster at high Health and up to 30% slower at low Health.

e wounded in battle, receiving a random injury. Each injury staggers the recipient and has an immediate "trauma" effect represen
m is healed to 100% Health or for 5 minutes. Undead and automatons are immune to trauma effects, but are still affected by the
abled.

er when attacking. Trauma: unequips weapon.


rauma: drains 50% Stamina.
auma: drains 50% Magicka.
or trip when running. Trauma: knocked down.
nd stagger from power attacks and bashes. Trauma: drains 50% Health.

jury mode. Actors have a chance to receive an injury when they fall below 30% or 15% Health.
choose this injury mode. Actors have a chance to receive an injury whenever they take a burst of damage equal to 30% of their
ease script load slightly for each actor on the battlefield.

or damaging explosion while pulling back a bow get interrupted, throwing off their aim or ruining the shot.
ncreases the deadliness of combat and is disabled by default, requiring the use of the Wildcat MCM to enable it. When enabled,
just like staggering an NPC actor.

raising a shield or weapon blocks 25% more damage and briefly staggers a melee attacker.

75)

00)

gin

ncreased to 3/4.

y with weapons and unarmed attacks. When the target is...


es)

imes critical damage


ude (dragon, centurion, giant, mammoth, etc)

atly reduced.
ed from 35% -> 75%.
g out now lasts up to 3 -> 5 seconds.
of Stamina.
points of Stamina.

om 85% -> 80%.


eduction.
hield armor -> 50% +0.075/shield armor.
attacker weapon damage -> 40% +0.25/attacker weapon damage.
ks reduced from 65% -> 50%.

effectiveness for x3.0 cost.


sed from 35% -> 75%.

wards while wielding a bow or casting a spell.

15
0

0.2

1 -> 0.25
nceMin: 512 -> 1024
2 -> 1
eMin: 512 -> 1024

x: 0.67 -> 0.5


: 0.2 -> 0.15

5 -> 0.6

15

-> 0.75
agicChanceMin: 0.25 -> 0.4
ChanceMin: 0.05 -> 0.1
y)
25 -> 0.15
1
5 -> 2
3 -> 1
-> 2
n: 5 -> 1

>5
0.4
>1
5 -> 5
e: 10 -> 5
-> 128
5 -> 0.4
0.2
e: 3 -> 2
>1
3 -> 1.5

-> 2.5
0.75

.5
500
500

.2 -> 3
750

4 -> 1536
a drawn bow sped you up...)

sier to hit)
Smilodon - Combat of Skyrim
Up-to-date as of Smilodon v2.00
SSE link
(no LE version)

Quick Navigation
> Stamina Costs > Deal and Take More Damage
> Stagger > Optional Realistic Damage Plugin
> Timed Blocking > Attacks of Opportunity
> General Game Changes
> Complete list of Game Changes

Differences from Wildcat: no injuries mechanic, some minor tweaks/improvements.


Pretty much everything is configurable in-game.

Stamina Costs
Attack (one-handed): 10
Attack (two-handed): 15
Fully drawing a bow: 15
Holding a drawn bow: 5/second
Swimming: 5/second

Actors that are out of Stamina are considered fatigued, slowing down movement by
Stamina regenerates up to 50% slower when below

Stagger
Actors hit by an attack or damaging explosion while drawing a bow are interrupted, throwing off their aim or ruining
Wound stagger: Actors stagger when they fall below
Burst stagger: Actors stagger upon taking damage equal to

Timed blocking
Blocking an attack within 1 second after raising a shield or weapon blocks

Deal and Take More Damage


Novice: x2.50/x1.00 (was x2.00/x0.50)
Apprentice: x2.00/x1.25 (was x1.50/x0.75)
Adept: x1.50/x1.50 (was x1.00/x1.00)
Expert: x1.25/x2.00 (was x0.75/x1.50)
Master: x1.00/x2.50 (was x0.50/x2.00)
Legendary: x0.50/x3.50 (was x0.25/x3.00)

Optional Realistic Damage plugin


Novice: x2.00/x2.00
Apprentice: x2.50/x2.50
Adept: x3.00/x3.00
Expert: x3.50/x3.50
Master: x4.00/x4.00
Legendary: x5.00/x5.00

Spell costs: +50%


Bow damage: -25%
Damage reduction to massive targets: increased to

Attacks of Opportunity
Deal and take attacks of opportunity with weapons and unarmed attacks when the target is:

Drawing or holding a bow: +25%


Power attacking: +50%
Casting a spell: +50% (ward spell negates)
Struck from behind: +25%
Staggered or paralyzed: +25%
Struck in melee: +25%
Sleeping or sitting: Critical strike for 10 times critical damage
Massive: -50% damage and spell magnitude (dragon, centurion, giant, mammoth)
Below 1/4 Health: +25%
Above 3/4 Health: -25%

General Game Changes

Offence:
Auto aim on bows and crossbows is greatly reduced.
Stamina regeneration in combat increased from 35% ->
Stamina regeneration delay after running out now lasts up to
Bash cost reduced from 40 -> 15 points of Stamina.

Defence:
Cap on blocking/resistances reduced from 85% -> 80
Armor gives 0.12% -> 0.125% damage reduction.
Shield block changed from 45% + 0.2/shield armor ->
Weapon block changed from 30% + 0.2/attacker weapon damage ->
Block effectiveness against power attacks reduced from

Magic:
Dual casting a spell now results in x2.5 effectiveness for
Magicka regeneration in combat increased from 35

Movement:
Actors move slower sideways and backwards while wielding a bow or spell.

Complete List of Changes


<--Game settings: armor, block and resistances-->

fArmorScalingFactor: 0.12 -> 0.125


fBlockMax: 0.7 -> 0.8
fBlockPowerAttackMult: 0.66 -> 0.5
fBlockWeaponBase: 0.3 -> 0.4
fBlockWeaponScaling: 0.2 -> 0.25
fPlayerMaxResistance: 85 -> 80
fShieldBaseFactor: 0.45 -> 0.5
fShieldScalingFactor: 0.2 -> 0.075

<--Game settings-->

fAIAimBlockedToleranceDegrees: 10 -> 15
fAICombatFleeScoreThreshold: 10 -> 15
fAIDodgeDecisionBase: 10 -> 30
fAIDodgeWalkChance: 75 -> 50
fAIFleeHealthMult: 20 -> 25
fAIPowerAttackCreatureChance: 75 -> 50
fAIPowerAttackNPCChance: 20 -> 25
fAIUseWeaponToleranceDegrees: 10 -> 15
fAIShoutRetryDelaySeconds: 4 -> 2
fAutoAimMaxDegrees: 1 -> 0.5
fAutoAimMaxDegrees3rdPerson: 2 -> 1
fAutoAimMaxDegreesMelee: 90 -> 60
fAutoAimScreenPercentage: 6 -> 1
fBlockScoreNoShieldMult: 0.5 -> 0.65
fBloodSplatterCountBase: 2 -> 3
fBloodSplatterCountDamageMult: 0.1 -> 0.2
fBloodSplatterDuration: 20 -> 10
fBloodSplatterFadeStart: 0.4 -> 1
fBowZoomStaminaRegenDelay: 3 -> 5
fCombatAcquirePickupAnimationDelay: 1 -> 0.25
fCombatAcquireWeaponDisarmedDistanceMin: 512 -> 256
fCombatAcquireWeaponDisarmedTime: 2 -> 1
fCombatAcquireWeaponSearchFailedDelay: 5 -> 2
fCombatAngleTolerance: 1 -> 2.5
fCombatAttackChanceBlockingMultMax: 0.67 -> 0.55
fCombatAttackChanceBlockingMultMin: 0.2 -> 0.15
fCombatAttackChanceMin: 0.05 -> 0.85
fCombatAttackPlayerAnticipateMult: 0.5 -> 0.6
fCombatAvoidThreatsChance: 0.5 -> 0.6
fCombatBashChanceMax: 0.2 -> 0.4
fCombatBashChanceMin: 0.025 -> 0.2
fCombatBashReach: 141 -> 134
fCombatBetweenAdvanceTimer: 2 -> 1.5
fCombatBlockAttackChanceMin: 0 -> 0.15
fCombatBlockChanceMin: 0 -> 0.5
fCombatBlockChanceWeaponMult: 0.25 -> 0.75
fCombatCastConcentrationOffensiveMagicChanceMin: 0.25 -> 0.4
fCombatCastImmediateOffensiveMagicChanceMin: 0.05 -> 0.15
fCombatCircleAngleMax: 90 -> 135
fCombatCircleChanceMin: 0 -> 0.05
fCombatCoverSearchFailedDelay: 5 -> 3.5
fCombatDistance: 141 -> 134
fCombatDodgeChanceMin: 0 -> 0.05
fCombatDodgeMovingReactionTime: 0.25 -> 0.15
fCombatDodgeReactionTime: 0.15 -> 0.1
fCombatInventoryMinEquipTimeBlock: 5 -> 2
fCombatInventoryMinEquipTimeMagic: 3 -> 1
fCombatInventoryMinEquipTimeStaff: 5 -> 2
fCombatInventoryMinEquipTimeWeapon: 5 -> 1
fCombatKillMoveDamageMult: 10 -> 2
fCombatMagicArmorMinCastTime: 15 -> 5
fCombatMagicDualCastChance: 0.33 -> 0.4
fCombatMagickaRegenRateMult: 0.33 -> 0.65
fCombatMagicSummonMinCastTime: 15 -> 5
fCombatMagicTargetEffectMinCastTime: 10 -> 5
fCombatMaintainRangeDistanceMin: 64 -> 128
fCombatOffensiveBashChanceMax: 0.05 -> 0.25
fCombatOffensiveBashChanceMin: 0 -> 0.1
fCombatRangedAimVariance: 0.9 -> 0.75
fCombatRangedAttackChanceMin: 0.05 -> 0.5
fCombatRangedMinimumRange: 256 -> 384
fCombatRestoreHealthRestrictTime: 15 -> 10
fCombatSelectTargetSwitchUpdateTime: 3 -> 2
fCombatStaminaRegenRateMult: 0.35 -> 0.65
fCombatStrafeChanceMin: 0 -> 0.05
fCombatStrafeDistanceMax: 256 -> 384
fCombatUnreachableTargetCheckTime: 3 -> 1.5
fCombatYieldRetryTime: 600 -> 60
fCombatYieldTime: 10 -> 15
fDamagedAVRegenDelay: 1 -> 2.5
fDamagedHealthRegenDelay: 0.5 -> 2.5
fDamagedMagickaRegenDelay: 0.5 -> 2.5
fDamagedStaminaRegenDelay: 0.5 -> 2.5
fDecapitateBloodTime: 5 -> 10
fEssentialDownCombatHealthRegenMult: 0.75 -> 1.5
fEssentialNonCombatHealRateBonus: 5 -> 2.5
fGuardPackageAttackRadiusMult: 0.5 -> 0.75
fLeveledActorMultEasy: 0.33 -> 0.5
fLeveledActorMultHard: 1 -> 1.25
fLeveledActorMultMedium: 0.67 -> 1
fLeveledActorMultVeryHard: 1.25 -> 1.5
fLowLevelNPCBaseHeathMult: 0.25 -> 0.5
fMagicBallMaximumDistance: 2000 -> 1500
fMagicBoltMaximumDistance: 2000 -> 1500
fMagicCasterSkillCostMult: 0.5 -> 1
fMagicDualCastingCostMult: 2.8 -> 2.5
fMagicDualCastingEffectivenessBase: 2.2 -> 3
fMagicPostDrawCastDelay: 1.5 -> 0.75
fMagicSkillCostScale: 0.5 -> 1
fMagicSprayMaximumDistance: 1000 -> 750
fNPCAttributeHealthMult: 0.5 -> 0.75
fNPCBaseMagickaMult: 0.2 -> 0.5
fNPCHealthLevelBonus: 5 -> 7.5
fOutOfBreathStaminaRegenDelay: 3 -> 4
fPickUpWeaponDelay: 0.8 -> 0.25
fPickupWeaponMeleeDistanceMax: 1024 -> 1536
fPowerAttackCooldownTime: 0 -> 1
fStagger1WeapAR: 10 -> 7.5
fStagger1WeapMult: 0.2 -> 0.25
fStagger2WeapAR: 15 -> 12.5
fStagger2WeapMult: 0.5 -> 0.75
fStaggerAttackBase: 0.5 -> 0.75
fStaggerAttackMult: 0.01 -> 0.005
fStaggerBlockMult: 0.005 -> 0.01
fStaggerMaxDuration: 3 -> 2.5
fStaggerRecoilingMult: 1.5 -> 2
fStaggerRunningMult: 1.5 -> 3
fStaggerShieldMult: 1 -> 0.75
fStaminaAttackWeaponBase: 20 -> 25
fStaminaBashBase: 35 -> 15
fStaminaBlockBase: 0 -> 5
fStaminaBlockDmgMult: 0.25 -> 0.3
fStaminaPowerBashBase: 55 -> 40
fStaminaRegenDelayMax: 5 -> 7.5
fWardAngleForExplosions: 90 -> 120
fWeaponBashMax: 0.25 -> 0.5
fWeaponBloodFadeDuration: 60 -> 120
fWeaponBloodLifetime: 10 -> 90
iAICombatMaxAllySummonCount: 3 -> 5
iNPCBasePerLevelHealthMult: 4 -> 5

<--Movement types-->

- Forwards: 80/370
- Sideways: 80/370 ->
- Backwards: 70/205 ->
- Rotate: 180

NPC_1HM_MT
- Forwards: 80/370
- Sideways: 80/370 -> 75/290
- Backwards: 45/205 -> 70/205
- Rotate: 180

NPC_2HM_MT
- Forwards: 80/370
- Sideways: 80/370 -> 75/290
- Backwards: 70/205
- Rotate: 180

NPC_Attacking_MT
- Forwards: 80/290
- Sideways: 80/290 -> 60/120
- Backwards: 70/205 -> 50/140
- Rotate: 120 -> 0

NPC_Attacking2H_MT
- Forwards: 75/180
- Sideways: 85/135 -> 55/100
- Backwards: 75/104 -> 50/90
- Rotate: 120 -> 0

NPC_Blocking_MT
- Forwards: 80/80
- Sideways: 80/80
- Backwards: 70/70
- Rotate: 180 -> 90

NPC_Blocking_ShieldCharge_MT
- Forwards: 80/370
- Sideways: 80/370 -> 75/290
- Backwards: 70/205
- Rotate: 180 -> 90

NPC_Bow_MT
- Forwards: 80/370
- Sideways: 80/370 -> 75/290
- Backwards: 70/205
- Rotate: 180

NPC_BowDrawn_MT
- Forwards: 120/135
- Sideways: 75/115 -> 75/110
- Backwards: 65/100 -> 60/90
- Rotate: 90

NPC_BowDrawn_QuickShot_MT
- Forwards: 120/370 -> 80/370 (holding a drawn bow sped you up...)
- Sideways: 75/370 -> 80/370
- Backwards: 65/205 -> 60/160
- Rotate: 90

NPC_Default_MT
- Forwards: 80/370
- Sideways: 80/370
- Backwards: 70/205
- Rotate: 180

NPC_Magic_MT
- Forwards: 80/370
- Sideways: 80/370 -> 75/290
- Backwards: 70/170 -> 70/205
- Rotate: 180

NPC_MagicCasting_MT
- Forwards: 80/370
- Sideways: 80/370 -> 70/150
- Backwards: 70/170 -> 60/110
- Rotate: 180 -> 90

NPC_PowerAttacking_MT
- Forwards: 80/370
- Sideways: 80/370 -> 70/320
- Backwards: 45/205 -> 45/150 (buff; easier to hit)
- Rotate: 180/360 -> 0

NPC_Sneaking_MT
- Forwards: 50/220
- Sideways: 40/200 -> 40/180
- Backwards: 43/150 -> 40/140
- Rotate: 90/180

NPC_Sprinting_MT
- Forwards: 500/500
- Sideways: 0/0
- Backwards: 270/270
- Rotate: 90

> Top of Page


f Skyrim

chanic, some minor tweaks/improvements.


-game.

dered fatigued, slowing down movement by 15%.


when below 1/4 Health.

losion while drawing a bow are interrupted, throwing off their aim or ruining the shot.
ey fall below 1/4 or 1/8 Health.
ng damage equal to 30% of their remaining Health in combat.

raising a shield or weapon blocks 20% more damage and briefly staggers a melee attacker.

75)
00)

gin

ncreased to 3/4.

h weapons and unarmed attacks when the target is:

es)

imes critical damage


ude (dragon, centurion, giant, mammoth)

atly reduced.
ed from 35% -> 65%.
g out now lasts up to 3 -> 5 seconds.
of Stamina.
om 85% -> 80%.
eduction.
hield armor -> 50% +0.075/shield armor.
attacker weapon damage -> 40% +0.25/attacker weapon damage.
ks reduced from 65% -> 50%.

effectiveness for x3.0 cost.


sed from 35% -> 65%.

wards while wielding a bow or spell.

tances-->

15

15

0.2
1 -> 0.25
nceMin: 512 -> 256
2 -> 1
elay: 5 -> 2

x: 0.67 -> 0.55


: 0.2 -> 0.15

5 -> 0.6

5
15

-> 0.75
agicChanceMin: 0.25 -> 0.4
ChanceMin: 0.05 -> 0.15

25 -> 0.15
1
5 -> 2
3 -> 1
-> 2
n: 5 -> 1

>5
0.4
> 0.65
5 -> 5
e: 10 -> 5
-> 128
5 -> 0.25
0.1
5
-> 0.5
384
-> 10
e: 3 -> 2
> 0.65

3 -> 1.5

5
5

t: 0.75 -> 1.5


-> 2.5
0.75

.5
500
500

.2 -> 3

750

4 -> 1536
a drawn bow sped you up...)

sier to hit)
The Most Amazing Super-Lightweight EnaiSiaion's Mods that-m
*we tried to create a more efficient name, but our engineers told us that they would need a raise to do that. I only take requests seriously if they already align with

SUPERSAFE DWARVEN ROCKET BOOTS


SSE link
LE Link

Truly a modern marvel of Tamriel. My Uncle used the boots, and he must have flown
so far and fast that he experienced time dilation, causing him to effectively travel
forward in time, because it's been two decades since I've seen him, so that must
certainly be the reason I haven't seen him, and not because the flight could in
any way, shape, or form have anything to do with his disapearance or (im)possible
death. Nay, I say to you. Inconcievable!

The Miracle of Flight


SSE link
Sorry Oldrim players, no flight for you. Might I recommend the much safer* option of dwarven rocket boots?
* safety not guaranteed

Adds three modes of flight in the form of spells.


They are much less script-intensive than other flight mods.
But, ya know, sometimes you just need to ride on a dragon
and you don't mind your game crashing every five minutes.

Modern Brawl Bug Fix


SSE link
LE link

I can 100% guarantee you that if you are here, you do not need this mod.
It's included in literally every single Enai mod. But just so you can appreciate that Enai cares,
I want you to know that because of him, brawls don't spontaneously break out into combat
because someone was tickled by a magical effect. Being Nord-land,
people are afraid of magic like women are afraid of me- wait, no that's not what I meant!
wait, don't stop recording before I can expl- [end of tape reached]
Please Enai, all I want for April Fool's this year is a "Throwing Spiders at People" mod.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy