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Your Class will decide which skills are your Major Skills. Major Skills level up much easier than Minor Skills do. All Minor Skills level with the same difficulty, it is your playing style that will choose which skills level up faster than others. As you become more proficient in specific skills, you will gain access to a few new perks in them. The perks come with each mastery level you gain.

The Basics


  • All skills start off at level 5.
    • Once you've made your choice for Major Skills, these will be referred to as Minor Skills.
  • Major Skills start off at level 25.
    • Further skill bonuses can be received through your Birth-sign and Race selection, which will be added on top of the Major and Minor Skills.
  • There are many books & scrolls throughout Cyrodill you can read which will increase a skill by one level.
    • Simply open the book and you will receive a skill increase.


Alchemy[edit]

Alchemy

Governing Attribute: Intelligence
The art of making ordinary plants and meats into potions capable of bestowing magic effects. You need at least a Mortar & Pestle(there is one sitting on a crate during the tutorial sequence in the beginning of the game). Equip the Mortar & Pestle in your inventory to open the Alchemy window. To create potions, find 2 different ingredients with one or more common effects. As your skill increases, ingredients have more potential effects that you may harness.


Leveling Alchemy
Leveling Alchemy is very simple and is also a good way to increase your mercantile skill. Firstly, just tasting an ingredient can improve your skill. Secondly, simply go to farms. While at a farm there are usually large amounts of ingredients with similar characteristics (restore fatigue). Collect large amounts of these ingredients until you can not carry any more, then make your potions and sell them at a store. Good places to go for ingredients are the grape-vines outside of Skingrad and Odili Farm (west of Weynon Priory), however there are many more places to go, the forests for example.

Alchemy Mastery Perks[edit]

Skill Mastery Level Skill Score Perk
Novice 0-24 Only able to see the first potential alchemical property of an ingredient.
Apprentice 25-49 Able to identify the second potential alchemical property of an ingredient.
Journeyman 50-74 Recognize the third potential alchemical property of an ingredient.
Expert 75-99 All four potential alchemical properties are identifiable on any ingredient.
Master 100 The ability to create a potion from one ingredient.

Alteration[edit]

Alteration

Governing Attribute: Willpower
One of the branches of magic, Alteration is the ability to modify the very physics of the universe. With Alteration spells, you can create magical shields on yourself and others, burden others, or lighten your own load so you can carry more items without becoming over-encumbered. You can also unlock doors from a distance with the proper spells.


Leveling Alteration
Alteration has some nice little buffs you can use on yourself over an over. There is a shield spell you get for choosing it as a Major Skill that is very easy to train with (takes 9 magicka and is almost instant cool-down). Remember, the power of the spell does not effect the amount of experience you gain.

Alteration Mastery Perks[edit]

Spells of Alteration are available according to your current Mastery Level. Therefore, you can only cast spells rated at or below your current Mastery Level. The higher your Mastery level is the more spells you will have access to.

Conjuration[edit]

Conjuration

Governing Attribute: Intelligence
A Conjurer has the ability to summon monsters and Daedra out of thin air to do their bidding, turn Undead, in addition to creating bound armor and weapons to use in battle.


Leveling Conjuration
The main way of leveling conjuration is to find a skeleton spell and repeatedly cast it. Additionally, you can fight or Soul-trap the skeleton while you do this. Remember, the amount of Magicka it takes to summon has no effect on the experience.

Conjuration Mastery Perks[edit]

Spells of Conjuration are available according to your current Mastery Level. Therefore, you can only cast spells rated at or below your current Mastery Level. The higher your Mastery level is the more spells you will have access to.

Destruction[edit]

Destruction

Governing Attribute: Willpower
Magical self-defense, in the form of fireballs, electric blasts, or balls of ice. Most Mages would do well in building this skill, while others could use it as a secondary means of defense when one's Fatigue is too low to fight.


Leveling Destruction
If you have access to a spell maker, create a spell similar to "Weakness to <element> 3% for 1 sec on Self." It will likely be worth 1 Magicka, allowing for constant repeatability. The spell will only expose your weakness to the element for 1 second and not cause any damage.

Destruction Mastery Perks[edit]

Spells of Destruction are available according to your current Mastery Level. Therefore, you can only cast spells rated at or below your current Mastery Level. The higher your Mastery level is the more spells you will have access to.

Illusion[edit]

Illusion

Governing Attribute: Personality
Skilled Illusionists can modify the way humans perceive reality - casting light, becoming invisible, or charming others into believing that you are a friend.


Leveling Illusion
Much like leveling Destruction, the best way to level illusion is to rapidly cast weak spells on your self.

Illusion Mastery Perks[edit]

Spells of Illusion are available according to your current Mastery Level. Therefore, you can only cast spells rated at or below your current Mastery Level. The higher your Mastery level is the more spells you will have access to.

Mysticism[edit]

Mysticism

Governing Attribute: Intelligence
This branch of magic can be used to detect living creatures through walls, trap souls within soul gems, and levitate items across the room with telekinesis.


Leveling Mysticism
Like Destruction or illusion, the best way to level Mysticism is to use a weak detect life spell repeatedly.

Mysticism Mastery Perks[edit]

Spells of Mysticism are available according to your current Mastery Level. Therefore, you can only cast spells rated at or below your current Mastery Level. The higher your Mastery level is the more spells you will have access to.

Restoration[edit]

Governing Attribute: Willpower
Cast spells to restore, fortify, or absorb physical and magical attributes, cure disease, and resist magical attacks. This is one of the most useful magic skills in the game and should not be left off of any list.


Leveling Restoration
Use a weak restore health spell repetitively.

Restoration Mastery Perks[edit]

Spells of Restoration are available according to your current Mastery Level. Therefore, you can only cast spells rated at or below your current Mastery Level. The higher your Mastery level is the more spells you will have access to.