
Character Skills
"content": "## Character Skills Guide for The Elder Scrolls V: Skyrim
This guide covers every skill, ability, spell, talent, and special move available to the player character in Skyrim. Unlike traditional class-based RPGs, Skyrim uses a freeform skill system where you improve skills by using them. There are 18 skills divided equally among three archetypes: Combat, Magic, and Stealth. Each skill has a tree of perks (talents) that unlock new effects or enhance existing actions. Additionally, the Dragonborn can learn Shouts (Thu'um), gain powers from Standing Stones, and leverage racial abilities. This guide describes every skill tree, notable perks, synergies, and recommended builds.
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Skills are earned XP by performing related actions (e.g., swinging a sword improves One-Handed, casting a spell improves the corresponding magic school). Each skill has a base level (1–100) and a perk point earned every level-up (from character level). You can invest perk points into any skill tree regardless of your archetype. The three archetypes are only thematic, not restrictive.
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#### 1. One-Handed
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Builds are not classes but playstyle templates.
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This guide covers every skill, ability, spell, talent, and special move available to the player character in Skyrim. Unlike traditional class-based RPGs, Skyrim uses a freeform skill system where you improve skills by using them. There are 18 skills divided equally among three archetypes: Combat, Magic, and Stealth. Each skill has a tree of perks (talents) that unlock new effects or enhance existing actions. Additionally, the Dragonborn can learn Shouts (Thu'um), gain powers from Standing Stones, and leverage racial abilities. This guide describes every skill tree, notable perks, synergies, and recommended builds.
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Skill Overview
Skills are earned XP by performing related actions (e.g., swinging a sword improves One-Handed, casting a spell improves the corresponding magic school). Each skill has a base level (1–100) and a perk point earned every level-up (from character level). You can invest perk points into any skill tree regardless of your archetype. The three archetypes are only thematic, not restrictive.
| Skill | Archetype | Primary Use |
|---|---|---|
| One-Handed | Combat | Damage with one-handed weapons (swords, axes, maces, daggers) |
| Two-Handed | Combat | Damage with two-handed weapons (greatswords, battleaxes, warhammers) |
| Archery | Combat | Ranged physical damage with bows |
| Block | Combat | Mitigating damage with shields or weapons |
| Smithing | Combat | Crafting and improving weapons and armor |
| Heavy Armor | Combat | Defense and bonuses from heavy armor |
| Light Armor | Stealth | Defense and bonuses from light armor |
| Sneak | Stealth | Movement detection avoidance and backstab damage |
| Lockpicking | Stealth | Opening locks and finding treasure |
| Pickpocket | Stealth | Stealing from NPCs and planting items |
| Speech | Stealth | Persuasion, bribery, and better trading |
| Alchemy | Magic | Crafting potions and poisons |
| Alteration | Magic | Defensive and utility spells (armor, paralysis, telekinesis) |
| Conjuration | Magic | Summoning creatures and weapons, reanimating dead |
| Destruction | Magic | Elemental damage spells (fire, frost, shock) |
| Illusion | Magic | Mind-altering spells (calm, frenzy, invisibility) |
| Restoration | Magic | Healing, wards, and undead-bane spells |
| Enchanting | Magic | Imbuing weapons/armor with magical effects |
Combat Skills
#### 1. One-Handed
- Effect: Increases damage with one-handed weapons (swords, axes, maces, daggers). Each weapon type has a unique critical hit or bleeding effect.
- Notable Perks:
- Cooldowns: No cooldown; attacks consume stamina for power attacks.
- Upgrades: Smithing improves weapon damage; enchanting adds effects like absorb health or stamina.
- Combos/Synergies: Dual-wielding builds use high attack speed with enchantments (absorb health). Shield + one-handed for tankiness.
- Recommended Builds: Spellsword (one-handed + destruction magic), Dual-Wield Berserker (Orc racial + Dual Flurry).
- Usage: Best for close-range combat; use power attacks to stagger or finish. Maces ignore armor, axes cause bleeding, swords have higher critical chance.
- Effect: Increases damage with two-handed weapons (greatswords, battleaxes, warhammers).
- Notable Perks:
- Cooldowns: None (stamina cost).
- Upgrades: Smithing, enchantments (e.g., fiery soul trap).
- Combos/Synergies: Greatswords for speed (swing speed), battleaxes for bleeding, warhammers for armor penetration. Pair with Heavy Armor for full tank.
- Recommended Builds: Nord Berserker (Two-Handed + Heavy Armor + Block), Paladin (Two-Handed + Restoration).
- Usage: Very high single-target damage. Use Sweep for crowds. Power attacks are slow but devastating.
- Effect: Increases bow damage and zoom stability.
- Notable Perks:
- Cooldowns: None.
- Upgrades: Enchant bow with elemental damage or paralyze; Smithing to Legendary.
- Combos/Synergies: Sneaking for 3x damage with Assassin's Blade (Sneak perk). Alchemy for poison coating.
- Recommended Builds: Sniper (Stealth + Archery + Illusion for Muffle), Hunter (Light Armor + Alchemy).
- Usage: Ideal for ranged kiting or opening combat. Use eagle eye to aim, power shot to interrupt enemy spells. Use slow time (Steady Hand) for precise shots.
- Effect: Reduces damage and improves shield effectiveness.
- Notable Perks:
- Cooldowns: None (stamina cost for bashes).
- Upgrades: Improve shield via Smithing; enchant with magical resistance.
- Combos/Synergies: Works with One-Handed or even Unarmed (with Heavy Armor perk Fists of Steel). Shield charge for crowd control.
- Recommended Builds: Knight (Heavy Armor + Shield + One-Handed), Templar (Block + Restoration for Ward).
- Usage: Essential for tank builds. Use power bash to interrupt spellcasters. Shield charge clears pathways. Great against dragons (block breath attacks with Elemental Protection).
- Effect: Allows crafting and improving weapons/armor. Higher level unlocks better materials.
- Notable Perks:
- Cooldowns: None.
- Upgrades: N/A (this skill is the upgrade method).
- Combos/Synergies: Enchanting to add effects, Alchemy to create Fortify Smithing potions for legendary improvements.
- Recommended Builds: Any build benefits from smithing—essential for max damage/defense.
- Usage: Smithing is a support skill. Always temper your weapons/armor at grindstones and workbenches. Take Arcane Blacksmith to improve enchanted gear.
- Effect: Incoming damage reduction; agility penalties vanish with perks.
- Notable Perks:
- Cooldowns: None.
- Upgrades: Smithing to improve armor rating.
- Combos/Synergies: Block and Smithing for invincible tank. Enchanting for magic resistance.
- Recommended Builds: Orc Tank (Heavy Armor + Two-Handed + Block), Dragon Knight (Heavy Armor + Destruction).
- Usage: Wear heavy armor for maximum physical protection. Conditioning removes movement penalty. Reflect Blows is great against melee enemies.
- Effect: Armor rating and stamina regeneration bonuses.
- Notable Perks:
- Cooldowns: None.
- Upgrades: Smithing.
- Combos/Synergies: Sneak + Alchemy (poisons). Movement speed allows kiting.
- Recommended Builds: Rogue (Light Armor + One-Handed + Sneak), Nightblade (Light Armor + Destruction/Illusion + Sneak).
- Usage: Perfect for stealth characters who need mobility. Unhindered lets you run silently. Wind Walker keeps stamina up for sprinting.
- Effect: Detection radius; backstabs multiply damage.
- Notable Perks:
- Cooldowns: None.
- Upgrades: Use enchanted gear (Muffle enchantment) or Illusion spells (Invisibility).
- Combos/Synergies: Alchemy for poisons; Illusion for Muffle/Invisibility; Archery for Sniper.
- Recommended Builds: Stealth Archer (Sneak + Archery), Assassin (Sneak + One-Handed daggers + Illusion).
- Usage: Essential for avoiding combat. Use backstab with daggers for massive damage. Silent movement allows pickpocketing followers.
- Effect: Easier lockpicking; more gold in chests.
- Notable Perks:
- Cooldowns: None.
- Upgrades: N/A.
- Combos/Synergies: Not directly needed for combat; helps with looting.
- Recommended Builds: Any thief or treasure hunter.
- Usage: Pick locks to access hidden loot. Quick Hands lets you pick during dialogue. Wax Key is great for future re-entry.
- Effect: Stealing items from NPCs; can plant items.
- Notable Perks:
- Cooldowns: None.
- Upgrades: Use Muffle/Alchemy for distraction.
- Combos/Synergies: Alchemy (poisons), Stealth.
- Recommended Builds: Thief (Pickpocket + Sneak + Speech). Poison Assassin (Pickpocket + Alchemy).
- Usage: Steal gold, keys, and poison targets. Extra Pockets is invaluable for any build. Perfect Touch for unique armor.
- Effect: Better prices; persuasion chances; intimidation.
- Notable Perks:
- Cooldowns: None.
- Upgrades: Stand back; use enchantments (Fortify Barter).
- Combos/Synergies: Pickpocket for stolen goods; Alchemy/Enchanting for selling potions/items.
- Recommended Builds: Merchant (Speech + Alchemy + Smithing) for infinite wealth.
- Usage: Use persuasion to avoid fights. Invest in shops early for profit. Master Trader makes selling high-value items easier.
- Effect: Craft potions and poisons from ingredients.
- Notable Perks:
- Cooldowns: None.
- Upgrades: N/A; strength increases with skill level and perks.
- Combos/Synergies: Enchanting (Fortify Alchemy gear) for even stronger potions. Use in stealth for Paralysis Poisons.
- Recommended Builds: Alchemist (any build can invest), Assassin (poisons for one-hit kills).
- Usage: Brew Fortify Smithing and Fortify Enchanting potions to create god-tier gear. Paralyze and Damage Health poisons are devastating.
- Effect: Defensive and utility magic.
- Spells (examples): Oakflesh (armor), Stoneflesh, Ebonyflesh, Dragonhide (80% damage reduction), Candlelight (magic light), Magelight (orb), Telekinesis (move objects), Paralysis, Detect Life/Dead, Transmute (ore conversion).
- Notable Perks:
- Cooldowns: None; spells cost magicka.
- Upgrades: Reduces cost with skill level and perks.
- Combos/Synergies: Restoration (Healing) for survivability; Destruction (combat) but Alteration is defensive.
- Recommended Builds: Pure Mage (Alteration + Destruction + Restoration) or Battlemage (Alteration for armor + Heavy Armor).
- Usage: Cast Ebonyflesh before combat. Paralysis is excellent crowd control. Detect Life to find hidden enemies. Transmute Iron to Gold for wealth.
- Effect: Summon creatures, bound weapons, reanimate dead.
- Spells (examples): Summon Familiar (wolf), Bound Sword/Bow/Axe (ethereal weapons), Raise Zombie, Reanimate Corpse, Summon Dremora Lord, Summon Storm Thrall (master level).
- Notable Perks:
- Cooldowns: None (magicka cost).
- Upgrades: Reduce cost with perks/enchantments.
- Combos/Synergies: Use bound weapons if you lack smithing; they are weightless and can be enchanted. Reanimation for meat shields.
- Recommended Builds: Conjurer (100% summons), Necromancer (reanimation + Illusion for fear). Spellsword (Bound Sword + Destruction).
- Usage: Summon Dremora Lord for melee backup; Atronachs for ranged. Bound weapons scale with skill and perk bonuses. Twin Souls is a game-changer.
- Effect: Elemental damage spells (fire, frost, shock).
- Spells (examples): Flames, Frostbite, Sparks (apprentice); Firebolt, Ice Spike, Lightning Bolt (adept); Fireball, Ice Storm, Chain Lightning (expert); Incinerate, Icy Spear, Thunderbolt (master). Also Cloak spells (Flame, Frost, Shock) and Runes.
- Notable Perks:
- Cooldowns: None (magicka cost).
- Upgrades: Enchantments (Fortify Destruction) reduce cost. Alchemy potions fortify damage.
- Combos/Synergies: Dual-casting + Impact for perma-stagger. Use different elements based on enemy resistance (Nords resist frost, Dunmer resist fire).
- Recommended Builds: Pyromancer (Fire spells + Illusion for fear), Battlemage (Destruction + Heavy Armor), Mage (Destruction + Alteration + Restoration).
- Usage: Fire for damage over time and fear; Frost for draining stamina and slowing; Shock for damaging magicka and instant hit. Impact dual-cast is the most powerful mage tool.
- Effect: Mind-altering spells: Calm, Fear, Fury, Invisibility, Muffle.
- Spells (examples): Fury (makes enemies attack anyone), Calm (pacifies), Fear (flees), Muffle (silent footsteps), Invisibility, Rally (increases ally attack), Pacify, Frenzy, Harmony (master calm).
- Notable Perks:
- Cooldowns: None.
- Upgrades: Fortify Illusion enchantments.
- Combos/Synergies: Sneak + Invisibility for perfect stealth. Fury spells for chaos among enemies.
- Recommended Builds: Nightblade (Illusion + Sneak + One-Handed), Bard (Illusion + Speech).
- Usage: Use Muffle early to level Illusion quickly. Invisibility + Quiet Casting makes you undetectable. Calm to freeze enemies completely. Frenzy for population control.
- Effect: Healing spells, wards, turn undead, and fortify attributes.
- Spells (examples): Healing, Fast Healing, Heal Other (heals NPCs), Close Wounds, Grand Healing (area), Heal Undead (damages undead), Turn Undead (makes them flee), Repel Undead, Circle of Protection (undead cannot enter), Ward spells (magic shield), Steadfast Ward, Greater Ward, Stendarr's Aura (damages undead). Also Fortify Health, Fortify Stamina, Resist elements.
- Notable Perks:
- Cooldowns: Avoid Death once per day; others none.
- Upgrades: Enchantments (Fortify Restoration).
- Combos/Synergies: Destruction (damage) + Restoration (survive). Wards vs mages. Necromage is a stealth exploit for vampire builds.
- Recommended Builds: Paladin (Restoration + Heavy Armor + One-Handed), Mage (Restoration + Destruction), Vampire Lord (Necromage boosts).
- Usage: Essential for all hardcore survival. Healing spells are cheap. Use wards to block breath attacks and spells. Turn Undead to clear crypts. Avoid Death is a safety net.
- Effect: Imbue weapons/armor with magical effects; disenchant items to learn effects.
- Notable Perks:
- Cooldowns: None.
- Upgrades: Smithing for better base items; Alchemy for Fortify Enchanting potions.
- Combos/Synergies: Smithing + Alchemy = god-tier. Enchant armor with Fortify [skill] to boost other skills.
- Recommended Builds: Any endgame build uses Enchanting. Mage enchants Fortify Destruction; Fighter enchants Fortify Two-Handed.
- Usage: Disenchant every new item to learn effects. Create gear with Fortify Smithing and Fortify Alchemy, then craft super-potions/envoy. Extra Effect lets you have both Fortify Health and Fortify Stamina on boots, for example.
- Altmer: Highborn – Magicka regenerates 50x faster for 60 seconds.
- Argonian: Histskin – Health regenerates 10x faster for 60 seconds.
- Bosmer: Command Animal – Pacify an animal for 60 seconds.
- Breton: Dragonskin – 50% spell absorption for 60 seconds.
- Dunmer: Ancestor's Wrath – 8 fire damage/second in close range for 60 seconds.
- Imperial: Voice of the Emperor – Calms nearby NPCs for 30 seconds.
- Khajiit: Night Eye – See in darkness for 60 seconds.
- Nord: Battle Cry – Enemies flee for 30 seconds.
- Orsimer: Berserker Rage – Take half damage, deal double damage for 60 seconds.
- Redguard: Adrenaline Rush – Stamina regenerates 10x faster for 60 seconds.
- Unrelenting Force (Fus Ro Dah) – Stagger/push/ragdoll. Essential crowd control.
- Whirlwind Sprint (Wuld Nah Kest) – Short teleport. Great for evasion.
- Ethereal Shout (Feim Zii Gron) – Become ethereal for 8/12/16 seconds. Invincibility.
- Slow Time (Tiid Klo Ul) – Slow time for 6/10/14 seconds. Overpowered for combat.
- Marked for Death (Krii Lun Aus) – Drain armor/health over time. Best for high-level enemies.
- Dragonrend (Joor Zah Frul) – Forces dragons to land. Mandatory for dragon fights.
- Warrior Stone: All combat skills improve 20% faster.
- Mage Stone: All magic skills improve 20% faster.
- Thief Stone: All stealth skills improve 20% faster.
- Lover Stone: All skills improve 15% faster (stacks with other skill-specific stones? No, only with racial bonus).
- Lady Stone: +25% health and stamina regen.
- Lord Stone: +50 armor, +25% magic resistance.
- Apprentice Stone: Magicka regen 2x, but take double magic damage.
- Atronach Stone: +50 magicka, 50% spell absorption (negates all magic regen).
- Ritual Stone: Once per day, reanimate all dead around you.
- Shadow Stone: Once per day, invisible for 60 seconds (but not silent).
- Steed Stone: +100 carry weight, no armor weight penalty (overrides Conditioning).
- Tower Stone: Unlock any expert lock once per day.
- Serpent Stone: Once per day, poison target for 120 seconds (5 hp/s).
- Armsman (5 ranks): +20%/+40%/+60%/+80%/+100% damage with one-handed weapons.
- Dual Flurry (2 ranks): 20%/35% faster power attacks when dual-wielding.
- Dual Savagery: Dual-wielding power attacks do 50% bonus damage.
- Savage Strike: Standing power attacks do 25% bonus damage and have a chance to decapitate.
- Critical Charge: Power attacks while sprinting cause double critical damage.
#### 2. Two-Handed
- Barbarian (5 ranks): +20%/+40%/+60%/+80%/+100% damage.
- Great Critical Charge: Sprinting power attacks do double critical damage and have a 50% chance to paralyze.
- Sweep: Standing power attacks hit all enemies in front.
- Warmaster: Backward power attacks stagger enemies.
- Devastating Blow: Forward power attacks do 25% bonus damage and knock back.
#### 3. Archery
- Overdraw (5 ranks): +20%/+40%/+60%/+80%/+100% bow damage.
- Eagle Eye: Hold block to zoom while aiming (no perk needed; perk upgrades zoom)
- Steady Hand (2 ranks): Time slows by 25%/50% when zoomed.
- Critical Shot (3 ranks): 10%/15%/20% chance for double damage critical hits.
- Power Shot: Arrow stagger chance 50%.
- Ranger: Move faster with drawn bow.
- Quick Shot: Draw 30% faster.
#### 4. Block
- Shield Wall (5 ranks): +20%/+40%/+60%/+80%/+100% block effectiveness.
- Deflect Arrows: Arrows do no damage when blocking (with shield).
- Elemental Protection: Block reduces elemental damage by 50% (with shield).
- Quick Reflexes: Time slows during a power attack while blocking.
- Power Bash: Bash does 5x more damage.
- Deadly Bash: Bash does 5x more stamina damage and has chance to stagger.
- Disarming Bash: Chance to disarm opponent.
- Shield Charge: Sprinting with shield raised knocks down enemies.
#### 5. Smithing
- Steel Smithing: Improve steel gear.
- Arcane Blacksmith: Improve enchanted weapons/armor.
- Advanced Armors: Improve scaled, plate, and Dwarven gear.
- Glass Smithing: Improve glass gear.
- Dragon Armor: Improve dragonplate and dragonscale.
- Daedric Smithing: Improve Daedric gear.
- Ebony Smithing: Improve ebony gear.
- Orcish Smithing: Improve orcish gear.
#### 6. Heavy Armor
- Juggernaut (5 ranks): +20%/+40%/+60%/+80%/+100% armor rating.
- Fists of Steel: Unarmed damage equals base gauntlet armor rating (useful for Khajiit).
- Cushioned: Half fall damage.
- Conditioning: No weight penalty for heavy armor (run faster).
- Well Fitted: +25% armor bonus if wearing all heavy.
- Tower of Strength: Reduce stagger chance by 50%.
- Matching Set: +25% armor bonus if matching set of heavy armor.
- Reflect Blows: 10% chance to reflect melee damage back.
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Stealth Skills
#### 7. Light Armor
- Agile Defender (5 ranks): +20%/+40%/+60%/+80%/+100% armor rating.
- Custom Fit: +25% armor if wearing all light armor.
- Unhindered: Light armor weighs nothing (no movement penalty).
- Wind Walker: Stamina regenerates 50% faster in light armor.
- Matching Set: +25% armor if matching set.
- Deft Movement: 10% chance to avoid all damage from melee attack.
#### 8. Sneak
- Stealth (5 ranks): 20%/40%/60%/80%/100% harder to detect.
- Muffled Movement: Armor makes less noise.
- Silence: Movement makes no noise.
- Light Foot: Won't trigger pressure plates.
- Backstab: Sneak attacks with one-handed weapons do 6x damage.
- Deadly Aim: Bows do 3x sneak damage.
- Assassin's Blade: Hidden daggers do 15x damage (combined with Backstab).
#### 9. Lockpicking
- Novice/Apprentice/Adept/Expert/Master Locks: Respectively allow picking locks of that level.
- Quick Hands: Can lockpick without being noticed.
- Wax Key: Automatically copies picked locks.
- Golden Touch: Find more gold in chests.
- Treasure Hunter: Higher chance to find valuable items.
- Locksmith: Starting point of lockpicks never breaks (starts from entry point).
- Unbreakable: Lockpicks never break.
#### 10. Pickpocket
- Light Fingers (5 ranks): 20%/40%/60%/80%/100% easier pickpocket.
- Night Thief: +25% pickpocket chance while sleeping victims.
- Poisoned: Can reverse-pickpocket poisons.
- Cutpurse: Pickpocket gold is 50% easier.
- Extra Pockets: +100 carry capacity.
- Misdirection: Can steal equipped weapons.
- Perfect Touch: Can steal equipped armor.
#### 11. Speech
- Haggling (5 ranks): 10%/20%/30%/40%/50% better prices.
- Allure: 10% better prices with opposite sex.
- Bribery: Can bribe guards.
- Intimidation: Intimidate persuasion rolls succeed more.
- Investor: Can invest 500 gold in a shop for permanent better prices.
- Merchant: Can sell stolen goods to any merchant.
- Fence: Can fence stolen goods to any merchant.
- Master Trader: All merchants have 1000 gold.
- Persuasion: Persuasion attempts always succeed.
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Magic Skills
#### 12. Alchemy
- Alchemist (5 ranks): +20%/+40%/+60%/+80%/+100% potion strength.
- Physician: Healing potions restore 25% more.
- Benefactor: Positive potions are 25% stronger.
- Poisoner: Poisons are 25% stronger.
- Experimenter (3 ranks): Reveals 1/2/3 effects from tasting unknown ingredient.
- Concentrated Poison: Poisons applied to weapons last 2x hits.
- Green Thumb: Two ingredients per harvest.
- Snakeblood: 50% resistance to all poisons.
#### 13. Alteration
- Mage Armor (3 ranks): flesh spells are 2x/3x/3.5x stronger if not wearing armor.
- Alteration Dual Casting: Overcharge spells for increased magnitude/duration.
- Stability: Alteration spells last 50% longer.
- Atronach: 30% chance to absorb enemy spells (stacks with Atronach stone).
#### 14. Conjuration
- Mystic Binding: Bound weapons do more damage and dispel conjured enemies.
- Soul Stealer: Bound weapons cast Soul Trap on targets.
- Conjuration Dual Casting: Overcharge.
- Summoner (2 ranks): Summons last 2x/3x longer.
- Atromancy: Double summons distance.
- Elemental Potency: Summoned atronachs are 50% more powerful.
- Oblivion Binding: Bound weapons banish summoned creatures from Oblivion.
- Twin Souls: Summon two atronachs or reanimate two undead.
#### 15. Destruction
- Novice/Adept/Expert/Master Destruction: Half magicka cost for respective level spells.
- Intense Flames: Fire spells cause fleeing on low-health enemies.
- Deep Freeze: Frost spells paralyze on low-health enemies.
- Disintegrate: Shock spells turn low-health enemies to ash.
- Impact: Dual-casting staggers enemies (essential for mages).
- Augmented Flames/Frost/Shock (2 ranks): +25%/+50% damage for that element.
#### 16. Illusion
- Novice/Adept/Expert/Master Illusion: Half cost.
- Hypnotic Gaze: Calm spells work one higher level.
- Kindred Mage: Illusion spells work on higher-level people.
- Animage: Illusion spells work on animals.
- Quiet Casting: All spells are silent (great for stealth).
- Illusion Dual Casting: Overcharge.
- Master of the Mind: Illusion spells work on undead, Daedra, and automatons.
#### 17. Restoration
- Novice/Adept/Expert/Master Restoration: Half cost.
- Respite: Healing also restores stamina.
- Regeneration: Healing spells are 50% more effective.
- Avoid Death: Once per day, if health drops below 10%, you become ethereal and heal (survival).
- Ward Absorb: Wards absorb 25% (or 50% with perk) of enemy spell magnitude.
- Restoration Dual Casting: Overcharge.
- Recovery: Magicka regenerates 25% faster.
- Necromage: All spells are more effective against undead (but also affects self if vampire).
#### 18. Enchanting
- Enchanter (5 ranks): +20%/+40%/+60%/+80%/+100% enchantment strength.
- Insightful Enchanter: Skill increases 20% faster.
- Fire/Frost/Storm Enchanter: Respective elemental enchantments 25% stronger.
- Extra Effect: Can put two enchantments on the same item (priceless).
- Soul Squim: Soul gems power enchantments (bonus).
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Special Abilities: Racial Powers, Shouts & Standing Stones
#### Racial Powers (once per day)
#### Dragon Shouts (Thu'um)
Shouts are learned by absorbing dragon souls. Each shout has 3 words; each word reduces cooldown and increases power. Example key shouts:
#### Standing Stones (permanent buffs until changed)
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Recommended Build Synergies
Builds are not classes but playstyle templates.
| Build Name | Primary Skills | Secondary Skills | Stone | Key Perks | Playstyle |
|---|---|---|---|---|---|
| Stealth Archer | Sneak, Archery | Light Armor, Alchemy | Thief | Deadly Aim, Overdraw, Muffled Movement | Snipe from shadows; use poisons. |
| Assassin | Sneak, One-Handed (dagger) | Illusion, Alchemy | Shadow or Thief | Assassin's Blade, Backstab, Quiet Casting | Invisibility + backstab for one-hit kills. |
| Pure Mage | Destruction, Restoration, Alteration | Conjuration (optional) | Mage or Atronach | Impact, Mage Armor, Recovery, Avoid Death | Dual-cast Impact for stunlock; flesh spells for armor. |
| Spellsword | One-Handed, Destruction | Light/Heavy Armor, Enchanting | Warrior or Lord | Dual Flurry, Augmented Flames, Elemental Protection | Buff sword with Flame or Shock; cast spells in off-hand. |
| Battlemage | Heavy Armor, Two-Handed or One-Handed | Destruction, Restoration | Lord | Impact? No; use heavy armor perks | Charged in melee with magic backup (e.g., Cloak spells). |
| Paladin | One-Handed, Restoration, Heavy Armor | Block, Smithing | Lord, Warrior | Shield Wall, Regeneration, Avoid Death | Tank with healing; Turn Undead for extra damage. |
| Necromancer | Conjuration, Illusion, Restoration | Alchemy | Mage | Twin Souls, Master of the Mind, Necromage | Summon/raise dead; Fear spells; poison victims. |
| Thief | Sneak, Pickpocket, Speech, Lockpicking | Light Armor | Thief | Extra Pockets, Golden Touch, Fence | Invest in shops, steal everything, avoid combat. |
When to Use Each Skill (General Tips)
- One-Handed/Two-Handed/Archery: Use in all direct combat. Switch to archery for range and stealth.
- Block: Activate shield when facing melee or dragon breath. Use bash to interrupt.
- Smithing: Use at every forge to improve gear; don't forget Arcane Blacksmith.
- Heavy/Light Armor: Wear the type that matches your build; perks make a big difference.
- Sneak: Always stealth when possible; backstab/backstab archery for multipliers.
- Lockpicking: Pick every lock for loot; Unbreakable is top priority.
- Pickpocket: Use on sleeping NPCs for easy skill boosts; plant poisons on rivals.
- Speech: Haggling perk first; use persuasion in dialogue to skip fights.
- Alchemy: Experiment with ingredients to discover effects; craft Fortify Smithing/Enchanting potions.
- **Alteration