Perks

Main

Spell List


― Alteration ―

Alteration Journeyman

Req. 5 Alteration

Pick one spell from the Alteration school as your signature spell. Your normal modifiers when casting this spell are doubled.

Alteration Expert

Req. 10 Alteration

Pick one effect within the Alteration school. For this effect, the base cost is halved in spells.

Alteration Mastery

Req. 15 Alteration

You gain a Constant Effect Shield, Fire Shield, Frost Shield, or Lightning Shield ability on Self, decreasing your max Magicka by 3x the spell cost.


― Conjuration ―

Conjuration Journeyman

Req. 5 Conjuration

Pick one spell from the Conjuration school as your signature spell. Your normal modifiers when casting this spell are doubled.

Conjuration Expert

Req. 10 Conjuration

Pick one effect within the Conjuration school. For this effect, the base cost is halved in spells.

Conjuration Mastery

Req. 15 Conjuration

Provides Constant Effect Summon or Bound ability on Self for max Magicka decrease of 1.5x Summon Cost.


― Destruction ―

Destruction Journeyman

Req. 5 Destruction

Pick one spell from the Destruction school as your signature spell. Your normal modifiers when casting this spell are doubled.

Destruction Expert

Req. 10 Destruction

Pick one effect within the Destruction school. For this effect, the base cost is halved in spells.

Destruction Mastery

Req. 15 Destruction

Your signature spells in the Destruction school have half the Magicka cost.


― Illusion ―

Illusion Journeyman

Req. 5 Illusion

Pick one spell from the Illusion school as your signature spell. Your normal modifiers when casting this spell are doubled.

Illusion Expert

Req. 10 Illusion

Pick one effect within the Illusion school. For this effect, the base cost is halved in spells.

Illusion Mastery

Req. 15 Illusion

You gain a Constant Effect Chameleon or Sanctuary ability on Self, decreasing your max Magicka by 3x the spell cost.


― Mysticism ―

Mysticism Journeyman

Req. 5 Mysticism

Pick one spell from the Mysticism school as your signature spell. Your normal modifiers when casting this spell are doubled.

Mysticism Expert

Req. 10 Mysticism

Pick one effect within the Mysticism school. For this effect, the base cost is halved in spells.

Mysticism Mastery

Req. 15 Mysticism

You gain a Constant Effect Reflect or Spell Absorbation ability on Self, decreasing your max Magicka by 3x the spell cost.


― Restoration ―

Restoration Journeyman

Req. 5 Restoration

Pick one spell from the Restoration school as your signature spell. Your normal modifiers when casting this spell are doubled.

Restoration Expert

Req. 10 Restoration

Pick one effect within the Restoration school. For this effect, the base cost is halved in spells.

Restoration Mastery

Req. 15 Restoration

You gain a Constant Effect Resist or Restore Health ability on Self, decreasing your max Magicka by 3x the spell cost.


― Enchanting ―

Practiced Enchanter

Req. 5 Enchant

You can expend Magicka to assist in the enchanting process, the DC is reduced by 2 for every 1 Magicka point used.

Enchanting Expert

Req. 10 Enchant

Enchanted items you use have more charge, their Magicka pools are increased by 50% while you use them.

Constant Effect Enchanting

Req. 15 Enchant

Allows the creation of Constant Effect enchantments, for which effect cost is doubled and a Greater or higher soul gem is required.


― Alchemy ―

Alchemy Journeyman

Req. 5 Alchemy

You find twice as many ingredients when harvesting.

Alchemy Expert

Req. 10 Alchemy

Negative effects for potions and positive effects for poisons are halved.

Alchemy Master

Req. 15 Alchemy

You can create single ingredient potions. These potions have half the magnitude of a normal potion. The effect for these potions is the primary effect, marked in the ingredient data.


― Short Blade ―

Short Blade Journeyman

Req. Short Blade 5

You may make a bonus attack with Short Blades on each turn. Increases to 2 bonus attacks at Short Blade 15.

Short Blade Expert

Req. Short Blade 10

Attacks with Short Blades ignore half the opponent’s armor.

Short Blade Mastery

Req. Short Blade 15

Attacks with Short Blades use one less Fatigue, to a minimum of 0. You may make 2 bonus attacks with Short Blades, rather than one.


― Long Blade ―

Long Blade Journeyman

Req. Long Blade 5

Attacks with Long Blade can achieve a critical hit with a 19 or 20.

Long Blade Expert

Req. Long Blade 10

Your attack affects extra targets within 5ft equal to the extra fatigue used in the attack.

Long Blade Mastery (Riposte)

Req. Long Blade 15

When an enemy melee attacks you, you can attack in return. The enemy attack does not need to hit.


― Spear ―

Spear Journeyman (ZOC 1)

Req. Spear 5

When wielding a spear, you get an attack reaction on any opponent you can see entering attack range from the front.

Spear Expert (ZOC 2)

Req. Spear 10

If you make a successful attack reaction on an opponent entering attack range, they cannot get closer to you.

Spear Mastery

Req. Spear 15

Attacks with Spear crush through blocks, the opponent’s block DC is increased by points equal to your attack roll.


― Blunt Weapon ―

Blunt Weapon Journeyman

Req. Blunt Weapon 5

The max fatigue cap of blunt weapon attacks is increased by one.

Blunt Weapon Expert

Req. Blunt Weapon 10

The base fatigue cost of blunt weapon attacks is reduced by one, to a minimum of 0.

Blunt Weapon Mastery

Req. Blunt Weapon 15

Attacks with blunt weapons knock down and disarm the opponent on a critical hit.


― Axe ―

Axe Journeyman

Req. Axe 5

Attacks with axes crush through blocks, the opponent’s block DC is increased by points equal to your attack roll.

Axe Expert

Req. Axe 10

Critical hits with axes allow you to disarm the opponent.

Axe Mastery

Req. Axe 15

For each point of fatigue you expend on an attack with an axe, the roll necessary for a critical hit is reduced by one.


― Marksman ―

Marksman Journeyman

Req. Marksman 5

You do not need to take a turn after shooting to ready your next shot.

Marksman Expert

Req. Marksman 10

Attacks with bows ignore half the opponent’s armor.

Marksman Mastery

Req. Marksman 15

When you make an attack with a bow, you can make an additional bow attack.


― Throwing ―

Throwing Journeyman

Req. Throwing 5

When attacking with throwing weapons, your attack skill is multiplied by 1.5x.

Throwing Expert

Req. Throwing 10

Attacks with throwing weapon ignore half the opponent’s armor.

Throwing Mastery

Req. Throwing 15

When you make an attack with a throwing weapon, you can make an additional throwing attack.


― Hand-to-hand ―

Hand-to-hand Journeyman

Req. Hand-to-hand 5

The base damage of hand-to-hand attacks increases as your Base skill increases, based on the following table, rather than 1.

Skill Base Damage
5 1d6
8 1d8
12 1d8+4
15 1d10+5
17 1d12+6
20 1d20+10

Hand-to-hand Expert

Req. Hand-to-hand 10

If you do damage to an opponent with a hand-to-hand attack, they cannot attack you with a weapon on their next turn.

Hand-to-hand Mastery

Req. Hand-to-hand 15

Hand-to-hand attacks achieve a critical hit with an 18 or higher, and can disarm an opponent on a critical hit.


― Unarmored ―

Unarmored Journeyman

Req. Unarmored 5

Instead of adding Unarmored / 2 pts to AC when not wearing armor, add your full Unarmored value.

Unarmored Expert

Req. Unarmored 10

Your Unarmored skill contributes twice as much to your evasion.

Unarmored Mastery

Req. Unarmored 15

When hit by any attack, you can make a DC 30 Unarmored check to negate the hit entirely.


― Light Armor ―

Light Armor Journeyman

Req. Light Armor 5

Light Armor provides no Speed penalty.

Light Armor Expert

Req. Light Armor 10

Fatigue regenerates 50% faster in all Light Armor.

Light Armor Mastery

Req. Light Armor 15

When wearing all Light Armor, you gain 50% Resistance to Fire, Frost, and Shock.


― Heavy Armor ―

Heavy Armor Journeyman

Req. Heavy Armor 5

When wearing all Heavy Armor, for 2 Fatigue you can run into an opponent in movement range, Staggering them.

Heavy Armor Expert

Req. Heavy Armor 10

Wearing Heavy Armor no longer reduces your Fatigue.

Heavy Armor Mastery

Req. Heavy Armor 15

Damage can be reduced to 1/10th by armor, rather than 1/5th.


― Block ―

Block Journeyman

Req. Block 5

Along with the regular DC 19 Block check, if your check also beats RollToBeat = 20 - (Block / 2) the entire attack damage is negated. (10% chance at Block 5, 50% chance at Block 20)

Block Expert

Req. Block 10

Along with other Block checks, if your check beats a 15, the opponent is staggered, losing one attack on their next turn. (25% chance)

Block Mastery

Req. Block 15

Along with other Block checks, if your check beats a 19, the opponent is disarmed (5% chance)


― Athletics ―

Athletics Journeyman

Req. Athletics 5

Your max movements per turn is increased by one.

Athletics Expert

Req. Athletics 10

Your Athletics skill is doubled when added to your movement speed.

Athletics Mastery

Req. Athletics 15

One additional movement per turn costs no fatigue.


― Acrobatics ―

Acrobatics Journeyman

Req. Acrobatics 5

During combat, you may make an Acrobatics check against an opponent’s Speed in melee range to leave their zone of control without provoking an attack.

Acrobatics Expert

Req. Acrobatics 10

Your jump height in feet is equal to your Acrobatics skill, rather than Acrobatics / 2.

Acrobatics Mastery

Req. Acrobatics 15

You no longer take damage from falling.


― Sneak ―

Sneak Journeyman

Req. Sneak 5

Damage from a sneak attack is x4 instead of 2x.

Sneak Expert

Req. Sneak 10

Your movement is no longer halved in stealth.

Sneak Mastery

Req. Sneak 15

After a movement action, you may make a DC 35 Sneak check to enter stealth, even when not obscured.


― Deception ―

Deception Journeyman

Req. Deception 5

You can take a few minutes to disguise yourself, requiring a DC 20 + Deception + (Personality / 4) to be recognized.

Deception Expert

Req. Deception 10

Your action declarations are hidden from other combatants. You still must declare your actions, but opponents cannot use that information against you, as if you were hidden.

Deception Mastery

Req. Deception 15

You can mimic the speech of any person you’ve heard speaking in a language you know.


― Speechcraft ―

Speechcraft Journeyman

Req. Speechcraft 5

Up to Speechcraft / 4 times per day, you can encourage an ally, allowing them to add your Speechcraft / 4 to a skill check of their choice.

Speechcraft Expert

Req. Speechcraft 10

When determining is some is lying to you, your Speechcraft skill is doubled.

Speechcraft Mastery

Req. Speechcraft 15

Any roll lower than a 10 on a Speechcraft check is considered a 10.


― Security ―

Security Journeyman

Req. Security 5

Your lockpicking is silent.

Security Expert

Req. Security 10

Your lockpicking never leaves a trace.

Security Mastery

Req. Security 15

You get a copy of a lock’s key after picking it.


― Survival ―

Survival Journeyman

Req. Survival 5

You can always forage enough food for yourself, excluding extreme circumstances.

Survival Expert

Req. Survival 10

Non-magical animals do not attack you unless provoked.

Survival Mastery

Req. Survival 15

You gain 50% Resistance to Fire, Frost, Shock, Poison, and Disease.


― Non-Skill ―

Spellmaking

Req. 15 Intelligence

Allows Spellmaking.


License Info