MAGIC SKILLS
Destruction (Willpower)
Cast spells to: inflict magical fire, frost, shock damage, or reduce resistances to magic attacks.
Alteration (Willpower)
Cast spells to: breathe or walk on water, open locks, shield from physical and magical damage, and alter encumbrance.
Illusion (Personality)
Cast spells to: charm, conceal, create light, silence, paralyze, command or affect morale or aggressiveness.
Conjuration (Intelligence)
Cast spells to: summon otherworldly creatures, summon magical weapons and armour, and turn the undead.
Mysticism (Intelligence)
Cast spells to: absorb, reflect and dispel magic, move objects, sense life and bind souls.
Restoration (Willpower)
Cast spells to: restore, fortify, or absorb physical and magical attributes, cure disease and resist magical attacks.
Alchemy (Intelligence)
Create potions and gain benefits from alchemical ingredients more effectively.
Novice: recognises only the first four alchemical properties of a substance.
Apprentice: recognises the first two of four potential alchemical properties of a substance.
Journeyman: recognises the first three of four potential alchemical properties of a substance.
Expert: recognises all four potential alchemical properties of a substance.
Master: can make potions from a single ingredient.
STEALTH SKILLS
Security (Agility)
Use lockpicks to open locks and containers.
Novice: up to four tumblers will fall when a novice fails and breaks a pick.
Apprentice: up to three tumblers will fall when a novice fails and breaks a pick.
Journeyman: up to two tumbers will fall when a novice fails and breaks a pick.
Master: no tumblers fall when a master fails and breaks a pick.
Sneak (Agility)
Pick pockets or move unseen and unheard by those around you.
Novice: gains a x4 damage bonus for a one-handed weapon and hand-to-hand and 2x damage bonus for marksman attacks when undetected.
Apprentice: gains a 64 damage bonus for a one-handed weapon and hand-to-hand and 3x damage bonus for marksman attacks when undetected.
Journeyman: receives no penalty to his chance of detetion while sneaking for the weight of his boots.
Expert: receives no penalty to his chance of detection while sneaking for moving while sneaking.
Master: attack while undetected ignores armor rating of target.
Acrobatics (Speed)
Jump long distances and avoid damage when falling great distances.
Novice: cannot attack when jumping or falling.
Apprentice: can make normal attacks, but not power attacks, when jumping or falling.
Journeyman: gains the Dodge ability, and can hold block and jump in a direction to do a quick avoidance roll.
Expert: fatigue loss for jumping is reduced by 50%.
Master: gains the Water Jump Ability, and, with expert timing, can jump off the surface of water.
Light Armour (Speed)
Make more effective use of Fur, Leather, Chainmail, Mithril, Elven and Glass armours.
Novice: light armour degrates at 150% of normal rate.
Apprentice: light armour degrades at normal weight.
Journeyman: light armour degrades at a 50% slower rate.
Expert: equipped light armor encumbers does not encumber at all.
Master: gains a 50% bonus to armor rating when wearing only light armor.
Marksman (Agility)
Deliver more deadly ranged attacks with bow and arrow weapons.
Novice: is fatigued when holding a bow drawn back.
Apprentice: has no Fatigue cost for holding his bow drawn back.
Journeyman: holding block while the bow is drawn has a zoom ability.
Expert: arrow attacks have a chance of knocking the target down.
Master: arrow attacks have a chance of paralyzing the target.
Mercantile (Personality)
Get better deals when buying or selling goods.
Novice: the value of an item he sells is reduced by its worn condition.
Apprentice: the value of an item he sells is not affected by its worn condition.
Journeyman: can buy and sell any object to any vendor, even if he normally does not deal with that type of wares.
Expert: can invest in a shop, giving the marchant money to permanently increase his shop´s available gold by 500.
Master: all shops in the world always have 500 more gold available for barter.
Speechcraft (Personality)
Use speech to persuade others to like and trust you.
Novice: can offer bribes to increase the Disposition of some persons.
Apprentice: gains a free rotation of a wedge in the Persuasion menu.
Journeyman: the falling-disposition timer in the persuasion minigame is 50% lower.
Expert: disposition loss from ´Hate It´ results in the minigame are reduced from -150% to -100% for an expert.
Master: bribes cost half as much.