Skills
Combat
Armorer
Armorer Governed by Strength

Armorer skill is used to maintain weapons and armor at top effectiveness. Worn weapons do less damage. Worn armor provides less protection against attacks. As wear increases, the diminishing effectiveness of weapons and armor is dramatic.

Athletics
Athletics Governed by Speed

Athletics skill trains and conditions one for running and swimming. Skilled athletes move short and long distances over land with speed and efficiency, and they also swim swiftly underwater.

Axe
Axe Governed by Strength

Axe skill helps a user wield heavy chopping weapons like war axes and battleaxes more effectively.

Block
Block Governed by Agility

Block skill allows one to use shields to block any melee attack. A successful block removes all damage from the attack.

Blunt Weapon
Blunt Weapon Governed by Strength

Blunt Weapon skill makes you more effective when using heavy bashing weapons like maces, hammers, clubs, or staves.

Heavy Armor
Heavy Armor Governed by Endurance

Heavy Armor skill is used to move and defend 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.

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Long Blade
Long Blade Governed by Strength

Long Blade skill lets one use broadswords, sabers, longswords, claymores, katanas, and dai-katanas effectively.

Medium Armor
Medium Armor Governed by Endurance

Medium Armor skill lets one move and defend 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.

Spear
Spear Governed by Endurance

Spear skill permits effective use of long-hafted thrusting weapons like spears and halberds.

Magic
Alchemy
Alchemy Governed by Intelligence

Alchemy identifies magical properties in mundane substances. Substances are consumed directly, or prepared as potions to provide long-lasting benefits like healing and curing disease, water-walking, magical shielding, and fortifying bodily attributes.

Alteration
Alteration Governed by Willpower

Students of the College of Alteration manipulate the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, burdening, opening and locking, and creating shield barriers against physical damage.

Conjuration
Conjuration Governed by Intelligence

The spell effects of the College of Conjuration include the mental domination of mundane and magical creatures, summonation of otherworldly weapons and armor, and summonation of Daedric or undead servants and powers to serve and protect the caster.

Destruction
Destruction Governed by Willpower

The destruction skill is the mastery of the spell effects of the College of Destruction. Their spells harm living and unliving things, and include elemental damage, draining, damaging, vulnerability, and disintegration magical effects.

Enchant
Enchant Governed by Intelligence

This skill governs the creation, use, and recharging of enchanted items. Skilled enchanters are more successful at creating new items. Enchanted items burn less power, and are recharged more efficiently from soul gems, for a trained user.

Illusion
Illusion Governed by Personality

Spell effects of the College of Illusion alter the perceptions and thoughts of living subjects. Illusion effects blind, illuminate, paralyze, and silence, calm or enrage, charm, distract and camouflage, and render invisible.

Mysticism
Mysticism Governed by Willpower

The spells of the College of Mysticism shape and focus otherworldly forces to bind souls in gems, or teleport the caster's body, or manipulate the world with telekinesis, or absorb or reflect magical energies, or sense unseen objects at a distance.

Restoration
Restoration Governed by Willpower

Adepts of the College of Restoration heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. Restoration spells can also augment or absorb strength, endurance, intelligence, agility, and other bodily attributes.

Unarmored
Unarmored Governed by Speed

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.

Stealth
Acrobatics
Acrobatics Governed by Strength

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.

Hand to Hand
Hand to Hand Governed by Speed

Hand-to-hand skill is the martial art of unarmed combat. Hand-to-hand attacks damage only the fatigue of a standing opponent, but hand-to-hand attacks damage health when a target has been knocked unconscious by fatigue loss.

Light Armor
Light Armor Governed by Agility

Light armor skill lets one move and defend 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.

Marksman
Marksman Governed by Agility

With the marksman skill, one is more effective with ranged weapons like the short bow, long bow, crossbow, throwing star, and throwing knife.

Mercantile
Mercantile Governed by Personality

Mercantile skill is the art of 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.

Security
Security Governed by Intelligence

Security skill lets one open locked doors and containers with lock-picks or disarm traps with probes. This skill is essential for agents and thieves alike.

Short Blade
Short Blade Governed by Speed

Characters with great short-blade skill are more effective with short, quick, thrusting weapons like daggers, tantos, short swords, and wakazashis.

Sneak
Sneak Governed by Agility

The Sneak discipline is the art of moving unseen and unheard. Skilled sneaks are also adept pickpockets.

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Speechcraft
Speechcraft Governed by Personality

Those skilled in speechcraft influence others by admiring, intimidating, and taunting them. Listeners are more willing to divulge information or to entrust important tasks to the skilled speaker.