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Requiem guide(WIP)

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  1. Paradcx's Requiem Guide
  2.  
  3. INDEX
  4. ~~Basics
  5.  
  6. ~~Player Races
  7.  
  8. ~~Beastiary
  9.  
  10. ~~Skill Trees
  11.  
  12. Magic~~
  13.  
  14. Illusion
  15. Tips
  16. Perks
  17. Spells
  18. Destruction
  19. Tips
  20. Perks
  21. Spells
  22. Conjuration
  23. Tips
  24. Perks
  25. Spells
  26. Restoration
  27. Tips
  28. Perks
  29. Spells
  30. Alteration
  31. Tips
  32. Perks
  33. Spells
  34.  
  35. Crafting~~
  36.  
  37. Alchemy
  38. Tips
  39. Ingredients
  40. Perks
  41. Smithing
  42. Tips
  43. Mine Locations
  44. Perks
  45. Enchanting
  46. Tips
  47. Perks
  48. Speechcraft
  49. Tips
  50. Perks
  51.  
  52. Combat~~
  53. Heavy Armor
  54. Tips
  55. Perks
  56. Light Armor
  57. Tips
  58. Perks
  59. Two Handed Weapons
  60. Tips
  61. Perks
  62. One Handed Weapons
  63. Tips
  64. Perks
  65. Block
  66. Tips
  67. Perks
  68.  
  69. Theiving~~
  70.  
  71. Sneak
  72. Tips
  73. Perks
  74. Lockpicking
  75. Tips
  76. Perks
  77. Pickpocket
  78. Tips
  79. Perks
  80.  
  81. RACES:
  82.  
  83. - Every playable race starts with different stats (Health, Stamina, Magicka, regen rates, unarmed damage, carry weight, speed, starting skill levels)
  84.  
  85. - 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.
  86.  
  87. - 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.
  88.  
  89. - 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.
  90.  
  91.  
  92. - Many racial abilities have been changed and new ones added:
  93.  
  94. ? Argonians:
  95. 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,
  96. Skill Rates +10%: Light Armor, Lockpicking, Skill Rates +5%: Pickpocketing, Sneak, Alteration, Restoration *
  97.  
  98. ? Bretons:
  99. 20% magic resistance, Dragonskin only lasts 8 seconds but has a 100% absorb chance, 10% increased power attack cost,
  100. Skill Rates +10%: Conjuration, Skill Rates +5%: All other magical ones, Alchemy *
  101.  
  102. ? Dark Elves:
  103. 65% fire resistance, Ancestor Guardian grants 95% damage resistance for 30 seconds,
  104. Skill Rates +10%: Destruction, Onehanded, Skill Rates +3%: Everything else *
  105.  
  106. ? High Elves:
  107. 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,
  108. Highborn now lasts only 30 seconds, but makes their magicka practically inexhaustable,
  109. Skill Rates +10%: All magical ones *
  110.  
  111. ? Imperials:
  112. 20% reduced power attack cost, halved sprinting cost, stamina bonuses, "Voice of the Emperor" grants a five minute speechcraft bonus,
  113. Skill Rates +10%: Speechcraft, Restoration, Skill Rates +5%: Destruction, Onehanded, Block, Heavy Armor *
  114.  
  115. ? Khajiit:
  116. Night Eye is toggable, higher claw damage (25), 15% speed bonus, Strong Stomach, reduced Falling damage, can pick Novice Locks without any training/bonuses,
  117. Skill Rates +10%: All skills related to the Thief pattern, 15% more expensive spell casting costs *
  118.  
  119. ? Nord:
  120. "The Dragon Within" allows to shout 5 seconds without triggering cooldowns, 50% frost resistance, 25% shock resistance, 25% reduced power attack cost,
  121. Skill Rates +10%: Twohanded, Smithing, Skill Rates +5%: Light Armor, Heavy Armor, Block, Onehanded *
  122.  
  123. ? Orcs:
  124. Strong Stomach, Berserk lasts 30 seconds but also increases stamina greatly, 35% reduced power attack cost,
  125. Skill Rates +10%: All of the Warrior pattern, except Archery *
  126.  
  127. ? Redguards:
  128. 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,
  129. Skill Rates +15%: Onehanded, Skill Rates +5%: Block, Archery, Smithing, Destruction, Alteration *
  130.  
  131. ? Wood Elves:
  132. 75% disease resistance, Strong Stomach, Cannibalism (certain enemies drop special "Strange Meat", 15% increased power attack cost,
  133. Skill Rates +15%: Archery, Skill Rates +5%: Sneak, Lockpicking, Pickpocketing, Light Armor, Alchemy *
  134.  
  135. - Starting max unmodified weight is reduced to 85 to 125 units, depending on your chosen race *
  136.  
  137. - Removed most starting spells - only some races still have some (Bretons, Dunmer, High Elfs) *
  138.  
  139. - The "Strong Stomach" feature also applies to Werewolves and Vampires, and also can be achieved by possessing the Ring of Namira.
  140.  
  141. ~~Magic Perk Trees~~
  142.  
  143. ~~Illusion~~
  144.  
  145. Perks
  146.  
  147. Main Tree~
  148. Novice/Fundamental (0)- Clairvoyance, Frightning Orb, Charm Touch, Lionheart, Darvision
  149. Apprentice/Advanced (20)- Muffle, Invisibility, Enraging Orb, Arcane Resonance, Blur, Hibernation Touch, Rune of Dampening
  150. Adept/Sophisticated (40)- Frightning Sphere, Enraging Rune, Hibernation Spray, Nightmare, Phantasmal Pain, Shadow Shield, Shadow Stride
  151. Expert/Superior (60)- Blackout, Invisibility Sphere, Muffling PShere, Phantasmal Killer, Shadow Simaculrum, Veil of Silence
  152. Master/Masterly (80)- Phantasmal Miasama, Mind Maelstrom, Mistress of the Dark
  153.  
  154. Branch Perks (Branch perks require having one of mentioned spells)~
  155. Acoustic Manipulation (25, Novice/Fundamental perk) - After studying spells like Muffle, Arcane Resonance or Dampening Rune you are now familar
  156. with manipulation sounds. Thus you can empower these spells and require less concentration to maintain them.
  157. Visual Manipulation (35, Novice/Fundamental perk) - You experimented with spells like Dark Vision, Invisiblity or Blur to manipulate your surroundings. After A lot of
  158. training you can now empower those spells and concentration on them requires less effort.
  159. 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
  160. you gained a deep insight into the connections between light and sound. You can now empower these spells and maintain them with less effort.
  161. 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.
  162. Thus, you can empower them and cast them with less effort.
  163. Phantasmagoria (90, Environmental Manipulation, Shadow Shaping, and Master/Masterly perks) - You have mastered the most powerful forms of Shadow Magic. Therefore,
  164. spells like Veil of Shadows, Shadow Sanctuary, and Mistress of the Dark can now be empowered and cast with highly decreased efforts.
  165. Delusive Phantasms(15, Novice/Fundamental perk) - You have studied the most common spell formulae that affect basic emotions like fear, calmness and courage.
  166. Thus, you can empower related spells and increase their overall effectiveness.
  167. Otherworldly Phantasms (45, Delusive Phantasms perk) - You have extended your knowledge of affecting emotions, being able to turn your foes into beserking maniacs or
  168. cause them to fall asleep with ease, You also learned how to empower related spells.
  169. 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.
  170. In addition, you also learned how to empower related spells.
  171. Obliterate the Mind (70, Otherworldly Phantasms, Pain and Agony perks) - You have studied spells like Fog of Shadows, Phantasmal Killer and Blackout. Thus,
  172. you can now empower them and shatter your foes' minds with ease.
  173. 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
  174. your influence. Also, these spells can now be empowered and require less effort while casting and maintaining them.
  175.  
  176. ~~Conjuration~~
  177.  
  178. Perks
  179.  
  180. Main Tree~
  181. Novice/Fundamental(0)- Raise Dead I, Summon Ghostly Wolf, Bound Sword, Summon Swarm I, Summon Skeletal Soldier
  182. Apprentice/Advance (25)- Raise Dead II, Soul Trap I, Bound Axe, Necromantic Empowerment I, Summon Ghostly Hound, Summon Skeletal Warlock,
  183. Summon Skeletal Archer, Summon Swarm II, Summon Ghostly Mudcrab
  184. Adept/Sophisticated (50)- Raise Dead III, Banish Daedra I, Conjure Flame Atronach, Necromantic Empowerment II, Summon Ghostly Troll,
  185. Summon Ghostly Bear, Teleport I, Spectral Arrow, Summon Ghostly Archer
  186. Expert/Superior (75)- Raise Dead IV, Command Daedra, Banish Daedra II, Bound Bow, Conjure Storm Atronach, Conjure, Frost Atronach,
  187. Summon Ghostly Sabrecat, Teleport Vitals, Summon Ghostly Wraith
  188. Master/Masterly (100)- Summon Ghostly Steed
  189.  
  190. Bound Weapon Branch~
  191. Mystic Binding (25, Novice/Fundamental perk) - You've become very skilled in binding weapon-shaped deadra from Oblivion. Thereby, bound
  192. weapons are stronger and longer-lasting.
  193. Mystic Maelstrom (50, Mystic Binding perk) - The weapon-shaped Daedra you conjure now directly cut into their victim's souls,
  194. thereby making them vulnerable to soul gems.
  195. 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.
  196. 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
  197. armor and inflict a small portion of unresistable damage with each strike.
  198.  
  199. Necromancy Branch~
  200. Necromancy (25, Novice/Fundamental perk) - You've developed a knack for making the dead serve your commands. Therefore, all "Raise Dead" spells are stronger,
  201. last longer, raise more powerful entities and even prevent your creations from decaying into dust.
  202. 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.
  203. Dark Infusion (100, Ritualism perk) - By infusing your undead creations with dark energies, you are able to make them stronger and more resilient.
  204.  
  205. Summoner's Branch~
  206. 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.
  207. 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.
  208. 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.
  209.  
  210. Atronach Branch~
  211. Extended Binding (25, Novice/Fundamental perk) - Having studied the barriers that divide the planes of existence, you can make your summoned servants last longer
  212. in this realm.
  213. 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.
  214. Elemental Binding (75, Stabilizied Binding perk) - Your knowledge of Oblivion's elemental aspects increases your atronachs' power significantly and allows
  215. render Thralls immune to banishment and control spells.
  216.  
  217. ~~Destruction~~
  218.  
  219. Perks
  220.  
  221. Main Tree~
  222. Novice/Fundamental(0)- Lightning Sparks, Icewind, Firesparks
  223. Apprentice/Advance (25)- Firerune I, Icerune I, Lightning Rune I, Lightning Bolt, Icy Shard, Fiery Arrow, Lightning Jolt
  224. Adept/Sophisticated (50)- Lightning Shackles, Icesphere, Icecloak, Lightning Cloak, Fireball, Venomous Spray, Steam Cloud, Icenova
  225. Expert- Lightning Strike, Firebolt, Icy Lance, Lightning Wall, Firewall, Venomous Blast, Firenova, Lightning Ray
  226. Master- Arcane Volley
  227.  
  228. Dual Cast/Empower Branch~
  229. Empowered Elements (25, Novice/Fundamental perk) - You learned how to empower Destruction spells. Thus, you're able to overcharge their effects.
  230. Impact (50, Empowered Elements perk) - By intensifying the force of most of your overcharged Destruction spells, they are now capable of staggering your foes.
  231.  
  232. Rune Branch~
  233. 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.
  234.  
  235. Storm Branch~
  236. Electromancy I (25, Novice/Fundamental perk) - You can now energize your lightning spells more effectively, causing them to deal more damage.
  237. Electromancy II (50, Electromancy I perk) - Compared to your lightning spells, the worst tempests would look like a mild summer breeze.
  238. Electrostatic Discharge (75, Electromancy I) - Your lightning strikes' intensity is of terrific power and shred through body and mind alike. Thus,
  239. they now vaporize vast amounts of magicka.
  240. Lightning Mastery (100, Electrostatic Discharge perk) - Your aptitude with lighning grants you a natural resistance to it, while also increasing all you shock spells'
  241. power even further.
  242.  
  243. Frost Branch~
  244. Cryomancy I (25, Novice/Fundamental perk) - You now are able to improve your ice spells and thereby increase their effectiveness.
  245. 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.
  246. 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.
  247. 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.
  248.  
  249. Flame Branch~
  250. Pyromancy I (25, Novice/Fundamental perk) - Your now are able to intensify the heat of your fire spells, Thus, THey now deal increased damage.
  251. Pyromancy II (50, Pyromancy I perk) - Your fire spells burn with almost otherworldly heat and consume earth and flesh with terrifying ease.
  252. 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
  253. very skin becomes molten.
  254. 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.
  255.  
  256. Spells~~
  257.  
  258. Novice -
  259. 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.
  260. 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.
  261. 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.
  262.  
  263. Apprentice -
  264. 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.
  265. Firerune I - Cost: 210 - Duration: 1 - The caster creates a magical rune that explodes when enemies come near. dealing 25 points of fire damage.
  266. Icerune I - Cost: 210 - Duration: 1 - The caster creates a magical rune that explodes when enemies come near, dealing 25 points of frost damage.
  267. 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.
  268. 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.
  269. 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
  270. amount to magicka for 30s.
  271. 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.
  272.  
  273. Adept -
  274. Arcane Missile - Cost: 35 - Duration: 0 - The caster instantaneously fires a missile of pure magic that deals 10 damage and penetrates common magical resistances.
  275. Fiery Grasp - Cost: 67 - Duration: 1 - THe caster's hand becomes infused with heat of molted lava, dealing 30 damage to touched target.
  276. 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.
  277. 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
  278. increases frost resistance by 10 percent.
  279. 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.
  280. 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.
  281. Icesphere - Cost: 140 - Duration: 0 - The caster evokes a freezing whirlwind that deals 40 points of frost damage per second to Health and Stamina.
  282. 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.
  283. Lightning Cloak
  284.  
  285.  
  286. ~~Restoration~~
  287.  
  288. Perks
  289.  
  290. Main Tree~
  291. Novice/Fundamental(0) - Arcane Ward I, Healing Aura I
  292. 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
  293. 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
  294. 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
  295. Master- Dispel Rank II
  296.  
  297. Healer's Branch~
  298. 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.
  299. Respite (75, Improved Healing perk) - Your Healing spells don't only heal wounds, but also refresh the body itself, restoring the affected subjects stamina.
  300. 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.
  301.  
  302. Ward Branch~
  303. Improved Wards (75, Novice/Fundamental perk) - Your arcane wards now absorb magicka from incoming spells and have a slightly improved efficiency.
  304. 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
  305. intended by their original casters..
  306.  
  307. Dual Cast/Empower Branch~
  308. Benefactor's Insight (25, Apprentice/Advanced perk) - You learned how to empower Restoration spells. Therefore, you are now able to overcharge their effects.
  309.  
  310. Essence of Life Branch~
  311. 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
  312. magicka faster.
  313. 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.
  314. 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.
  315.  
  316. Sinner's Repentance Branch~
  317. 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
  318. 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...
  319.  
  320. ~~Alteration~~
  321.  
  322. Perks
  323.  
  324. Main Tree~
  325. Novice/Fundamental(0)- Mage Armor I, Light I, Absorbing Grasp
  326. Apprentice/Advance (25)- Mage Armor II, Light II, Transmute: Muscles I, Animate Lockpick, Featherfalling
  327. Adept/Sophisticated (50)- Telekinetic Hand, Transmute: Water, Mage Armor III, Detect Life, Absorb Health, Absorb Stamina, Transmute: Muscles II, Mage Shield I
  328. Expert/Superior (75)- Mage Armor IV, Paralyze I, Detect Death, Telekinetic Nova, Telekinetic Disarray, Absorb Magicka, Polymorph, Mage Shield II
  329. Master/Masterly (100)- Mage Shield III
  330.  
  331. Dual Casting/Empower Branch~
  332. Empowered Alterations (25, Novice/Fundamental perk) - You learned how to empower Alteration spells, Thus, you now can overcharge their effects into even more powerful
  333. longer lasting versions.
  334.  
  335. Mage Armor Branch~
  336. 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.
  337.  
  338. Breton's Blood Branch~
  339. Magic Resistance I (25, Apprentice/Advanced perk) - You are able to block a part of a dangerous spell's effect.
  340. Magic Resistance II (50, Magic Resistance I perk) - You are able to block more of a dangerous spell's effect.
  341. Magic Resistance III (75, Magic Resistance II perk) - YOu are able to block even more of a dangerous spell's effect.
  342.  
  343. Elemental Warding Branch~
  344. Spell Armor (75, Expert/Superior perk) - You've expanded your Mage Armor spells' versatality by enabling them to also decrease incoming elemental damage.
  345.  
  346. Soul of an Atronach Branch~
  347. 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
  348. power from time to time.
  349.  
  350. Master of Aetherius Branch~
  351. Stability (50, Adept/Sophisticated perk) - You've become exceptionally good at making your alteration spells more stable. Thus, they now last longer.
  352. Arcane Lockpicks (75, Stability perk) - You've studied animating inanimate objects and learned to increase the effectiveness of the spell "Animate Lockpick". Thus,
  353. it lasts longer and enables enchanted lockpicks to deal with about any mechanical lock.
  354. 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.
  355. Metamagical Empowerment (100, Metamagical Thesis perk) - Having delved deeper in metamagical lore, you can cast any spell more effectively and empower all other magical
  356. effects, including enchantments of your worn equipment.
  357.  
  358. Spells (Stats taken at 100 skill with no perks)~
  359.  
  360. Novice -
  361. Absorbing Grasp - Cost: 44 - Duration: 0 - The caster absorbs 10 points of health from the touched target
  362. Light I - Cost: 134 - Duration: 300s - The caster creates a bright hovering light that lasts for 300s.
  363. Mage Armor I - Cost: 89 - Duration: 60s - Improves the caster's armor by 20 points for 60s.
  364.  
  365. Apprentice -
  366. 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
  367. themselves. However, the spell requires a piece of quicksilver ore to work properly.
  368. Featherfalling - Cost: 134 - Duration: 60 - The caster's feet become surrounded by a telekintic field that negates all falling damage for 60s.
  369. Light II - Cost: 157 - Duration: 300 - The caster creates a ball of bright light that lasts 300s and sticks where it strikes.
  370. Mage Armor II - Cost: 134 - Duration: 60 - Improves the caster's armor rating by 30 points for 60s.
  371. Transmute: Muscles II - Cost: 224 - Duration: 45 - The caster's raw strength and body tissue becomes magically reinforced. Therefore, Unarmed damage, health and carrying
  372. capacity are increased by 25 points for 45s.
  373.  
  374. Adept -
  375. Absorb Health - Cost: 89/s - Duration: While Held - The caster absorbs 10 points of health per second from the target.
  376. Absorb Stamina - Cost: 89/s - Duration: While Held - The caster absorbs 10 points of stamina per second from the target.
  377. Detect Life - Cost: 44/s - Duration: While Held - The caster detects all nearby living beings and can sense them even through walls.
  378. Mage Armor III - Cost: 179 - Duration: 60s - Improves the caster's armor rating by 40 points for 60s.
  379. Telekinetic Hand - Cost: 152/s - Duration: While Held - The caster grabs the target item from afar. It then can be either taken or thrown.
  380. Transmute: Muscles II - Cost: 269 - Duration: 45s - The touched target's raw strength and body tissue becomes magically reinforced. Therefore, unarmed damage,
  381. health, and carrying capacity are increased by 25 points for 45s.
  382. 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,
  383. the caster's ability to swim becomes improved greatly, negating any stamina penalties while swimming, even when wearing armor.
  384.  
  385. Expert:
  386. Absorb Magicka - Cost: 107/s - Duration: While Held - The caster absorbs 10 points of magicka per second from target.
  387. Detect Death - Cost: 67/s - Duration: While Held - The caster detects all nearby dead and can sense them through walls.
  388. Mage Armor IV - Cost: 224 - Duration: 60s - Improves the caster's amor rating by 50 points for 60s.
  389. Paralyze I - Cost: 224 - Duration: 1s - The caster tries to telekinetically imprision the target for 1s.
  390. Telekinetic Disarray - Cost: 449 - Duration: 1s - The caster magically removes all worn equipment from the target, though one should beware. Unpredictable
  391. side-effects like cloth-phobia might occur.
  392. 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.
  393.  
  394. Master:
  395. Absorb Essence - Cost: 179/s - Duration: While Held - The caster absorbs 10 points of health, magicka, and stamina per second from the target.
  396. 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.
  397. 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.
  398. 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
  399. sending them flying through the air.
  400. 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,
  401. ensuring that it's maimed for good.
  402. Telekinetic Grab - Cost: 449/s - Duration: While Held - The caster grabs the target from afar. It then can be either taken or thrown.
  403. Transcendance I - Cost: 1078 - Duration: 86400 - The caster's body is dematerialized, becoming practically invulnerable for as long the caster doesn't interact
  404. with the environment.
  405. Transcendance II - Cost: 1078 - Duration: 86400 - THe target's body is dematerialized, becoming practically invulnerable for as long the caster doesn't interact
  406. with the environment.
  407. 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.
  408.  
  409. ~~Crafting Trees~~
  410.  
  411. Alchemy~~
  412.  
  413. Tips~
  414.  
  415. Perks~
  416.  
  417. Main Tree~
  418. 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.
  419. 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
  420. very keen, Thus, you determine all the alchemical properties of consumed ingredients.
  421. Improved Elixirs (25) - Having refined the brewing process, you are now able to improve the effects of all your elixirs.
  422. Catalysis I (50, Improved Elixirs perk) - You've started experimenting with a catalyst that increases the yield of the brewing process.
  423. 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.
  424. Immunization (75, Catalysis I perk) - You've discovered a way to make your body more resilient to all kinds of diseases and poisons...
  425. 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.
  426.  
  427. Alchemic Mutations Branches (requires listed material in inventory)~
  428. 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.
  429. 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,
  430. you are now able to regenerate your body, and do so even more rapidly when you are embraced by water...
  431. 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.
  432. Alchemistic Intellect (100, Immunization perk, dremora's heart, ectoplasm) - Having altered your body with extracts from a Dremora's Heart and Ectoplasm, your
  433. mind has transcended mortal limits.
  434.  
  435. Poison's Branch~
  436. Concentrated Poisons (25, Alchemical Lore I and Impoved Elixirs perks) - Your experience in the obscure alchemical arts allwos you to concentrate your poisons. Thus,
  437. you can make most of them alst longer before they need to be reapplied.
  438. Improved Poisons (50, Concentrated Poisons perk) - By adding a small amounts of truly horrifying ingredients, you are able to make your poisons more potent.
  439.  
  440. Ingredients~
  441.  
  442. Listed by Ingredient~
  443. Abeccan Longfin - Cryolysis, Ably Sneaking, Toxicity, Ably Restoring
  444. Ancestor Moth Wing -
  445. Bee - Stamina, Enervation, Spiritedness, Electrolysis
  446. Beehive Husk - Poison Resistance, Stoneskin, Ably Sneaking Ably Destroying
  447. Bleeding Crown - Pyrolysis, Ably Blocking, Toxicity, Spellshield
  448. Blisterwort - Exhaustion, Frenzy, Healing, Spiritedness
  449. Blue Butterfly Wing - Exhaustion, Ably Conjuration, Damage Magicka Regen, Ably Deceiving
  450. Blue Dartwing - Shockbane, Ably Pickpocketing, Healing, Fear
  451. Blue Mountain Flower - Healing, Ably Conjuring, Rigidity, Damage Mackicka Regen
  452. Bone Meal - Exhaustion, Flamebane, Ably Conjuring, Enervation
  453. Briar Heart - Magicka, Ably Blocking, Paralysis, Spellpower
  454. Butterfly Wing - Healing, Fortify Barter, Effeteness, Spellbane
  455. Canis Root - Exhaustion, Ably Fighting, Ably Aiming, Affliction
  456. Charred Skeever Hide - Stamina, Poison Resistance, Waterbreathing, Healing
  457. Chaurus Eggs - Toxicity, Fortify Stamina, Spellbane, Invisibility
  458. Chaurus Hunter Antennae -
  459. Chicken's Egg - Spellshield, Damage Magicka Regen, Waterbreathing, Effeteness
  460. Claws - Stamina, Stoneskin, Spiritedness, Damage Magicka Regen
  461. Creep Cluster- Magicka, Damage Stamina Regen, Featherweight, Arcane Disruption
  462. Crimson Nirnroot - Affliction, Exhaustion, Invisibility, Spellshield
  463. Cyrodilic Spadetail - Exhaustion, Ably Restoring, Fear, Ravage Health
  464. Deadra Heart -
  465. Deathbell - Affliction, Enervation, Tardiness, Toxicity
  466. Dragon's Tongue - Flamebane, Fortify Barter, Ably Deceiving, Ably Beserking
  467. Dwarven Oil - Arcane Disruption, Ably Deceiving, Spellflux, Magicka
  468. Ectoplasm - Magicka, Ably Destroying, Spellpower, Affliction
  469. Elves Ears - Magicka, Ably Aiming, Cryolysis, Flamebane
  470. Falmer Ear - Affliction, Frenzy, Poison Resistance, Ably Lockpicking
  471. Fire Salts - Cryolysis, Flamebane, Magicka, Spellflux
  472. Fly Amanita - Flamebane, Ably Beserking, Frenzy, Spiritedness
  473. Frost Mirriam - Icebane, Ably Sneaking, Spellfreeze, Damage Stamina Regen
  474. Frost Salts - Pyrolysis, Icebane, Magicka, Ably Conjuring
  475. Garlic - Poison Resistance, Fortify Stamina, Spellflux, Regeneration
  476. Giant Lichen - Electrolysis, Ravage Health, Toxicity, Magicka
  477. Giant's Toe - Exhaustion, Rigidity, Featherweight, Damage Stamina Regen
  478. Gleamblossom -
  479. Glow Dust - Spellbane, Damage Magicka Regen, Ably Destroying, Shockbane
  480. Glowing Mushroom - Shockbane, Ably Destroying, Fortify Stamina, Rigidity
  481. Grass Pod - Poison Resistance, Spellfreeze, Fortify Alteration, Magicka
  482. Hagraven Claw - Spellshield, Spellfade, Ably Deceiving, Soulreaping
  483. Hagraven Feather - Spellbane, Ably Conjuring, Frenzy, Electrolysis
  484. Hanging Moss - Spellbane, Rigidity, Damage Magicka Regen, Ably Fighting
  485. Hawk Beak -
  486. Hawk Feathers - Stoneskin, Vitality, Ably Fighting, Ably Sneaking
  487. Hawk's Egg -
  488. Heart - Affliction, Spellbane, Damage Magicka Regen, Frenzy
  489. Histcarp - Stamina, Spellpower, Damage Stamina Regen, Waterbreathing
  490. Honeycomb - Stamina, Ably Blocking, Stoneskin, Enervation
  491. Human Flesh - Affliction, Paralysis, Magicka, Ably Sneaking
  492. Human Heart -
  493. Ice Wraith Teeth - Cryolysis, Soulreaping, Invisibility, Pyrolysis
  494. Imp Stool - Affliction, Decay, Featherweight, Healing
  495. Jazbay Grapes - Arcane Disruption, Spellpower, Spellflux, Ravage Health
  496. Juniper Berries - Pyrolysis, Ably Aiming, Regeneration, Damage Stamina Regen
  497. Large Antlers - Stamina, Fortify Stamina, Tardiness, Damage Stamina Regen
  498. Lavender - Spellshield, Fortify Stamina, Spellfreeze, Ably Conjuring
  499. Luna Moth Wing - Spellbane, Stoneskin, Regeration, Invisibility
  500. Moon Sugar - Pyrolysis, Icebane, Magicka, Spellflux
  501. Mora Tapinella - Magicka, Decay, Spiritedness, Ably Deceiving
  502. Mudcrab Chitin - Stamina, Poison Resistance, Shockbane, Flamebane
  503. Namira's Rot - Spellbane, Ably Lockpicking, Fear, Regeneration
  504. Nightshade - Affliction, Damage Magicka Regen, Effeteness, Ably Destroying
  505. Nirnroot - Affliction, Exhaustion, Invisibility, Spellshield
  506. Nordic Barnacle - Spellbane, Waterbreathing, Regeneration, Ably Pickpocketing
  507. Orange Dartwing - Stamina, Spellfreeze, Ably Pickpocketing, Decay
  508. Pearl - Stamina, Ably Blocking, Magicka, Shockbane
  509. Pine Thrush Egg - Stamina, Ably Lockpicking, Toxicity, Shockbane
  510. Poison Bloom -
  511. Powdered Mammoth Tusk - Stamina, Ably Sneaking, Pyrolysis, Fear
  512. Purple Mountain FLower - Stamina, Ably Sneaking, Spellfade, Icebane
  513. Red Mountain Flower - Magicka, Spellfreeze, Spellpower, Affliction
  514. River Betty - Affliction, Fortify ALteration, Tardiness, Featherweight
  515. Rock Warbler Egg - Healing, Ably Fighting, Exhaustion, Arcane Disruption
  516. Sabre Cat Eye - Stamina, Ravage Health, Spellbane, Healing
  517. Sabre Cat Tooth - Stamina, Stoneskin, Fortify Stamina, Toxicity
  518. Salmon Roe -
  519. Salt - Arcane Disruption, Ably Restoring, Tardiness, Spellflux
  520. Scaly Pholiota - Arcane Disruption, Ably Deceiving, Spiritedness, Featherweight
  521. Silverside Perch - Stamina, Damage Stamina Regen, Ravage Health, Icebane
  522. Skeever Tail - Damage Stamina Regen, Ravage Health, Affliction, Stoneskin
  523. Slaughterfish Egg - Poison Resistance, Ably Pickpocketing, Decay, Fortify Stamina
  524. Slaughterfish Scales - Icebane, Decay, Stoneskin, Ably Blocking
  525. Small Antlers - Toxicity, Ably Restoring, Effeteness, Affliction
  526. Small Pearl - Stamina, Ably Fighting, Ably Restoring, Icebane,
  527. Snowberries - Flamebane, Spiritedness, Icebane, Shockbane
  528. Spider Egg - Exhaustion, Damage Magick Regen, Ably Lockpicking, Ably Aiming
  529. Spriggan Sap - Damage Magicka Regen, Ably Deceiving, Ably Restoring, Fortify Alteration
  530. Swamp Fungal Pod - Shockbane, Spellfade, Affliction, Healing
  531. Taproot - Arcane Disruption, Ably Deceiving, Spellflux, Magicka
  532. Thistle Branch - Icebane, Enervation, Poison Resistance, Stoneskin
  533. Torchbug Thorax - Stamina, Spellfade, Arcane Disruption, Fortify Stamina
  534. Troll Fat - Poison Resistance, Ably Beserking, Frenzy, Affliction
  535. Thundra Cotton - Spellshield, Spellpower, Ably Blocking, Fortify Barter
  536. Vampire Dust -
  537. Void Salts - Electrolysis, Spellshield, Affliciton, Spellpower
  538. Wheat - Healing, Rigidity, Damage Stamina Regen, Spellfade
  539. White Cap - Cryolysis, Stoneskin, Magicka, Spellfreeze
  540. Wisp Wrappings - Soulreaping, Ably Destroying, Featherweight, Spellshield
  541. Yellow Mountain Flower -
  542.  
  543. Listed by Effects~
  544. Ably Aiming - Canis Root, Elves Ears, Juniper Berries, Spider Egg
  545. Ably Beserking - Dragon's Tongue, Fly Amanita, Troll Fat
  546. Ably Blocking - Bleeding Crown, Briar Heart, Honeycomb, Pearl, Slaughterfish Scales, Tundra Cotton
  547. Ably Conjuring - Blue Butterfly Wing, Blue Mountain Flower, Bone Meal, Frost Salts, Hagraven Feathers, Lavender
  548. Ably Deceiving - Blue Butterfly Wing, Dragon's Tongue, Dwarven Oil, Hagraven Claw, Mora Tapinella, Sacly Pholiota, Spriggan Sap, Taproot
  549. Ably Destroying - Beehive Husk, Ectoplasm, Glow Dust, Glowing Mushroom, Nightshade, Wisp Wrappings
  550. Ably Fighting - Canis Root, Hanging Moss, Hawk Feather, Rock Warbler Egg, Small Pearl
  551. Ably Lockpicking - Falmer Ear, Namira's Rot, Pine Thrush Egg, Spider Egg
  552. Ably Pickpocketing - Blue Dartwing, Nordic Barnacle, Orange Dartwing, Slaughterfish Egg
  553. Ably Restoring - Abecean Longfin, Cyrodilic Spadetail, Salt, Small Antlers, Small Pearl, Spriggan Sap
  554. Ably Sneaking - Abbecean Longfin, Beehive Husk, Frost Mirriam, Hawk Feather, Human Flesh, Powdered Mammoth Tusk, Purple Mountain Flower
  555. Affliction - Canis Root, Crimson Nirnroot, Deathbell, Ectoplasm, Flamer Ear, Heart, Human Flesh, Imp Stool, Nightshade, Nirnroot, Red Mountain Flower, River Betty
  556. Skeever Tail, Small Antlers, Swamp Fungal Pod, Troll Fat, Void Salts
  557. Arcane Disruption - Creep Cluster, Dwarven Oil, Jazbay Grapes, Rock Warbler Egg, Salt, Scaly Pholiota, Taproot, Torchbug Thorax
  558. Cryolysis - Abeccean Longfin, Elves Ear, Fire Salts, Ice Wraith Teeth, White Cap
  559. Damage Magicka Regen - Blue Betterfly Wing, Blue Mountain Flower, Chicken's Egg, Claws, Glow Dust, Hanging Moss, Heart, Nightshade, Spider Egg, Spriggan Sap
  560. Damage Stamina Regen - Creep Cluster, Frost Mirriam, Giant's Toe, Histcarp, Juniper Berries, Large Antlers, Silverside Perch, Skeever Tail, Wheat
  561. Decay - Imp Stool, Mora Tapinella, Orange Dartwing, Slaughterfish Egg, Slaughterfish Scales
  562. Effeteness - Butterfly Wing, Chicken's Egg, Nightshade, Small Antlers
  563. Electrolysis - Bee, Giant Lichen, Hagraven Feathers, Void Salts
  564. Enervation - Bee, Bone Meal, Deathbell, Honeycomb, Thistle Branch
  565. Exhaustion - Blisterwort, Blue Butterfly Wing, Bone Meal, Cnis Root, Crimson Nirnroot, Cyrodilic Spadetail, Gaint's Toe, Nirnroot, Rock Warbler Egg, Spider Egg
  566. Fear - Blue Dartwing, Cyrodilic Spadetail, Namira's Rot, Powdered Mammoth Tusk
  567. Featherweight - Creep Cluster, Giant's Toe, Imp Stool, River Betty, Scaly Pholiota, Wisp Wrapping
  568. Flamebane - Bone Meal, Dragon's Tongue, Elves Ear, Fire Salts, Fly Amanita, Mudcrab Chitin, Snowberries
  569. Fortify Alteration - Grass Pod, River Betty, Spriggan Sap
  570. Fortify Barter - Butterfly, Wing, Dragon's Tongue, Tundra Cotton
  571. Fortify Stamina - Chaurus Eggs, Garlic, Glowing Mushroom, Large Antlers, Lavender, Sabre Cat Tooth, Slaughterfish Egg, Torchbur Thorax
  572. Frenzy - Blisterwort, Falmer Ear, Fly Amanita, Hagraven Feathers, Heart, Troll Fat
  573. Healing - Blisterwort, Blue Dartwing, Blue Mountain Flower, Butterfly Wing, Charred Skeever Hide, Imp Stool, Rock Warbler Egg, Sabre Cat Eye, Swamp Fungal Pod, Wheat
  574. Icebane - Frost Mirriam, Frost Salts, Moon Sugar, Purple Mountain Flower, Silverside Perch, Slaughterfish Scales, Small Pearl, Snowberries, Thistle Branch
  575. Invisibility - Chaurus Eggs, Crimson Nirnroot, Ice Wraith Teeth, Luna Moth Wing, Nirnroot
  576. 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,
  577. Red Mountain Flower, Taproot, White Cap
  578. Paralysis - Briar Heart, Human Flesh
  579. Poison Resistance - Beehive Husk, Charred Skeever Hide, Falmer Ear, Garlic, Grass Pod, Mudcrab Chitin, Slaughterfish Egg, Thistle Branch, Troll Fat
  580. Pyrolysis - Bleeding Crown, Frost Salts, Ice Wraith Teeth, Juniper Berries, Moon Sugar, Powdered Mammoth Tusk
  581. Ravage Health - Cyrodilic Spadetail, Giant Lichen, Jazbay Grapes, Sabre Cat Eye, Silverside Perch, Skeever Tail
  582. Regeneration - Garlic, Juniper Berries, Luna Moth Wing, Namira's Rot, Nordic Barnacle
  583. Rigidity - Blue Mountain Flower, Giant's Toe, Glowing Mushroom, Hanging Moss, Wheat
  584. Shockbane - Blue Dartwing, Glow Dust, Glowing Mushroom, Mudcrab Chitin, Pearl, Pine Thrush Egg, Snowberries, Swamp Fungal Pod
  585. Soulreaping - Hagraven claw, Ice Wraith Teeth, Wisp Wrappings
  586. Spellbane - Butterfly Wing, Chaurus Eggs, Glow Dust, Hagraven Feathers, Hanging Moss, Heart, Luna Moth Wing, Namira's Rot, Nordic Barnacle, Sabre Cat Eye
  587. Spellfade - Hagraven Claw, Purple Mountain Flower, Swamp Fungal Pod, Torchbug Thorax, Wheat
  588. Spellflux - Dwarven Oil, Fire Salts, Garlic, Jazbay Grapes, Moon Sugar, Salt, Taproot
  589. Spellfreeze - Frost Mirriam, Grass Pod, Lavender, Orange Dartwing, Red Mountain Flower, White Cap
  590. Spellpower - Briar Heart, Ectoplasm, Histcarp, Jazbay Grapes, Red MOuntain Flower, Tundra Cotton, Void Salts
  591. Spellshield - Bleeding Crown, Chicken's Egg, Crimson Nirnroot, Hagraven Claw, Lavender, Nirnroot, Tundra Cotton, Void Salts, Wisp Wrappings
  592. Spiritedness - Bee, Blisterwort, Claws, Fly Amanita, Mora Tapinella, Scaly Pholiota, Snowberries
  593. Stamina - Bee, Charred Skeever Hide, Claws, Histcarp, Honeycomb, Large Antler, Mudcrab, Chitin, Orange Dartwing, Pearl, Pine Thrush Egg, Powdered Mammoth Tusk, Purple Mountain Flower,
  594. Sabre Cat Eye, Sabre Cat Tooth, Silverside Perch, Small Pearl, Torchbug Thorax
  595. Stoneskin - Beehive Husk, Claws, Hawk Feathers, Honeycomb, Luna Moth Wing, Sabre Cat Tooth, Skeever Tail, Slaughterfish Scales, Thistle Branch, White Cap
  596. Tardiness - Deathbell, Large Antlers, River Betty, Salt
  597. Toxicity - Abeccean Longfin, Bleeding Crown, Chaurus Eggs, Deathbell, Giant Lichen, Pine Thrush Egg, Sabre Cat Tooth, Small Antlers
  598. Vitality - Hawk Feathers
  599. Waterbreathing - Charred Skeever Hide, Chicken's Egg, Histcarp, Nordic Barnacle
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