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+25 Armor bonus if wearing all Nightingale Armor |
+25 Armor bonus if wearing all Shrouded Armor |
+25% chance to pickpocket if the target is asleep. |
10% better prices with the opposite sex. |
10% chance of a critical hit that does extra damage. |
10% chance of avoiding all damage from a melee attack while wearing all Light Armor: head, chest, hands, feet. |
10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet. |
15% chance of a critical hit that does 25% more critical damage. |
15% chance of paralyzing the target for a few seconds. |
20% chance of a critical hit that does 50% more critical damage. |
25% Armor bonus if wearing all Heavy Armor: head, chest, hands, feet. |
25% Armor bonus if wearing all Light Armor: head, chest, hands, feet. |
25% chance to disarm an opponent. |
50% greater chance of finding special treasure. |
50% less stagger when wearing only Heavy Armor. |
50% resistance to all poisons. |
Able to do a power bash. |
Able to eliminate harmful effects when making potions. |
Able to move faster with a drawn bow. |
Able to move faster with a shield raised. |
Able to pick locks without being noticed. |
Able to remove beneficial effects when making poisons. |
Absorb 30% of the magicka of any spells that hit you. |
Additional 25% Armor bonus if wearing a matched set of Heavy Armor. |
Additional 25% Armor bonus if wearing a matched set of Light Armor. |
Adept locks are much easier to pick. |
All Illusion spells work on higher level people. |
All negative effects are removed from created potions, and all positive effects are removed from created poisons. |
All spells are more effective against undead. |
All spells you cast from any school of magic are silent to others. |
Allows feeding from corpses. |
Allows feeding from NPCs when they're asleep. |
Alteration spells have greater duration. |
Apprentice locks are much easier to pick. |
Arrows stagger all but the largest opponents 50% of the time. |
Arrows that hit the shield do no damage. |
Attacks with a swords have a 20% chance of doing even more critical damage. |
Attacks with battle axes cause even more bleeding damage. |
Attacks with battle axes cause extra bleeding damage. |
Attacks with battle axes cause more bleeding damage. |
Attacks with greatswords have a 10% chance of doing critical damage. |
Attacks with greatswords have a 15% chance of doing more critical damage. |
Attacks with greatswords have a 20% chance of doing even more critical damage. |
Attacks with maces ignore 25% of armor. |
Attacks with maces ignore 50% of armor. |
Attacks with maces ignore 75% of armor. |
Attacks with swords have a 10% chance of doing critical damage. |
Attacks with swords have a 15% chance of doing more critical damage. |
Attacks with war axes cause even more bleeding damage. |
Attacks with war axes cause extra bleeding damage. |
Attacks with war axes cause more bleeding damage. |
Attacks with warhammers ignore 25% of armor. |
Attacks with warhammers ignore 50% of armor. |
Attacks with warhammers ignore 75% of armor. |
Automatically gives you a copy of a picked lock's key if it has one. |
Backwards power attack has a 25% chance to paralyze the target. |
Backwards power attack has a 25% chance to paralyze the target. |
Bashing does five times more damage. |
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. |
Blocking with a shield reduces incoming fire, frost, and shock damage by 50%. |
Blocks 10% of a spell's effects. |
Blocks 20% of a spell's effects. |
Blocks 30% of a spell's effects. |
Bound weapons cast Soul Trap on targets. |
Bound weapons do more damage. |
Bound weapons will banish summoned creatures and turn raised ones. |
Bows do 20% more damage. |
Bows do 40% more damage. |
Bows do 60% more damage. |
Bows do 80% more damage. |
Bows do twice as much damage. |
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. |
Calm spells now work on higher level opponents. Cumulative with Kindred Mage and Animage. |
Can barter stolen goods with any merchant you have invested in. |
Can bribe guards to ignore crimes. |
Can bribe guards to ignore crimes. |
Can bribe guards to ignore crimes. |
Can create Daedric armor and weapons at forges, and improve them twice as much. |
Can create Dragon armor at forges, and improve them twice as much. |
Can create Dwarven 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 Elven armor and weapons at forges, and improve them twice as much. |
Can create Glass 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 Scaled and Plate armor at forges, and improve them twice as much. |
Can create Steel armor and weapons at forges, and improve them twice as much. |
Can do a one-handed power attack while sprinting that does double critical damage. |
Can do a two-handed power attack while sprinting that does double critical damage. |
Can draw a bow 30% faster. |
Can invest 500 gold with a shopkeeper to increase his available gold permanently. |
Can pickpocket equipped items. |
Can pickpocket equipped weapons. |
Can place runes five times farther away. |
Can put two enchantments on the same item. |
Can sell any type of item to any kind of merchant. |
Can summon atronachs or raise undead three times as far away. |
Can summon atronachs or raise undead twice as far away. |
Carrying capacity is increased by 100. |
Cast Adept level Alteration spells for half magicka. |
Cast Adept level Conjuration spells for half magicka. |
Cast Adept level Destruction spells for half magicka. |
Cast Adept level Illusion spells for half magicka. |
Cast Adept level Restoration spells for half magicka. |
Cast Apprentice level Alteration spells for half magicka. |
Cast Apprentice level Conjuration spells for half magicka. |
Cast Apprentice level Destruction spells for half magicka. |
Cast Apprentice level Illusion spells for half magicka. |
Cast Apprentice level Restoration spells for half magicka. |
Cast Expert level Alteration spells for half magicka. |
Cast Expert level Conjuration spells for half magicka. |
Cast Expert level Destruction spells for half magicka. |
Cast Expert level Illusion spells for half magicka. |
Cast Expert level Restoration spells for half magicka. |
Cast Master level Alteration spells for half magicka. |
Cast Master level Conjuration spells for half magicka. |
Cast Master level Destruction spells for half magicka. |
Cast Master level Illusion spells for half magicka. |
Cast Master level Restoration spells for half magicka. |
Cast Novice level Alteration spells for half magicka. |
Cast Novice level Conjuration spells for half magicka. |
Cast Novice level Destruction spells for half magicka. |
Cast Novice level Illusion spells for half magicka. |
Cast Novice level Restoration spells for half magicka. |
Chance to decapitate with a dual wielding power attack. |
Chance to disarm when power bashing. |
Conjured Atronachs are 50% more powerful. |
Crouching stops combat for a moment and forces distant opponents to search for a target. |
Damage taken from animals is reduced by 10%. |
Death blows to creatures, but not people, trap 5% of the victim's soul, recharging the weapon. |
Double Detection |
Double duration for conjured Atronachs. |
Double sneak attack damage with one-handed weapons. |
Dragons do 25% less melee damage. |
Dual casting a Conjuration spell overcharges the spell, allowing it to last longer. |
Dual casting a Destruction spell overcharges the effects into an even more powerful version. |
Dual casting a Restoration spell overcharges the effects into an even more powerful version. |
Dual casting an Alteration spell overcharges the effects into an even more powerful version. |
Dual casting an Illusion spell overcharges the effects into an even more powerful version. |
Dual wielding attacks are 20% faster. |
Dual wielding attacks are 35% faster. |
Dual wielding power attacks do 50% bonus damage. |
Dual wielding power attacks do extra damage. |
Eating an ingredient reveals all it's effects. |
Eating an ingredient reveals first three effects. |
Eating an ingredient reveals first two effects. |
Every merchant in the world gains 1000 gold for bartering. |
Expert locks are much easier to pick. |
Fear spells work on higher level opponents. Cumulative with Kindred Mage and Animage. |
Feed on dead NPCs to retain the beast form. |
Find more gold in chests. |
Fire Breath shout deals 25% more damage |
Fire damage causes targets to flee if their health is low. |
Fire enchantments on weapons and armor are 25% stronger. |
Fire spells cost less to cast. |
Fire spells do 25% more damage. |
Fire spells do 50% more damage. |
Fire spells do more damage. |
Frenzy spells work on higher level opponents. Cumulative with Kindred Mage and Animage. |
Frost damage paralyzes targets if their health is low. |
Frost enchantments on weapons and armor are 25% stronger. |
Frost spells cost less to cast. |
Frost spells do 25% more damage. |
Frost spells do 50% more damage. |
Frost spells do more damage. |
Ghosts take half damage. |
Gives bonus 10% critical hit chance vs. dragons. |
Greater duration for reanimated undead. |
Half damage from falling if wearing all Heavy Armor: head, chest, hands, feet. |
Healing spells also restore Stamina. |
Healing spells cure 10% more. |
Healing spells cure 50% more. |
Health, magicka, and stamina enchantments on armor are 25% stronger. |
Heavy Armor weighs nothing and doesn't slow you down when worn. |
Illusion spells now work on higher level animals. |
Illusion spells work on undead, daedra and automatons. |
Increase armor rating for Light armor by 100%. |
Increase armor rating for Light armor by 20%. |
Increase armor rating for Light armor by 40%. |
Increase armor rating for Light armor by 60%. |
Increase armor rating for Light armor by 80%. |
Increase incoming damage from Alduin by 10x |
Increases armor rating for Heavy Armor by 100%. |
Increases armor rating for Heavy Armor by 20%. |
Increases armor rating for Heavy Armor by 40%. |
Increases armor rating for Heavy Armor by 60%. |
Increases armor rating for Heavy Armor by 80%. |
Increases the player's maximum carry weight as well as removes the penalty to movement from being encumbered. |
Increases the player's maximum carry weight as well as removes the penalty to movement from being encumbered. |
Intimidation is twice as successful. |
Light Armor weighs nothing and doesn't slow you down when worn. |
Lockpicks never break. |
Lockpicks never break. |
Magicka regenerates 25% faster. |
Magicka regenerates 50% faster. |
Make actor immune to incoming damage to block skill uses being added |
Master locks are much easier to pick. |
Most destruction spells will stagger an opponent when dual cast. |
Negate 50% of incoming damage, except from the Dragonborn. |
New enchantments are 100% stronger. |
New enchantments are 20% stronger. |
New enchantments are 40% stronger. |
New enchantments are 60% stronger. |
New enchantments are 80% stronger. |
Noise from armor is reduced 50%. |
Novice locks are much easier to pick. |
Once a day, heals 250 points automatically if you fall below 10% health. |
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. |
Persuasion attempts are 30% easier. |
Pick starts close to the lock opening position. |
Picking locks is 20% easier. |
Picking locks is 40% easier. |
Picking locks is 60% easier. |
Picking locks is 80% easier. |
Picking locks is twice as easy. |
Pickpocketing bonus of 100%. Item weight and value reduce pickpocketing odds. |
Pickpocketing bonus of 20%. Item weight and value reduce pickpocketing odds. |
Pickpocketing bonus of 30%. Only for use in TG00 on Brand-Shei. |
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 gold is 50% easier. |
Pickpocketing keys almost always works. |
Poisons applied to weapons last for twice as many hits. |
Poisons you mix are 25% more effective. |
Potions and poisons you make are 20% stronger. |
Potions and poisons you make are 40% stronger. |
Potions and poisons you make are 60% stronger. |
Potions and poisons you make are 80% stronger. |
Potions and poisons you make are twice as strong. |
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. |
Potions you take that have only beneficial effects are 50% stronger. |
Power attacks with one-handed weapons cost 25% less stamina. |
Power attacks with two-handed weapons cost 25% less stamina. |
Pressing Block while aiming will zoom in your view. |
Protection spells like Stoneflesh are 2.5 times as strong if not wearing armor. |
Protection spells like Stoneflesh are three times as strong if not wearing armor. |
Protection spells like Stoneflesh are twice as strong if not wearing armor. |