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The Elder Scrolls Tabletop RPG

A d100 Conversion by Barruktp

Commercial uses of this work is expressly prohibited by the author, however feel free to redistribute, copy, and modify for recreational use. The Elder Scrolls and all related images, names, and data are 2011 Bethesda Softworks LLC, a ZeniMax Media company. All trademarks and trade names are properties of their respective owners. All Rights Reserved. All hail Bethesda for making such great games!

Version 0.56, WIP

This d100 based conversion of The Elder Scrolls video game series is intended to be a tactically intense tabletop game played on a hex grid map. Conversion to a square grid map is possible, put would take more effort than I want to put into it. The use of combat miniatures will make for a more immersive experience but is not required. All stats, spells, items, and perks are based off of TES Skyrim with some additions and modifications.

Contents:
Basics Experience & Leveling Combat Turn Sequence Actions & Initiative Combat Movement Effects Calculating Damage Combat States Combat Example Skills Gear Grimoire Character Record
Thanks to The Unofficial Elder Scroll Pages for their excellent reference information. Please visit www.uesp.net

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Version 0.56, WIP

The Basics
Standard d100 Instructions:
This conversion is a d100 base tabletop role playing game. That means you will need at least two d10 dice, preferably in different colors. Identify one d10 as the tens dice, and another different looking one as the ones dice. Every task will have a chance of succeeding ranging from 0 100%, to succeed roll your two dice, multiply the result tens dice by ten and add the ones dice result, and compare vs. the rolls Target: If the result is less than the Target, the roll succeeds. If the result is the same as the Target, or less by up to a certain amount called the critical range, the roll is a critical success. If the result is greater than the Target, the roll fails. The Target will depend on the Skill related to the task you are attempting, and often some situational modifiers. If something has a 25% chance of succeeding, your Target is 25. Please see the Skill pages for descriptions of Targets and Critical Ranges for various tasks. Sometimes a Target will be greater than 100. In this case, the roll is trivial and success is guaranteed. Still roll the dice to determine if there is a critical success: add normal critical range + amount target is greater than 100. Then subtract this number from 100, the roll will be critical success if greater than the result. Example: Target = 135 for a roll with critical range of 5. 135 100 = 35, 35 + 5 = 40, 100 40 = 60. So this roll will be a critical success on any roll greater than 60.

What Whats New in This System:


Perks: An attempt has been made to include every single skill perk from TES Skyrim. However, many perks have been slightly modified to work more easily with rolling dice and a hex grid, while keeping the basic functionality the same. Also, compared with Skyrim, there are three new skills: Notice, Lore, and Survival, these all have brand new Perk trees. Combat Momentum: This mechanic solves two common problems with role playing systems: 1. Low level players not being able to hit opponents often, 2. Combatants often remaining stationary during combat, which is contrary to the feel of combat in TES Skyrim (and real life, for that matter). Once this system is mastered, each combat should have the exciting feel of a fencing match, with opponents striving to out-maneuver each other around the battlefield, waiting for a critical error in order to move in for the kill. Please see the Momentum section of page 5 and the Combat Movement chart on page 6 for details. Notice Skill in Combat: Not only does Notice allow players to spot hidden opponents, objects, and traps, like in most systems, it is also used to react to opponents actions in combat. Many perks related to the Notice Skill allow for greater flexibility on the battlefield, combined with the Combat Momentum system, these perks can have a dramatic effect on melee combat. Physical Damage Types: In Skyrim the difference between blunt, slashing, and piercing weapons only is relevant for some Perks and weapon stats. In this conversion, the Damage Type distinction also affects critical range, what kind of power attacks do the most damage, and some armor and creature resistances.

Experience and Leveling


From play testing, keeping track of each individual skills experience in a tabletop setting is overly time consuming and causes players to level too slowly for enjoyment. However, maintaining a skill use based experience system is vital for the feel of The Elder Scrolls. Other d100 systems force you to roll against your current skill to level the skill, however that seems too random in this application. Therefore: Each successful use of any skill will provide between 1 to 10 Experience Points (XP). Please see skill pages for specifics. If a skill has been used in the players current level, he may upgrade the skill by turning in the requisite number of experience. Experience required to upgrade all skills is as follows: 16 30: 10XP 31-40: 15XP 41-50: 20XP 51-60: 25XP 61 - 70: 30XP 71-80: 35XP 81-90: 40XP 91-100: 50XP Bennies, poker chips, are other small items are recommended to keep track of current unspent XP. Again, XP may only be spent on skills used during the current level. After a set amount of skill upgrades (SKUs), the character will automatically level up. The number of skill upgrades needed to level is: Current level +3. I.E., to level from level 10 to level 11 will require 14 SKUs. On levelup, the player may choose any perk he is qualified to take from a skill he has used this level, as well as gain 10 total points in any combination of Health, Stamina, and Magicka.

Creating a Character
All starting skills, powers, and available races are per TES Skyrim standard except for the following: New skill Notice: All races start with 15, except for Khajit (+10 bonus), and Redguard (+5 bonus) New skill Lore: All races start with 15, except for Altmer (+10 bonus), and Imperial (+5 bonus) New skill Survival: All races start with 15, except for Bosmer (+10 bonus), and Argonian (+5 bonus) New lesser power Bosmer: Drawing an arrow is a Minor action instead of a Major action. Racial crafting knowledge: Please see Smithing page for details Hearing range: Please see Notice page for details Starting spells: Characters may either choose up to two Novice level spells, or an extra 3 SKUs for each spell not taken. Starting septims and level is up to the GMs discretion. A reasonably unlabored start to the game would be starting at level 5 (22 SKUs, 40 extra H/S/M, 4 perks), along with 200 starting septims.

Combat Turn Phases


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

4. 5.

Attack Sequence
1. 2. Attacker declares target that is in an adjacent hex and whether this is a POWER ATTACK. If the Defender has a Held Option, may RESPOND Option A Spend Held Action Option B Spend 10 Stamina and win a Notice check. Attacker has opportunity to INTERRUPT Spend 1 Minor Action and 10 Stamina, win an Adverse Opposed Notice Check. If RESPOND action is successful and not interrupted, Defender may take a Minor action (e.g. move 1 hex in any direction or change momentum). Attacker has opportunity to FOLLOW Spend 1 Minor Action to move 1 hex in any direction or change momentum. Attacker rolls vs. target = skill number + bonus or penalty for each attack. Result < target: hit, Result > target: miss Target Result </= Weapon Crit Range: Critical Hit (2x damage) If result is a hit, Defender loses Health = Damage * (1-D.R.)

Critical Range
Blunt Weapons (maces, clubs, fists, staves, war hammers): 2 Slashing Weapons (axes, scimitars, battleaxes, halberds): 3 Piercing weapons (swords, greatswords, arrows, spears): 5 Daggers: 10 Destruction Spells: 2 If target > 100, then Critical Range is increased by Target -100.

3.

4.

Power Attacks
One Handed: 30 stamina for 2x damage Dual Wielding: 80 stamina for 3x damage each weapon Two Handed: 50 stamina for 2x damage Blunt Weapons provide a bonus 1x damage for standing power attacks. Slashing Weapons provide a bonus 1x damage for side power attacks. Piercing Weapons provide a bonus 1x damage for forward power attacks. Power attacks have a 50% chance of staggering an opponent.

5.

6. 7.

8.

Major Actions
-Power Attack -Cast Passive Spell -Shout -Open a Door or Chest -Intimidate -Draw Arrow -Ready weapon -Backstab1 -Eat -Persuade -Cast Active Spell -Jump -Read a Paragraph -Purge Poison4 -Unstagger

1 Turn = Movement + 1 Major Action + 2 Minor Actions 4 Minor Actions 1 Extended Action Up to 1 Minor Action may be Held.

OR OR

Combat Initiative
Turn order in combat is determined by drawing cards from a standard 52 card deck + Jokers, similar to the Savage Worlds system. Higher cards go first, with spades > hearts > diamonds > clubs. Jokers always go first, and provide an extra 10% hit chance for melee and ranged attacks, plus a bonus 5 damage to all hits. Unlike Savage Worlds, do not shuffle the deck after a Joker is drawn.

Minor Actions
-Move 1 hex any direction -Melee Attack x 1 (1H)3 -Change Sneaking State -Unequip Weapon or Spell -Shield Bash4 -Aim -Stop Sprinting -Poison a Weapon -Release Arrow -Melee Attack (unarmed) -Ready spell -Manipulate Small Object -Read a Sentence -Release Active Spell -Quaff a Potion -Melee Attack x 1 (2H)2 -Change Blocking State -Continue Sustained Spell -Roll4 -Change Momentum -Search -Intimidate or Persuade

Keeping Track of Health/Stamina/Magicka


In order to not bog down gameplay, it is highly recommended to use color coded markers to track current H/S/M for all combatants. One convenient way to do this is with red, green, and blue poker chips: each poker chip is worth 10 points. If you wish for a more deadly game, you could round all damage taken during a combat round up to the nearest increment of 10, otherwise keep track of single units of H/S/M with a single d10 placed on top of the stack.

Extended Actions
-Manipulate Heavy Object -Swim -Pickpocket1 -Pick a Lock -Read a Page -Eat an ingredient -Climb -Disarm a Trap -Unequip Armor

Free Actions
-Start Sprinting -Read a Word
1Must

-Drop Object -Cast Sustained Spell

-Talk -Notice (once per turn)

be in Sneaking state with Hidden Meter > 50 2Up to a maximum of 2x total 2H Melee Attacks / turn. 3Up to a maximum of 3x total 1H Melee Attacks / turn. 4These actions require specific skill perks to use.

Stamina and Magicka Regenration


Please see the Skill pages for descriptions of skill specific actions.
Stamina and Magicka regenerate 10 points at the beginning of every combat round. Health does not normally regenerate.

Momentum
A combatant has momentum in the direction parallel to his last space of movement. A combatant may spend one space of movement to cancel momentum or change momentum towards an adjacent unoccupied space, may be done either in the Movement Phase or as a Minor Action. Momentum has an important effect on hitting an opponent in combat. Please see combat movement table.

Facing Direction
A combatant is facing the direction parallel to his last space of movement during the Movement phase of his turn. A combatant automatically will turn to face the target of an attack or spell, this is considered a free action.

Combat Movement Chart


Blow for Blow +40
D A

Lunge +50

D A

Slash +30

D A

Backslash +20

D A

Legend
Feint -30 Double Feint -60 Reach -20 Sideclip -0 Counterblow +40
D
Hex Occupied by Defender D A

Hex Occupied by Attacker

Clip -0

D A

Riposte +20 Evade -30 Foil -20 Parry -10

D A

Flank +50 Sideswipe +20 Sidefoil -10 Overreach -40

D A D A

Wing -20 Jockey -10 Backswipe +10 Butt -20

D A D A

D A D A

No Momentum Direction of Momentum

Sidestep -20 Dodge -30 Cleave +70

D A D A D A

D A D A D A

Attack Bonus: Number is Added to Target

+#

Attack Penalty: Number is Subtracted from Target

-# =

D A D A

D A D A

=
A

&

D A

Modifiers for Archery or Active Spells


Range 0 to 5: Point blank +30 Range 6 to 11: Short +0 Range 12 to 23: Medium -25 Range 24 to 35: Long -50

Why Feint?
Normally, intentionally putting yourself in a position that has a negative modifier is not a good idea. However, if you have allies in melee range of your enemy this may set up the next player for a very nice hit. Also, the Notice perks Trickster and Bait and Switch make these maneuvers worth doing even if you are by yourself.

OR

Range 36+: Extreme -75 Range 60: Maximum

A Standing Shot +20

Aim: +20 per Aim Action, if Archery each Aim Action costs 10 stamina. Light Cover: -20 Heavy Cover: -40 Poor Lighting: -30

Moving Target -40

Fleeing Target Advancing Target +10 -0

Weapon Damage
Unlike many other systems, weapon damage is fixed: each weapon or spell strikes for the same number of points on each hit, except for a critical or a power attack. Damage = Weapon Base x (1+0.5 x Skill%) x (1 + Perks) + Effects + Ammunition (if ranged) Ways to increase your damage include improving your weapon using the Smithing skill, increasing your Weapon Skill, buying damage increase Perks, and using better Ammunition if doing a Ranged Attack. Power Attacks and Critical Success both double damage dealt, so a Critical Success Power Attack would be Damage x 4. All physical damage is categorized as Blunt, Slashing, or Piercing.

Damage Reduction
All physical damage is reduced by the Damage Reduction percentage (DR), before being applied to a target. For examples, a DR of 25% means that 25% of incoming damage is blocked by the armor, so every hit would be multiplied by 75%. DR = (Total Armor Rating + Number of Pieces equipped x 25) / 10. DR has a hard cap of 80%, any armor rating over this amount is wasted. Armor rating for each piece = Base x (1+0.4 x Skill%) x (1+Perks) + Effects. Please see Heavy and Light Armor Skill pages for examples. Elemental and poison damage are not mitigated by DR, instead these types of damage use Resistance Ratings.

Damage Resistance Ratings


Fire, Frost, Poison, Disease, and Magic all have separate Resistance Ratings. Similar to DR, each rating is a percentage that reduces the damage before applied. Resistance is a bit simpler to calculate however. Resistance Rating = Permanent Resistance + Temporary Resistance Permanent Resistance, choose one of the following: Racial bonuses, armor set bonuses, or enchanted items total. Temporary Resistance, choose one of the following: Potion bonuses or Alteration spell bonuses. Magic Resistance rating not only reduces damage, but also provides a bonus to resist non-damaging magical effects (such as Paralyze). In these cases, if the spell resist roll is an Opposed check, the rating is added to your opponents roll. If there would not normally be a check (such as with Petrify) simply roll d100 vs. Target = rating to try to resist. Wards are Restoration spells that reduce damage magical taken without effecting Resistance Ratings. Instead, they directly absorb a number of points of damage before being extinguished.

Blocking Damage Reduction


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

Combat States
Note: Skill perks will override the following text as applicable. -BLOCKINGWhen a combatant is blocking: Movement is halved, Notice checks -15, cannot perform Major or Extended actions, cannot Sprint, any physical hit sustained from a 180 frontal arc will initiate a Block Event.

-FEAREDCannot take any major or minor action except for moving away from enemies at full pace (non-sprinting). If movement away from enemies is impossible, will become Paralyzed for duration of fear.

-FROZENHalf movement, cannot Sprint, no Stamina regen.

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

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

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

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

-PARALYZEDCannot move or speak, may not take any actions except for Notice. At the end of the duration of the Paralyze state, combatant is upgraded to Staggered state. -ON FIRE, POISONEDTake damage at the beginning of every round. Amount of damage and number of rounds is dependent on specific fire or poison effect.

Combat Example: Sam the Strong vs. the Wolf


Wolfs Turn: Wolf
1. Movement: The wolf moves in to attack! 2. Declare Attack: 1. The wolf declares a Power Attack (Major Action) on Sam, spends 30 STA. 2-4. Sam is already is in Blocking state, so decides not to Respond. 5. Since the wolf is already in a good combat position, it does not Follow. 6. The wolf is in Lunge position and has One Handed of 35, 1 so its Target to hit Sam is 35 + 50 = 85. 7. The wolf rolls for the attack: 77. 77 < 85 so Success. 8. Damage is dealt. Wolfs claws do a base damage of 7, so damage dealt = 7 x (1+ 0.4 x 0.35) rounded up = 8 damage, 16 for power attack. Sam has Blocking DR = 70%, and regular DR = 35%, so he takes Damage = 16 x (1 0.70) x (1 0.35) = 3 damage. 9. Check for Stagger, since the wolf Power Attacked. Stagger roll is 53, which is > 50, so Sam is not Staggered.
D A

Sam the Strong

Sam the Strong laughs at the wolfs pitiful attempt to damage him. The wolf did not use all of its actions, so it has a Held Action.

Sam the Strongs Turn:


1. Movement: Sam looks at the Combat Movement chart and 1 realizes he is in Cleave position for +70, so does not move. 2. Declare Attack: 1. Sam cannot Power Attack since he is blocking, so he does a normal attack. 2. The Wolf declares Responding and turns in its Held Action. 3. Sam could spend an Action and 10 Stamina to attempt an interrupt, however his Notice is fairly low, so he chooses not make the attempt. 4. The Wolf changes its momentum towards an empty hex as shown. Sam is now at Dodge position, which is -30 to attack. 2 5. Sam could attempt to Follow to change the situation, however he has a clever plan to get that pesky wolf, so he lets the Dodge stand. 6. Sam is using a mace with One Handed skill = 42, so his Target is 42-30=12 7. Sam rolls for the attack: 36. 36>12 so Miss. 3-4. Sam still has 3 Minor Actions left, and decides to take 2 Move Actions: 3 1. He moves into the hex that the wolf is moving toward to cut it off. 2. He spends a Move Action to stop his momentum. Now he is back in the 4 Cleave Position! 5. With his last Minor Action, Sam declares another Melee attack. 2-5. The wolf has spent its Held Action, so it may not Respond. 6. This time his Target is 42 + 70 = 112, which is a guaranteed success. Sam knows that his Critical Range is now 12 + 2 = 14, so any roll above an 86 will be a critical. 7. Sam rolls a 88, Critical success! 8. Damage is dealt. Sams mace has a base damage of 16 and he has the 20% perk, so damage dealt = 16 x (1+ 0.4 x 0.42) x (1 + 0.2) = 22, doubled from the crit is 44. Beasts do not have armor, so the wolf takes the full 44 damage, and is killed.
D A
D A

2 H

10

Here, Put This Apple on Your Head...


The Archery skill is used for all ranged weapons in and out of combat. Firing an ranged weapon requires a Draw Action (usually Major) and a Release Action (Minor). Any number of Aim Actions may be taken in between drawing and releasing: each Aim action costs 10 stamina and increases the chance of hitting by +20. Archery Range to target, targets movement, lighting conditions, and cover all effect chance to hit. Please see ranged modifier table for details. Critical hits do double damage. An archer may attempt a Headshot (or a Kneeshot), at a -40 penalty, to do double damage. Penalty is increase to -50 when opponent is wearing a Light helmet, -80 when opponent is wearing a Heavy helmet. Missed shots have a 25% chance of hitting another target in any space adjacent to their line of fire.
Ranged Weapon Damage = (Bow base x (1+0.5 x skill (%)) x Perks) + Ammunition Damage + Effects x2 damage for Critical hit (usual range 5) x2 damage for Headshot (-40 hit penalty)
Perk Rank 1 2 3 4 5 1 2 3

After combat, there is a 33% chance of recovering each shot arrow. Ammunition weighs nothing. All hits grant 1 XP. Training in an Archery range grants 1XP per hour.
Skill Req. 20 Archery 40 Archery 60 Archery 80 Archery 30 Archery 60 Archery 90 Archery 50 Archery 60 Archery 30 Archery 50 Archery 70 Archery 40 Archery 60 Archery 100 Archery Perk Req. Overdraw Rank 1 Overdraw Rank 2 Overdraw Rank 3 Overdraw Rank 4 Overdraw Critical Shot Rank 1 Critical Shot Rank 2 Critical Shot Hunter's Discipline Overdraw Eagle Eye Power Shot Eagle Eye Steady Hand Rank 1 Ranger or Quick Shot

Overdraw

Critical Shot Hunter's Discipline Ranger Eagle Eye Power Shot Quick Shot

1 Steady Hand 2 Bullseye

Description Ranged weapons do 20% more damage. Ranged weapons do 40% more damage. Ranged weapons do 60% more damage. Ranged weapons do 80% more damage. Ranged weapons do twice as much damage. Bonus +10 critical range when using ranged weapons. Bonus +15 critical range when using ranged weapons. Bonus +20 critical range when using ranged weapons. Recover twice as many arrows after combat. Able to move faster with a drawn ranged weapon. Range, lighting, and movement penalties are halved. Arrows stagger all but the largest opponents 50% of the time. Drawing an arrow is now a Minor action. Receive an additional 1 Minor action per turn when using a ranged weapon. Receive an additional 2 Minor actions per turn when using a ranged weapon. 15% chance of paralyzing the target for 1 turn.

11

Just Another Brick in the Wall:


Equipping a shield provides a bonus to total Armour Rating and thereby Damage Reduction, however to block attacks you must initiate Blocking state. Initiating Blocking requires a Minor action, and incurs a 50% movement penalty, as well as preventing the use of Major or Extended actions, Sprinting, and incurs a 15% penalty to Notice. Blocking Any melee blows that hit a Blocking combatant are greatly reduced in damage (see example). A blocked melee hit costs 10 stamina to the Blocking combatant. The Power Bash perk unlocks the Shield Bash Minor action, which allows you to damage opponents with your shield while attacking. To Shield Bash an opponent, pay 20 stamina and roll vs. Block + combat movement modifiers. A successful shield bash will Stagger an opponent and do half of your shields base Armour Rating in damage. A critical hit (range 2) will Knockdown an opponent. Ranged attacks and spells may not normally be blocked. Blocking a hit as well as Power Bashing both grant 1XP.

Blocking DR = (shield base x (1 + 0.4 x skill (%))/10 + 50) x (1 + Perks) / 100 Example: Sam the Stout is blocking with an Orcish shield with base rating 30, and has 50 blocking skill as well as the Rank 2 Shield Wall perk. So his Blocking DR = (30 x (1 + 0.4 x 0.5)/10 + 50) x 1.25 / 100 = 69% Our friendly GM will round to the nearest 5%, so when Sam blocks 70% of any damage will be taken off the top before the normal armor DR calculation.
Perk Rank 1 2 3 4 5

Shield Wall

Quick Reflexes Deflect Arrows Elemental Protection Block Runner Power Bash Deadly Bash Disarming Bash Shield Charge

Description Blocking is 20% more effective. Blocking is 25% more effective. Blocking is 30% more effective. Blocking is 35% more effective. Blocking is 40% more effective. If blocking, may turn in Held action for two Minor actions instead of one. Arrows that hit the shield do no damage. Blocking with a shield reduces incoming fire, frost, and shock damage by 50%. Movement penalty for blocking state is eliminated. Able to do a shield bash for 20 stamina while blocking. Bashing does five times more damage. 25% Chance to disarm when power bashing. Sprinting with a shield raised knocks down most targets.

Skill Req. Perk Req. 20 Block 40 Block 60 Block 80 Block 30 Block 30 Block 50 Block 70 Block 30 Block 50 Block 70 Block 100 Block Shield Wall Rank 1 Shield Wall Rank 2 Shield Wall Rank 3 Shield Wall Rank 4 Shield Wall Shield Wall Deflect Arrows Elemental Protection Shield Wall Power Bash Deadly Bash Disarming Bash or Block Runner

12

Grinding Out That Heavy Metal:


Heavy Armour is, well, heavy; as well as being expensive, noisy, restrictive, and not as sexy as those strappy leather getups. However, when facing several large attacking barbarians, there is nothing quite like the feeling of thirty pounds of solid steel between you and pointy death. Examples of Heavy Armour styles are Iron, Steel, Dwarven, Orcish, Ebony, and Daedric. Heavy Armour Heavy Armour typically provides 25% more protection than equivalent light armour pieces. Additionally, Heavy Armour perks can allow the user to take less damage falling, do more unarmed damage, and reflect melee damage. Disadvantages to wearing Heavy Armour vs. Light are:
Heavier and more movement penalties More noisy and difficult for sneaking
Armor Damage Reduction Calculation: Damage Reduction% = (Armor Rating+25 x (# of pieces equipped))/10 Armor Rating = Sum of Piece Ratings Piece Rating = Base x (1+0.4 x skill(%))x(1+perks) + effects Example: Sam the Strong has skill 60 and rank 4 perks as well as the Well Fitted perk, and decides to wear full Plate Steel and a shield. Cuirass: 40 x (1 + 0.4 x 0.60) x (1.8) x (1.25) = 90 piece rating Assuming gauntlet AR = 36, boot AR = 23, helmet AR = 30, shield AR = 40: Armor Rating = 90 + 36 + 23 + 30 + 40 = 219 Damage Reduction = (219 + 25 x 5)/10 = 34% Our friendly GM will round to the nearest 5%, so any physical damage coming at Sam will be reduced by 35%.

Perk tree is larger and the weightless perk (Conditioning) is more difficult to achieve than the equivalent Light Armour perk. Uses more stamina when sprinting

Armour does not normally provide protection against poison or magical attacks, this can be mitigated by Enchantment. All armour can be improved at a Smithy. You can either hire a blacksmith to improve your armour or attempt to improve it yourself (via Smithing skill). Any hit mitigated by Heavy Armour provides 1XP.

Perk

Juggernaut

Rank 1 2 3 4 5

Fists of Steel Cushioned Conditioning Well Fitted Tower of Strength Matching Set Reflect Blows

Description Increases armor rating for Heavy Armor by 20%, does not affect shields. Increases armor rating for Heavy Armor by 40%, does not affect shields. Increases armor rating for Heavy Armor by 60%, does not affect shields. Increases armor rating for Heavy Armor by 80%, does not affect shields. Increases armor rating for Heavy Armor by 100%, does not affect shields. Unarmed attacks with Heavy Armor gauntlets do their armor rating in extra damage. Half damage from falling if wearing all Heavy Armor: head, chest, hands, feet. Heavy Armor weighs nothing and doesn't slow you down when worn. 25% Armor bonus if wearing all Heavy Armor: head, chest, hands, feet. 50% chance to resist Stagger when wearing only Heavy Armor. Additional 25% Armor bonus if wearing a matched set of Heavy Armor. 10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet.

Skill Req. 20 Heavy Armor 40 Heavy Armor 60 Heavy Armor 80 Heavy Armor 30 Heavy Armor 50 Heavy Armor 70 Heavy Armor 30 Heavy Armor 50 Heavy Armor 70 Heavy Armor 100 Heavy Armor

Perk Req. Rank 1 Rank 2 Rank 3 Rank 4 Juggernaut Fists of Steel Cushioned Juggernaut Well Fitted Tower of Strength Matching Set

13

Buckling the Swash:


To make an attack with a one handed weapon, you must equip the weapon first (Major action). Each attack is a minor action, you may attack up to 3 times per turn (does not apply to unarmed attacks). Please see Attack Sequence table and Combat Movement chart for how to calculate hits.

One Handed

You may perform a Power Attack by stating thus when you announce your target. Each power attack is categorized by your current momentum: Forward, Standing, Side, or Backwards. Power attacks with one handed weapons cost 30 stamina and do double damage, up to 3x depending on weapon type. Dual wielding: The advantage of dual wielding is that you may power attack with both weapons at once for 80 stamina, doing 3x damage with each weapon, up to 4x depending on weapon type. Also, the Dual Fury perk grants extra attacks.

Fists, Claws, Swords, War Axes, Daggers, Maces, Clubs, and Scimitars are all one handed weapons.
Perk Rank 1 2 3 4 5 1 2 3 1 2 3 1 2

Weapon Type: All weapons are categorized as Piercing, Slashing, or Blunt. Weapon type affects which power attacks receive a bonus as well as critical range. Creatures may be weak against certain types of weapons. Each hit with a One Handed weapon gives 1 XP.
Skill Req. 20 One-handed 40 One-handed 60 One-handed 80 One-handed 30 One-handed 60 One-handed 90 One-handed 30 One-handed 60 One-handed 90 One-handed 30 One-handed 50 One-handed 70 One-handed 20 One-handed 50 One-handed 50 One-handed 100 One-handed 30 One-handed 60 One-handed 90 One-handed Perk Req. Rank 1 Rank 2 Rank 3 Rank 4 Armsman Rank 1 Rank 2 Armsman Rank 1 Rank 2 Armsman Rank 1 Dual Flurry Armsman Fighting Stance Fighting Stance Critical Charge or Savage Strike Armsman Hack and Slash Rank 1 Hack and Slash Rank 2

Armsman

Bladesman

Bone Breaker Dual Flurry Dual Savagery Fighting Stance Critical Charge Savage Strike Paralyzing Strike Hack and Slash

1 2 3

Description One-Handed weapons do 20% more damage. One-Handed weapons do 40% more damage. One-Handed weapons do 60% more damage. One-Handed weapons do 80% more damage. One-Handed weapons do twice as much damage. Attacks with 1H piercing weapons have an additional 10 critical range. Attacks with 1H piercing weapons have an additional 15 critical range. Attacks with 1H piercing weapons have an additional 20 critical range. Attacks with 1H blunt weapons ignore 25% of armor, does not apply to unarmed. Attacks with 1H blunt weapons ignore 50% of armor, does not apply to unarmed. Attacks with 1H blunt weapons ignore 75% of armor, does not apply to unarmed. Can spend a Major action and 10 stamina to attack 3x when dual wielding. Can spend a Major action and 10 stamina to attack 4x when dual wielding. Dual wielding power attacks do 50% bonus damage. Power attacks with one-handed weapons cost 10 less stamina. 20 less for dual. Can do a one-handed power attack while sprinting that does double critical damage. Standing power attacks do 25% bonus damage with a chance to decapitate your enemies. Backwards power attack has a 25% chance to paralyze the target. Attacks with 1H slashing weapons cause an extra 20% bleeding damage for two rounds. Attacks with 1H slashing weapons cause an extra 40% bleeding damage for two rounds. Attacks with 1H slashing weapons cause an extra 60% bleeding damage for two rounds.

14

So, You Youre the Crafty Type:


Smithing skill is used to craft weapons, armour, ammunition, lockpicks, and many mundane items. To craft an item you will need access to the appropriate tools (e.g. a forge for metalworking), as well as knowledge of the crafting Recipe.

Smithing

Recipes may be learned by apprenticing with craftsman as well granted through racial knowledge. For example, all Orcs are taught the secrets of crafting Orcish armour by their parents (it is a boring childhood). Relevant perks are still required. Learning a Recipe: You must find a craftsman with knowledge of the desired materials, and apprentice with them for at least 1 day. At the end of the day, you may roll vs. Smithing +50 for each recipe to learn any recipes of the category you have been studying. Each Recipe includes specific tools and materials as well as time to create the item. To craft, roll vs. Smithing + modifiers: Success = item crafted, Failure by 20 or less = item crafted in twice duration, Failure by more than 20 = item crafted in twice duration with twice the materials. A critical success (range 3) will provide an item enhancement per the GMs discretion. All weapons and armour may be improved by (Current Smithing/2)% x (Perk). Improving a weapon or armour piece requires 1 hour and appropriate tools and materials. Roll vs. Smithing + 30: success = item improved, failure = item not improved. Crafting or improving metallic objects requires access to a forge as well as refined ingots of the relevant type. Ingots can either be purchased or refined from ore at a Smelter, which can be found in most large cities and near many mines. Most blacksmiths are happy to rent access to their forge during non-work hours for a small fee. All crafting grants 1XP per hour spent, whether in making items, improving items, or apprenticing, up to 10XP per day. Dragon Armour? Preposterous dragons havent existed in hundreds of years!

Racial Crafting Types Altmer Elvish Argonian Scale Bosmer Leather Dunmer Glass Imperial Studded Khajit Fur Nord Steel Orc Orcish Redguard Chainmail

Perk Steel Smithing Arcane Blacksmith Dwarven Smithing Orcish Smithing Ebony Smithing Daedric Smithing Elven Smithing Advanced Armors Glass Smithing Dragon Armor

Description Can create Steel armor and weapons at forges, and improve them twice as much. You can improve magical weapons and armor. Can create Dwarven armor and weapons at forges, and improve them twice as much. Can create Orcish armor and weapons at forges, and improve them twice as much. Can create Ebony armor and weapons at forges, and improve them twice as much. Can create Daedric armor and weapons at forges, and improve them twice as much. Can create Elven armor and weapons at forges, and improve them twice as much. Can create Scaled, Plate, and Chainmail armor at forges, and improve them twice as much. Can create Glass armor and weapons at forges, and improve them twice as much. Can create Dragon armor at forges, and improve them twice as much.

Skill Req. 60 Smithing 30 Smithing 50 Smithing 80 Smithing 90 Smithing 30 Smithing 50 Smithing 70 Smithing 100 Smithing

Perk Req. Steel Smithing Steel Smithing Dwarven Smithing Orcish Smithing Ebony Smithing Steel Smithing Elven Smithing Advanced Armors Daedric Smithing or Glass Smithing

15

Legs of Steel

Antidote

Deadly Huntsman Natural Immunity

Ah, Ah, Ah, Ah, Staying Alive:


The Survival skill encompasses all of those time honored ways to stay fed, warm, and dry outside of the confines of civilization. Practically, this means hunting, fishing, foraging, making camp, and enduring natural hardship. Once a day while outside of towns or cities, at least one party member must make a Survival Wilderness roll. Results of the roll determine how much food is found by the party, how well they are rested, and if any unexpected finds come their way. Besides the daily Wilderness roll, Survival rolls can be made for additional hunting, fishing, foraging, etc in order to gather food and crafting materials. Each locale of Tamriel has its own selection of flora, fauna, and geology. It is a good idea to have knowledge of what is locally available before spending time searching for something specific.

Hardy

Survival

Lay of the Land Strong Field Metabolism Dresser

The Call of Blood Survivalist

Survival Target - Roll -40 or less -20 to -39 -19 to +19 +20 to +39 +40 to +59 +60 or crit

Result Skunked Meagre Sufficient Plentifull Bountifull Windfall

Description No food found, max stamina -20 for the next day 1 ration worth of food found, -10 max stamina 1 day's worth of food for the party found 1 day's worth of food found, +3 rations 1 day's worth of food found, +6 rations Same as bountifull, an additional rare item found

Ingredients Found 0 1 2 4 6 6

The minimum time spent to make a Survival roll is 2 hours. Each additional hour spent during daylight adds a +10 bonus. Each day spent in the wilds automatically grants 2XP.

Windfall Roll 1 to 10 11 to 30 31 to 40 41 to 60 61 to 80 81 to 95 96 to 100

Item Found Magical treasure Mundane treasure Rare Ore 4x Common Ore 4x bonus 3x ingredients encounter with predator encounter with monster

Perk Survivalist The Call of Blood Strong Metabolism Lay of the Land Field Dresser Deadly Huntsman Hardy Legs of Iron Antidote Natural Immunity

The lower the result is within each category, the more beneficial the Windfall will be for the party.

Description +20 bonus on all Wilderness Survival Rolls. May track non-magical beasts and creatures over any surface. Regen effects from food is doubled. Survival checks to search for a particluar ore, wild animal, or alchemical ingredien are at a +30 bonus. Double leather and meat yield from animals. Critical range of attacks against unarmored oponents are +50% fire, frost, and lightning resistance (does not stack with items or racial bonuses, does stack with potions). Sprinting does not consume stamina. May take a major action to purge poison from self or others. Immune to all disease.

Skill Req. 30 Survival 30 Survival 40 Surivival 40 Survival 90 Survival 60 Survival 100 Survival 70 Survival 70 Survival

Perk Req. Survivalist Survivalist Survivalist Blood Tracking Field Dresser Strong Metabolism Hardy Hardy Hardy

16

Definitely Not Compensating:


To make an attack with a two handed weapon, you must equip the weapon first (Major action). Each attack is a minor action, you may attack up to 2 times per turn. Please see Attack Sequence table and Combat Movement chart for how to calculate hits. You may perform a Power Attack by stating thus when you announce your target. Each power attack is categorized by your current momentum: Forward, Standing, Side, or Backwards. Power Attacks with two handed weapons cost 50 stamina and do double damage, up to 3x depending on weapon type. Pole Weapons: These are special two handed weapons that generally do less damage, but have the advantage of +1 reach. This means that you may attack an enemy from 1 extra hex away. Combat movement rules still apply. You may equip a spear and a shield simultaneously for optimum defense. However, you may not Power Attack while doing so. Greatswords, Warhammers, Battleaxes are normal two handed weapons. Spears, Staves, and Halberds are common two handed pole weapons.
Perk Rank 1 2 3 4 5

Two Handed

Weapon Type: All weapons are categorized as Piercing, Slashing, or Blunt. Weapon type affects which power attacks receive a bonus as well as critical range. Creatures may be weak against certain types of weapons. Each hit with a Two Handed weapon gives 1 XP.
Skill Req. 20 Two-handed 40 Two-handed 60 Two-handed 80 Two-handed 20 Two-handed 50 Two-handed 50 Two-handed 70 Two-handed 100 Two-handed 30 Two-handed 60 Two-handed 90 Two-handed 30 Two-handed 60 Two-handed 90 Two-handed 30 Two-handed 60 Two-handed 90 Two-handed Perk Req. Rank 1 Rank 2 Rank 3 Rank 4 Barbarian Champion's Stance Champion's Stance Great Critical Charge or Devastating Blow Sweep Barbarian Rank 1 Rank 2 Barbarian Rank 1 Rank 2 Barbarian Rank 1 Rank 2

Barbarian

Champion's Stance Devastating Blow Great Critical Charge Sweep Warmaster Deep Wounds 1 2 3 1 2 3 1 2 3

Limbsplitter

Skullcrusher

Description Two-Handed weapons do 20% more damage. Two-Handed weapons do 40% more damage. Two-Handed weapons do 60% more damage. Two-Handed weapons do 80% more damage. Two-Handed weapons do twice as much damage. Power attacks with two-handed weapons cost 20 less stamina. Standing power attacks do 25% bonus damage with a chance to decapitate your enemies. Can do a two-handed power attack while sprinting that does critical damage if hits. Sideways power attacks with two-handed weapons hit all targets in an 180 arc. Backwards power attack has a 25% chance to paralyze the target. Attacks with 2H piercing weapons have a bonus crit range of 10. Attacks with 2H piercing weapons have a bonus crit range of 15. Attacks with 2H piercing weapons have a bonus crit range of 20. Attacks with 2H slashing weapons cause extra 20% bleeding damage. Attacks with 2H slashing weapons cause extra 40% bleeding damage. Attacks with 2H slashing weapons cause extra 60% bleeding damage. Attacks with 2H blunt weapons ignore 25% of armor. Attacks with 2H blunt weapons ignore 50% of armor. Attacks with 2H blunt weapons ignore 75% of armor.

17

Picking Your Poison:


Alchemy can only be performed at designated Alchemy Labs, each potion crafting attempt requires 10 minutes. To create a potion (or poison) you must combine two or more ingredients which share a magical effect. If the shared effect is a beneficial one (e.g., Restore Health), you create a potion; if the shared effect is a negative one (e.g. Damage Health), you create a poison. Multiple-effect potions can be created if the combined ingredients share more than one effect in common. Each ingredient has a total of four available effects. Tasting the ingredient always allows you to discover an ingredient's first effect. Additional effects can be discovered by experimenting to see what ingredient combinations successfully yield potions. You can simply mix ingredients randomly together. Successfully creating a potion or poison grants 2XP the first time you create it, and then 1XP for each subsequent batch. Eating a new ingredient to discover its effect grants 1XP.
Tier I II III IV V VI Description Minor Standard Potent Heroic or Debilitating Legendary or Deadly Supreme Target Skill + 40 Skill + 0 Skill - 20 Skill - 40 Skill - 60 Crit only
Perk Rank 1 2 3 4 5

Alchemy

There are five tiers of potions and poisons. Each tier requires substantially greater skill to craft (see table below). To create a potion roll vs. skill x (1perk). A critical success (range 5) creates a potion one tier higher than attempted. The effects of multiple Fortify style potions do not stack. Alchemical suppliers generally receive new shipments once per week.
Description Crafting Tier I potions and poisons automatically succeed. Bonus +20 to craft Tier II potions and poisons. Bonus +20 to craft Tier III potions and posions. Bonus +20 to craft Tier IV potions and poisons. Bonus +10 to craft Tier V potions and poison. Potions you mix that restore Health, Magicka or Stamina are 25% more powerful. Potions you mix with beneficial effects have an additional 25% greater magnitude. Eating an ingredient reveals first two effects. Eating an ingredient reveals first three effects. Eating an ingredient reveals all its effects. Poisons you mix are 25% more effective. Poisons applied to weapons last for twice as many hits. Plant yields from Survival Wilderness checks are doubled. +50% resistance to all poisons. Skill Req. 20 Alchemy 40 Alchemy 60 Alchemy 80 Alchemy 20 Alchemy 30 Alchemy 50 Alchemy 70 Alchemy 90 Alchemy 30 Alchemy 60 Alchemy 70 Alchemy 80 Alchemy Alchemist Physician Benefactor Perk Req.

Alchemist

Physician Benefactor Experimenter Poisoner Concentrated Poison Green Thumb Snakeblood Purity 1 2 3

Physician Poisoner Concentrated Poison Experimenter or Concentrated Poison Snakesblood

All negative effects are removed from created potions, and all 100 Alchemy positive effects are removed from created poisons.

18

Use of Chainmail Swimwear:


Different regions and cities of the Empire provide different styles of light armour. Some examples are fur, leather, scale, chainmail, studded leather, Elven, Imperial (light), and Glass. All styles of light armour share the following advantages vs. heavy armour:
Lighter and less movement penalties Less noisy and easier for sneaking Perk Unhindered (weightless) is available 20 skill points earlier than Conditioning. Uses less stamina when sprinting Stamina recovers faster with Wind Walker The lighter weight allows for the carrying of multiple suits of armor, each fine tuned for specific enemies and situations, without drastically taking up encumbrance.
Armor Damage Reduction Calculation: %Damage Reduction = (Armor Rating+25 x (# of pieces equipped))/10 Armor Rating = Sum of Piece Ratings Piece Rating = Base x (1+0.4 x skill(%))x(1+perks) + effects Example: Sonja the Somewhat Red has skill 40 and rank 3 perks, and is wearing leather cuirass, gauntlets, and boots, but not a helmet. Cuirass: 26 x (1 + 0.4 x 0.4) x (1.6) = 42 piece rating Assuming her gauntlet AR = 24 and boot AR = 18, Armor Rating = 26 + 24 + 18 = 68 Damage Reduction = (68 + 25 x 3)/10 = 14.3% Our friendly GM will round to the nearest 5%, so Sonja will take 85% of any physical damage that comes her way.

Light Armour

Fully mastering the Light Armour tree requires two fewer perks over Heavy Armour (10 total points versus 12), allowing for more growth in other skill trees.

These advantages come at the cost of brute protection, typical equivalent level light armour pieces have 25% less protection than their heavy counterparts. Armour does not normally provide protection against poison or magical attacks, this can be mitigated by Enchantment. All armour can be improved at a Smithy. You can either hire a blacksmith to improve your armour or attempt to improve it yourself (via Smithing skill). Any hit mitigated by Light Armour provides 1XP.
Skill Req. 20 Light Armor 40 Light Armor 60 Light Armor 80 Light Armor 30 Light Armor 70 Light Armor 50 Light Armor 60 Light Armor 100 Light Armor Perk Req. Rank 1 Rank 2 Rank 3 Rank 4 Agile Defender Custom Fit Custom Fit Unhindered Wind Walker or Matching Set

Perk

Agile Defender

Rank 1 2 3 4 5

Custom Fit Matching Set Unhindered Wind Walker Deft Movement

Description Increase armor rating for Light armor by 20%, does not affect shields. Increase armor rating for Light armor by 40%, does not affect shields. Increase armor rating for Light armor by 60%, does not affect shields. Increase armor rating for Light armor by 80%, does not affect shields. Increase armor rating for Light armor by 100%, does not affect shields. 25% Armor bonus if wearing all Light Armor: head, chest, hands, feet. Additional 25% Armor bonus if wearing a matched set of Light Armor. Light Armor weighs nothing and doesn't slow you down when worn. Stamina regenerates 50% faster in all Light Armor: head, chest, hands, feet. 10% chance of avoiding all damage from a melee attack while wearing all Light Armor: head, chest, hands, feet.

19

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

Lockpicking

Each unique lock opened or trap disarmed provides XP per the tier description table. Each subsequent opening or disarming of the same lock or trap reduces the XP by half (rounded up).

Perk Novice Locks Apprentice Locks Quick Hands Wax Key Adept Locks Expert Locks Golden Touch Treasure Hunter Locksmith Unbreakable Master Locks

Description Novice locks and traps are +30 easier to pick. Apprentice locks and traps are +30 easier to pick. May make a second disarm attempt before setting of a trap. Automatically gives you a copy of a picked lock's key if it has one. Adept locks and traps are +30 easier to pick. Expert locks and traps are +30 easier to pick. 50% greater chance of disarming traps May modifiy a Treasure roll by 10 in either direction. Pick starts close to the lock opening position. Lockpicks never break. Master locks and traps are +30 easier to pick.

Skill Req. 25 Lockpicking 40 Lockpicking 50 Lockpicking 50 Lockpicking 75 Lockpicking 60 Lockpicking 70 Lockpicking 80 Lockpicking 100 Lockpicking 100 Lockpicking

Perk Req. Novice Locks Apprentice Locks Quick Hands Apprentice Locks Adept Locks Adept Locks Golden Touch Expert Locks Locksmith Expert Locks

20

Tactical Mastery Mobility

I Spy with My Little Eye Eye Notice is an extremely useful skill that may be used to search
for treasure, spot hidden enemies, and respond to opponents actions in combat. All notice checks are Free actions, however only one notice action may be taken per round (response checks and interrupts do not count). You may take Search minor actions to increase your next notice roll by 20%. At the beginning of each round, all opponents either in line of sight or in hearing range of a Sneaking character will make an opposed Notice check to try to spot the character.

Trickster

Bait and Switch

Premonition

Notice
All-seeing Eye Quick Reflexes Echolocation

Steady Nerves Seeker

Instead of Responding to an enemys action with a Held Action, the player may spend 10 stamina and pass a Notice check to make a Response. Similarly, an attacker may interrupt to attempt to cancel an enemys response. This requires an Adverse Opposed Notice roll. Searching for treasure attempts to find additional treasure beyond what has already been revealed in a cleared dungeon. May not take Search actions to increase the odds of success when making this roll. All successful Notice checks taken with fewer than 4 Search actions grant 1XP.
Skill Req. 30 Notice 60 Notice 20 Notice 30 Notice 50 Notice 40 Notice 50 Notice 60 Notice 80 Notice 60 Notice 80 Notice 100 Notice Perk Req. Rank 1 Rank 2 Seeker Seeker Echolocation Steady Nerves Quick Reflexes Echolocation Rank 1 Trickster Bait and Switch Mobility

Opposed Skill Checks:


Both participants roll the relevant skill. Each participants skill level + bonuses is added to their opponents skill check. The lower result wins. In the case of a tie, the opponent with the higher initiative card wins.

Adverse Opposed Skill Checks:


Same as above, however in addition to obtaining the lower result, the initiator of the action must pass the skill check by obtaining a result </= their Notice skill.

Perk

Did you know?


Hearing range is 14 for Bosmer and Khajit, and 10 for all other races. This bonus naturally makes them better at detecting hidden enemies but increases their vulnerability to shouts and cries.

Seeker Steady Nerves Echolocation All Seing Eye Quick Reflexes Trickster Premonition Bait and Switch Mobility Tactical Mastery

Rank 1 2 3

1 2

Description Each Seek action adds a +30 bonus to the next notice roll. Each Seek action adds a +50 bonus to the next notice roll. Each Seek action adds a +70 bonus to the next notice roll. May hold two Minor Actions per turn. Stealthed oponents do not receive Line of Sight bouses. May make a notice check to detect magically hidden objects and creatures Draws two initiative cards, and may choose which one to use. May take a Follow Action even if the Defender does not Respond. Receive a +30% bonus to notice checks prior to a backstab Receive a +60% bonus to notice checks prior to a backstab May change the target of an attack prior to a Follow Action. Can move two spaces as a minor action instead of one. May hold all actions, up to a maximum of 8. Also, held actions do not expire at the end of the combat round.

21

Artful Dodging and Other Acts of a Less than Savoury Nature:


You may make a check vs. current Pickpocket + Notice to gauge a Mark. A successful roll will allow you to assess the Marks wealth and possessions. Pickpocket Items may either be pickpocketed in sneak by approaching a Mark from behind, or by performing a Bump and Grab. Bumping and Grabbing requires a successful Speech check prior to making the Pickpocket check. The chance of successfully pickpocketing an item is dependent upon the item being stolen: Heavier items and more valuable items are harder to steal but reward more XP.
To Pickpocket an item roll vs. Target: (Pickpocket 1*(1+weight/5) 1*(1+cost/20) + effects)*(1-perks)

If you fail, the target will detect you and you will receive a bounty for your current locale. Even if successful, there is also a chance that the target will hire a thug to kill you. A bounty will be cancelled if all witnesses to the crime have been eliminated. However, murder is not kindly looked upon by the authorities. Pickpocketing in combat requires you to be Sneaking with hidden meter > 50 and to approach the target from behind, and takes an Extended action.
Skill Req. 20 Pickpocket 40 Pickpocket 60 Pickpocket 80 Pickpocket 30 Pickpocket 40 Pickpocket 60 Pickpocket 70 Pickpocket 100 Pickpocket 50 Pickpocket 40 Pickpocket Perk Req.

Pickpocket XP = (Item weight x 10 + Item Value x 5 Current Skill x 10)/10, round down. Minimum reward is 1 XP, maximum reward is 10 XP per item. Example: A rather foolish thief with Pickpocket of 25 attempts to steal a steel sword from a guard. A steel sword has weight of 10 and value of 45, so the thief would receive (10 x 10 + 45 x 5 25 x 10)/10 = 7 XP if successful. If not successful, the thief would receive a bounty = item value + 10 and could be caught by the nearest guard.

Perk

Light Fingers

Rank 1 2 3 4 5

Night Thief Cutpurse Keymaster Misdirection Perfect Touch Extra Pockets Poisoned

Description Pickpocketing bonus of 20%. Item weight and value reduce pickpocketing odds. Pickpocketing bonus of 40%. Item weight and value reduce pickpocketing odds. Pickpocketing bonus of 60%. Item weight and value reduce pickpocketing odds. Pickpocketing bonus of 80%. Item weight and value reduce pickpocketing odds. Pickpocketing bonus of 100%. Item weight and value reduce pickpocketing odds. +25% chance to pickpocket if the target is asleep. Pickpocketing gold is 50% easier. Pickpocketing keys is 50% easier. Can pickpocket equipped weapons. Can pickpocket equipped items. Carrying capacity is increased by 100. Silently harm enemies by placing poisons in their pockets.

Light Fingers Night Thief Cutpurse Cutpurse Misdirection Night Thief Night Thief

22

It Must Have Been My Imagination Imagination


Initiating Sneaking requires a Minor Action and may only be done out of combat or out of Line of Sight of enemies. Starting to Sneak out of combat in public may cause onlookers to laugh at you and/or alert the nearest guard. At the start of every round, Sneaking characters must make a opposed check Sneak vs. opponent's notice + modifiers for all opponents within line of sight or earshot of the Sneaker. Please see modifiers and results table. Your success at Sneaking is recorded via the Hidden Meter. The Hidden Meter normally starts at state of 50 out of combat and 0 (detected) in combat. A Hidden state of 60 or above allows Backstabbing and Pickpocketing. A Backstab attempt requires an additional opposed detection check and grants 5x damage for daggers, 3x damage for other melee weapons, and 2x damage for ranged attacks. Each detection roll that does not decrease the Hidden Meter grants 1XP. Each successful Backstab grants 3XP. You may not Backstab with a ballista. Additionally, Backstabbing with pole weapons or spells does not provide bonus damage.
Perk Rank 1 2 3 4 5 Description You are 20% harder to detect when sneaking. You are 25% harder to detect when sneaking. You are 30% harder to detect when sneaking. You are 35% harder to detect when sneaking. You are 40% harder to detect when sneaking. Backstab attacks with one-handed weapons now do six times damage. Backstab attacks with bows now do three times damage. Backstat attacks with daggers now do a total of fifteen times normal damage. Noise from armor is reduced 50%. You won't trigger pressure plates or other environmental traps. Skill Req. 20 Sneak 40 Sneak 60 Sneak 80 Sneak 30 Sneak 40 Sneak 50 Sneak 30 Sneak 40 Sneak Stealth Backstab Deadly Aim Stealth Muffled Movement Light Foot Silent Roll Silence Perk Req.

Sneak

Stealth Modifie rs and O utcome s Note: Modifiers are added t o the Notice re sult of the opponent attempting to detect the Sneak ing play er. Wearing L ight Armour -20 Wearing Hea vy A rm our -40 In Direct L ight* -40 Weapon is Drawn* -20 Movem ent > 3 this turn -15 In Adjacent Space -20 In Shado w* +30 Outs ide at Night* +30 Not in Line of Sight +60 In Partial Cover +20 In Heavy Cover +40 Spell Cast Previo us Turn -30 *O nly a pplies if in Line of Sight If Notic e - S tealth >/= 20 Notic e - S tealth > 0, < 20 Notic e = Ste alth Stealth - Not ice > 0, < 20 Stealth - Not ice >/= 20 Nearb y ally of Det ector is kille d Detector is hit by Ste alther Dis tance > 10 spac es and out of Line of Sight Out of Line of S ight Then Detec ted! Hidden meter set to 0. Hidden meter - 20 Hidden meter - 10 Hidden meter unc hanged Hidden meter + 10 Hidden meter -30 Detec ted! Hidden meter set to 0. Fully Hidden! Hidden meter set to 1 00. B onus Hidden meter +10

Stealth

Backstab Deadly Aim Assassin's Blade Muffled Movement Light Foot Silent Roll Silence Shadow Warrior

Sprinting while sneaking executes a silent forward roll for 4 spaces 50 Sneak of bonus movement. May take full Movement without receiving a Sneaking penalty. 70 Sneak May initiate Sneaking in line of sight of an enemy with a 30 starting 100 Sneak Hidden meter.

23

The Gift of the Gab:


The Speech skill is normally used for Haggling, Persuasion, and Intimidation checks. You may make a Haggling check (not to be confused with the perk), when attempting to buy or sell an item. A successful Haggling Speech check will improve an items price by 20% in your favour, a critical success (range 5) will improve by an additional 20%. You may attempt to Intimidate and opponent in combat to select another target, or Intimidate a merchant to give you a 40% discount (same as a Haggling critical success). To make an Intimidate check, pass an Opposed skill check vs. one of the following opponents skills: One Handed, Two Handed, Archery, Destruction Magic, Conjuration Magic, Illusion Magic. Intimidating a merchant may cause them to report you to the guards for a bounty, depending on how much they like you and the value of the item. You may make a Persuasion Opposed Speech roll to increase someones opinion of you (or reduce their hostility). Persuasion rolls in combat are Adverse Opposed checks vs. the enemys Speech, and will cause the enemy to select another target. A critical success (range 2) will cause the enemy to stop fighting and leave the area. All successful Speech skills checks provide 1XP, 2XP on a critical success.
Skill Req. 20 Speech 40 Speech 60 Speech 80 Speech 30 Speech 50 Speech 70 Speech 90 Speech 100 Speech 30 Speech 50 Speech 70 Speech Perk Req.

Speech

Performing a Haggling or Persuasion check out of combat with your weapon drawn will incur a -30 penalty. Performing an Intimidation check with your weapon drawn will incur a +30 bonus if your opponent does not also have a drawn weapon.
Perk Rank 1 2 3 4 5

Haggling

Allure Merchant Investor Fence Master Trader Bribery Persuasion Intimidation

Description Buying and selling prices are 10% better. Buying and selling prices are 15% better. Buying and selling prices are 20% better. Buying and selling prices are 25% better. Buying and selling prices are 30% better. 10% better prices with the opposite sex. Can sell any type of item to any kind of merchant. Can invest 500 gold with a shopkeeper to increase his available gold permanently. Can barter stolen goods with any merchant you have invested in. Every merchant in the world gains 1000 gold for bartering. Can bribe guards to ignore crimes. Persuasion attempts receive a +30 bonus. Intimidation is twice as likely to be successful.

Haggling Allure Merchant Investor Fence Haggling Bribery Persuasion

24

Turning Stuff Into Other Stuff:


All Alteration spells are considered passive spells, and are cast via spending a Major Action. To cast, roll Alteration skill. Success = spell cast, failure = spell cast with 50% extra magicka cost. Alteration Spells interrupted via a combat response or by not having enough magicka are not cast, no magicka is spent for interrupted spells. Dual cast Alteration spells cost 2-1/2 times normal magicka for 1-1/2 times normal potency, duration, and/or range (Telekinesis).
Spell Cost for All Spells: Base x (1-skill%/2) x perks x effects Example: Melcor the Magnificent dual casts Stoneflesh on himself which has base cost of 200. Fortunately, he has an Alteration skill of 40 and the Apprentice Alteration perk. So his cost is 200 x (1-40%/2) x x 2 (dual) = 200 magicka. Not a cheap casting to be sure, but since he dual cast and has the Mage Armor Rank 1 perk, he will have an extra 180 AR (18% DR) for the next 15 combat rounds.
Perk Novice Alteration

Passive skills currently in effect may be recast at a 20% magicka savings. Casting Novice and Apprentice level spells grant 1XP, casting Adept and Expert level spells grant 2XP, casting Master level spells grants 5XP. No XP is granted until spell has a real effect on the course of gameplay.
Skill Req. 20 Alteration 25 Alteration 30 Alteration 50 Alteration 70 Alteration 50 Alteration 75 Alteration 100 Alteration 100 Alteration 70 Alteration 30 Alteration Perk Req. Novice Alteration Novice Alteration Apprentice Alteration Rank 1 Rank 2 Apprentice Alteration Adept Alteration Expert Alteration Expert Alteration Adept Alteration Apprentice Alteration Rank 1 Rank 2

Rank Description Cast Novice level Alteration spells for half magicka. Dual casting an Alteration spell overcharges the effects into an even more Alteration Dual Casting powerful version. Cast Apprentice level Alteration spells for half magicka. Apprentice Alteration 1 Blocks 10% of a spell's effects. Magic Resistance 2 Blocks 20% of a spell's effects. 3 Blocks 30% of a spell's effects. Adept Alteration Cast Adept level Alteration spells for half magicka. Expert Alteration Cast Expert level Alteration spells for half magicka. Atronach Master Alteration Stability 1 Mage Armor 2 3 Absorb 30% of the magicka of any spells that hit you. Cast Master level Alteration spells for half magicka. Alteration spells have greater duration. Protection spells like Stoneflesh are twice as strong if not wearing armor.

Protection spells like Stoneflesh are 2.5 times as strong if not wearing armor. 50 Alteration Protection spells like Stoneflesh are three times as strong if not wearing armor. 70 Alteration

25

Is That an Atronach in Your Pocket?


Most Conjuration Spells are considered Passive, and are cast via spending a Major Action. Soul Trap and Spectral Arrow are considered an active spell and are cast identically to ranged Destruction spells. To cast (except for active spells), roll Conjuration skill. Success = spell cast, failure = spell cast with 50% extra magicka cost. All summoned creatures are placed in an adjacent hex of your choice, except if you have the Summoner Perk. Spells interrupted via a combat response or by not having enough magicka are not cast, no magicka is spent for interrupted spells. Dual cast Conjuration spells costs 2-1/2 times the magicka for 1-1/2 times the duration. Summoned creatures provide 1XP per every round in combat.
Perk Rank Description Novice Conjuration Cast Novice level Conjuration spells for half magicka. Apprentice Conjuration Cast Apprentice level Conjuration spells for half magicka. Adept Conjuration Cast Adept level Conjuration spells for half magicka. Expert Conjuration Cast Expert level Conjuration spells for half magicka. Master Conjuration Cast Master level Conjuration spells for half magicka. Dual casting a Conjuration spell overcharges the spell, allowing it to Conjuration Dual Casting last longer. Bound weapons do more damage. Mystic Binding Soul Stealer Bound weapons cast Soul Trap on targets. Bound weapons will banish summoned creatures and turn raised Oblivion Binding ones. Necromancy Greater duration for reanimated undead. Dark Souls Reanimated undead have 100 points more health. 1 Can summon atronachs or raise undead twice as far away. Summoner 2 Can summon atronachs or raise undead three times as far away. Atromancy Double duration for conjured Atronachs. Elemental Potency Conjured Atronachs are 50% more powerful. Twin Souls You can have two atronachs or reanimated zombies. Skill Req. 25 Conjuration 50 Conjuration 75 Conjuration 100 Conjuration 20 Conjuration 20 Conjuration 30 Conjuration 50 Conjuration 40 Conjuration 70 Conjuration 30 Conjuration 70 Conjuration 40 Conjuration 80 Conjuration 100 Conjuration Perk Req. Novice Conjuration Apprentice Conjuration Adept Conjuration Expert Conjuration Novice Conjuration Novice Conjuration Mystic Binding Soul Stealer Novice Conjuration Necromancy Novice Conjuration Rank 1 Summoner Atromancy Dark Souls or Elemental Potency

Conjuration

26

Come and Light My Fire:


Destruction Magic ranged spells are Active and require a major action to cast as well as a minor action to release. Aim actions may be taken to increase accuracy (+20 per action) prior to release. To cast a Destruction Magic ranged spell roll vs. Skill + modifiers. Success = spell hits, failure = spell misses, Critical hit = spell does double damage (range 2). All non-ranged Destruction spells are passive and are cast as per Alteration Magic spells (e.g. runes, cloaks, walls). Spells interrupted via a combat response or by not having enough magicka are not cast, no magicka is spent for interrupted spells. Dual casting Destruction spells costs 3 times the magicka 2 times the damage. The same XP rewards as Alteration Magic apply.
Perk Rank Description Novice Destruction Cast Novice level Destruction spells for half magicka. Apprentice Destruction Cast Apprentice level Destruction spells for half magicka. Adept Destruction Cast Adept level Destruction spells for half magicka. Expert Destruction Cast Expert level Destruction spells for half magicka. Master Destruction Cast Master level Destruction spells for half magicka. Rune Master Can place runes five times farther away. 1 Fire spells do 25% more damage. Augmented Flames 2 Fire spells do 50% more damage, increases blast radius of Fireball. Intense Flames Augmented Frost Deep Freeze 1 Augmented Shock Disintegrate Destruction Dual Casting Impact 2 1 2 Skill Req. 25 Destruction 50 Destruction 75 Destruction 100 Destruction 40 Destruction 30 Destruction 60 Destruction Perk Req. Novice Destruction Apprentice Destruction Adept Destruction Expert Destruction Apprentice Destruction Novice Destruction Rank 1 Augmented Flames Novice Destruction Rank 1 Augmented Frost Novice Destruction Rank 1 Augmented Shock Novice Destruction Destruction Dual Casting

Destruction

Of Note:
Frostbite, Flames, and Sparks Novice level spells are exceptions to the above rules, and follow the casting and XP rules of Sustained spells (see Restoration Magic). Fire, Frost, and Lightning damage have the following additional effects: -Fire damage does 25% bonus health damage every round for two additional rounds (does not stack). -Frost damage does 100% bonus stamina damage and Freezes the target for 1 round. -Lightning damage does 50% bonus magicka damage. In addition, ranged attack penalties for Lightning based spells are halved, bonuses apply as normal.

Fire damage causes targets to flee if their health is low (under 20%). 50 Destruction Frost spells do 25% more damage. Frost spells do 50% more damage, increases radius of Ice Storm. Frost damage paralyzes targets if their health is low (under 20%). Shock spells do 25% more damage. 30 Destruction 60 Destruction 60 Destruction 30 Destruction

Shock spells do 50% more damage, Chain Lightning jumps one 60 Destruction additional target (Caution: may hit followers). Shock damage disintegrates targets if their health is low (under 70 Destruction 15%). Dual casting a Destruction spell overcharges the effects into an even 20 Destruction more powerful version. Active destruction spells will stagger an opponent when dual cast. 40 Destruction

27

Some Enchanted Evening:


Enchanting and Disenchanting require extended access to an Enchanting Altar. Magical items may be Disenchanted to learn a particular Enchantment. Disenchanting a magical item takes 8 hours and grants 5XP. A successful Enchanting roll decreases time to 4 hours and grants a bonus 5XP. Enchanting Enchanting a magical item requires a known Enchantment, a non-enchanted item (unless with perk Extra Effect), and a charged soul gem. Souls trapped in soul gems provide the following potencies for all enchanted effects: -Grand (& Black): 100%, -Greater: 80%, -Common: 60%, -Lesser: 40% -Petty: 20% Enchanting an item takes 8 hours and grants 3XP. A successful Enchanting roll decreases time to 4 hours and grants a bonus 3XP, as well as a bonus 10% potency. A critical success (range 5) grants an additional 20% bonus. Enchanted weapons and staffs consume charge per use. Weapons may either be recharged with a charged soul gem at an Altar of Enchantment, or via the Soul Trap Conjuration spell. Charge provided per soul = 1,000 times normal potency.
Perk Rank 1 2 3 4 5 Description New enchantments are 20% stronger. New enchantments are 40% stronger. New enchantments are 60% stronger. New enchantments are 80% stronger. New enchantments are 100% stronger. Fire enchantments are 25% stronger. Frost enchantments are 25% stronger. Shock enchantments are 25% stronger. Skill enchantments are 25% stronger. Health, magicka, and stamina enchantments are 25% stronger. Can put two enchantments on the same item. Skill Req. 20 Enchanting 40 Enchanting 60 Enchanting 80 Enchanting 30 Enchanting 40 Enchanting 50 Enchanting 50 Enchanting 70 Enchanting 100 Enchanting Perk Req. Rank 1 Rank 2 Rank 3 Rank 4 Enchanter Fire Enchanter Frost Enchanter Enchanter Insightful Enchanter Corpus Enchanter or Storm Enchanter Enchanter Soul Squeezer

Enchanter

Recharging an item at an Altar of Enchantment takes 10 minutes and grants 1XP. A successful Enchanting roll grants an additional 50% charge. Enchanted clothing, armour, and jewelry effects are constant and do not consume charge. All soul gems are single use.

Fire Enchanter Frost Enchanter Storm Enchanter Insightful Enchanter Corpus Enchanter Extra Effect Soul Squeezer Soul Siphon

Soul Trap and soul gems provide extra magicka 20 Enchanting for recharging. Death blows to creatures, but not people, trap 5% 40 Enchanting of the victim's soul, recharging the weapon.

28

No Smoke, No Mirrors:
Illusion Magic spells cast on enemies are considered active spells and behave exactly like Destruction ranged spells. Dual-casting these spells costs 3 times the magicka and affects creatures of 2 times level range (after perks). Illusion Magic spells cast on self or allies are considered passive spells and behave exactly like Alteration spells. Dual casting these spells costs 2-1/2 times magicka for 1-1/2 times duration. Illusion spells cast on enemies may not be overwritten by the same spell effect for the duration of the spell. Casting Novice and Apprentice level spells grant 1XP, casting Adept and Expert level spells grant 2XP, casting Master level spells grants 5XP. No XP is granted until spell has a real effect on the course of gameplay.
Perk Novice Illusion Animage Kindred Mage Quiet Casting Apprentice Illusion Adept Illusion Expert Illusion Master Illusion Hypnotic Gaze Description Cast Novice level Illusion spells for half magicka. Illusion spells now work on higher level animals (+8 levels to the spell maximum). All Illusion spells work on higher level people (+10 levels to the spell maximum). All spells you cast from any school of magic are silent to others. Cast Apprentice level Illusion spells for half magicka. Cast Adept level Illusion spells for half magicka. Cast Expert level Illusion spells for half magicka. Cast Master level Illusion spells for half magicka. Calm spells now work on higher level opponents (+8 levels to spell maximum). Cumulative with Kindred Mage and Animage. Fear spells work on higher level opponents (+10 levels to spell maximum). Cumulative with Kindred Mage and Animage. Frenzy spells work on higher level opponents (+12 levels to spell maximum). Cumulative with Kindred Mage and Animage. Skill Req. 20 Illusion 40 Illusion 50 Illusion 25 Illusion 50 Illusion 75 Illusion 100 Illusion 30 Illusion Perk Req. Novice Illusion Animage Kindred Mage Novice Illusion Apprentice Illusion Adept Illusion Expert Illusion Novice Illusion

Illusion

Aspect of Terror

50 Illusion

Hypnotic Gaze

Rage Master of the Mind Illusion Dual Casting

70 Illusion

Aspect of Terror Quiet Casting or Rage Novice Illusion

Illusion spells work on undead, daedra and automatons. 90 Illusion Dual casting an Illusion spell overcharges the effects into an even more powerful version. 20 Illusion

29

Academician Cartographer Archaeologist

We Don Dont Need No Education:


Academics and the pursuit of science has a rich and varied history in the Empire. Not only do adherents of the Arcane spend their life in pursuit of knowledge, but so do those who study the natural world, its creatures, and the peoples of Tamriel for the sake of pure research. A diligent study of Lore will reward the searcher with knowledge of ancient secrets, accelerated study of other skills, and even glimpses into the hidden realm of the Arcane.

Lore

Arcane Research

Applied Sciences

Curator

Natural Philosophy Scholar Archivist

The player or GM may initiate a Lore Knowledge check to attempt to reveal details about a place, creature, object, person, or organization. Possession of each book related to the subject of study will grant a +20 bonus for this check. A successful Lore check will grant 2XP. The magical properties of objects may be ascertained by passing a Lore check with a -10 penalty. Knowledge of related spells will provide a +30 bonus. A success will grant 5XP. Reading any book of note will grant 1XP.
Skill Req. Perk Req.

Perk Scholar Archivist Natural Philosophy Curator Applied Sciences Arcane Research Archaeologist Cartographer Academician

Rank Description The chance of success on Lore knowledge checks is 1 increased by +20 when researching non-magical objects. 2 Above increase is +40 3 Above increase is +60 Each book read provides 2XP Can perform a Lore check to determine a creature's strengths & weaknesses in combat. Success grants 3XP Receive a +30 bonus to identify magical objects When rolling for books, chance to find a skill tome is increased by 50% When rolling for books, chance to find a skill tome is increased The chance to find a spell tome is increased by 50% The chance to find a spell tome is increased by 100% May make a lore check at a -20 penalty to predict the layout of a dungeon. Success grants 5XP The location of every city, town, and dungeon in a chosen Province of Tamriel is known. Skill tomes now provide +3 skill points. Receive +1 all skills.

30 Lore 60 Lore 20 Lore 30 Lore 50 Lore 40 Lore 50 Lore 50 Lore 60 Lore 70 Lore 90 Lore 100 Lore

Rank 1 Rank 2 Scholar Scholar Archivist Archivist Rank 1 Applied Sciences Rank 1 Arcane Research Natural Philosophy or Archaeologist Curator or Archaeologist

1 2 1 2

30

Take Two and Send a Courier in the Morning:


Restoration magic contains the most sustained spells of any school. Sustained skills are initiated as a free action, must be sustained for at least one minor action, and may be sustained until the caster is out of magicka. Sustained Restoration spells include healing spells, wards, and absorption spells. Restoration To cast a Sustained spell, roll vs. Skill + 50 + modifiers. A failure means the spell fizzles and cannot be attempted again until next turn. A critical success (range 5) halves the magicka cost as long as the spell is sustained. Sustained spells grant 1XP for every round in which at least one action is spent sustaining the spell. Dual casting sustained spells costs 3 times the magicka for 2 times the effect.
Of Note: Restoration is the only type of magic that most common citizens of Tamriel have had exposure to. If fact, most people do not think of it as magic at all, rather as miracles from Arkay, Mara, or one of the other gods. Needless to say, the clerics do little to clear up this misconception. Perk Novice Restoration Apprentice Restoration Adept Restoration Expert Restoration Master Restoration Recovery Avoid Death Regeneration Necromage Respite Restoration Dual Casting Ward Absorb

Most other Restoration spells are considered Passive and behave exactly like Alteration spells for casting method, dual casting, and XP rewards.

Rank Description Cast Novice level Restoration spells for half magicka. Cast Apprentice level Restoration spells for half magicka. Cast Adept level Restoration spells for half magicka. Cast Expert level Restoration spells for half magicka. Cast Master level Restoration spells for half magicka. 1 Magicka regenerates 25% faster. 2 Magicka regenerates 50% faster. Once a day, heals 250 points automatically if you fall below 10% health. (Only if the damage does not kill you.) Healing spells cure 50% more. All spells are more effective against undead. Healing spells also restore Stamina. Dual casting a Restoration spell overcharges the effects into an even more powerful version. Wards recharge your magicka when hit with spells.

Skill Req. 25 Restoration 50 Restoration 75 Restoration 100 Restoration 30 Restoration 60 Restoration 90 Restoration 20 Restoration 70 Restoration 40 Restoration 20 Restoration 60 Restoration

Perk Req. Novice Restoration Apprentice Restoration Adept Restoration Expert Restoration Novice Restoration Recovery Novice Restoration Regeneration Novice Restoration Novice Restoration Novice Restoration

31

A Warrior Warriors Best Friend


Swords
Name Iron Sword Steel Sword Silver Sword Orcish Sword Dwarven Sword Elven Sword Glass Sword Ebony Sword Daedric Sword

Critical Range 5 Damage Type: Piercing


Weight 9 10 7 11 12 13 14 15 16 Value 25 45 100 75 135 235 410 720 1250 Base Damage 7 8 8 9 10 11 12 13 14

Swords are the bread and butter of the armed class. They are particularly suited for lunging attacks, and their long edges have a better chance of doing extra damage than most other weapons.

Maces
Name Iron Mace Steel Mace Orcish Mace Dwarven Mace Elven Mace Glass Mace Ebony Mace Daedric Mace

Critical Range 2 Damage Type: Blunt Power Attacks require 40 stamina


Weight 13 14 15 16 17 18 19 20 Value 35 65 105 190 330 575 1000 1750 Base Damage 9 10 11 12 13 14 16 16

Maces are traditionally used by fighters facing more heavily armoured, better equipped foes. A strong standing blow has the best chance of defeating your enemy with this weapon. These weapons may not be much to look at, but only a fool turns his back to a foe armed with a dagger. They do unparalleled damage from Sneak attacks and thus are favorite weapons of assassins. Called by different names throughout Tamriel, these somewhat rare single edged weapons make up for in raw damage what they lack in versatility. Plus they look very impressive.

War Axes
Name Iron War Axe Steel War Axe Orcish War Axe Dwarven War Axe Elven War Axe Glass War Axe Ebony War Axe Daedric War Axe

Critical Range 3 Damage Type: Slashing

Weight 11 12 13 14 15 16 17 18

Value 30 55 90 165 280 490 865 1500

Base Damage 8 9 10 11 12 13 15 15

War Axes are favoured weapons of the Nords, and can wreak havoc on a lightly armoured foe. They are most effective when used in sideways slashing type attacks. Certainly not the most elegant of weapons, however clubs have the advantage of requiring little training and being less exhausting to use than other weapons.

Daggers

Critical Range 10 Damage Type: Piercing 5x Backstab Damage (instead of 3x)


Weight 2 3 3 3 4 4 5 Value 10 18 30 55 95 165 290 Base Damage 4 5 6 7 8 9 10

Name Iron Dagger Steel Dagger Orcish Dagger Dwarven Dagger Elven Dagger Glass Dagger Ebony Dagger

Clubs

Critical Range 2 Damage Type: Blunt Power Attacks only require 20 stamina
Base Damage 6 7 8 9 10 12

Scimitars
Name Iron Cutlass Steel Scimitar Silver Cutlass Orcish Cutlass Akavari Katana Elven Scimitar Glass Katana Ebony Katana

Critical Range 3 Damage Type: Slashing May not use forward power attacks
Weight 9 10 7 11 12 13 14 15 Value 35 65 105 190 330 575 1000 1750 Base Damage 9 10 10 12 13 14 16 18

Name Oak Club Ironwood Club Studded Steel Club Bone Club Studded Glass Club Studded Ebony Club

Weight 8 9 10 11 12 13

Value 8 12 15 40 140 190

32

Now We Were Getting Serious Serious


Greatswords
Name Iron Greatsword Steel Greatsword Silver Greatsword Orcish Greatsword Dwarven Greatsword Elven Greatsword Glass Greatsword Ebony Greatsword Daedric Greatsword

Critical Range 5 Damage Type: Piercing


Weight 16 17 12 18 19 20 22 22 23 Value 50 90 160 75 270 470 820 1440 2500 Base Damage 15 17 17 18 19 20 21 22 24

The blade of kings. In the hands of a highly trained blademaster, a greatsword can unleash an unequaled whirlwind of carnage. However, such power usually comes after years of disciplined training.

Spears

Critical Range 5 Damage Type: Piercing Extended Reach, may equip a shield*
Weight 8 9 7 10 11 12 12 13 14 Value 35 55 110 85 145 245 420 750 1300 Base Damage 7 8 8 9 10 11 12 13 14

Name Iron Spear Steel Spear Silver Spear Orcish Spear Dwarven Spear Elven Spear Glass Spear Ebony Spear Daedric Spear

Deceptively hard to master, these mainly defensive weapons are often used by soldiers in tight formation, as well as favoured by hunters because of their lightness and reach.

*May not power attack with a spear and a shield equipped. Critical Range 3 Damage Type: Slashing
Weight 20 21 25 23 24 25 26 27 Value 55 100 165 300 520 900 1585 2750 Base Damage 16 18 19 20 21 22 23 25

Battleaxes
Name Iron Battleaxe Steel Battleaxe Orcish Battleaxe Dwarven Battleaxe Elven Battleaxe Glass Battleaxe Ebony Battleaxe Daedric Battleaxe

Few sights inspire fear like charging Nordic warriors wielding these mighty weapons. Battleaxes have been known to cleave foes in half with a single blow.

Halberds
Name Iron halberd Steel halberd Orcish halberd Dwarven halberd Elven halberd Glass halberd Ebony halberd Daedric halberd

Critical Range 3 Damage Type: Slashing Extended Reach


Weight 20 21 25 23 24 25 26 27 Value 55 100 165 300 520 900 1585 2750 Base Damage 14 15 17 18 19 20 21 22

Suited well for both attack and defense, these weapons can commonly be found in elite guard formations throughout the Empire. Far more than just a simple piece of wood, staff wielding commoners have surprised many noble knights to their chagrin. Also, their natural state makes staves ideal for attracting Arcane energy.

Critical Range 2 Warhammers Damage Type: Blunt Power Attacks cost 60 stamina
Name Iron Warhammer Steel Warhammer Orcish Warhammer Dwarven Warhammer Elven Warhammer Glass Warhammer Ebony Warhammer Daedric Warhammer Weight 24 25 26 27 28 29 30 31 Value 60 110 180 325 565 985 1725 4000 Base Damage 18 20 21 22 23 24 25 27

Staves
If you seek to subdue a foe wearing plate armour, look no further. Warhammers deliver brutally punishing blows to those foolish enough not to evade their attacks.

Critical Range 2 Damage Type: Blunt Extended Reach, may enchant into a Wizards Staff, may attack 3x per turn
Weight 10 11 12 9 14 15 Value 30 55 90 165 280 490 Base Damage 6 7 8 9 10 12

Name Oak Staff Ironwood Staff Steel Shod Staff Sungwood Staff Glass Shod Staff Ebony Shod Staff

33

Action at a Distance
Bows
Name Shortbow Longbow Orcish Bow Composite Bone Bow Elven Bow Glass Bow Ebony Bow Daedric Bow

Critical Range 5 Damage Type: Piercing


Base Damage 6 7 10 12 13 15 17 19

Ammunition
First perfected by the Elves, bows have been vital tools for hunting and defense from time immemorial. Mastering the bow requires a strong arm, a keen eye, and much patience.
Name Iron Arrow Bone Arrow Steel Arrow Orcish Arrow Dwarven Arrow Elven Arrow Glass Arrow Ebony Arrow Bound Arrow* Daedric Arrow Iron Bolt Steel Bolt Dwemer Bolt Ebony Bolt Daedric Bolt Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Value 1 0 2 4 6 8 9 12 0* 16 3 5 8 15 20 Base Damage 8 8 10 12 14 16 18 20 24 24 9 11 15 22 26

Weight 5 7 9 10 12 14 16 18

Value 30 50 150 270 470 820 1440 2500

Very few merchants stock the more exotic ammunition types, these can either be crafted or taken from slain foes.
*These magical arrows only exist while using the Bound Bow spell.

Crossbows
Name Iron Crossbow Steel Crossbow Orcish Crossbow Dwarven Arbalest Glass Crossbow Ebony Crossbow Daedric Crossbow

Critical Range 5 Damage Type: Piercing Range Penalties are +15%


Weight 7 9 11 14 15 18 20 Value 30 50 150 270 820 1440 2500 Base Damage 8 9 12 15 17 19 20

The introduction of crossbows to the Empire is relatively recent; they were found in Dwarven ruins around the time of The Nerevarine. Since then, they have become popular with mercenaries and paranoid nobles.

Slings
Name Common Sling Elven Sling

Critical Range 2 Damage Type: Blunt Range Penalties are +15%


Weight 1 2 Value 15 25 Base Damage 4 6 Base Damage 4 5 7 9 12 15

Calculating Ranged Damage: Skill and perks boost bows only, so Damage = (Base bow) x (1 + 0.5 x Archery(%)) x (1 + Perks) + Ammunition + Effects Please see Ranged Modifiers table for range, combat movement, and other effects.

Name Rock Iron Shot Steel Shot Dwarven Shot Glass Shot Ebony Shot

Weight 0 0 0 0 0 0

Value 0 1 2 5 8 10

Mainly used by farmers and shepherds to fend off predators, slings have the advantage of being able to chuck anything small and roundish at an enemy at high speed.

34

Stylish Protection
Hide
Base Rating 20 5 5 10

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

Name Hide Armor Hide Boots Hide Bracers Hide Helmet

The lightest and cheapest armor, mainly used by hunters, bandits, and poor adventurers.

Well cured leather armor is strong, supple, light, and almost noiseless, making it perfect for skirmishers and archers.
Bonus: Armor noise penalty reduced by 3 for each piece worn.

Fur
Name Fur Cuirass Fur Boots Fur Bracers Fur Helmet Weight 6 2 2 1 Value 50 5 10 23 Base Rating 23 5 6 11

Studded
Base Rating 26 8 8 12

Fur armor is often worn in Skyrim for its warmth, and by Khajit since they like to dress in the skins of their prey.
Bonus: 5% Frost resistance per piece worn, does not stack with racial abilities or item enchantments, does stack with potions.

Name Studded Studded Studded Studded

Armor Boots Bracers Helmet

Weight 6 2 2 2

Value 125 25 25 60

Standard issue armor for the Imperial Legion, and also popular with sellswords and better armed thugs.

35

Even More Stylish Protection


Chainmail
Name Chainmail Armor Chainmail Boots Chainmail Bracers Chainmail Helmet Weight 6 2 2 2 Value 360 90 90 190 Base Rating 32 9 9 14

Elven
Name Elven Armor Elven Boots Elven Gauntlets Elven Gilded Armor Elven Helmet Weight 4 1 1 4 1 Value 225 45 45 550 110 Base Rating 29 8 8 35 13

Chainmail is expensive and time consuming to create, but is treasured by Redguards for its superior mobility in battle.
Bonus: Movement is 7 if wearing a complete set of chainmail, 8 with Unhindered perk.

Used by the Altmer both for battle and ceremony, Elven style armor has fallen out of fashion in the Empire from its association with the THalmor.

Scale
Name Scaled Armor Scaled Boots Scaled Bracers Scaled Helmet Weight 6 2 2 2 Value 350 70 70 175 Base Rating 32 9 9 14

Glass
Name Glass Armor Glass Boots Glass Gauntlets Glass Helmet Weight 7 2 2 2 Value 900 190 190 450 Base Rating 38 11 11 16

Offering superior protection against piercing weapons, Scale armor has been perfected by the Argonians of the Black Swamp, who craft it from the remains of their enemies.
Bonus: Piercing DR +10% if wearing a complete set.

Crafted from volcanic ore, the secrets of making this superior armor have long resided with the Dunmer of Vvanderfell, who are now mainly refugees.
Bonus: Slashing DR +20% if wearing a complete set.

36

Built Like a Rock


Iron
Base Rating 25 28 10 10 15

Dwarven
Name Dwarven Armor Dwarven Boots Dwarven Gauntlets Dwarven Helmet Weight 45 10 8 12 Value 400 85 85 200 Base Rating 34 13 13 18

Name Iron Armor Banded Iron Armor Iron Boots Iron Gauntlets Iron Helmet

Weight 30 35 6 5 5

Value 125 200 25 25 60

The most basic form of heavy armor, Iron armor is often crafted by apprentice smiths striving to improve their craft.

Although the Dwemer, or Dwarves, have long since vanished, the secrets of their crafting may be discovered by those with time and money to pursue them.
Bonus: 5% Shock resistance per piece worn, does not stack with racial abilities or item enchantments, does stack with potions.

Steel
Name Steel Armor Steel Armor Steel Gauntlets Steel Helmet Weight 35 35 4 5 Value 275 275 55 125 Base Rating 31 31 12 17

Orcish
Name Orcish Armor Orcish Boots Orcish Gauntlets Orcish Helmet Weight 38 9 6 6 Value 625 125 125 300 Base Rating 40 14 14 19

Commonly available and offering superior protection, Steel armor is usually the prized possession of up and coming adventurers. Nordic smiths are known for making the best.

Orcish smiths are deservedly held in high regard across Tamriel for creating this unique, effective, and intimidating armor style.
Bonus: +5 bonus to Intimidate rolls for each piece worn.

37

The Best Defense


Steel Plate Daedric
Base Rating 49 18 18 23

Name Steel Plate Armor Steel Plate Boots Steel Plate Gauntlets Steel Plate Helmet

Weight 35 7 7 8

Value 1000 200 200 500

Base Rating 42 15 15 20

Name Daedric Armor Daedric Boots Daedric Gauntlets Daedric Helmet

Weight 50 10 6 15

Value 3200 625 625 1600

The pinnacle of the Nordic smithcraft, Steel Plate armor is sought after by wealthy knights and champions throughout Tamriel.

Daedric armor is associated with the denizens of Oblivion, and represents the embodiment of fear and darkness for ordinary mortals.
Bonus: Every piece worn adds a 5% chance that humanoid enemies will flee in terror for 1 round.

Ebony
Base Rating 43 16 16 21

Shields
Name Hide Shield Imperial Shield Banded Iron Shield Steel Shield Dwarven Shield Elven Shield Glass Shield Orcish Shield Ebony Shield Daedric Shield Weight 4 5 12 12 12 4 6 14 14 15 Value 25 75 100 150 225 115 450 500 750 1600

Name Ebony Armor Ebony Boots Ebony Gauntlets Ebony Helmet

Weight 38 7 7 10

Value 1500 275 275 750

Incredibly rare and expensive, Ebony armor was famously worn by The Nerevarine when she battled the dread lord Dagoth Ur.
Bonus: 10% Fire resistance per piece worn, does not stack with racial abilities or item enchantments, does stack with potions.

Base Rating 15 18 22 24 26 21 27 30 32 36

Shields are used to mitigate much more damage than can be handled by armor alone, and can be used to stagger and knock down opponents by skilled warriors.

38

Everything But The The


Clothing
Item Common Hat Ragged Clothing Ragged Boots Common Clothing Common Boots Common Shoes Common Gloves Common Robes Professional Garb Blacksmith's Apron Chef's Tunic Hooded Robes Academic Robes Adept Hood Fine Gloves Fine Boots Fine Hat Cuffed Boots Fur Lined Gloves Fur Lined Boots Pleated Shoes Fine Clothes Fur Lined Robes Fine Raiment Fur-Trimmed Cloak Noble Robes Snowy Sabre Cat Fur Cloak Weight 1 1 1 1 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 4 1 1 3 5 Value 1 1 1 2 2 2 2 5 5 8 8 8 10 10 10 20 25 25 20 25 25 40 50 100 100 200 200

Jewelry
Item Silver Ring Gold Ring Silver Garnet Ring Silver Amethyst Ring Silver Ruby Ring Gold Sapphire Ring Gold Emerald Ring Gold Diamond Ring Silver Necklace Gold Necklace Silver Jeweled Necklace Gold Jeweled Necklace Gold Ruby Necklace Silver Sapphire Necklace Silver Emerald Necklace Gold Diamond Necklace Copper and Onyx Circlet Copper and Moonstone Circlet Copper and Ruby Circlet Copper and Sapphire Circlet Silver and Moonstone Circlet Jade and Sapphire Circlet Jade and Emerald Circlet Silver and Sapphire Circlet Gold and Ruby Circlet Gold and Emerald Circlet Weight 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 2 2 2 2 2 2 2 2 2 2 Value 30 75 160 180 260 500 700 900 60 120 380 485 550 580 830 1200 50 100 150 200 250 300 350 400 450 500
Name Hired Muscle Common Sellsword Experienced Sellsword Elite Sellsword Hedge Priest Lay Priest Grand Cleric War Dog Bard Strumpet Level 2 6 12 20 4 12 20 10 16 -

Hirelings
Value 5 / day 10 / day 30 / day 100 / day 10 / day 30 / day 90 / day Notes comes unequipped, but with a sturdy back Can choose either 1H, 2H, or ranged Generally has Steel equivalent gear Has plate equivalent gear Can heal and turn weak undead More skilled healing, casts some adept skills Casts expert level Restor. spells Can choose male or female, adds +10 to Survival Wilderness checks. 200 Can cook, entertain, pick locks, perform some 70 / day illusion magic, and tell of your exploits 100 / day Nudge nudge, wink wink

Adventuring Gear
Item Backpack Bedroll Beeswax Bronze Spikes Caltrops Canteen Cooking Gear Empty Bottle Grapple Hook Grooming Kit Jeweller's Tools Latern Leatherworking Tools Lockpick Magnifying Glass Portable Forge Rope Spyglass Tent Tinder & Flint Torch Woodworking Tools Writing Kit Weight Value 0 8 3 2 0 20 0 5 0 10 1 2 10 15 0 5 1 16 1 6 4 120 2 8 5 40 0 10 1 15 70 300 1 per yard 2 per yard 1 30 10 5 1 5 2 1 10 50 1 10
Item City Shack Country Cottage

Property
Value Notes About what you would 1,000 expect. Climbing roses cost 3,000 extra. Includes a cot for servants, and a kitchen. Includes about 1/2 acre of land.

City House Country House

5,000 8,000

City Estate

Only available to nobles. 25,000 Comes fully staffed. Only available to nobles. Comes with servants, stables, a chapel, and a 40,000 small brewery or winery. Perfect for hawking your 1,600 wares. Includes a small living 6,000 space and a work area. Includes a forge, smelter, and full set of 10,000 tools.

Books
Item Blank Book Common Book Rare Book Skill Tome Unique Book Magical Tome Weight 2 2 2 3 2 3 Value 4 10 50 100 200 Per spell

Note: All prices may be adjusted by region or by merchants trying to rip you off. It pays to comparison shop. GMs are encouraged to add Availability rolls to high value items per their discretion.

Country Manor City Market Stand City Shop

Smithy

Item Common Rations Common Food Cooked Food Hearty Food Gourmet Meal Common Drink Strong Drink Vintage Drink

Weight 2 1 1 2 4 1 1 1

Value 5 1 2 10 50 5 15 100

Effects Enough food for one day. Restores 2 Health when eaten Restores 5 Health when eaten Restores 10 Health and 10 Stamina when eaten Restores 20 Health and Stamina when eaten, Stamina regen is doubled for 10 rounds. Restores 10 stamina when drunk, stamina regen is halved for two rounds Restores 20 stamina when drunk, stamina regen is halved for 4 rounds Same as Strong Drink

Food

Transport
Item Pack Mule Common Horse Riding Horse Warsteed Horse Drawn Wagon Carriage Teleportation River Boat Ship Capacity Value 500 300 400 1000 450 2000 600 5000 2000 3000 1 per 5 mi 1 per 1 mi 2000 1 per 10 mi 1 per 5 mi Speed, Notes 20 miles / day 30 miles / day 40 miles / day 30 miles / day, will attack enemies 20 miles / day, Requires 2 horses to pull 40 miles / day Infinite as long as mage knows the destination 60 miles / day 100 miles / day

39

Potions
Potion of Potion of Potion of Potion of Potion of Potion of Potion of Potion of Potion of Potion of Potion of Potion of Potion of Potion of Potion of Potion of Poison of Poison of Poison of Poison of Poison of Poison of Poison of Poison of Poison of Poison of Effect Cure Poison, Disease, or Paralysis Detect Life or Chameleon Dispell Fire, Frost, or Lightning Shield Fortify Carry Weight Fortify Skill Invisibility Light Night Eye or Water Breathing Reflect Damage Reflect Spell Regenerate Health, Stamina, or Magicka Resist Fire, Frost, Lightning, or Poison Resist Magic, Disease, or Paralysis Restore Health, Stamina, or Magicka Shield Burden or Slow Damage Health, Stamina, or Magicka Damage Health, Stamina, or Magicka Regen Fear or Frenzy Fire, Frost, or Shock Damage Paralysis Ravage Health, Stamina, or Magicka Silence Weakness to Fire, Frost of Shock Weakness to Poison or Magic

Magical Shopping Arcade


Tier I - Minor Tier II - Standard Tier III - Potent Tier IV - Heroic (or Debilitating) Potency Price Availability Potency Price Availability Potency Price Availability Potency Price Availability full 60 70 N/A N/A N/A 5 rounds 30 40 10 rounds 45 30 15 rounds 68 20 20 rounds 101 5 full 80 40 N/A N/A N/A 40 pts 45 50 60 pts 68 35 80 pts 101 15 100 pts 152 5 30 20 80 60 30 60 90 45 40 120 68 10 12 35 95 25 53 75 37 79 35 50 118 10 2 rounds 90 50 4 rounds 135 25 6 rounds 203 12 8 rounds 304 5 5 rounds 20 80 10 rounds 30 60 15 rounds 45 40 20 rounds 68 20 5 rounds 40 40 10 rounds 60 30 15 rounds 90 20 20 rounds 135 10 20% 120 40 30% 180 20 40% 270 10 50% 405 4 30 pts 100 40 40 pts 150 20 60 pts 225 10 80 pts 338 4 10 pts 30 95 20 pts 45 75 30 pts 68 35 40 pts 101 10 10% 40 70 20% 60 40 30% 90 20 40% 135 10 10% 50 50 20% 75 35 30% 113 15 40% 169 5 25 30 95 50 45 75 75 68 35 150 101 10 50 70 70 100 105 35 150 158 20 200 236 5 25 20 50 50 30 35 75 45 15 90 68 5 10 30 60 20 45 40 30 68 20 60 101 10 5 30 50 10 45 35 20 68 15 30 101 5 level 6 70 60 level 12 105 40 level 18 158 15 level 30 236 5 10 40 60 20 60 40 30 90 20 60 135 10 1 round 90 40 2 rounds 135 20 3 rounds 203 10 5 rounds 304 5 10 50 40 20 75 30 30 113 20 40 169 10 1 round 60 60 2 rounds 90 25 3 rounds 135 15 5 rounds 203 5 20% 50 50 40% 75 30 60% 113 20 100% 169 5 10% 80 30 25% 120 15 40% 180 8 100% 270 3

Scrolls
All spells are potentially available as single use scrolls. Scrolls weigh nothing and require no skill to cast. Scroll Value = Tome Value / 2 To see if a vendor has a scroll, roll vs. (105Tier)*(Merchant) where Tier = 20 for Novice 40 for Apprentice 60 for Adept 80 for Expert 100 for Master 1 for magical vendors 2 for school specialists 1/3 for general stores

Spell Tomes
Availability of Spell Tomes is generally less than that of scrolls. To see if a vendor has a tome, roll vs. (90-Tier + Merchant)*(1+Player Level/50) where Tier = 20 for Novice 40 for Apprentice 60 for Adept 80 for Expert 100 for Master 15 for magical vendors 40 for school specialists -30 for general stores

Note: Tier V Legendary, and Tier VI Supreme potions can be crafted or found, but are almost never sold by apothecaries.

Enchanted Items
Magical vendors will always have some enchanted items available, this is their stock in trade. The odds of other stores having magical items are: 20% * Merchant * (1+Player Level / 50) where Merchant= 1 for general stores 3 for specialty stores such as clothiers, jewelers, and smiths

Availability =

Merchant =

Scrolls of Sustained spells contain 4 actions worth of duration. These rules may also be used to determine the availability of Soul Gems.

Generally a player must wait 1 week before searching for the same tome or scroll again. For values of Spell Tomes, please see Grimoire.

This roll is just to see if the merchant has any items, not a particular item. For rules on spawning magical items, please see the Enchanting section (or just roll a d100, the lower the die result, the better the item is).

40

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

41

Conjuration Grimoire
Spell Bound Sword Conjure Familiar Raise Zombie Bound Battleaxe Conjure Flame Atronach Reanimate Corpse Soul Trap Level Novice Novice Novice Apprentice Apprentice Apprentice Apprentice Tome Value 50 50 50 150 150 150 150 Base Magicka Effects Cost Creates a magic sword with base damage 15, weight 0 for 8 rounds. Unequip the weapon to dipell. 90 Summons a spirit animal to be the caster's companion for 10 rounds. Animal type chosen must be smaller than a human. 100 Reanimate a weak dead body to fight for you for 10 rounds. 100 Creates a magic Battleaxe with base damage 25, weight 0 for 8 rounds. Unequip the weapon 170 to dispell. 150 150 100 Spell Type Passive Passive Passive Passive

Summons a Flame Atrnoach to fight for you for 10 rounds. Passive Reanimate a moderately powerfull dead body to fight for you for 10 rounds. Passive If the target dies within 5 rounds, will either charge an empty soul gem or enchanted weapon or staff. Souls may be used to charge soul gems of equal or greater magnitude. Active Summons a flaming familiar which will charge into battle and explode. Familiar will charge up to 7 spaces, and explosion does 20 fire damage to all enemies in a 1 hex radius. Passive Weaker summoned daedra and atronachs are sent back to Oblivion. Passive Creates a magic bow with base damage 20, weight 0 for 8 rounds. Unequip the wespon to dispell. Passive Summons a Frost Atrnoach to fight for you for 10 rounds. Reanimate a substantially powerfull dead body to fight for you for 10 rounds. Summons a bolt of pure energy that will do 40 damage and stagger an enemy. Reanimate a very powerfull dead body to fight for you for 10 rounds. Powerfull summoned daedra and atronachs are sent back to Oblivion. Powerful summoned and raised creatures are put under your control. Summons a Dermora Lord to fight for you for 10 rounds. Summons a Flame Atronach to be your slave for 1 week. Spell requires 12 hours to cast and a carefully prepared ritual space. Thrall is immune to Command or Expel. Reanimates a dead body to be your slave for 1 week. Spell requires 12 hours to cast, a carefully prepared ritual space, and fresh human remains. Thrall is immune to Command or Expel. Summons a Frost Atronach to be your slave for 1 week. Spell requires 12 hours to cast and a carefully prepared ritual space. Thrall is immune to Command or Expel. Summons a Storm Atronach to be your slave for 1 week. Spell requires 12 hours to cast and a carefully prepared ritual space. Thrall is immune to Command or Expel. Opens the jaws of Oblivion and lets loose a dreaded Dremora Lord upon the world. Spell requires 12 hour to cast and a carefully prepared ritual space. Summoned Dermora is not a thrall, but will not attack the caster out of gratitude for his release. All others are fair game. Passive Passive Active Passive Passive Passive Passive Ritual

Flaming Familiar Banish Daedra Bound Bow Conjure Frost Atronach Revenant Spectral Arrow Dread Zombie Expel Daedra Command Daedra Conjure Dremora Lord Flame Thrall

Apprentice Apprentice Adept Adept Adept Adept Expert Expert Expert Expert Master

250 320 350 350 350 350 360 620 660 730 1260

100 200 200 220 200 150 300 220 240 360 900

Dead Thrall Frost Thrall Storm Thrall

Master Master Master

1270 1300 1350

1000 1100 1200

Ritual Ritual Ritual

Summon Unbound Dremora Master

1700

1200

Ritual

42

Destruction Grimoire ( 1 of 2)
Spell Level Tome Value Base Magicka Cost Effects A gout of fire that does 8 points per action. Targets on fire take 2 damage per round for 2 rounds. Target area is a cone 4 hexs deep centered on the caster. A blast of cold that does 8 points of damage per action to Health and Stamina. Target area is a cone 4 hexs deep centered on the caster. Struck enemies are frozen for 1 round. Lightning that does 8 points of shock damage to Health and 4 damage to Magicka per action. Target area is a cone 4 hexs deep centered on the caster. Spell Type

Flames

Novice

50

14 / action

Sustained

Frostbite

Novice

50

16 / action

Sustained

Sparks

Novice

50

20 / action

Sustained

Fire Rune

Apprentice

100

230

Cast on an adjacent hex. If not in Line of Sight of an enemy, enemies must make a notice check +30% to detect the rune. If stepped on, the rune will explode and do 50 fire damage to all within a 1 hex radius. Particularly useful against undead. Passive Cast on an adjacent hex. If not in Line of Sight of an enemy, enemies must make a notice check +30% to detect the rune. If stepped on, the rune will explode and do 50 frost damage to all within a 1 hex radius. Particularly useful against beasts. Cast on an adjacent hex. If not in Line of Sight of an enemy, enemies must make a notice check +30% to detect the rune. If stepped on, the rune will explode and do 50 lightning damage to all within a 1 hex radius. Particularly useful against summoned creatures. A blast of fire that does 25 points of damage. Targets on fire take 6 damage per round for 2 rounds. A spike of ice that does 25 points of frost damage to Health and Stamina. Struck enemies are frozen for 1 round A bolt of lightning that does 25 points of shock damage to Health and 12 to Magicka A fiery explosion for 40 points of damage in a 3 hex radius. Targets on fire take 10 damage per round for 2 rounds. A freezing whirlwind that does 40 points of frost damage per round to Health and Stamina. Will persist in the same area for two rounds. Struck enemies are frozen for 1 round. Lightning bolt that does 40 points of shock damage to Health and 20 to Magicka, then leaps to a new target A nimbus of lightning around the caster that lasts for 10 rounds. All adjacent enemies take 10 health damage and 5 magicka damage. A nimbus of flame around the caster that lasts for 10 rounds. All adjacent enemies take 10 health damage and 3 additional damage per round for 2 rounds.

Frost Rune

Apprentice

100

300

Passive

Lightning Rune Firebolt Ice Spike Lightning Bolt Fireball Ice Storm Chain Lightning Lightning Cloak

Apprentice Apprentice Apprentice Apprentice Adept Adept Adept Adept

100 100 100 100 350 360 400 350

320 40 50 50 90 140 120 370

Passive Active Active Active Active Active Active Passive

Flame Cloak

Adept

320

290

Passive

43

Destruction Grimoire ( 2 of 2)
Spell Level Tome Value Base Magicka Effects Cost A nimbus of frost around the caster that lasts for 10 rounds. All adjacent enemies take 10 health and stamina damage. All struck enemies are frozen for 1 round. Particularly useful against enemy melee fighters. A spear of ice that does 60 points of frost damage to Health and Stamina. Struck enemies are frozen for 1 round. A blast of fire that does 60 points of damage. Targets on fire take 15 extra damage per round for 2 rounds. A Thunderbolt that does 60 points of shock damage to Health and 30 to Magicka. Sprayed on the ground, creates a wall of flame that will damage anyone entering for 50 fire damage per round spent engulfed. May cast on up to 5 adjacent hexes, at least one must be mext to the caster. Persists for 5 rounds. Sprayed on the ground, creates a wall of frost that will damage anyone entering for 50 frost damage per round spent engulfed and will be frozen. May cast on up to 5 adjacent hexes, at least one must be next to caster. Persists for 5 rounds. entering for 50 lightning and 25 magicka damage per round spent engulfed. May cast on up to 5 adjacent hexes, at least one must be next to the caster. Persists for 5 rounds. A massive fiery explosion centered on an enemy. Does 100 points fire damage to target, 75 points to creatures within 2 hexes, and 50 points to A persistent winter blast centered on an enemy that does 20 health and stamina damage per round for 10 rounds, 5 hex radius. All enemies caught in the blast are frozen. Lasts for 10 rounds. A debilitating bast of lightning cast on an enemy that does 80 points lightning and 40 points magicka damage, then jumps to the nearest enemy 4 successive times. Allies may be damaged if adjacent to struck enemies. Spell Type

Frost Cloak Icy Spear Incinerate Thunderbolt

Adept Expert Expert Expert

340 720 700 750

320 320 280 340

Passive Active Active Active

Wall of Flames

Expert

700

120/hex

Passive

Wall of Frost

Expert

700

140/hex

Passive

Wall of Storms Fire Storm

Expert Master

725 1300

150/hex 1400

Passive Active

Blizzard

Master

1350

1100

Active

Lightning Storm

Master

1400

1300

Active

44

Illusion Grimoire
Spell Fury Clairvoyance Courage Fear Calm Muffle Rally Frenzy Beguile Silence Pacify Invisibility Rout Paralyze Call to Arms Harmony Hysteria Mayhem Mass Paralysis Level Novice Novice Novice Apprentice Apprentice Apprentice Adept Adept Adept Adept Expert Expert Expert Expert Master Master Master Master Master Tome Value 40 50 50 80 90 90 300 330 350 400 610 625 650 700 1150 1220 1240 1250 1280 Base Magicka Effects Cost 70 30 40 150 140 140 110 200 220 200 300 330 320 450 650 1050 860 1000 900 Spell Type

Creatures and people up to level 6 will attack anything nearby for 5 rounds. Single target. Active If underground or indoors, illuminates the path to the nearest exit. More useful than you might think. Ally receives +20 health and stamina and is immune to fear for 5 rounds. Creatures and people up to level 9 flee in terror for 5 rounds. Single target. Creatures and people up to level 9 won't fight for 5 rounds. Single target. Armor penalties for sneak rolls are negated for 15 rounds. Allies receives +40 health and stamina and are immune to fear for 10 rounds, 1 hex radius centered on caster. Creatures and people up to level 14 will attack anything nearby for 5 rounds, 1 hex radius centered on target. Bonus +40 on all speecraft haggling or persuasion checks for 10 minutes. A Target that fails to resist may not cast spells or Shout for 3 rounds. Spell is resisted by an Opposed Illusion vs. Speechcraft check. Creatures and people up to level 20 won't fight for 5 rounds, 1 hex radius centered on target. Caster or target inanimate object is invisible for 5 rounds. Manipulating an object or attacking will break the spell. Creatures and people up to level 20 flee in terror for 5 rounds, 1 hex radius centered on target. A Target that fails to resist is paralyzed for 2 rounds. Spell is resisted by an Opposed Illusion vs. Notice check. Passive Passive Active Active Passive Passive Active Passive Active Active Passive Active Active

All allies within 10 hexes receive +30 health and stamina, as well as +25 to the following Passive skills: Marksman, One Handed, Two Handed, Notice. Duration is until end of combat. Creatures and people up to level 25 won't fight for 10 rounds, 10 hex radius centered on target. Creatures and people up to level 25 flee in terror for 10 rounds, 10 hex radius centered on target Creatures and people up to level 25 will attack anything nearby for 10 rounds, 10 hex radius centered on target. All targets area radius 5 that fail to resist are paralyzed for 5 rounds. Spell is resisted by an Opposed Illusion vs. Notice check. Active Active Active Active

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

45

Restoration Grimoire
Spell Healing Lesser Ward Fast Healing Healing Hands Steadfast Ward Turn Lesser Undead Absorb Health Close Wounds Greater Ward Heal Other Repel Lesser Undead Turn Undead Absorb Magicka Level Novice Novice Apprentice Apprentice Apprentice Apprentice Tome Value 50 45 95 90 90 90 Base Magicka Effects Cost 12 / action Heals the caster for 10 points per action. 35 / action 70 25 / action 40 / action 85 Spell Type Sustained

While sustained, increases armor rating by 40 points and negates up to 40 points Sustained of elemental or poison damage. Useful for Responding to enemy attacks. Heals the caster for 50 points. Passive Heals the target 10 points per action, but not undead, atronachs or machines. Sustained While sustained, increases armor rating by 60 points and negates up to 60 points Sustained of elemental or poison damage. Undead adjacent to caster up to level 6 flee in terror for 5 rounds. Per every action spent, drains 20 health from the target and heals the caster for 20 health. Must make a successful unarmed attack to initiate spell, spell is disrupted if the caster is not adjacent to the target at the end of the round. Stamina is also absorbed if the caster has the Respite perk. Heals the caster for 100 points. While sustained, increases armor rating by 80 points and negates up to 80 points of elemental or poison damage. Heals the target for 75 points, but not undead, atronachs or machines. Target undead up to level 13 will flee for 5 rounds. Undead adjacent to caster up to level 8 flee in terror for 5 rounds. Per every action spent, drains 60 magicka from the target and transfers it to the caster. Must make a successful unarmed attack to initiate spell, spell is disrupted if the caster is not adjacent to the target at the end of the round or when the target is out of magicka. Creates a magical circle on the ground centered on the caster radius 4 hexes. Undead up to level 20 attempting to to enter the circle will become feared for 5 rounds. Duration is 5 rounds. Heals all allies adjacent to the caster for 200 points. Target undead up to level 20 will flee for 5 rounds. Undead adjacent to caster up to level 16 flee in terror for 5 rounds. All undead within a 6 hex radius take 50 points fire damage, are staggered, and are feared for 5 rounds. Creates a magical circle on the ground centered on the caster radius 4 hexes. Undead up to level 35 attempting to to enter the circle will become feared for 5 rounds. Caster and all allies are healed 60 points per round spent in the circle. Duration is 10 rounds. Creates a cone shaped vortex of life stealing energy centered on the caster 5 hexes deep. Per every action spent, all enemies in the cone are drained 50 points health and the caster health is increased by 50 points. Health gained above maximum dissipates at the end of the round. Passive

Adept Adept Adept Adept Adept Adept Expert

400 360 340 300 330 320 700

80 / action 130 60 / action 80 110 170 0

Sustained Passive Sustained Passive Active Passive Sustained

Circle of Protection Expert Grand Healing Repel Undead Turn Greater Undead Expert Expert Expert

650 680 650 660 1200

170 250 260 350 1000

Passive Passive Active Passive Passive

Bane of the Undead Master

Guardian Circle

Master

1220

710

Passive

Life Vortex

Master

1500

200 / action

Sustained

46

Character Record
Name Max Health: Level / Current SKUs Max Stamina: Race Gender Age Max Magicka:
Equipped?
Name/ Effects

Current Movement:

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

Torso

Name/ Effects

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

Rating

Shield

Name/ Effects

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

Rating

Hands

Name/ Effects

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

Rating

Feet

Name/ Effects

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

Rating

Head + Torso + Shield + Hands + Feet + Effects = Armour Rating Name/ Effects

Armour Rating + (Number of Equipped x 25) = D.R. 10

Weapons
Base Damage x (1+0.005xSkill) x Perks + Effects = Damage Weight

Name/ Effects
Base Damage x (1+0.005xSkill) x Perks + Effects = Damage Weight

Name/ Effects
Base Damage x (1+0.005xSkill) x Perks + Effects = Damage Weight

Equipped LH

Equipped RH

Name/ Effects
Base Damage x (1+0.005xSkill) x Perks + Effects = Damage Weight

Known Spells:

Blocking DR: Power Bash Damage:

Greater Racial Power:

Power Used Today:

Unspent Skill XP:

v0.56

Inventory
Item WT Enchantment Charge

300 + (Max Stamina-100) 2 Currently Carried Weight: Faction Affiliations

= Max Encumbrance Septims (Currency):

Properties Owned

Clothing & Jewelry Effects Necklace

Circlet or Hood, may not be worn with Helmet

Left Hand Ring Robe or Clothes, may not be worn with Armour. Passive Spell / Potion Effects 1
Effect Rounds

2 Right Hand Ring 3


Effect Rounds Effect Rounds

Shoes, may not be worn with Armoured Boots

4
Effect Rounds

5
Effect Rounds

Resistance Ratings Fire Frost


Permanent: Choose one of racial bonus, armour set bonus, OR total of enchanted items.
Rating (%)

+
Permanent Temporary

=
Rating (%) Permanent

+
Temporary

=
Disease

Shock

+
Permanent Temporary

=
Rating (%) Permanent

+
Temporary

=
Rating (%)

Temporary: Choose either potion effect or Alteration spell effect.

Poison

Magic

+
Permanent Temporary

=
Rating (%) Permanent

+
Temporary

=
Rating (%)

Potions, Potions, Scrolls, & Food in Inventory


Item Item Item Item Qty Qty Qty Qty Item Item Item Item Qty Qty Qty Qty Qty Item Item Item Item Qty Qty Qty Qty

Purchased Perks Used this Level?

Archery

Base + Effects = Current

XP To Next Lvl Purchased Perks Used this Level?

Blocking

Base + Effects = Current

XP To Next Lvl Purchased Perks Used this Level?

Heavy Armour Base + Effects = Current XP To Next Lvl


Purchased Perks Used this Level?

One Handed

Base + Effects = Current

XP To Next Lvl Purchased Perks Used this Level?

Smithing

Base + Effects = Current

XP To Next Lvl Purchased Perks Used this Level?

Survival

Base + Effects = Current

XP To Next Lvl Purchased Perks Used this Level?

Two Handed

Base + Effects = Current

XP To Next Lvl

Purchased Perks Used this Level?

Alchemy

Base + Effects = Current

XP To Next Lvl Used this Level?

Purchased Perks

Light Armour Base + Effects = Current XP To Next Lvl


Used this Level?

Purchased Perks

Lockpicking

Base + Effects = Current

XP To Next Lvl Purchased Perks Used this Level?

Notice

Base + Effects = Current

XP To Next Lvl Purchased Perks Used this Level?

Pickpocket

Base + Effects = Current

XP To Next Lvl Purchased Perks Used this Level?

Sneak

Base + Effects = Current

XP To Next Lvl Purchased Perks Used this Level?

Speech

Base + Effects = Current

XP To Next Lvl

Purchased Perks Used this Level?

Alteration

Base + Effects = Current

XP To Next Lvl Purchased Perks Used this Level?

Conjuration Base + Effects = Current XP To Next Lvl


Purchased Perks Used this Level?

Destruction

Base + Effects = Current

XP To Next Lvl Purchased Perks Used this Level?

Enchanting Base + Effects = Current XP To Next Lvl


Purchased Perks Used this Level?

Illusion

Base + Effects = Current

XP To Next Lvl Purchased Perks Used this Level?

Lore

Base + Effects = Current

XP To Next Lvl Purchased Perks Used this Level?

Restoration

Base + Effects = Current

XP To Next Lvl

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