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- Paradcx's Requiem Guide
- INDEX
- ~~Basics
- ~~Player Races
- ~~Beastiary
- ~~Skill Trees
- Magic~~
- Illusion
- Tips
- Perks
- Spells
- Destruction
- Tips
- Perks
- Spells
- Conjuration
- Tips
- Perks
- Spells
- Restoration
- Tips
- Perks
- Spells
- Alteration
- Tips
- Perks
- Spells
- Crafting~~
- Alchemy
- Tips
- Ingredients
- Perks
- Smithing
- Tips
- Mine Locations
- Perks
- Enchanting
- Tips
- Perks
- Speechcraft
- Tips
- Perks
- Combat~~
- Heavy Armor
- Tips
- Perks
- Light Armor
- Tips
- Perks
- Two Handed Weapons
- Tips
- Perks
- One Handed Weapons
- Tips
- Perks
- Block
- Tips
- Perks
- Theiving~~
- Sneak
- Tips
- Perks
- Lockpicking
- Tips
- Perks
- Pickpocket
- Tips
- Perks
- RACES:
- - Every playable race starts with different stats (Health, Stamina, Magicka, regen rates, unarmed damage, carry weight, speed, starting skill levels)
- - Without at least one perk in Sneaking, your character will get high penalties when sneaking. This does not apply to Vampires, Khajiit, Argonians, Wood Elves and Dark Elves.
- - Without at least one perk in Alchemy, your character's selfmade potions will be very weak. This does not apply to Argonians, Wood Elves, Bretons and High Elves and Dark Elves.
- - Without at least one perk in Enchanting, your character's selfmade enchantments will be very weak. This does not apply to Bretons and High Elves and Dark Elves.
- - Many racial abilities have been changed and new ones added:
- ? Argonians:
- 75% disease resistance, 90% poison resistance, Strong Stomach (allows them to eat Raw Meat), Racial Power now regenerates Health, No stamina drain while swimming unarmored,
- Skill Rates +10%: Light Armor, Lockpicking, Skill Rates +5%: Pickpocketing, Sneak, Alteration, Restoration *
- ? Bretons:
- 20% magic resistance, Dragonskin only lasts 8 seconds but has a 100% absorb chance, 10% increased power attack cost,
- Skill Rates +10%: Conjuration, Skill Rates +5%: All other magical ones, Alchemy *
- ? Dark Elves:
- 65% fire resistance, Ancestor Guardian grants 95% damage resistance for 30 seconds,
- Skill Rates +10%: Destruction, Onehanded, Skill Rates +3%: Everything else *
- ? High Elves:
- 50% weakness to magic, 10% increased power attack cost, 5% cheaper spell cost, 10% more range with spells, 5% longer duration and higher power, faster passive magicka regeneration,
- Highborn now lasts only 30 seconds, but makes their magicka practically inexhaustable,
- Skill Rates +10%: All magical ones *
- ? Imperials:
- 20% reduced power attack cost, halved sprinting cost, stamina bonuses, "Voice of the Emperor" grants a five minute speechcraft bonus,
- Skill Rates +10%: Speechcraft, Restoration, Skill Rates +5%: Destruction, Onehanded, Block, Heavy Armor *
- ? Khajiit:
- Night Eye is toggable, higher claw damage (25), 15% speed bonus, Strong Stomach, reduced Falling damage, can pick Novice Locks without any training/bonuses,
- Skill Rates +10%: All skills related to the Thief pattern, 15% more expensive spell casting costs *
- ? Nord:
- "The Dragon Within" allows to shout 5 seconds without triggering cooldowns, 50% frost resistance, 25% shock resistance, 25% reduced power attack cost,
- Skill Rates +10%: Twohanded, Smithing, Skill Rates +5%: Light Armor, Heavy Armor, Block, Onehanded *
- ? Orcs:
- Strong Stomach, Berserk lasts 30 seconds but also increases stamina greatly, 35% reduced power attack cost,
- Skill Rates +10%: All of the Warrior pattern, except Archery *
- ? Redguards:
- 75% disease resistance, 75% poison resistance, Adrenaline Rush lasts 30 seconds, regenerates stamina even faster, slows down time slightly and protects from paralysis, 20% reduced power attack cost,
- Skill Rates +15%: Onehanded, Skill Rates +5%: Block, Archery, Smithing, Destruction, Alteration *
- ? Wood Elves:
- 75% disease resistance, Strong Stomach, Cannibalism (certain enemies drop special "Strange Meat", 15% increased power attack cost,
- Skill Rates +15%: Archery, Skill Rates +5%: Sneak, Lockpicking, Pickpocketing, Light Armor, Alchemy *
- - Starting max unmodified weight is reduced to 85 to 125 units, depending on your chosen race *
- - Removed most starting spells - only some races still have some (Bretons, Dunmer, High Elfs) *
- - The "Strong Stomach" feature also applies to Werewolves and Vampires, and also can be achieved by possessing the Ring of Namira.
- ~~Magic Perk Trees~~
- ~~Illusion~~
- Perks
- Main Tree~
- Novice/Fundamental (0)- Clairvoyance, Frightning Orb, Charm Touch, Lionheart, Darvision
- Apprentice/Advanced (20)- Muffle, Invisibility, Enraging Orb, Arcane Resonance, Blur, Hibernation Touch, Rune of Dampening
- Adept/Sophisticated (40)- Frightning Sphere, Enraging Rune, Hibernation Spray, Nightmare, Phantasmal Pain, Shadow Shield, Shadow Stride
- Expert/Superior (60)- Blackout, Invisibility Sphere, Muffling PShere, Phantasmal Killer, Shadow Simaculrum, Veil of Silence
- Master/Masterly (80)- Phantasmal Miasama, Mind Maelstrom, Mistress of the Dark
- Branch Perks (Branch perks require having one of mentioned spells)~
- Acoustic Manipulation (25, Novice/Fundamental perk) - After studying spells like Muffle, Arcane Resonance or Dampening Rune you are now familar
- with manipulation sounds. Thus you can empower these spells and require less concentration to maintain them.
- Visual Manipulation (35, Novice/Fundamental perk) - You experimented with spells like Dark Vision, Invisiblity or Blur to manipulate your surroundings. After A lot of
- training you can now empower those spells and concentration on them requires less effort.
- Environmental Manipulation (65, Acoustic and Visual Manipulation perks) - After a long training with spells like Shadow Stride, Veil of Silence, or Inivisiblity and Muffling Spheres
- you gained a deep insight into the connections between light and sound. You can now empower these spells and maintain them with less effort.
- Shadow Shaping (70, Exper/Superior perk) - By studying spells like Shadow Shield or Shadow Simulacrum, you gained even deeper insights into the weave of shadows.
- Thus, you can empower them and cast them with less effort.
- Phantasmagoria (90, Environmental Manipulation, Shadow Shaping, and Master/Masterly perks) - You have mastered the most powerful forms of Shadow Magic. Therefore,
- spells like Veil of Shadows, Shadow Sanctuary, and Mistress of the Dark can now be empowered and cast with highly decreased efforts.
- Delusive Phantasms(15, Novice/Fundamental perk) - You have studied the most common spell formulae that affect basic emotions like fear, calmness and courage.
- Thus, you can empower related spells and increase their overall effectiveness.
- Otherworldly Phantasms (45, Delusive Phantasms perk) - You have extended your knowledge of affecting emotions, being able to turn your foes into beserking maniacs or
- cause them to fall asleep with ease, You also learned how to empower related spells.
- Pain and Agony (50, Adept/Sophisticated perk) - Having studied spells like Phantasmal Pain and Waking Nightmare, you can now invoke terrible agony in your foes with ease.
- In addition, you also learned how to empower related spells.
- Obliterate the Mind (70, Otherworldly Phantasms, Pain and Agony perks) - You have studied spells like Fog of Shadows, Phantasmal Killer and Blackout. Thus,
- you can now empower them and shatter your foes' minds with ease.
- Domination (90, Obliterate the Mind and Master/Masterly perks) - Having studied spells like Phantasmal Miasma and Mind Maelstrom, there is no thinking being that can escape
- your influence. Also, these spells can now be empowered and require less effort while casting and maintaining them.
- ~~Conjuration~~
- Perks
- Main Tree~
- Novice/Fundamental(0)- Raise Dead I, Summon Ghostly Wolf, Bound Sword, Summon Swarm I, Summon Skeletal Soldier
- Apprentice/Advance (25)- Raise Dead II, Soul Trap I, Bound Axe, Necromantic Empowerment I, Summon Ghostly Hound, Summon Skeletal Warlock,
- Summon Skeletal Archer, Summon Swarm II, Summon Ghostly Mudcrab
- Adept/Sophisticated (50)- Raise Dead III, Banish Daedra I, Conjure Flame Atronach, Necromantic Empowerment II, Summon Ghostly Troll,
- Summon Ghostly Bear, Teleport I, Spectral Arrow, Summon Ghostly Archer
- Expert/Superior (75)- Raise Dead IV, Command Daedra, Banish Daedra II, Bound Bow, Conjure Storm Atronach, Conjure, Frost Atronach,
- Summon Ghostly Sabrecat, Teleport Vitals, Summon Ghostly Wraith
- Master/Masterly (100)- Summon Ghostly Steed
- Bound Weapon Branch~
- Mystic Binding (25, Novice/Fundamental perk) - You've become very skilled in binding weapon-shaped deadra from Oblivion. Thereby, bound
- weapons are stronger and longer-lasting.
- Mystic Maelstrom (50, Mystic Binding perk) - The weapon-shaped Daedra you conjure now directly cut into their victim's souls,
- thereby making them vulnerable to soul gems.
- Mystic Banishment (75, Mystic Maelstrom perk) - Your bound weapons are now able to send summoned creatures back into the waters of Oblivion and to turn undead.
- Mystic Disruption (100, Mystic Banishment perk) - You've perfected our invocations of summoning weapon-shaped deadra by making them bypass a part of any enemie's
- armor and inflict a small portion of unresistable damage with each strike.
- Necromancy Branch~
- Necromancy (25, Novice/Fundamental perk) - You've developed a knack for making the dead serve your commands. Therefore, all "Raise Dead" spells are stronger,
- last longer, raise more powerful entities and even prevent your creations from decaying into dust.
- Ritualism (50, Necromancy perk) - Your knowledge of the realms of the dead supasses that of many and decreases the effor needed to raise the dead and summon ghosts.
- Dark Infusion (100, Ritualism perk) - By infusing your undead creations with dark energies, you are able to make them stronger and more resilient.
- Summoner's Branch~
- Summoner's Insight (25, Novice/Fundamental perk) - You learned how to empower Conjuation spells. Thereby, you can now make them last longer in this realm.
- Oblivion Lore I (50, Summoner's Insight perk) - You more and more understand the nature of Oblivion's realms. This grants you the ability to control one more creature.
- Oblivion Lore II (100, Oblivion Lore I perk) - Oblivion's realms do not know any limits - knowing this, you're now able to control even more creatures simultaneously.
- Atronach Branch~
- Extended Binding (25, Novice/Fundamental perk) - Having studied the barriers that divide the planes of existence, you can make your summoned servants last longer
- in this realm.
- Stabilizied Binding ( 50, Extended Binding perk) - You've perfected your conjuration spells' formulae. This grants them a longer range and makes them easier to cast.
- Elemental Binding (75, Stabilizied Binding perk) - Your knowledge of Oblivion's elemental aspects increases your atronachs' power significantly and allows
- render Thralls immune to banishment and control spells.
- ~~Destruction~~
- Perks
- Main Tree~
- Novice/Fundamental(0)- Lightning Sparks, Icewind, Firesparks
- Apprentice/Advance (25)- Firerune I, Icerune I, Lightning Rune I, Lightning Bolt, Icy Shard, Fiery Arrow, Lightning Jolt
- Adept/Sophisticated (50)- Lightning Shackles, Icesphere, Icecloak, Lightning Cloak, Fireball, Venomous Spray, Steam Cloud, Icenova
- Expert- Lightning Strike, Firebolt, Icy Lance, Lightning Wall, Firewall, Venomous Blast, Firenova, Lightning Ray
- Master- Arcane Volley
- Dual Cast/Empower Branch~
- Empowered Elements (25, Novice/Fundamental perk) - You learned how to empower Destruction spells. Thus, you're able to overcharge their effects.
- Impact (50, Empowered Elements perk) - By intensifying the force of most of your overcharged Destruction spells, they are now capable of staggering your foes.
- Rune Branch~
- Rune Mastery (50, Apprentice/Advanced perk) - By mastering the arcane symbols, you've gained improved rune spells of which you can maintain three at once.
- Storm Branch~
- Electromancy I (25, Novice/Fundamental perk) - You can now energize your lightning spells more effectively, causing them to deal more damage.
- Electromancy II (50, Electromancy I perk) - Compared to your lightning spells, the worst tempests would look like a mild summer breeze.
- Electrostatic Discharge (75, Electromancy I) - Your lightning strikes' intensity is of terrific power and shred through body and mind alike. Thus,
- they now vaporize vast amounts of magicka.
- Lightning Mastery (100, Electrostatic Discharge perk) - Your aptitude with lighning grants you a natural resistance to it, while also increasing all you shock spells'
- power even further.
- Frost Branch~
- Cryomancy I (25, Novice/Fundamental perk) - You now are able to improve your ice spells and thereby increase their effectiveness.
- Cryomancy II (50, Cryomancy I perk) - Your ice spells freeze even air in a trice and make the harsh winters of Skyrim look like a refreshing breeze.
- Deep Freeze (75, Cryomancy I perk) - Your Expert and Master ice spells are colder than skyrim's most ferocious winter, causing them to freeze foes with no high resistance to frost.
- Frost Mastery (100, Deep Freeze perk) - Your understanding of all that is cold grants yolu a natural resistance to it, while increasing all your frost spell's power even further.
- Flame Branch~
- Pyromancy I (25, Novice/Fundamental perk) - Your now are able to intensify the heat of your fire spells, Thus, THey now deal increased damage.
- Pyromancy II (50, Pyromancy I perk) - Your fire spells burn with almost otherworldly heat and consume earth and flesh with terrifying ease.
- Cremation (75, Pyromancy I perk) - Your Adept, Expert and Master fire spells burn so ferociously that foes are set ablaze, often causing them to run away in gruesome agony as their
- very skin becomes molten.
- Fire Mastery (100, Cremation perk) - Your fascination for fire now grants you a natural resistance to it, while also increasing all your fire spells' power even further.
- Spells~~
- Novice -
- Firesparks - Cost: 35/s - Duration: While Held - The caster evokes a gout of fire that deals 20 points per second, Targets on fire take extra damage.
- Icewind - Cost: 35/s - Duration: While Held - The caster evokes a blast of cold that deals 20 points of damage per second to Health and Stamina.
- Lightning Sparks - Cost: 35/s - Duration: While Held - The caster causes lightning arcs to spring forth, dealing 20 points of damage to Health and Magicka per second.
- Apprentice -
- Fiery Arrow - Cost: 45 - Duration: 0 - The caster evokes a blast of fire that deals 25 points of damage. Targets on fire take extra damage.
- Firerune I - Cost: 210 - Duration: 1 - The caster creates a magical rune that explodes when enemies come near. dealing 25 points of fire damage.
- Icerune I - Cost: 210 - Duration: 1 - The caster creates a magical rune that explodes when enemies come near, dealing 25 points of frost damage.
- Icy Shard - Cost: 45 - Duration: 0 - The caster evokes a spike of ice that deals 15 points of frost and 15 points of physical damage to Health and Stamina.
- Lightning Bolt - Cost: 45 - Duration: 0 - The caster evokes a bolt of lightning that deals 25 points of shock damage to Health and half that to Magicka.
- Lightning Jolt - Cost: 89 - Duration: 30s - The caster surrounds teh target with crackling lightning dealing 1 shock damage per second to Health and twice that
- amount to magicka for 30s.
- Lightning Rune I - Cost: 210 - Duration: 1 - The caster creates a magical rune that explodes when enemies come near, dealing 25 points of shock damage.
- Adept -
- Arcane Missile - Cost: 35 - Duration: 0 - The caster instantaneously fires a missile of pure magic that deals 10 damage and penetrates common magical resistances.
- Fiery Grasp - Cost: 67 - Duration: 1 - THe caster's hand becomes infused with heat of molted lava, dealing 30 damage to touched target.
- Fireball - Cost: 140 - Duration: 0 - The caster evokes a flaming projectile that deals 40 points of damage to everthing in its impact radius. Targets on fire take extra damage.
- Firecloak - Cost: 243 - Duration: 60 - For 60s, opponents in melee range take 8 points fire damage per second. Targets on fire take extra damage. Also
- increases frost resistance by 10 percent.
- Icecloak - Cost: 262 - Duration: 60s - For 60s, opponents in melee range take 8 points frost damage and Stamina Damage per second. Also increases fire resistance by 10 percent.
- Icenova - Cost: 134 - Duration: 1 - The caster manifests an explosion of ice shards at the target location, dealing 40 points of damage in its radius.
- Icesphere - Cost: 140 - Duration: 0 - The caster evokes a freezing whirlwind that deals 40 points of frost damage per second to Health and Stamina.
- Icy Grasp - Cost: 67 - Duration: 1 - The caster's hand becomes as cold as Skyrim's freezing oceans, dealing 30 frost damage to the touched target.
- Lightning Cloak
- ~~Restoration~~
- Perks
- Main Tree~
- Novice/Fundamental(0) - Arcane Ward I, Healing Aura I
- Apprentice/Advance (25)- Turn Undead I, Healing Hands I, Heal Self II, Arcane Ward II, Heal Self I, Sunfire, Protection from Poison I, Protection from Poision II, Dispel Soul gems
- Adept/Sophisticated (50)- Heal Self III, Turn Undead II, Arcane Ward III, Healing Hands II, Sunburst, Healing Aura II, Healing Ray, Dispel I, Repel Undead I
- Expert/Superior (75)- Healing Hands III, Repel Undead II, Turn Undead III, Circle of Protection, Arcane Ward IV, Arcane Disjunction II, Healing Aura III, Healing Aura IV
- Master- Dispel Rank II
- Healer's Branch~
- Improved Healing (50, Novice/Fundamental perk) - You've gained more knowledge about restorative magics, allowing you to heal wounds more efficiently with your healing spells.
- Respite (75, Improved Healing perk) - Your Healing spells don't only heal wounds, but also refresh the body itself, restoring the affected subjects stamina.
- Mysticism (75, Improved Healing perk) - You've learned the art of weaving mystical energies into your spells, making all of them more effective against the undead and Daedra.
- Ward Branch~
- Improved Wards (75, Novice/Fundamental perk) - Your arcane wards now absorb magicka from incoming spells and have a slightly improved efficiency.
- Reflective Wards (100, Improved Wards perk) - You wield your wards with greatest skill and are capable of making reflected spells even more powerful than they were
- intended by their original casters..
- Dual Cast/Empower Branch~
- Benefactor's Insight (25, Apprentice/Advanced perk) - You learned how to empower Restoration spells. Therefore, you are now able to overcharge their effects.
- Essence of Life Branch~
- Focused Mind (25, Apprentice/Advanced perk) - You have learned to focus your mind. Thus you can keep your concentration even in stressful situations and regenerate your
- magicka faster.
- Power of Life (50, Focused Mind perk) - Your studies of healing magic now grant you the power of making yourself almost invulnerable for a short duration once a day.
- Essence of Life (75, Power of Life) - Your understanding of healing and how magic and life are interwined allow sto call upon newfound power more often.
- Sinner's Repentance Branch~
- Painful Regrets (100, Exceed the Nine's crime limit, no other perks required) - You've honestly reflected your sins, and you truly regret what pain you have inflicted upon
- others. Therefore, the gods show at least a bit of mercy, but the torment of your deeds will haunt you for the rest of your days...
- ~~Alteration~~
- Perks
- Main Tree~
- Novice/Fundamental(0)- Mage Armor I, Light I, Absorbing Grasp
- Apprentice/Advance (25)- Mage Armor II, Light II, Transmute: Muscles I, Animate Lockpick, Featherfalling
- Adept/Sophisticated (50)- Telekinetic Hand, Transmute: Water, Mage Armor III, Detect Life, Absorb Health, Absorb Stamina, Transmute: Muscles II, Mage Shield I
- Expert/Superior (75)- Mage Armor IV, Paralyze I, Detect Death, Telekinetic Nova, Telekinetic Disarray, Absorb Magicka, Polymorph, Mage Shield II
- Master/Masterly (100)- Mage Shield III
- Dual Casting/Empower Branch~
- Empowered Alterations (25, Novice/Fundamental perk) - You learned how to empower Alteration spells, Thus, you now can overcharge their effects into even more powerful
- longer lasting versions.
- Mage Armor Branch~
- Improved Mage Armor (25, Apprentice/Advanced perk) - You've mastered teh art of casting armor spells. Their effect is maximized when you don't wear any distracting armor.
- Breton's Blood Branch~
- Magic Resistance I (25, Apprentice/Advanced perk) - You are able to block a part of a dangerous spell's effect.
- Magic Resistance II (50, Magic Resistance I perk) - You are able to block more of a dangerous spell's effect.
- Magic Resistance III (75, Magic Resistance II perk) - YOu are able to block even more of a dangerous spell's effect.
- Elemental Warding Branch~
- Spell Armor (75, Expert/Superior perk) - You've expanded your Mage Armor spells' versatality by enabling them to also decrease incoming elemental damage.
- Soul of an Atronach Branch~
- Magical Absorption (100, Expert/Superior perk) - You've mastered the art of absorbing Magicka from incoming spells, and are now able to absorb a part of their
- power from time to time.
- Master of Aetherius Branch~
- Stability (50, Adept/Sophisticated perk) - You've become exceptionally good at making your alteration spells more stable. Thus, they now last longer.
- Arcane Lockpicks (75, Stability perk) - You've studied animating inanimate objects and learned to increase the effectiveness of the spell "Animate Lockpick". Thus,
- it lasts longer and enables enchanted lockpicks to deal with about any mechanical lock.
- Metamagical Thesis (75, Stability perk) - Your knowledge of the very fabric of magic itself allows you to cast any spell of any school with decreased effort.
- Metamagical Empowerment (100, Metamagical Thesis perk) - Having delved deeper in metamagical lore, you can cast any spell more effectively and empower all other magical
- effects, including enchantments of your worn equipment.
- Spells (Stats taken at 100 skill with no perks)~
- Novice -
- Absorbing Grasp - Cost: 44 - Duration: 0 - The caster absorbs 10 points of health from the touched target
- Light I - Cost: 134 - Duration: 300s - The caster creates a bright hovering light that lasts for 300s.
- Mage Armor I - Cost: 89 - Duration: 60s - Improves the caster's armor by 20 points for 60s.
- Apprentice -
- Animate Lockpick - Cost: 269, piece of quicksilver ore - Duration: 30 - The caster infuses simple inanimate lockpicks with life, making them able to pick locks almost by
- themselves. However, the spell requires a piece of quicksilver ore to work properly.
- Featherfalling - Cost: 134 - Duration: 60 - The caster's feet become surrounded by a telekintic field that negates all falling damage for 60s.
- Light II - Cost: 157 - Duration: 300 - The caster creates a ball of bright light that lasts 300s and sticks where it strikes.
- Mage Armor II - Cost: 134 - Duration: 60 - Improves the caster's armor rating by 30 points for 60s.
- Transmute: Muscles II - Cost: 224 - Duration: 45 - The caster's raw strength and body tissue becomes magically reinforced. Therefore, Unarmed damage, health and carrying
- capacity are increased by 25 points for 45s.
- Adept -
- Absorb Health - Cost: 89/s - Duration: While Held - The caster absorbs 10 points of health per second from the target.
- Absorb Stamina - Cost: 89/s - Duration: While Held - The caster absorbs 10 points of stamina per second from the target.
- Detect Life - Cost: 44/s - Duration: While Held - The caster detects all nearby living beings and can sense them even through walls.
- Mage Armor III - Cost: 179 - Duration: 60s - Improves the caster's armor rating by 40 points for 60s.
- Telekinetic Hand - Cost: 152/s - Duration: While Held - The caster grabs the target item from afar. It then can be either taken or thrown.
- Transmute: Muscles II - Cost: 269 - Duration: 45s - The touched target's raw strength and body tissue becomes magically reinforced. Therefore, unarmed damage,
- health, and carrying capacity are increased by 25 points for 45s.
- Transmute: Water - Cost: 199 - Duration: 300s - The caster is able to transmute small amounts of water into air, allowing him to breath underwater for 300s. Also,
- the caster's ability to swim becomes improved greatly, negating any stamina penalties while swimming, even when wearing armor.
- Expert:
- Absorb Magicka - Cost: 107/s - Duration: While Held - The caster absorbs 10 points of magicka per second from target.
- Detect Death - Cost: 67/s - Duration: While Held - The caster detects all nearby dead and can sense them through walls.
- Mage Armor IV - Cost: 224 - Duration: 60s - Improves the caster's amor rating by 50 points for 60s.
- Paralyze I - Cost: 224 - Duration: 1s - The caster tries to telekinetically imprision the target for 1s.
- Telekinetic Disarray - Cost: 449 - Duration: 1s - The caster magically removes all worn equipment from the target, though one should beware. Unpredictable
- side-effects like cloth-phobia might occur.
- Telekinetic Nova - Cost: 449 - Duration: 0 - The caster evokes an explosion of telekinetic forces, maiming all nearby targets and sending them flying through the air.
- Master:
- Absorb Essence - Cost: 179/s - Duration: While Held - The caster absorbs 10 points of health, magicka, and stamina per second from the target.
- Detect Aura - Cost: 224 - Duration: 60s - For a limited time, the cast is able to detect all beings and the recently deceased in the vicinity.
- Mage Shield III - Cost: 898 - Duration: 4s - The caster surrounds the target with an almost unpenetrable force field that negates nearly all physical damage for 4s.
- Telekinetic Blast - Cost: 898/s - Duration: While Held - The caster unleashes a wave of telekinetic force that will maim every single bone of the targets while
- sending them flying through the air.
- Telekinetic Execution - Cost: 1437 - Duration: 0 - The caster attempts to break every single bone fo the target while casting it miles in to the air,
- ensuring that it's maimed for good.
- Telekinetic Grab - Cost: 449/s - Duration: While Held - The caster grabs the target from afar. It then can be either taken or thrown.
- Transcendance I - Cost: 1078 - Duration: 86400 - The caster's body is dematerialized, becoming practically invulnerable for as long the caster doesn't interact
- with the environment.
- Transcendance II - Cost: 1078 - Duration: 86400 - THe target's body is dematerialized, becoming practically invulnerable for as long the caster doesn't interact
- with the environment.
- Transmute: Corpus - Cost: 898 - Duration: 1 - The caster tries to transmute the target into slimy ectoplasm, thereby killing it instanlty and generation useful alchemy ingredients.
- ~~Crafting Trees~~
- Alchemy~~
- Tips~
- Perks~
- Main Tree~
- Alchemical Lore I (0) - You've acquired basic alchemical insights and understand how to work with a laboratory. Thus, you can now craft your own potions and poisons.
- Alchemical Lore II (0) - Through obscure knowledge, you now can enchance your mixtures and craft alchemistic powders at a smelter. Besides, your sensory organs have become
- very keen, Thus, you determine all the alchemical properties of consumed ingredients.
- Improved Elixirs (25) - Having refined the brewing process, you are now able to improve the effects of all your elixirs.
- Catalysis I (50, Improved Elixirs perk) - You've started experimenting with a catalyst that increases the yield of the brewing process.
- Catalysis II (100, Catalysis I perk) - You've perfected the catalyst. Thereby, you can craft double the amount of mixtures with the same amount of ingredients.
- Immunization (75, Catalysis I perk) - You've discovered a way to make your body more resilient to all kinds of diseases and poisons...
- Purification Process (100, Immunization perk) - You've found a method to eliminate disadvantages from your mixtures and to make all of them even more potent.
- Alchemic Mutations Branches (requires listed material in inventory)~
- Night Vision (25, Improved Elixirs perk, sabrecat eye) - Having your body with extracts from a sabrecat eye, you can now make your eyes see in the dark at will.
- Regeneration (50, Improved Elixirs perk, troll fat, fish eggs, and spriggan sap) - Having altered your body with extracts from troll fat, fish eggs and spriggan sap,
- you are now able to regenerate your body, and do so even more rapidly when you are embraced by water...
- Fortified Muscles (75, Immunization perk, troll fat, mammoth heart) - Having altered your body with extracts from troll fat and a mammoth heart, you've become more resilient.
- Alchemistic Intellect (100, Immunization perk, dremora's heart, ectoplasm) - Having altered your body with extracts from a Dremora's Heart and Ectoplasm, your
- mind has transcended mortal limits.
- Poison's Branch~
- Concentrated Poisons (25, Alchemical Lore I and Impoved Elixirs perks) - Your experience in the obscure alchemical arts allwos you to concentrate your poisons. Thus,
- you can make most of them alst longer before they need to be reapplied.
- Improved Poisons (50, Concentrated Poisons perk) - By adding a small amounts of truly horrifying ingredients, you are able to make your poisons more potent.
- Ingredients~
- Listed by Ingredient~
- Abeccan Longfin - Cryolysis, Ably Sneaking, Toxicity, Ably Restoring
- Ancestor Moth Wing -
- Bee - Stamina, Enervation, Spiritedness, Electrolysis
- Beehive Husk - Poison Resistance, Stoneskin, Ably Sneaking Ably Destroying
- Bleeding Crown - Pyrolysis, Ably Blocking, Toxicity, Spellshield
- Blisterwort - Exhaustion, Frenzy, Healing, Spiritedness
- Blue Butterfly Wing - Exhaustion, Ably Conjuration, Damage Magicka Regen, Ably Deceiving
- Blue Dartwing - Shockbane, Ably Pickpocketing, Healing, Fear
- Blue Mountain Flower - Healing, Ably Conjuring, Rigidity, Damage Mackicka Regen
- Bone Meal - Exhaustion, Flamebane, Ably Conjuring, Enervation
- Briar Heart - Magicka, Ably Blocking, Paralysis, Spellpower
- Butterfly Wing - Healing, Fortify Barter, Effeteness, Spellbane
- Canis Root - Exhaustion, Ably Fighting, Ably Aiming, Affliction
- Charred Skeever Hide - Stamina, Poison Resistance, Waterbreathing, Healing
- Chaurus Eggs - Toxicity, Fortify Stamina, Spellbane, Invisibility
- Chaurus Hunter Antennae -
- Chicken's Egg - Spellshield, Damage Magicka Regen, Waterbreathing, Effeteness
- Claws - Stamina, Stoneskin, Spiritedness, Damage Magicka Regen
- Creep Cluster- Magicka, Damage Stamina Regen, Featherweight, Arcane Disruption
- Crimson Nirnroot - Affliction, Exhaustion, Invisibility, Spellshield
- Cyrodilic Spadetail - Exhaustion, Ably Restoring, Fear, Ravage Health
- Deadra Heart -
- Deathbell - Affliction, Enervation, Tardiness, Toxicity
- Dragon's Tongue - Flamebane, Fortify Barter, Ably Deceiving, Ably Beserking
- Dwarven Oil - Arcane Disruption, Ably Deceiving, Spellflux, Magicka
- Ectoplasm - Magicka, Ably Destroying, Spellpower, Affliction
- Elves Ears - Magicka, Ably Aiming, Cryolysis, Flamebane
- Falmer Ear - Affliction, Frenzy, Poison Resistance, Ably Lockpicking
- Fire Salts - Cryolysis, Flamebane, Magicka, Spellflux
- Fly Amanita - Flamebane, Ably Beserking, Frenzy, Spiritedness
- Frost Mirriam - Icebane, Ably Sneaking, Spellfreeze, Damage Stamina Regen
- Frost Salts - Pyrolysis, Icebane, Magicka, Ably Conjuring
- Garlic - Poison Resistance, Fortify Stamina, Spellflux, Regeneration
- Giant Lichen - Electrolysis, Ravage Health, Toxicity, Magicka
- Giant's Toe - Exhaustion, Rigidity, Featherweight, Damage Stamina Regen
- Gleamblossom -
- Glow Dust - Spellbane, Damage Magicka Regen, Ably Destroying, Shockbane
- Glowing Mushroom - Shockbane, Ably Destroying, Fortify Stamina, Rigidity
- Grass Pod - Poison Resistance, Spellfreeze, Fortify Alteration, Magicka
- Hagraven Claw - Spellshield, Spellfade, Ably Deceiving, Soulreaping
- Hagraven Feather - Spellbane, Ably Conjuring, Frenzy, Electrolysis
- Hanging Moss - Spellbane, Rigidity, Damage Magicka Regen, Ably Fighting
- Hawk Beak -
- Hawk Feathers - Stoneskin, Vitality, Ably Fighting, Ably Sneaking
- Hawk's Egg -
- Heart - Affliction, Spellbane, Damage Magicka Regen, Frenzy
- Histcarp - Stamina, Spellpower, Damage Stamina Regen, Waterbreathing
- Honeycomb - Stamina, Ably Blocking, Stoneskin, Enervation
- Human Flesh - Affliction, Paralysis, Magicka, Ably Sneaking
- Human Heart -
- Ice Wraith Teeth - Cryolysis, Soulreaping, Invisibility, Pyrolysis
- Imp Stool - Affliction, Decay, Featherweight, Healing
- Jazbay Grapes - Arcane Disruption, Spellpower, Spellflux, Ravage Health
- Juniper Berries - Pyrolysis, Ably Aiming, Regeneration, Damage Stamina Regen
- Large Antlers - Stamina, Fortify Stamina, Tardiness, Damage Stamina Regen
- Lavender - Spellshield, Fortify Stamina, Spellfreeze, Ably Conjuring
- Luna Moth Wing - Spellbane, Stoneskin, Regeration, Invisibility
- Moon Sugar - Pyrolysis, Icebane, Magicka, Spellflux
- Mora Tapinella - Magicka, Decay, Spiritedness, Ably Deceiving
- Mudcrab Chitin - Stamina, Poison Resistance, Shockbane, Flamebane
- Namira's Rot - Spellbane, Ably Lockpicking, Fear, Regeneration
- Nightshade - Affliction, Damage Magicka Regen, Effeteness, Ably Destroying
- Nirnroot - Affliction, Exhaustion, Invisibility, Spellshield
- Nordic Barnacle - Spellbane, Waterbreathing, Regeneration, Ably Pickpocketing
- Orange Dartwing - Stamina, Spellfreeze, Ably Pickpocketing, Decay
- Pearl - Stamina, Ably Blocking, Magicka, Shockbane
- Pine Thrush Egg - Stamina, Ably Lockpicking, Toxicity, Shockbane
- Poison Bloom -
- Powdered Mammoth Tusk - Stamina, Ably Sneaking, Pyrolysis, Fear
- Purple Mountain FLower - Stamina, Ably Sneaking, Spellfade, Icebane
- Red Mountain Flower - Magicka, Spellfreeze, Spellpower, Affliction
- River Betty - Affliction, Fortify ALteration, Tardiness, Featherweight
- Rock Warbler Egg - Healing, Ably Fighting, Exhaustion, Arcane Disruption
- Sabre Cat Eye - Stamina, Ravage Health, Spellbane, Healing
- Sabre Cat Tooth - Stamina, Stoneskin, Fortify Stamina, Toxicity
- Salmon Roe -
- Salt - Arcane Disruption, Ably Restoring, Tardiness, Spellflux
- Scaly Pholiota - Arcane Disruption, Ably Deceiving, Spiritedness, Featherweight
- Silverside Perch - Stamina, Damage Stamina Regen, Ravage Health, Icebane
- Skeever Tail - Damage Stamina Regen, Ravage Health, Affliction, Stoneskin
- Slaughterfish Egg - Poison Resistance, Ably Pickpocketing, Decay, Fortify Stamina
- Slaughterfish Scales - Icebane, Decay, Stoneskin, Ably Blocking
- Small Antlers - Toxicity, Ably Restoring, Effeteness, Affliction
- Small Pearl - Stamina, Ably Fighting, Ably Restoring, Icebane,
- Snowberries - Flamebane, Spiritedness, Icebane, Shockbane
- Spider Egg - Exhaustion, Damage Magick Regen, Ably Lockpicking, Ably Aiming
- Spriggan Sap - Damage Magicka Regen, Ably Deceiving, Ably Restoring, Fortify Alteration
- Swamp Fungal Pod - Shockbane, Spellfade, Affliction, Healing
- Taproot - Arcane Disruption, Ably Deceiving, Spellflux, Magicka
- Thistle Branch - Icebane, Enervation, Poison Resistance, Stoneskin
- Torchbug Thorax - Stamina, Spellfade, Arcane Disruption, Fortify Stamina
- Troll Fat - Poison Resistance, Ably Beserking, Frenzy, Affliction
- Thundra Cotton - Spellshield, Spellpower, Ably Blocking, Fortify Barter
- Vampire Dust -
- Void Salts - Electrolysis, Spellshield, Affliciton, Spellpower
- Wheat - Healing, Rigidity, Damage Stamina Regen, Spellfade
- White Cap - Cryolysis, Stoneskin, Magicka, Spellfreeze
- Wisp Wrappings - Soulreaping, Ably Destroying, Featherweight, Spellshield
- Yellow Mountain Flower -
- Listed by Effects~
- Ably Aiming - Canis Root, Elves Ears, Juniper Berries, Spider Egg
- Ably Beserking - Dragon's Tongue, Fly Amanita, Troll Fat
- Ably Blocking - Bleeding Crown, Briar Heart, Honeycomb, Pearl, Slaughterfish Scales, Tundra Cotton
- Ably Conjuring - Blue Butterfly Wing, Blue Mountain Flower, Bone Meal, Frost Salts, Hagraven Feathers, Lavender
- Ably Deceiving - Blue Butterfly Wing, Dragon's Tongue, Dwarven Oil, Hagraven Claw, Mora Tapinella, Sacly Pholiota, Spriggan Sap, Taproot
- Ably Destroying - Beehive Husk, Ectoplasm, Glow Dust, Glowing Mushroom, Nightshade, Wisp Wrappings
- Ably Fighting - Canis Root, Hanging Moss, Hawk Feather, Rock Warbler Egg, Small Pearl
- Ably Lockpicking - Falmer Ear, Namira's Rot, Pine Thrush Egg, Spider Egg
- Ably Pickpocketing - Blue Dartwing, Nordic Barnacle, Orange Dartwing, Slaughterfish Egg
- Ably Restoring - Abecean Longfin, Cyrodilic Spadetail, Salt, Small Antlers, Small Pearl, Spriggan Sap
- Ably Sneaking - Abbecean Longfin, Beehive Husk, Frost Mirriam, Hawk Feather, Human Flesh, Powdered Mammoth Tusk, Purple Mountain Flower
- Affliction - Canis Root, Crimson Nirnroot, Deathbell, Ectoplasm, Flamer Ear, Heart, Human Flesh, Imp Stool, Nightshade, Nirnroot, Red Mountain Flower, River Betty
- Skeever Tail, Small Antlers, Swamp Fungal Pod, Troll Fat, Void Salts
- Arcane Disruption - Creep Cluster, Dwarven Oil, Jazbay Grapes, Rock Warbler Egg, Salt, Scaly Pholiota, Taproot, Torchbug Thorax
- Cryolysis - Abeccean Longfin, Elves Ear, Fire Salts, Ice Wraith Teeth, White Cap
- Damage Magicka Regen - Blue Betterfly Wing, Blue Mountain Flower, Chicken's Egg, Claws, Glow Dust, Hanging Moss, Heart, Nightshade, Spider Egg, Spriggan Sap
- Damage Stamina Regen - Creep Cluster, Frost Mirriam, Giant's Toe, Histcarp, Juniper Berries, Large Antlers, Silverside Perch, Skeever Tail, Wheat
- Decay - Imp Stool, Mora Tapinella, Orange Dartwing, Slaughterfish Egg, Slaughterfish Scales
- Effeteness - Butterfly Wing, Chicken's Egg, Nightshade, Small Antlers
- Electrolysis - Bee, Giant Lichen, Hagraven Feathers, Void Salts
- Enervation - Bee, Bone Meal, Deathbell, Honeycomb, Thistle Branch
- Exhaustion - Blisterwort, Blue Butterfly Wing, Bone Meal, Cnis Root, Crimson Nirnroot, Cyrodilic Spadetail, Gaint's Toe, Nirnroot, Rock Warbler Egg, Spider Egg
- Fear - Blue Dartwing, Cyrodilic Spadetail, Namira's Rot, Powdered Mammoth Tusk
- Featherweight - Creep Cluster, Giant's Toe, Imp Stool, River Betty, Scaly Pholiota, Wisp Wrapping
- Flamebane - Bone Meal, Dragon's Tongue, Elves Ear, Fire Salts, Fly Amanita, Mudcrab Chitin, Snowberries
- Fortify Alteration - Grass Pod, River Betty, Spriggan Sap
- Fortify Barter - Butterfly, Wing, Dragon's Tongue, Tundra Cotton
- Fortify Stamina - Chaurus Eggs, Garlic, Glowing Mushroom, Large Antlers, Lavender, Sabre Cat Tooth, Slaughterfish Egg, Torchbur Thorax
- Frenzy - Blisterwort, Falmer Ear, Fly Amanita, Hagraven Feathers, Heart, Troll Fat
- Healing - Blisterwort, Blue Dartwing, Blue Mountain Flower, Butterfly Wing, Charred Skeever Hide, Imp Stool, Rock Warbler Egg, Sabre Cat Eye, Swamp Fungal Pod, Wheat
- Icebane - Frost Mirriam, Frost Salts, Moon Sugar, Purple Mountain Flower, Silverside Perch, Slaughterfish Scales, Small Pearl, Snowberries, Thistle Branch
- Invisibility - Chaurus Eggs, Crimson Nirnroot, Ice Wraith Teeth, Luna Moth Wing, Nirnroot
- Magicka - Briar Heart, Creep Cluster, Dwarven Oil, Ectoplasm, Elves Ear, Fire Salts, Frost Salts, Giant Lichen, Grass Pod, Human Flesh, Moon Sugar, Mora Tapinella, Pearl,
- Red Mountain Flower, Taproot, White Cap
- Paralysis - Briar Heart, Human Flesh
- Poison Resistance - Beehive Husk, Charred Skeever Hide, Falmer Ear, Garlic, Grass Pod, Mudcrab Chitin, Slaughterfish Egg, Thistle Branch, Troll Fat
- Pyrolysis - Bleeding Crown, Frost Salts, Ice Wraith Teeth, Juniper Berries, Moon Sugar, Powdered Mammoth Tusk
- Ravage Health - Cyrodilic Spadetail, Giant Lichen, Jazbay Grapes, Sabre Cat Eye, Silverside Perch, Skeever Tail
- Regeneration - Garlic, Juniper Berries, Luna Moth Wing, Namira's Rot, Nordic Barnacle
- Rigidity - Blue Mountain Flower, Giant's Toe, Glowing Mushroom, Hanging Moss, Wheat
- Shockbane - Blue Dartwing, Glow Dust, Glowing Mushroom, Mudcrab Chitin, Pearl, Pine Thrush Egg, Snowberries, Swamp Fungal Pod
- Soulreaping - Hagraven claw, Ice Wraith Teeth, Wisp Wrappings
- Spellbane - Butterfly Wing, Chaurus Eggs, Glow Dust, Hagraven Feathers, Hanging Moss, Heart, Luna Moth Wing, Namira's Rot, Nordic Barnacle, Sabre Cat Eye
- Spellfade - Hagraven Claw, Purple Mountain Flower, Swamp Fungal Pod, Torchbug Thorax, Wheat
- Spellflux - Dwarven Oil, Fire Salts, Garlic, Jazbay Grapes, Moon Sugar, Salt, Taproot
- Spellfreeze - Frost Mirriam, Grass Pod, Lavender, Orange Dartwing, Red Mountain Flower, White Cap
- Spellpower - Briar Heart, Ectoplasm, Histcarp, Jazbay Grapes, Red MOuntain Flower, Tundra Cotton, Void Salts
- Spellshield - Bleeding Crown, Chicken's Egg, Crimson Nirnroot, Hagraven Claw, Lavender, Nirnroot, Tundra Cotton, Void Salts, Wisp Wrappings
- Spiritedness - Bee, Blisterwort, Claws, Fly Amanita, Mora Tapinella, Scaly Pholiota, Snowberries
- Stamina - Bee, Charred Skeever Hide, Claws, Histcarp, Honeycomb, Large Antler, Mudcrab, Chitin, Orange Dartwing, Pearl, Pine Thrush Egg, Powdered Mammoth Tusk, Purple Mountain Flower,
- Sabre Cat Eye, Sabre Cat Tooth, Silverside Perch, Small Pearl, Torchbug Thorax
- Stoneskin - Beehive Husk, Claws, Hawk Feathers, Honeycomb, Luna Moth Wing, Sabre Cat Tooth, Skeever Tail, Slaughterfish Scales, Thistle Branch, White Cap
- Tardiness - Deathbell, Large Antlers, River Betty, Salt
- Toxicity - Abeccean Longfin, Bleeding Crown, Chaurus Eggs, Deathbell, Giant Lichen, Pine Thrush Egg, Sabre Cat Tooth, Small Antlers
- Vitality - Hawk Feathers
- Waterbreathing - Charred Skeever Hide, Chicken's Egg, Histcarp, Nordic Barnacle
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