Oblivion:Skill Perks

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This is a quick-reference table of the skill perks for each of the skills in the game.

Skill Novice
0-24
Apprentice
25-49
Journeyman
50-74
Expert
75-99
Master
100
Acrobatics Attack while jumping/falling Dodge/roll abilities 50% less Fatigue loss when jumping Water Jump [1]
Alchemy Only 1 effect usable 2 effects usable 3 effects usable 4 effects usable Single-ingredient potions
Alteration Only Novice level spells Novice-Apprentice spells Novice-Journeyman spells Novice-Expert spells Novice-Master spells
Armorer Hammers last twice as long Repair magic items Repair to 125% One hammer lasts forever [1]
Athletics Regenerate Fatigue 25% faster when running Regenerate Fatigue 50% faster when running Regenerate Fatigue 75% faster when running No reduction in fatigue regeneration when running
Blade Basic Power Attack (2.5x in all directions) Standing Power Attack (3x while standing) Side Power Attacks (2.5x moving left/right, chance to disarm) Backwards Power Attack (2.5x moving backwards, chance of knockdown) Forwards Power Attack (2.5x moving forward, chance of paralysis)
Block No fatigue loss when blocking Weapon/shield not damaged when blocking, Enemy may recoil when blocking Hand to Hand Chance of knockback counterattack Chance to disarm when blocking
Blunt Basic Power Attack (2.5x in all directions) Standing Power Attack (3x while standing) Side Power Attacks (2.5x moving left/right, chance to disarm) Backwards Power Attack (2.5x moving backwards, chance of knockdown) Forwards Power Attack (2.5x moving forward, chance of paralysis)
Conjuration Only Novice level spells Novice-Apprentice spells Novice-Journeyman spells Novice-Expert spells Novice-Master spells
Destruction Only Novice level spells Novice-Apprentice spells Novice-Journeyman spells Novice-Expert spells Novice-Master spells
Hand to Hand Basic Power Attack (2.5x in all directions) Standing Power Attack (3x while standing) Side Power Attacks (2.5x moving left/right, chance to disarm), damage to creatures immune to normal weapons Backwards Power Attack (2.5x moving backwards, chance of knockdown), chance of knockback when blocking Forwards Power Attack (2.5x moving forward, chance of paralysis), chance of knockback and disarm when blocking
Heavy Armor Armor degrades at 150% Armor degrades at 100% Armor degrades at 50% Armor encumbers only 50% Armor does not affect encumbrance when worn
Illusion Only Novice level spells Novice-Apprentice spells Novice-Journeyman spells Novice-Expert spells Novice-Master spells
Light Armor Armor degrades at 150% Armor degrades at 100% Armor degrades at 50% Armor does not affect encumbrance Armor rating increased by 50% when wearing only light armor
Marksman No fatigue loss when drawing a bow Zoom ability Chance of knockdown Chance of paralysis
Mercantile Prices not reduced for damaged items Merchants buy anything Invest in shop to increase their gold by 500 [1] All merchants have 500 more gold, Items buy and sell at base-cost
Mysticism Only Novice level spells Novice-Apprentice spells Novice-Journeyman spells Novice-Expert spells Novice-Master spells
Restoration Only Novice level spells Novice-Apprentice spells Novice-Journeyman spells Novice-Expert spells Novice-Master spells
Security Up to 4 tumblers fall on mis-pick Up to 3 tumblers fall on mis-pick Up to 2 tumblers fall on mis-pick Only 1 tumbler falls on mis-pick No tumblers fall on mis-pick
Sneak Sneak attack 4x melee, 2x ranged Sneak attack 6x melee, 3x ranged No sneak penalty for footwear No sneak penalty for running Armor rating ignored for sneak attacks
Speechcraft 1 free wheel rotation Disposition falls 50% slower Loss for "hate it" drops from 150% to 100% Bribes cost half as much
  1. ^ a b c These skill perks become available if you use a Fortify Skill spell to boost your skill level. Most skill perks are only possible if you permanently increase your skill level.