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Elder Scrolls
For other uses, see Skills.
"Lockpicking is a skill automatically checked whenever one attempts to pick the lock on a door or a chest."
―Daggerfall User Manual

Schools of Magic[]

The School of Mysticism[]

Mysticism experiments with the most arcane aspects of Magicka and expanding these "accidents" into a useful if eclectic range of spells. Because the forces being manipulated by Mysticism are dangerous and unknown, the spell effects are purposefully specific. They include Far Silence and Soul Trap among many others. Buying, creating, and casting spells of mysticism are less expensive for mages skilled in this experimental path.

The School of Restoration[]

Restoration is devoted to the salubrious and soothing powers of Magicka, evident in spells like cure poison and Troll's Blood. Buying, creating, and casting Spell devised to heal a target are less expensive for mages of this path.

The School of Thaumaturgy[]

Thaumaturgy concentrates on exposing or manipulating known forces and objects within their natural laws. It is evident in Spells like Levitation and Detection. No Thaumaturgical spell can permanently change the appearance or structure of a force or object. Buying, creating, and casting spells of thaumaturgy are less expensive for mages skilled in this path. This skill also exists in Battlespire.

The School of Illusion[]

Illusion works with magicka in its capacity to camouflage, illuminate, or obscure without changing an object's structure. Invisibility and Light are two of the School's most basic spells. Buying, creating, and casting a spell of illumination are less expensive for mages skilled in this path.

The School of Destruction[]

The School is concerned with the purely destructive capabilities of Magicka evident in spells like Fireball and Acidic Field. Buying, creating, and casting spell devised to harm or destroy a target is less expensive for mages skilled in this path.

The School of Alteration[]

The School concerns itself with magicka's ability to change, often radically, the structure and composition of any object. Unlike the School of Illusion, Alteration deals with actual change, not the appearance of it. Slowfalling and Shield are two classic spells of the School of Alteration. Buying, creating, and casting spells of alteration are less expensive for mages skilled in this path.

Table of skills[]

Skill Governing Attribute Description
Alteration Willpower Governs the use of Alteration spells.
Archery Agility Governs the use of bows and other ranged weaponry.
Axe Strength Governs the use of axes.
Backstabbing Agility Governs the chance of performing a successful sneak attack from behind a target. A successful strike delivers triple damage upon the target. Exists in Battlespire.
Blunt Weapon Strength Governs the use of blunt weaponry.
Centaurian Intelligence Governs a character's ability to speak Centaurian. Those with a high Centaurian skill will be less likely to be attacked by Centaurs.
Climbing Strength Governs a character's ability to climb or scale a surface.
Critical Strike Agility Governs the character's chance of performing a critical strike on a target. Exists in Battlespire.
Daedric Intelligence Governs a character's ability to speak Daedric. Those with a high Daedric skill will be less likely to be attacked by Daedra.
Destruction Willpower Governs the use of Destruction spells.
Dodging Speed Governs a character's ability to dodge attacks from enemies. A character with a high Dodging skill will be less likely to be hit by an attack.
Dragonish Intelligence Dragonish is a language skill checked whenever one attempts to speak with a dragon.
Etiquette Personality Governs a character's ability to be polite and mannerly in conversation.
Giantish Intelligence Governs a character's ability to speak Giantish. Those with a high Giantish skill will be less likely to be attacked by Giants.
Hand-to-Hand Agility Governs the use of hand-to-hand combat. Characters with a high Hand-to-Hand skill will be able to inflict more melee damage upon enemies when not using weapons.
Harpy Intelligence Governs a character's ability to speak Harpy. Those with a high Harpy skill will be less likely to be attacked by Harpies.
Illusion Willpower Governs the use of Illusion spells.
Impish Strength Governs a character's ability to speak Impish. Those with a high Impish skill will be less likely to be attacked by Imps.
Jumping Stength Governs a character's ability to jump. Those with a high Jumping skill will be able to jump far and high.
Lockpicking Intelligence Governs a character's ability to pick locks
Long Blade Agility Governs the use of long bladed weaponry.
Medical Intelligence Governs a character's healing rate. Those with a high Medical skill will heal fast.
Mercantile Personality Governs a character's ability to haggle with merchants.
Mysticism Willpower Governs the use of Mysticism spells.
Nymph Intelligence Governs a character's ability to speak Nymph. Those with a high Nymph skill will be less likely to be attacked by Nymphs.
Orcish Intelligence Governs a character's ability to speak Orcish. Those with a high Orcish skill will be less likely to be attacked by Orcs.
Pickpocketing Agility Governs a character's ability to steal items from unwary targets.
Restoration Willpower Governs the use of Restoration spells
Running Speed Governs a character's ability to run. Those with a high running skill will be able to run fast..
Short Blade Agility Governs the use of short bladed weaponry.
Spriggan Intelligence Governs a character's ability to speak Spriggan. Those with a high Spriggan skill will be less likely to be attacked by Spriggans.
Stealth Agility Governs a character's ability sneak and remain hidden.
Streetwise Personality Governs a character's ability to be blunt and informal while in conversation.
Swimming Endurance Governs a character's speed, endurance, and ability to hold their breath while swimming.
Thaumaturgy Willpower Governs the use of Thaumaturgy spells.

* In Daggerfall's successor, The Elder Scrolls III: Morrowind, this skill was replaced by Acrobatics.

Skills by Faction[]

Each of the Factions in Daggerfall can help to teach certain skills to the character, if their disposition is high enough.

Stendarr Axe Blunt Weapon Critical Strike Daedric Dodging Medical Orcish Restoration Spriggan
Fighters Guild Axe Archery Blunt Weapon Critical Strike Giantish Jumping Long Blade Orcish Running Short Blade Swimming
Kynareth Archery Climbing Daedric Destruction Dodging Dragonish Harpy Illusion Jumping Running Stealth
Dibella Daedric Etiquette Harpy Illusion Lockpicking Longblade Nymph Orcish Restoration Streetwise
Mages Guild Alteration Daedric Destruction Dragonish Harpy Illusion Impish Mysticism Orcish Restoration Spriggan Thaumaturgy
Arkay Axe Backstabbing Climbing Critical Strike Daedric Destruction Medical Restoration Shortblade
Julianos Alteration Critical strike Daedric Impish Lockpicking Mercantile Mysticism Shortblade Thaumaturgy
Zen Blunt Weapon Centaurian Daedric Etiquette Giantish Harpy Mercantile Orcish Pickpocket Spriggan Streetwise Thaumaturgy
Akatosh Alteration Archery Daedric Destruction Dragonish Longblade Running Stealth Swimming
Mara Archery Critical strike Daedric Etiquette Harpy Illusion Medical Nymph Restoration Streetwise
Thieves Guild Blunt Weapon Backstabbing Climbing Dodging Jumping Lockpicking Pickpocket Shortblade Stealth Streetwise Swimming
Dark Brotherhood Archery Backstabbing Critical Strike Climbing Daedric Destruction Dodging Running Shortblade Stealth Streetwise Swimming

See also[]


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