Daedra
The Daedra are creatures that roam the Planes of Oblivion, and are usually summoned by powerful mages, usually of the Conjuration school. A Dremora is a devilish humanoid being wearing Daedric armor and wielding burning Daedric weaponry, but can also be extremely adept at using magic and casting spells. Atronachs are humanoid beings (except the Storm Atronach) that are formed out of their own element of power: Flame, Frost, or Storm.
Index
Table of contents
Ash Guardian
Basic Stats
Stat | Value |
---|---|
Health | 1000 |
Magicka | 100 |
Stamina | 10050 |
Movement Speed | 150 |
Melee Damage | 75 + 5 Fire damage for 15 seconds. |
Ranged Damage | None |
Magical Damage | Fire explosion, Burns all opponents in a area of 15 for 40 points. Targets on fire take extra damage. Deals 2 damage / second for 30 second |
Standard AR | 820 |
Magical AR | 50% |
AP | None |
Health Regeneration | 100/s When on Fire |
Diseased | No |
Can Knockdown Player | No |
Additional Perks
- Pyromancy - All frost spells deal 15% more damage.
Resistances
Type | Protection |
---|---|
Fire | Immune |
Poison | Immune |
Paralysis | Immune |
Sneak Attack | Immune |
Knock Down | Minor |
Material Protection
Type | Damage change |
---|---|
Daedric (Melee) | 150% |
Daedric (Arrows) | 150% |
Weapon Protection
Type | Bonus |
---|---|
Slash (Swords & Axes) | 50% damage reduction |
Pierce(Daggers) | 25% damage reduction |
Ranged (Bows & Crossbows) | 50% damage reduction |
Atronach
Flame
Shared
Material Weaknesses
Type | Damage change |
---|---|
Daedric (Melee) | 150% |
Daedric (Arrows) | 150% |
Resistances
Type | Protection | Weakness |
---|---|---|
Fire | Immune | N/A |
Frost | N/A | 25% |
Poison | Immune | N/A |
Sneak Attack | Immune | N/A |
Paralysis | Immune | N/A |
Knock Down | Minor | N/A |
Damage reduction to 33% from all sources.
Standard
Basic Stats
Stat | Value |
---|---|
Health | 300 |
Magicka | 150 |
Stamina | 10000 |
Movement Speed | 125 |
Melee Damage | 25 Plus either Standard Attack - Burns the target for 10 points + 1 Damage per Second for for 30 seconds. Targets on fire take extra damage. Power Attack - Burns the target for 15 points + 2 Damage per Second for for 30 seconds. Targets on fire take extra damage. |
Ranged Damage | None |
Magical Damage | Firebolt The caster evokes a blast of fire that deals 30 points of damage. Targets on fire take extra damage. |
Atronach Death Explosion Deals 150 damage plus 40/s for 4 seconds. | |
Passive damage | Flame Cloak (permenent effect) Opponents in melee range take 10 points fire damage per second. Targets on fire take extra damage. |
Standard AR | 480 |
Magical AR | None |
AP | None |
Health Regeneration | None |
Diseased | None |
Can Knockdown Player | None |
Additional Perks
- Pyromancy - All frost spells deal 15% more damage.
Potent Flame Thrall
Basic Stats
Stat | Value |
---|---|
Health | 825 |
Magicka | 400 |
Stamina | 10050 |
Movement Speed | 150 |
Melee Damage | 25 Plus either Standard Attack - Burns the target for 10 points + 1 Damage per Second for for 30 seconds. Targets on fire take extra damage. Power Attack - Burns the target for 15 points + 2 Damage per Second for for 30 seconds. Targets on fire take extra damage. |
Ranged Damage | None |
Magical Damage | “Fireball” - The caster evokes a flaming projectile that deals 40 points of damage to everything in its impact radius. Targets on fire take extra damage. The impact area continues to burn for 4 seconds, and deals 10 dps for anything standing in these flames. |
“Flames” - A Channelled gout of fire that does 8 points per second. Targets on fire take extra damage. Continues to burn for 10/s for 10 seconds | |
“Firebolt” The caster evokes a blast of fire that deals 30 points of damage. Targets on fire take extra damage. Continues to burn for 10/s for 10 seconds. | |
Atronach Death Explosion Deals 150 damage plus 40/s for 4 seconds. | |
Passive damage | Flame Cloak (permenent effect) Opponents in melee range take 10 points fire damage per second. Targets on fire take extra damage. |
Standard AR | 480 |
Magical AR | None |
AP | None |
Health Regeneration | None |
Diseased | None |
Can Knockdown Player | None |
Additional Perks
- Pyromancy 2 All fire spells deal 30% more damage.
- Cremation - high-tier fire spells can set ablaze those who are susceptible to fire, and force them to flee in fear. Undead, Automatons and Daedra are immune to the Fear effect.
Frost Atronach
Shared
Resistances
Type | Protection | Weakness |
---|---|---|
Frost | Immune | N/A |
Fire | N/A | 33% |
Poison | Immune | N/A |
Paralysis | Immune | N/A |
Sneak Attack | Immune | N/A |
Knock Down | Minor | N/A |
Material Protection
Type | Damage change |
---|---|
Daedric (Melee) | 150% |
Daedric (Arrows) | 150% |
Weapon Protection
Type | Bonus |
---|---|
Slash (Swords & Axes) | 50% damage reduction |
Pierce(Daggers) | 75% damage reduction |
Ranged (Bows & Crossbows) | 50% damage reduction |
Standard
Basic Stats
Stat | Value |
---|---|
Health | 1000 |
Magicka | 0 |
Stamina | 10000 |
Movement Speed | 100 |
Melee Damage | 60 + Frost Atronach Attack (Stagger + Target takes 25 points of Frost damage, and twice as much Stamina damage.) |
Passive damage | Frost Cloak (permenent effect) Opponents in melee range take 10 points frost damage per second. |
Ranged Damage | None |
Magical Damage | None |
Standard AR | 776 |
Magical AR | None |
AP | None |
Health Regeneration | Yes - 120/s |
Diseased | None |
Can Knockdown Player | No |
Potent Thrall
Basic Stats
Stat | Value |
---|---|
Health | 1300 |
Magicka | 300 |
Stamina | 10000 |
Movement Speed | 150 |
Melee Damage | 60 + Frost Atronach Attack (Stagger + Target takes 25 points of Frost damage, and twice as much Stamina damage.) |
Passive damage | Frost Cloak (permenent effect) Opponents in melee range take 10 points frost damage per second. |
Ranged Damage | None |
Magical Damage | “Icesphere” - A freezing whirlwind that Staggers, Slows by 35% for 5 seconds and does 40 points of frost damage per second to Health and Stamina. |
Standard AR | 776 |
Magical AR | None |
AP | None |
Health Regeneration | No |
Diseased | None |
Can Knockdown Player | No |
Storm
Shared
Resistances
Type | Protection |
---|---|
Shock | Immune |
Poison | Immune |
Paralysis | Immune |
Sneak Attack | Immune |
Knock Down | Minor |
Materiel Protection
Type | Damage change |
---|---|
Daedric (Melee) | 150% |
Daedric (Arrows) | 150% |
Weapon Protection
Type | Bonus |
---|---|
Slash (Swords & Axes) | 50% damage reduction |
Pierce(Daggers) | 50% damage reduction |
Ranged (Bows & Crossbows) | 50% damage reduction |
Standard
Basic Stats
Stat | Value |
---|---|
Health | 800 |
Magicka | 100 |
Stamina | 10050 |
Movement Speed | 150 |
Melee Damage | 75 + Target takes 20 points of Shock damage, and twice as much Magicka damage |
Ranged Damage | None |
Magical Damage | Area Attack - Deals 20 points of Shock damage, and twice as much Magicka damage, to all enemies within 20 metres. Chain Lightning - The caster evokes a bolt of lightning that deals 60 points of shock damage to Health and half that to Magicka, to all enemies within 20 metres. Lighning Bolt - The caster evokes a bolt of lightning that deals 50 points of shock damage to Health and half that to Magicka |
Passive Damage | Shock Cloak - opponents in melee range take 10 points shock damage and magicka damage per second. |
Standard AR | 720 |
Magical AR | 50% |
AP | None |
Health Regeneration | No |
Diseased | No |
Can Knockdown Player | No |
Additional Perks
- Electromancy - All shock spells deal 15% more damage.
Potent Thrall
Basic Stats
Stat | Value |
---|---|
Health | 950 |
Magicka | 400 |
Stamina | 10050 |
Movement Speed | 150 |
Melee Damage | 75 + Target takes 20 points of Shock damage, and twice as much Magicka damage |
Ranged Damage | None |
Magical Damage | Area Attack - Deals 20 points of Shock damage, and twice as much Magicka damage, to all enemies within 20 metres. Chain Lightning - The caster evokes a bolt of lightning that deals 60 points of shock damage to Health and half that to Magicka, to all enemies within 20 metres. Lighning Bolt - The caster evokes a bolt of lightning that deals 50 points of shock damage to Health and half that to Magicka |
Passive Damage | Shock Cloak - opponents in melee range take 10 points shock damage and magicka damage per second. |
Standard AR | 720 |
Magical AR | 50% |
AP | None |
Health Regeneration | No |
Diseased | No |
Can Knockdown Player | No |
Additional Perks
- Electromancy 2 - All shock spells deal 30% more damage.
- Electrostatic Discharge - - His shock spells damage damage his opponent’s Magicka alongside their Health.
Dremora
Dremora are humanoid Daedra aligned with the Daedric Prince Mehrunes Dagon. They are often very intelligent and are generally hostile. In lore, it is said they can be found in clans of large numbers in the wastes of Oblivion. Dremora are a rare sight in Skyrim, only appearing as summoned creatures and in a few set locations.
Weapons
Can have any Daedric varient of weapon in both 1h or 2h varients (Sword, Axe, Bow & arrows, Mace) and a shield for 1 handers. Typically weapons are Enchanted with Inferno (deals 30 points of damage on hit)
Armor
Melee/ Archer Will always appear with Curiass, Boots and gloves. Helment is random chance. Casters appear with unarmoured robes and linen boots.
Spells for caster varient
Mage Armor - Improves the caster’s armor rating by 300 points for 60 seconds.
Steadfast Ward - The caster creates a protective shield that negates a great amount of physical damage and negates up to 60 points of spell damage or effects. Also renders the caster immune to most paralyzing effects.
Flame Cloak - For 60 seconds, opponents in melee range take 12 points fire damage per second. Targets on fire take extra damage. Caster gains 30% Resist Frost while the cloak is active
Fireball - The caster evokes a flaming projectile that deals 40 points of damage to everything in its impact radius. Targets on fire take extra damage. The impact area continues to burn for 4 seconds, and deals 10 dps for anything standing in these flames.
Incinerate - A blast of fire that does 65 points of damage, Staggers target and Plus 4 damage per second for 10 seconds after impact. Targets on fire take extra damage.
Heal Self - Heals the caster by 40 points.
Summon Dremora Archer - Summons the archer varient from that table below. Archer varient will have Daedra Bow of the inferno, daedric arrows (T2 AP)
Stat | Melee | Archer | Caster |
---|---|---|---|
Health | 760 | 760 | 610 |
Magicka | 50 | 300 | 500 |
Stamina | 1540 | 1500 | 1040 |
Movement Speed | 100 | 115 | 100 |
Unarmed Damage | 80 | 50 | 80 |
Standard AR | 960 | 1200 | 0 |
Magical AR | 50% | 50% | 80% |
Ap | 5 | 50 + 14 from arrows | 0 |
Shared stats
Stat | Value |
---|---|
Health Regeneration | No - But caster varients do have a self heal spell |
Diseased | No |
Can Knockdown Player | Melee Varients Can |
Material Protection
Type | Damage change |
---|---|
Daedric (Melee) | 150% |
Daedric (Arrows) | 150% |
Resistances
Type | Protection |
---|---|
Fire | 85% |
Unrelenting Force | Immune |
Knock Down | Minor |
Lurker
Stat | Variation 1 | Variation 2 | Variation 3 | Variation 4 |
---|---|---|---|---|
Level | 30 | 34 | 44 | 54 |
Health | 2083 | 2094 | 2123 | 2151 |
Stamina | 3862 | 3871 | 3892 | 3914 |
Basic Stats
Stat | Value |
---|---|
Magicka | 1015 |
Movement Speed | 120 |
Melee Damage | 150 |
Ranged Damage | Acid Spit, 150 pts for 1 secs |
Lurker Spray, 30 pts for 5 sec (Variations 1,2,3), Lurker Spray, 80 pts for 5 sec (Variations 4) - Lurker spary is a Channeled ability, and therefore can stack if you dont MOVE. | |
Magical Damage | None |
Standard AR | 500 |
Magical AR | 40% |
AP | 75 |
Health Regeneration | Yes - 60/s (40/s when on fire) |
Diseased | No |
Can Knockdown Player | Yes |
Weapon Protection
Type | Tier |
---|---|
Pierce(Daggers) | 2 |
Blunt (Maces & Hammers) | 4 |
Ranged (Bows & Crossbows) | 4 |
Resistances
Type | Protection |
---|---|
Frost | 80% |
Poison | Immune |
Knock Down | Minor |
Unrelenting Force | Immune |
Seeker
Stat | Variation 1 | Variation 2 | Variation 3 |
---|---|---|---|
Health | 1172 | 1168 | 1177 |
Magicka | 1108 | 1102 | 1113 |
Basic Stats
Stat | Value |
---|---|
Stamina | 400 |
Movement Speed | 150 |
Melee Damage | 60 |
Ranged Damage | N/A |
Magical Damage | Seeker Drain Absorb 20 Health/20 Magic/ 20 Stamina, Knowledge Drain 300 Damage + Stagger |
Standard AR | 360 |
Magical AR | 50 |
AP | None |
Health Regeneration | yes - 90h per second, 30/s under frost damage |
Diseased | No |
Can Knockdown Player | No |
Weapon Protection
Type | Tier |
---|---|
Pierce(Daggers) | 5 |
Blunt (Maces & Hammers) | 4 |
Ranged (Bows & Crossbows) | 4 |
Resistances
Type | Protection | Weakness |
---|---|---|
Frost | N/A | 20% |
Poison | 80% | N/A |
Paralysis | Immune | N/A |
Knock Down | Minor | N/A |
Additional Perks
- WaterWalking
- Focused Mind - He’s learned to keep his concentration when running or sustaining damage, thus all magicka penalties are nullified. Magicka regenerates 50% faster.
Slighted
Slighted a a new type of Dremora introduced by Requiem. they (mostly) have identical stats, the differences come with weaponry or spells. The Melee varients use weapons exclusivly and do not employ magic. The caster Varients come Equiped with a Sword and nothing in the offhand.
Weapons
Can have any Daedric varient of weapon in both 1h or 2h varients (Sword, Axe, Bow & arrows, Mace) and a shield for 1 handers.
- Caster varient Spell *
Summon Flame, Frost and Storm Thrall - Summons a potent varient of each atronoch type for 300 seconds.
Stat | Oberoth | All others |
---|---|---|
Health | 930 | 1430 |
Basic Stats
Stat | Value |
---|---|
Magicka | 800 |
Stamina | 2000 |
Movement Speed | 128 |
Damage | 68 Unarmed or Weapon damage |
Standard AR | 1320 (or 1716 if sword and board) |
Magical AR | 50% |
AP | 25% (When using 1h/2h weapons) 55% (When using bow & arrows) |
Health Regeneration | No |
Diseased | No |
Can Knockdown Player | yes |
Material Protection
Type | Damage change |
---|---|
Daedric (Melee) | 150% |
Daedric (Arrows) | 150% |
Resistances
Type | Protection |
---|---|
Fire | 85% |
Unrelenting Force | Immune |
Knock Down | Minor |
Melee Variations
1 hander
Additional Perks
- Powerful Strike - His one-handed and unarmed power attacks shatter bone and sinew.[Power attack damage x 1.2]
- Stunning Charge - he expertly utilize His weight and momentum during forward power attacks.[Forward power attacks can knock down]
- Penetrating Strikes - One-handed power attacks are easier to execute, and further penetrate enemy armor.
[-50% power attack stamina cost, +5 armor penetration] - War Axe Focus I - His basic war axe skill increases damage and armor penetration with one-handed chopping weapons.
[Damage x 1.05, +10 Armor Penetration] - War Axe Focus II- His advanced war axe skill further increases damage and armor penetration with one-handed chopping weapons.
[Damage x 1.15, +20 armor penetration] - War Axe Focus III- His masterful skill with one-handed War Axes further enhances his attacks.[+24% attack speed, +21 armor penetration]
- Sword Focus I - Your basic skill with one-handed blades enhances your attacks.
[+8% attack speed, +7 armor penetration] - Sword Focus II - Your improving skill with one-handed blades further enhances your attacks.
[+16% attack speed, +14 armor penetration] - Sword Focus III - Your masterful skill with one-handed blades further enhances your attacks.
[+24% attack speed, +21 armor penetration] - Mace Focus I - His basic skill with one-handed maces enhances armor penetration.[Power attack damage x 1.05, +15 armor penetration]
- Mace Focus II- His advanced skill with one-handed maces further enhances armor penetration.[Power attack damage x 1.1, +30 armor penetration]
- Mace Focus III- His masterful with one-handed maces renders enemy armor almost useless.[Power attack damage x 1.15, +45 armor penetration]
- Weapon Mastery I Diligent practice bolsters the damage and ease of your one-handed and unarmed attacks.[Damage x 1.2, -50% weapon weight penalties]
- Weapon Mastery II Improved fighting techniques bolster the damage and ease of your one-handed and unarmed attacks.[Damage x 1.4, -50% weapon weight penalties]
- Powerful Charge - His sprinting power attack propels him through the air and deals terrifying damage. [Unlocks sprinting power attack, -25% weapon weight penalties]
- Flurry I - One-handed and unarmed attacks are 10% faster.
- Flurry II - One-handed and unarmed attacks are 25% faster.
- Storm of Steel - Power attacks deal 25% more damage when dual-wielding one-handed weapons.
- Disarming Bash - His precise bashes have a chance to disarm opponents.
[25% chance with a shield, 6% chance with a weapon.] - Powerful Bashes - Unlocks Power Bashing with a weapon or shield.
Successful Power Bashes stagger most foes, and cost additional stamina. - Strong Grip - Blocking with shield or weapon is 40% more effective. His equipped shield can deflect arrows, grants 10% more armor rating, and weighs 75% less
- Overpowering Bashes Power bashing with His shield will sometimes knock His opponent over. Wearing heavier gear improves the chance of success.
- Elemental Protection - Your raised shield negates 50% of all incoming elemental damage.
- Experienced Blocking - You block 50% more damage with weapon or shield. Each successful block restores 12 points of stamina.
- Improved Blocking Your honed blocking technique mitigates 25% more damage.
- Defensive Stance Blocking no longer slows you down.
- Unstoppable Charge - He can now sprint with your shield raised, knocking down enemies in His path. Wearing heavier gear increases the damage inflicted on the target.
- Fortitude - He has a permanent bonus of 40 stamina and 20 carry weight.
- Combat Training - Heavy armor power attacks require less stamina to execute, and His heavy gauntlets improve unarmed damage based on material.
- Relentless Onslaught - He can sprint in heavy armor at no stamina penalty. Sprinting in a full set of heavy armor allows him to deflect 80% of all incoming melee damage
- Juggernaut - Armor rating is increased by 10%, weight is reduced by 15%, and incoming stagger effects are reduced by 90%,
- Power of the Combatant Once a day, he can use Power of the Combatant to restore 100 stamina instantly and 25 stamina per second for 30 seconds.
- Conditioning - After some basic training, stamina drain from wearing heavy armor is negated.Armor weight penalties are reduced.
2 Hander
Additional Perks
- Battle Axe Focus I His basic battleaxe skill increases damage and armor penetration with all two-handed chopping weapons. [Damage x 1.05, +10 armor penetration]
- Battle Axe Focus II - His advanced battleaxe skill further increases damage and armor penetration with all two-handed chopping weapons. [Damage x 1.15, +20 armor penetration]
- Battle Axe Focus III - He’s become a master of battle axe combat, allowing Him to perform devastating attacks with them. [Damage x 1.3, +30 armor penetration]
- Warhammer Focus I basic warhammer skill enhances all attacks with blunt two-handers.
[Power attack damage x 1.05, +15 armor penetration] - Warhammer Focus II advanced warhammer skill further enhances all attacks with blunt two-handers.
[Power attack damage x 1.1, +30 armor penetration] - Warhammer Focus III - masterful warhammer skill further enhances all attacks with blunt two-handers.
[Power attack damage x 1.15, +45 armor penetration] - Greatsword Focus I - basic skill with bladed two-handers enhances your attacks.[+10% attack speed with greatswords, +7 armor penetration]
- Greatsword Focus II - advanced skill with bladed two-handers further enhances your attacks.[+20% attack speed with greatswords, +14 armor penetration]
- Greatsword Focus III - He is a master of the two-handed blade.[+30% attack speed with greatswords, +21 armor penetration]
- Barbaric Might - Two-handed power attacks are easier to execute, and further penetrate enemy armor. [-50% power attack stamina cost, +5 armor penetration]
- Cleave - His power attacks are truly devastating and he can cut down multiple foes with a single sweeping blow. [Sideways power attack can hit multiple targets]
- Devastating Cleave - You’ve enhanced His cleave with terrifying finesse and power.[Sideways power attacks can knock down]
- Devastating Strike - His two-handed power attacks are even deadlier, and absolutely devastate foes. [Power attack damage x 1.25]
- Great Weapon Mastery I - Diligent practice bolsters the damage and ease of His two-handed weapon attacks. [Damage x 1.2, -50% weapon weight penalties]
- Great Weapon Mastery II - Advanced martial techniques further increase the damage and ease of His two-handed attacks. [Damage x 1.4, -50% weapon weight penalties]
- Devastating Charge - You’ve learned to perform a leaping power attack while sprinting, reducing His enemies to smithereens. [Unlocks sprinting power attack, -25% weapon weight penalties]
- Mighty Strike - A single strike from His two-handed weapon can fell almost any foe.
[damage x 1.25, +20 armor penetration] - Disarming Bash - His precise bashes have a chance to disarm opponents.[25% chance with a shield, 6% chance with a weapon.]
- Powerful Bashes - Unlocks Power Bashing with a weapon or shield.
Successful Power Bashes stagger most foes, and cost additional stamina. - Strong Grip - Blocking with shield or weapon is 40% more effective. His equipped shield can deflect arrows, grants 10% more armor rating, and weighs 75% less
- Unstoppable Charge - He can now sprint with your shield raised, knocking down enemies in His path. Wearing heavier gear increases the damage inflicted on the target.
- Overpowering Bashes Power bashing with His shield will sometimes knock His opponent over. Wearing heavier gear improves the chance of success.
- Elemental Protection - Your raised shield negates 50% of all incoming elemental damage.
- Overpowering Bashes Power bashing with His shield will sometimes knock His opponent over. Wearing heavier gear improves the chance of success.
- Experienced Blocking - You block 50% more damage with weapon or shield. Each successful block restores 12 points of stamina.
- Improved Blocking Your honed blocking technique mitigates 25% more damage.
- Defensive Stance Blocking no longer slows you down.
- Fortitude - He has a permanent bonus of 40 stamina and 20 carry weight.
- Combat Training - Heavy armor power attacks require less stamina to execute, and His heavy gauntlets improve unarmed damage based on material.
- Relentless Onslaught - He can sprint in heavy armor at no stamina penalty. Sprinting in a full set of heavy armor allows him to deflect 80% of all incoming melee damage
- Juggernaut - Armor rating is increased by 10%, weight is reduced by 15%, and incoming stagger effects are reduced by 90%,
- Power of the Combatant Once a day, he can use Power of the Combatant to restore 100 stamina instantly and 25 stamina per second for 30 seconds.
- Conditioning - After some basic training, stamina drain from wearing heavy armor is negated.Armor weight penalties are reduced.
Caster Variations
Additional Perks
- Powerful Strike - His one-handed and unarmed power attacks shatter bone and sinew.[Power attack damage x 1.2]
- Stunning Charge - he expertly utilize His weight and momentum during forward power attacks.[Forward power attacks can knock down]
- Penetrating Strikes - One-handed power attacks are easier to execute, and further penetrate enemy armor.
[-50% power attack stamina cost, +5 armor penetration] - Sword Focus I - Your basic skill with one-handed blades enhances your attacks.
[+8% attack speed, +7 armor penetration] - Sword Focus II - Your improving skill with one-handed blades further enhances your attacks.
[+16% attack speed, +14 armor penetration] - Sword Focus III - Your masterful skill with one-handed blades further enhances your attacks.
[+24% attack speed, +21 armor penetration] - Weapon Mastery I Diligent practice bolsters the damage and ease of your one-handed and unarmed attacks.[Damage x 1.2, -50% weapon weight penalties]
- Weapon Mastery II Improved fighting techniques bolster the damage and ease of your one-handed and unarmed attacks.[Damage x 1.4, -50% weapon weight penalties]
- Powerful Charge - His sprinting power attack propels him through the air and deals terrifying damage. [Unlocks sprinting power attack, -25% weapon weight penalties]
- Flurry I - One-handed and unarmed attacks are 10% faster.
- Flurry II - One-handed and unarmed attacks are 25% faster.
- Disarming Bash - His precise bashes have a chance to disarm opponents.
[25% chance with a shield, 6% chance with a weapon.] - Powerful Bashes - Unlocks Power Bashing with a weapon or shield.
Successful Power Bashes stagger most foes, and cost additional stamina. - Strong Grip - Blocking with shield or weapon is 40% more effective. His equipped shield can deflect arrows, grants 10% more armor rating, and weighs 75% less
- Overpowering Bashes Power bashing with His shield will sometimes knock His opponent over. Wearing heavier gear improves the chance of success.
- Experienced Blocking - You block 50% more damage with weapon or shield. Each successful block restores 12 points of stamina.
- Improved Blocking Your honed blocking technique mitigates 25% more damage.
- Fortitude - He has a permanent bonus of 40 stamina and 20 carry weight.
- Combat Training - Heavy armor power attacks require less stamina to execute, and His heavy gauntlets improve unarmed damage based on material.
- Relentless Onslaught - He can sprint in heavy armor at no stamina penalty. Sprinting in a full set of heavy armor allows him to deflect 80% of all incoming melee damage
- Conditioning - After some basic training, stamina drain from wearing heavy armor is negated.Armor weight penalties are reduced.
- Juggernaut - Armor rating is increased by 10%, weight is reduced by 15%, and incoming stagger effects are reduced by 90%,
- Power of the Combatant Once a day, he can use Power of the Combatant to restore 100 stamina instantly and 25 stamina per second for 30 seconds.
- Defensive Stance Blocking no longer slows you down.
- Combat Casting His concentration is less affected by heavy armor, reducing penalties for Novice and Apprentice spells.
- Combat Meditation - He barely notice his heavy armor. Casting penalties are reduced for Expert spells.
- Combat Trance He is less distracted while wearing Heavy Armor,allowing him to cast Adept spells at almost no penalty.
- Battle Mage - Casting spells have no penalties, Magicka cost for all spells is reduced by 15%
- Novice Conjuration Novice spells cost 55% less magicka, and improve 1% per skill level.
- Apprentice Conjuration improve 2% per skill level.
- Adept Conjuration Adept spells cost 55% less magicka, and improve 3% per skill level.
- Expert Conjuration Expert spells cost 55% less magicka, and improve 4% per skill level.
- Master Conjuration Master spells cost 55% less magicka, and improve 5% per skill level.
- Extended Binding - He can summon Daedra and Spirits up to five times farther away for 25% less magicka.
- Elemental Binding - His Atronachs are much stronger, and his high-level Thralls are immune to Banishment and Control spells.
- Stabilized Binding You bend the barriers between realms, extending the duration of summoned Spirits and Daedra by 50%
- Cognitive Flexibility I His expanded mental focus allows you to maintain two summons at once, including those outside the school of Conjuration.
- Cognitive Flexibility II - mastered the art of Cognitive Flexibility and can now maintain three summons of any type.
Archer Variations
Additional Perks
- Eagle Eye - By concentrating only on his target and holding your breath, He can now aim much more precisely.[]
- Power Shot - His shots land with tremendous impact, occasionally staggering foes.[70% chance to stagger targets]
- Ranger - You’ve improved His footwork with light ranged weaponry.
[Allows running while attacking with light bows and crossbows] - Stunning Precision - Any successful staggering shot will almost always stun the target.[Staggering hits will also stun the target]
- Ranged Combat Training Basic ranged training enhances damage with bows and crossbows.
[Damage x 1.2, -50% weapon weight penalties, ammunition grants armor penetration] - Marksman’s Focus - Ranged weapons are easier to handle, and aiming precisely seems to slow time. [time slows by 75% while zooming, -25% weapon weight penalties]
- Quick Shot draw and release in a single fluid motion, quickening your rate of fire with all bows.
[+10 armor penetration, +50% draw speed with bows] - Piercing Shot - He’s learned to hit the weakest parts of armor, rendering armored foes more vulnerable to ranged weapons.[+10 armor penetration, +50% armor penetration from ammunition]
- Penetrating Shot He can keenly spot the gaps in armor, further increasing armor penetration with ranged weapons.
[+15 Armor penetration, +100% armor penetration from ammunition] Precise Aim reveals weak spots in the enemy’s defenses.[Damage x 1.2 with bow and crossbow attacks] - Rapid Reload advanced mechanical knowledge lessens reload time for all crossbows.[+10 armor penetration, +50% reload speed with crossbows]
- Precise Aim - His aim is now precise enough to target weak spots in the enemy’s defenses. [Damage x 1.2 with bow and crossbow attacks]
- Fortitude - He has a permanent bonus of 40 stamina and 20 carry weight.
- Combat Training - Heavy armor power attacks require less stamina to execute, and His heavy gauntlets improve unarmed damage based on material.
- Relentless Onslaught - He can sprint in heavy armor at no stamina penalty. Sprinting in a full set of heavy armor allows him to deflect 80% of all incoming melee damage
- Juggernaut - Armor rating is increased by 10%, weight is reduced by 15%, and incoming stagger effects are reduced by 90%,
- Power of the Combatant Once a day, he can use Power of the Combatant to restore 100 stamina instantly and 25 stamina per second for 30 seconds.
- Conditioning - After some basic training, stamina drain from wearing heavy armor is negated.Armor weight penalties are reduced.