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"SKIL" "0" "Block" "The Block skill makes one more effective when wielding shields. Successful intervention with a shield can prevent all damage from a melee attack." "3" "0" "2.50" "1.00" "1.00" "1.00"
"SKIL" "1" "Armorer" "The Armorer skill helps one maintain weapons and armor at top effectiveness. For an adept user, repair tools allow one to save significant amounts of money over contracting professionals." "0" "0" "0.40" "1.00" "1.00" "1.00"
"SKIL" "2" "Medium Armor" "The Medium Armor skill is used when moving and defending while wearing durable but flexible armors like chain, scale, bonemold, and Orcish armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use." "5" "0" "1.00" "1.00" "1.00" "1.00"
"SKIL" "3" "Heavy Armor" "The Heavy Armor skill is used when moving and defending while wearing massive and rigid armors like iron, steel, silver, Dwemer, ebony, and Daedric armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use." "5" "0" "1.00" "1.00" "1.00" "1.00"
"SKIL" "4" "Blunt Weapon" "The Blunt Weapon skill makes one more effective when wielding heavy bashing weapons like maces, hammers, clubs, and staves." "0" "0" "1.00" "1.00" "1.00" "1.00"
"SKIL" "5" "Long Blade" "The Long Blade skill makes one more effective when wielding large, slow slashing weapons like broadswords, sabers, longswords, claymores, katanas, and dai-katanas." "0" "0" "1.00" "1.00" "1.00" "1.00"
"SKIL" "6" "Axe" "The Axe skill makes one more effective when wielding heavy chopping weapons like war axes and battleaxes." "0" "0" "1.20" "1.00" "1.00" "1.00"
"SKIL" "7" "Spear" "The Spear skill makes one more effective when wielding long-shafted thrusting weapons like spears and halberds." "5" "0" "1.00" "1.00" "1.00" "1.00"
"SKIL" "8" "Athletics" "The Athletics skill helps in running and swimming over a variety of terrain. Skilled athletes move short and long distances over land with speed and efficiency, and they also swim swiftly underwater." "4" "0" "0.02" "0.03" "1.00" "1.00"
"SKIL" "9" "Enchant" "The Enchant skill aids in the creation, use, and recharging of enchanted items. Skilled enchanters are more successful at creating new items. Enchanted items also expend less power, and are recharged more efficiently from soul gems, for a trained user." "1" "1" "5.00" "0.10" "5.00" "0.00"
"SKIL" "10" "Destruction" "Students of the College of Destruction damage those around them with a variety of elements. Destruction effects include elemental damage, draining, damaging, vulnerability, and disintegration magic." "2" "1" "1.00" "1.00" "1.00" "1.00"
"SKIL" "11" "Alteration" "Students of the College of Alteration manipulate the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, imposing burdens, opening and locking, and creating shield barriers against physical damage." "2" "1" "1.00" "1.00" "1.00" "1.00"
"SKIL" "12" "Illusion" "Students of the College of Illusion alter the perceptions and thoughts of living subjects. Illusion effects include blinding, illumination, paralysis, silence, calming or enraging, charming, distracting and camouflage, and rendering oneself invisible." "6" "1" "1.00" "1.00" "1.00" "1.00"
"SKIL" "13" "Conjuration" "Students of the College of Conjuration summon beings from beyond this realm. Conjuration effects include the mental domination of mundane and magical creatures, evocation of otherworldly weapons and armor, and summoning Daedric or undead servants to serve and protect the caster." "1" "1" "1.00" "1.00" "1.00" "1.00"
"SKIL" "14" "Mysticism" "Students of the College of Mysticism shape and focus otherworldly forces for some purpose. Mysticism effects include binding souls in gems, teleporting the caster's body, telekinesis, absorbing and reflecting magical energies, and sense unseen objects at a distance." "2" "1" "1.00" "1.00" "1.00" "1.00"
"SKIL" "15" "Restoration" "Students of the College of Restoration heal, restore, and fortify the body. Restoration effects include augmenting or regaining bodily attributes, restoring health, magicka, and fatigue, and curing disease and poison." "2" "1" "1.00" "1.00" "1.00" "1.00"
"SKIL" "16" "Alchemy" "The Alchemy skill helps one identify magical properties in mundane substances. It also aids one in preparing such substances as potions to provide long-lasting benefits like healing and curing disease, water-walking, magical shielding, and fortifying bodily attributes." "1" "1" "2.00" "0.50" "1.00" "1.00"
"SKIL" "17" "Unarmored" "The Unarmored skill lets one avoid or reduce injury during combat while not wearing any armor by evading, deflecting, or absorbing blows. Those versed in this skill are better defended wearing no armor at all than they are when wearing armor." "4" "1" "1.00" "1.00" "1.00" "1.00"
"SKIL" "18" "Security" "The Security skill lets one open locked doors and containers with lockpicks, or disarm traps with probes. This skill is essential for agents and thieves alike." "1" "2" "3.00" "2.00" "1.00" "1.00"
"SKIL" "19" "Sneak" "The Sneak skill improves the chances of moving unseen and unheard. Skilled sneaks are also adept pickpockets, able to pluck a person's belongings and escape before they even realize something is missing." "3" "2" "0.25" "2.00" "1.00" "1.00"
"SKIL" "20" "Acrobatics" "The Acrobatics skill enables one to jump long distances, and to avoid damage when falling from great heights. Nimble acrobats can reach areas others cannot get to and can direct their paths while falling." "0" "2" "0.15" "3.00" "1.00" "1.00"
"SKIL" "21" "Light Armor" "The Light Armor skill is used when moving and defending while wearing light-weight, flexible armors like leather, boiled leather, fur, chitin, and glass armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use." "3" "2" "1.00" "1.00" "1.00" "1.00"
"SKIL" "22" "Short Blade" "The Short Blade skill makes one more effective when wielding short, quick, thrusting weapons like daggers, tantos, short swords, and wakazashis." "4" "2" "0.75" "1.00" "1.00" "1.00"
"SKIL" "23" "Marksman" "The Marksman skill makes one more effective when wielding ranged weapons like the short bow, long bow, crossbow, throwing star, and throwing knife." "3" "2" "1.00" "1.00" "1.00" "1.00"
"SKIL" "24" "Mercantile" "The Mercantile skill facilitates buying low and selling high. This skill guarantees lower initial prices for goods, equipment, and services, and improves chances of getting better deals by bargaining." "6" "2" "0.30" "1.00" "1.00" "1.00"
"SKIL" "25" "Speechcraft" "The Speechcraft skill allows one to influence others by admiring, intimidating, or taunting them. Listeners are more willing to divulge information or to entrust important tasks to the skilled speaker." "6" "2" "1.00" "0.00" "1.00" "1.00"
"SKIL" "26" "Hand-to-hand" "The Hand-to-Hand skill is the martial art of unarmed combat. Unarmed attacks damage only the fatigue of a standing opponent, but damage health when the target has been knocked unconscious by fatigue loss." "4" "2" "1.00" "1.00" "1.00" "1.00"