The Warrior
Archery
- Overdraw - Bows do 25% more damage (5 ranks. +20% per additional rank)
- Eagle Eye - Pressing Block while aiming will zoom in your view
- Critical Shot - 10% chance of a critical hit that does extra damage (3 Ranks. +5% per additional rank)
- Steady Hand - Zooming in with the bow slows time by 25% (2 ranks. 50% for rank 2)
- Power Shot - Arrows stagger all but the largest opponents 50% of the time
- Hunter's Discipline - Recover twice as many arrows from dead bodies
- Ranger - Able to move faster with a drawn bow
- Quick Shot - Can draw a bow 30% faster
- Bull's eye - 15% chance of paralyzing the target for a few seconds
Block
- Shield Wall (5) - Blocking is 20% more effective (+20% per additional rank) (Requirements: Increments 20 per rank)
- Deflect Arrows - Arrows that hit the shield do no damage (Requirements: Block 30, Shield Wall)
- Quick Reflexes - Time slows down if you are blocking during an enemy's power attack (Requirements: Block 30, Shield Wall)
- Power Bash - Able to do a power bash (Requirements: Block 30, Shield Wall)
- Elemental Protection - Blocking with a shield reduces incoming fire, frost and shock damage by 50% (Requirements: Block 50, Deflect Arrows)
- Deadly Bash - Bashing does five times more damage (Requirements: Block 50, Power Bash)
- Block Runner - Able to move faster with a shield raised (Requirements: Block 70, Elemental Protection)
- Disarming Bash - Chance to disarm when power bashing (Requirements: Block 70, Deadly Bash)
- Shield Charge - Sprinting with a shield raised knocks down most targets (Requirements: Block 100, Block Runner, Disarming Bash)
Heavy Armor
- Juggernaut (5) - Increases armor rating for Heavy Armor by 20% (+20% per additional rank) (Requirements: Increments 20 per rank)
- Fists of Steel - Unarmed attacks with Heavy Armor gaunlets do their armor rating in extra damage (Requirements: Heavy Armor 30, Juggernaut)
- Well Fitted - 25% armor bonus if wearing all Heavy Armor: head, chest, hands, feet (Requirements: Heavy Armor 30, Juggernaut)
- Cushioned - Half damage from falling if wearing all Heavy Armor: head, chest, hands, feet (Requirements: Heavy Armor 50, Fists of Steel)
- Tower of Strength - 50% less stagger when wearing only Heavy Armor (Requirements: Heavy Armor 50, Well Fitted)
- Conditioning - Heavy Armor weighs nothing and doesn't slow you down when worn (Requirements: Heavy Armor 70, Cushioned)
- Matching Set - Additional 25% armor bonus if wearing a matched set of Heavy Armor (Requirements: Heavy Armor 70, Tower of Strength)
- Reflect Blows - 10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet (Requirements: Heavy Armor 100, Matching Set)
One Handed
- Armsman (5) - One-Handed weapons do 20% more damage (+20% per additional rank) (Requirements: Increments 20 per rank)
- Fighting Stance - Power attacks with one-handed weapons cost 20% less stamina (Requirements: One-Handed 20, Armsman)
- Hack and Slash (3) - Attacks with war axes cause extra bleeding damage (Additional ranks raise the bleeding damage) (Requirements: One-Handed 30, Armsman)
- Bone Breaker (3) - Attacks with maces ignore 25% of armor (+25% per additional rank) (Requirements: One-Handed 30, Armsman)
- Bladesman (3) - Attacks with swords have a 10% chance of doing critical damage (+5% per additional rank) (Requirements: One-Handed 30, Armsman)
- Dual Flurry (2) - Dual wielding attacks are 20% faster (35% for second rank) (Requirements: One-Handed 30, Armsman)
- Savage Strike - Standing power attacks do 25 bonus damage with a chance to decapitate your enemies (Requirements: One-Handed 50, Fighting Stance)
- Critical Charge - Can do a one-handed power attack while sprinting that does double critical damage (Requirements: One-Handed 50, Fighting Stance)
- Dual Savagery - Dual wielding power attacks do 50% bonus damage (Requirements: One-Handed 70, Dual Flurry)
- Paralyzing Strike - Backwards power attack has a 25% chance to paralyze the target (Requirements: One-Handed 100, Savage Strike, Critical Charge)
Two Handed
- Barbarian (5) - Two-Handed weapons do 20% more damage (+20% per additional rank) (Requirements: Increments 20 per rank)
- Champion's Stance - Power attacks with two-handed weapons cost 25% less stamina (Requirements: Two-Handed 20, Barbarian)
- Limbsplitter (3) - Attacks with battle axes cause extra bleeding damage (Additional ranks raise the bleeding damage) (Requirements: Two-Handed 30, Barbarian)
- Deep Wounds (3) - Attacks with greatswords have a 10% chance of doing critical damage (+5% per additional rank) (Requirements: Two-Handed 30, Barbarian)
- Skull Crusher (3) - Attacks with warhammers ignore 25% of armor (+25% per additional rank) (Requirements: Two-Handed 30, Barbarian)
- Devastating Blow - Standing power attacks do 25% bonus damage with a chance to decapitate your enemies (Requirements: Two-Handed 50, Champion's Stance)
- Great Critical Charge - Can do a two-handed power attack while sprinting that does double critical damage (Requirements: Two-Handed 50, Champion's Stance)
- Sweep - Sideways power attacks with two-handed weapons hit all targets in front of you (Requirements: Two-Handed 70, Devastating Blow, Great Critical Charge)
- Warmaster - Backwards power attack has a 25% chance to paralyze the target (Requirements: Two-Handed 100, Sweep)
Smithing
- Steel Smithing - Can create Steel armor and weapons at forges, and improve them twice as much (Requirements: Smithing 20)
- Elven Smithing - Can create Elven armor and weapons at forges, and improve them twice as much (Requirements: Smithing 30, Steel Smithing)
- Dwarven Smithing - Can create Dwarven armor and weapons at forges, and improve them twice as much (Requirements: Smithing 30, Steel Smithing)
- Advanced Armors - Can create Scaled and Plate armor at forges, and improve them twice as much (Requirements: Smithing 50, Elven Smithing)
- Orcish Smithing - Can create Orcish armor and weapons at forges, and improve them twice as much (Requirements: Smithing 50, Dwarven Smithing)
- Arcane Blacksmith - You can improve magical weapons and armor (Requirements: Smithing 60, Steel Smithing)
- Glass Smithing - Can create Glass armor and weapons at forges, and improve them twice as much (Requirements: Smithing 70, Elven Smithing)
- Ebony Smithing - Can create Ebony armor and weapons at forges, and improve them twice as much (Requirements: Smithing 80, Orcish Smithing)
- Daedric Smithing - Can create Daedric armor and weapons at forges, and improve them twice as much (Requirements: Smithing 90, Ebony Smithing)
- Dragon Smithing - Can create Dragon armor at forges, and improve them twice as much (Requirements: Smithing 100, Glass Smithing, Daedric Smithing)
The Mage
Alteration
- Novice Alteration - Cast Novice level Alteration spells for half magicka (Requirements: None)
- Alteration Dual Casting - Dual casting an Alteration spell overcharges the effects into an even more powerful version (Requirements: Alteration 20, Novice Alteration)
- Apprentice Alteration - Cast Apprentice level Alteration spells for half magicka (Requirements: Alteration 25, Novice Alteration)
- Mage Armor (3) - Protection spells like Stoneflesh are 2x as strong if not wearing armor (+1x per additional rank) (Requirements: Alteration 30, Apprentice Alteration)
- Magic Resistance (3) - Blocks 10% of a spells effect (+5% per additional rank) (Requirements: Alteration 30, Apprentice Alteration)
- Adept Alteration - Cast Adept level Alteration spells for half magicka (Requirements: Alteration 50, Apprentice Alteration)
- Stability - Alteration spells have greater duration (Requirements: Alteration 70, Adept Alteration)
- Expert Alteration - Cast Expert level Alteration spells for half magicka (Requirements: Alteration 75, Adept Alteration)
- Atronach - Absorb 30% of the magicka of any spells that hit you (Requirements: Alteration 100, Expert Alteration)
- Master Alteration - Cast Master level Alteration spells for half magicka (Requirements: Alteration 100, Expert Alteration)
Conjuration
- Novice Conjuration - Cast Novice level Conjuration spells for half magicka (Requirements: None)
- Conjuration Dual Casting - Dual casting a Conjuration spell overcharges the effects into an even more powerful version (Requirements: Conjuration 20, Novice Conjuration)
- Mystic Binding - Bound weapons do more damage (Requirements: Conjuration 20, Novice Conjuration)
- Apprentice Conjuration - Cast Apprentice level Conjuration spells for half magicka (Requirements: Conjuration 25, Novice Conjuration)
- Summoner (2) - Can summon atronachs or raise undead 2x as far away (3x for second rank) (Requirements: Conjuration 30, Novice Conjuration)
- Soul Stealer - Bound weapons cast Soul Trap on targets (Requirements: Conjuration 30, Mystic Binding)
- Necromancy - Greater duration for reanimated undead (Requirements: Conjuration 40, Novice Conjuration)
- Atromancy - Double duration for conjured atronachs (Requirements: Conjuration 40, Summoner)
- Oblivion Binding - Bound weapons will banish summoned creatures and turn raised ones (Requirements: Conjuration 50, Soul Stealer)
- Adept Conjuration - Cast Adept level Conjuration spells for half magicka (Requirements: Conjuration 50, Apprentice Conjuration)
- Dark Souls - Reanimated undead have 100 points more health (Requirements: Conjuration 70, Necromancy)
- Expert Conjuration - Cast Expert level Conjuration spells for half magicka (Requirements: Conjuration 75, Adept Conjuration)
- Elemental Potency - Conjured atronachs are 50% more powerful (Requirements: Conjuration 80, Atromancy)
- Twin Souls - You can have two atronachs or reanimated zombies (Requirements: Conjuration 100, Elemental Potency, Dark Souls)
- Master Conjuration - Cast Master level Conjuration spells for half magicka (Requirements: Conjuration 100, Expert Conjuration)
Destruction
- Novice Destruction - Cast Novice level Destruction spells for half magicka (Requirements: None)
- Destruction Dual Casting - Dual casting a Destruction spell overcharges the effects into an even more powerful version (Requirements: Destruction 20, Novice Destruction)
- Apprentice Destruction - Cast Apprentice level Destruction spells for half magicka (Requirements: Destruction 25, Novice Destruction)
- Augmented Flames (2) - Fire spells do 25% more damage (50% for second rank) (Requirements: Destruction 30, Novice Destruction)
- Augmented Frost (2) - Frost spells do 25% more damage (50% for second rank) (Requirements: Destruction 30, Novice Destruction)
- Augmented Shock (2) - Shock spells do 25% more damage (50% for second rank) (Requirements: Destruction 30, Novice Destruction)
- Impact - Most destruction spells will stagger an opponent when dual cast (Requirements: Destruction 40, Destruction Dual Casting)
- Rune Master - Can place runes five times farther away (Requirements: Destruction 40, Apprentice Destruction)
- Adept Destruction - Cast Adept level Destruction spells for half magicka (Requirements: Destruction 50, Apprentice Destruction)
- Intense Flames - Fire damage causes targets to flee if their health is low (Requirements: Destruction 50, Augmented Flames)
- Deep Freeze - Frost damage paralyzes targets if their health is low (Requirements: Destruction 60, Augmented Frost)
- Desintegrate - Shock damage disintegrates targets if their health is low (Requirements: Destruction 70, Augmented Shock)
- Expert Destruction - Cast Expert level Destruction spells for half magicka (Requirements: Destruction 75, Adept Destruction)
- Master Destruction - Cast Master level Destruction spells for half magicka (Requirements: Destruction 100, Expert Destruction)
Illusion
- Novice Illusion - Cast Novice level Illusion spells for half magicka (Requirements: None)
- Illusion Dual Casting - Dual casting an Illusion spell overcharges the effects into an even more powerful version (Requirements: Illusion 20, Novice Illusion)
- Animage - Illusion spells now work on higher level animals (Requirements: Illusion 20, Novice Illusion)
- Apprentice Illusion - Cast Apprentice level Illusion spells for half magicka (Requirements: Illusion 25, Novice Illusion)
- Hypnotic Gaze - Calm spells now work on higher level opponents (Requirements: Illusion 30, Novice Illusion)
- Kindred Mage - All Illusion spells work on higher level people (Requirements: Illusion 40, Animage)
- Adept Illusion - Cast Adept level Illusion spells for half magicka (Requirements: Illusion 50, Apprentice Illusion)
- Aspect of Terror - Fear spells work on higher level opponents (Requirements: Illusion 50, Hypnotic Gaze)
- Quiet Casting - All spells you cast from any school of magic are silent to others (Requirements: Illusion 50, Kindred Mage)
- Rage - Frenzy spells work on higher level opponents (Requirements: Illusion 70, Aspect of Terror)
- Expert Illusion - Cast Expert level Illusion spells for half magicka (Requirements: Illusion 75, Adept Illusion)
- Master of the Mind - Illusion spells work on undead, daedra and automatons (Requirements: Illusion 90, Rage, Quiet Casting)
- Master Illusion - Cast Master level Illusion spells for half magicka (Requirements: Illusion 100, Expert Illusion)
Restoration
- Novice Restoration - Cast Novice level Restoration spells for half magicka (Requirements: None)
- Restoration Dual Casting - Dual casting a Restoration spell overcharges the effects into an even more powerful version (Requirements: Restoration 20, Novice Restoration)
- Regeneration - Healing spells cure 50% more (Requirements: Restoration 20, Novice Restoration)
- Apprentice Restoration - Cast Apprentice level Restoration spells for half magicka (Requirements: Restoration 25, Novice Restoration)
- Recovery (2) - Magicka regenerates 25% faster (50% for second rank) (Requirements: Restoration 30, Novice Restoration)
- Respite - Healing spells also restore stamina (Requirements: Restoration 40, Novice Restoration)
- Adept Restoration - Cast Adept level Restoration spells for half magicka (Requirements: Restoration 50, Apprentice Restoration)
- Ward Absorb - Ward recharge your magicka when hit with spells (Requirements: Restoration 60, Novice Restoration)
- Necromage - All spells are more effective against undead (Requirements: Restoration 70, Regeneration)
- Expert Restoration - Cast Expert level Restoration spells for half magicka (Requirements: Restoration 75, Adept Restoration)
- Avoid Death - Once a day, heals 250 points automatically if you fall below 10% health (Requirements: Restoration 90, Respite)
- Master Restoration - Cast Master level Restoration spells for half magicka (Requirements: Restoration 100, Expert Restoration)
Enchanting
- Enchanter (5) - New enchantments are 20% stronger (+20% per additional rank) (Requirements: Increments 20 Skill points for each rank.)
- Soul Squeezer - Soul gems provide extra magicka for recharging (Requirements: Enchanting 20, Enchanter)
- Fire Enchanter - Fire enchantments on weapons and armor are 25% stronger (Requirements: Enchanting 30, Enchanter)
- Soul Siphon - Death blows to creatures, but not people, trap 5% of the victim's soul, recharging the weapon (Requirements: Enchanting 40, Soul Squeezer)
- Frost Enchanter - Frost enchantments on weapons and armor are 25% stronger (Requirements: Enchanting 40, Fire Enchanter)
- Insightful Enchanter - Skill enchantments on armor are 25% stronger (Requirements: Enchanting 50, Enchanter)
- Storm Enchanter - Shock enchantments on weapons and armor are 25% stronger (Requirements: Enchanting 50, Frost Enchanter)
- Corpus Enchanter - Health, magicka and stamina enchantments on armor are 25% stronger (Requirements: Enchanting 70, Insightful Enchanter)
- Extra Effect - Can put two enchantments on the same item (Requirements: Enchanting 100, Storm Enchanter, Corpus Enchanter)
The Thief
Alchemy
- Alchemist (5) - Potions and poisons are 20% stronger (+20% per additional rank) (Requirements: None)
- Physician - Potions you mix that restore health, magicka or stamina are 25% more powerful (Requirements: Alchemy 20, Alchemist)
- Poisoner - Poisons you mix are 25% more effective (Requirements: Alchemy 30, Physician)
- Benefactor - Potions you mix with beneficial effects have an additional 25% greater magnitude (Requirements: Alchemy 30, Physician)
- Experimenter (3) - EatingĀ an ingredient reveals first two effects (+1 effect per additional rank) (Requirements: Alchemy 50, Benefactor)
- Concentrated Poison - Poisons applied to weapons last for twice as many hits (Requirements: Alchemy 60, Poisoner)
- Green Thumb - Two ingredients are gathered from plants (Requirements: Alchemy 70, Concentrated Poison)
- Snakeblood - 50% resistance to all poisons (Requirements: Alchemy 80, Concentrated Poison, Experimenter)
- Purity - All negative effects are removed from created potions, and all positive effects are removed from created poisons (Requirements: Alchemy 100, Snakeblood)
Light Armor
- Agile Defender (5) - Increase armor rating for Light Armor by 20% (+20% per additional rank) (Requirements: None)
- Custom Fit - 25% armor bonus if wearing all Light Armor: head, chest, hands, feet (Requirements: Light Armor 30, Agile Defender)
- Unhindered - Light Armor weighs nothing and doesn't slow you down when worn (Requirements: Light Armor 50, Custom Fit)
- Wind Walker - Stamina regenerates 50% faster in all Light Armor: head, chest, hands, feet (Requirements: Light Armor 60, Unhindered)
- Matching Set - Additional 25% Armor bonus if wearing a matched set of Light Armor (Requirements: Light Armor 70, Custom Fit)
- Deft Movement - 10% of avoiding all damage from a melee attack while wearing all Light Armor: head, chest, hands, feet (Requirements: Light Armor 100, Wind Walker, Matching Set)
Lockpicking
- Novice Locks - Novice locks are much easier to pick (Requirements: None)
- Apprentice Locks - Apprentice locks are much easier to pick (Requirements: Lockpicking 25, Novice Locks)
- Quick Hands - Able to pick locks without being noticed (Requirements: Lockpicking 40, Apprentice Locks)
- Wax Key - Automatically gives you a copy of a picked lock's key if it has one (Requirements: Lockpicking 50, Quick Hands)
- Adept Locks - Adept locks are much easier to pick (Requirements: Lockpicking 50, Apprentice Locks)
- Golden Touch - Find more gold in chests (Requirements: Lockpicking 60, Adept Locks)
- Treasure Hunter - 50% greater chance of finding special treasure (Requirements: Lockpicking 70, Golden Touch)
- Expert Locks - Expert locks are much easier to pick (Requirements: Lockpicking 75, Adept Locks)
- Locksmith - Pick starts close to the lock opening position (Requirements: Lockpicking 80, Expert Locks)
- Unbreakable - Lockpicks never break (Requirements: Lockpicking 100, Locksmith)
- Master Locks - Master locks are much easier to pick (Requirements: Lockpicking 100, Expert Locks)
Pickpocket
- Light Fingers (5) - Pickpocketing bonus of 20%. Item weight and value reduce pickpocketing odds (+20% per additional rank) (Requirements: None)
- Night Thief - +25% chance to pickpocket if the target is asleep (Requirements: Pickpocket 30, Light Fingers)
- Poisoned - Silently harm enemies by placing poisons in their pockets (Requirements: Pickpocket 40, Light Fingers)
- Cutpurse - Pickpocketing gold is 50% easier (Requirements: Pickpocket 40, Light Fingers)
- Extra pockets - Carrying capacity is increased by 100 (Requirements: Pickpocket 50, Light Fingers)
- Keymaster - Pickpocketing keys almost always works (Requirements: Pickpocket 60, Cutpurse)
- Misdirection - Can pickpocket equipped weapons (Requirements: Pickpocket 70, Cutpurse)
- Perfect Touch - Can pickpocket equipped items (Requirements: Pickpocket 100, Misdirection)
Sneak
- Stealth (5) - You are 20% harder to detect when sneaking (+20% per additional rank) (Requirements: None)
- Muffled Movement - Noise from armor is reduced by 50% (Requirements: Sneak 30, Stealth)
- Backstab - Sneak attacks with one-handed weapons now do six times damage (Requirements: Sneak 30, Stealth)
- Light Foot - You won't trigger pressure plates (Requirements: Sneak 40, Muffled Movement)
- Deadly Aim - Sneak attacks with bows now do three times damage (Requirements: Sneak 40, Backstab)
- Silent Roll - Sprinting while sneaking executes a silent forward roll (Requirements: Sneak 50, Light Foot)
- Assassin's Blade - Sneak attacks with daggers now do a total of fifteen times normal damage (Requirements: Sneak 50, Deadly Aim)
- Silence - Walking and running does not affect detection (Requirements: Sneak 70, Silent Roll)
- Shadow Warrior - Crouching stops combat for a moment and forces distant opponents to search for a target (Requirements: Sneak 100, Silence)
Speech
- Haggling (5) - Buying and selling prices are 10% better (+10% per additional rank) (Requirements: None)
- Allure - 10% better prices with the opposite sex (Requirements: Speech 30, Haggling)
- Bribery - Can bribe guards to ignore crimes (Requirements: Speech 30, Haggling)
- Merchant - Can sell any type of item to any kind of merchant (Requirements: Speech 50, Allure)
- Persuasion - Persuasion attempts are 30% easier (Requirements: Speech 50, Bribery)
- Investor - Can invest 500 gold with a shopkeeper to increase his available gold permanently (Requirements: Speech 70, Merchant)
- Intimidation - Intimidation is twice as successful (Requirements: Speech 70, Persuasion)
- Fence - Can barter stolen goods with any merchant you have invested in (Requirements: Speech 90, Investor)
- Master Trader - Every merchant in the world gains 1000 gold for bartering (Requirements: Speech 100, Fence)
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