Affects your starting health, how much you can carry, your maximum Fatigue, and how much damage you do in melee.
Intelligence
Intelligence
Determines your maximum amount of Magicka.
Major Skills
Block
Block
Governing Attribute: Agility
Block skill allows one to use shields to block any melee attack. A successful block removes all damage from the attack.
Armorer
Armorer
Governing Attribute: Strength
Armorer skill is used to maintain weapons and armor at top effectiveness. Worn weapons do less damage. Worn armor provides less protection against attacks. As wear increases, the diminishing effectiveness of weapons and armor is dramatic.
Medium Armor
Medium Armor
Governing Attribute: Endurance
Medium armor skill lets one move and defend while wearing durable but flexable armors like chain, scale, bonemold, and Orcish armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
Heavy Armor
Heavy Armor
Governing Attribute: Endurance
Heavy Armor skill is used to move and defend while wearing massive and rigid armors like iron, steel, silver, Dwemer, ebony, and Daedric armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
Blunt Weapon
Blunt Weapon
Governing Attribute: Strength
Blunt weapon skill makes you more effective when using heavy bashing weapons like maces, hammers, clubs, or staves.
Minor Skills
Long Blade
Long Blade
Governing Attribute: Strength
Long Blade skill lets one use broadswords, sabers, longswords, claymores, katanas, and dai-katanas effectively.
Axe
Axe
Governing Attribute: Strength
Axe skill helps a user wield heavy chopping weapons like war axes and battleaxes more effectively.
Spear
Spear
Governing Attribute: Endurance
Spear skill permits effective use of long-hafted thrusting weapons like spears and halberds.
Athletics
Athletics
Governing Attribute: Speed
Athletics skill trains and conditions one for running and swimming. Skilled athletes move short and long distances over land with speed and efficiency, and they also swim swiftly underwater.
Enchant
Enchant
Governing Attribute: Intelligence
This skill governs the creation, use, and recharging of enchanted items. Skilled enchanters are more successful at creating new items. Enchanted items burn less power, and are recharged more effeciently from soul gems, for a trained user.
Birthsign
The Apprentice
The Apprentice
Abilities
Elfborn
Fortify Maximum Magicka 1.5x INT
Weakness to Magicka 25%
Health45/45
The amount of damage you can take before you die. Increases every time you gain a level.
45 / 45
Magicka125/125
Used to cast spells. Magicka is naturally restored by resting.
125 / 125
Fatigue160/160
How tired you are. Low fatigue makes it harder to successfully perform actions.
160 / 160
Strength50
Strength
Affects your starting health, how much you can carry, your maximum Fatigue, and how much damage you do in melee.
Intelligence50
Intelligence
Determines your maximum amount of Magicka.
Willpower30
Willpower
Affects your ability to resist magic, and your maximum Fatigue.
Agility40
Agility
Affects your ability to dodge and hit targets in melee as well as your maximum Fatigue.
Speed50
Speed
Determines how fast you can move.
Endurance40
Endurance
Affects your starting Health, your Health gain per level, and your maximum Fatigue.
Personality30
Personality
Affects your ability to deal with other characters and how much they like you.
Luck40
Luck
Affects every action you do in a small way.
Major Skills
Block35
Block
Governing Attribute: Agility
Block skill allows one to use shields to block any melee attack. A successful block removes all damage from the attack.
Armorer35
Armorer
Governing Attribute: Strength
Armorer skill is used to maintain weapons and armor at top effectiveness. Worn weapons do less damage. Worn armor provides less protection against attacks. As wear increases, the diminishing effectiveness of weapons and armor is dramatic.
Medium Armor35
Medium Armor
Governing Attribute: Endurance
Medium armor skill lets one move and defend while wearing durable but flexable armors like chain, scale, bonemold, and Orcish armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
Heavy Armor35
Heavy Armor
Governing Attribute: Endurance
Heavy Armor skill is used to move and defend while wearing massive and rigid armors like iron, steel, silver, Dwemer, ebony, and Daedric armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
Blunt Weapon35
Blunt Weapon
Governing Attribute: Strength
Blunt weapon skill makes you more effective when using heavy bashing weapons like maces, hammers, clubs, or staves.
Minor Skills
Long Blade25
Long Blade
Governing Attribute: Strength
Long Blade skill lets one use broadswords, sabers, longswords, claymores, katanas, and dai-katanas effectively.
Axe20
Axe
Governing Attribute: Strength
Axe skill helps a user wield heavy chopping weapons like war axes and battleaxes more effectively.
Spear20
Spear
Governing Attribute: Endurance
Spear skill permits effective use of long-hafted thrusting weapons like spears and halberds.
Athletics25
Athletics
Governing Attribute: Speed
Athletics skill trains and conditions one for running and swimming. Skilled athletes move short and long distances over land with speed and efficiency, and they also swim swiftly underwater.
Enchant15
Enchant
Governing Attribute: Intelligence
This skill governs the creation, use, and recharging of enchanted items. Skilled enchanters are more successful at creating new items. Enchanted items burn less power, and are recharged more effeciently from soul gems, for a trained user.
Misc Skills
Alchemy5
Alchemy
Governing Attribute: Intelligence
Alchemy identifies magical properties in mundane substances. Substances are consumed directly, or prepared as potions to provide long-lasting benefits like healing and curing disease, water-walking, magical shielding, and fortifying bodily attributes.
Alteration5
Alteration
Governing Attribute: Willpower
Students of the College of Alteration manipulate the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, burdening, opening and locking, and creating shield barriers against physical damage.
Conjuration5
Conjuration
Governing Attribute: Intelligence
The spell effects of the College of Conjuration include the mental domination of mundane and magical creatures, summoning of otherworldy weapons and armor, and summoning of Daedric or undead servants and powers to serve and protect the caster.
Destruction15
Destruction
Governing Attribute: Willpower
The destruction skill is the mastery of the spell effects of the College of Destruction. Their spells harm living and nonliving things, and include elemental damage, draining, damaging, vulnerability, and disintegration magical effects.
Illusion5
Illusion
Governing Attribute: Personality
Spell effects of the College of Illusion alter the perceptions and thoughts of living subjects. Illusion effects blind, illuminate, paralyze, and silence, calm or enrage, charm, distract and camouflage, and render invisible.
Mysticism10
Mysticism
Governing Attribute: Willpower
The spells of the College of Mysticism shape and focus otherworldly forces to bind souls in gems, or teleport the caster's body, or manipulate the world with telekinesis, or absorb or reflect magical energies, or sense unseen objects at a distance.
Restoration5
Restoration
Governing Attribute: Willpower
Adepts of the College of Restoration heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. Restoration spells can also augment or absorb strength, endurance, intelligence, agility, and other bodily attributes.
Unarmored5
Unarmored
Governing Attribute: Speed
Unarmored skill lets one avoid or reduce injury during combat while not wearing any armor by evading, deflecting, or absorbing blows. Those versed in this skill are better defended wearing no armor at all than they are when wearing armor.
Acrobatics5
Acrobatics
Governing Attribute: Strength
Acrobatics skill enables one to jump long distances and to avoid damage when falling from great heights. Nimble acrobats can reach areas others cannot get to and can direct their paths while falling.
Hand-to-hand5
Hand-to-hand
Governing Attribute: Speed
Hand-to-hand skill is the martial art of unarmored combat. Hand-to-hand attacks damage only the fatigue of a standing opponent, but hand-to-hand attacks damage health when a target has been knocked unconscious by fatigue loss.
Short Blade15
Short Blade
Governing Attribute: Speed
Characters with great short-blade skill are more effective with short, quick, thrusting weapons like daggers, tantos, short swords, and wakizashis.
Light Armor10
Light Armor
Governing Attribute: Agility
Light armor skill lets one move and defend while wearing light-weight, flexible armors like leather, boiled leather, fur, chitin, and glass armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
Marksman10
Marksman
Governing Attribute: Agility
With the marksman skill, one is more effective with ranged weapons like the short bow, long bow, crossbow, throwing star, and throwing knife.
Mercantile5
Mercantile
Governing Attribute: Personality
Mercantile skill is the art of buying low and selling high. This skill guarantees lower initial prices for goods, equipment, and services, and improves chances of getting better deals by bargaining.
Security5
Security
Governing Attribute: Intelligence
Security skill lets one open locked doors and containers with lock-picks or disarm traps with probes, This skill is essential for agents and thieves alike.
Sneak5
Sneak
Governing Attribute: Ability
The Sneak discipline is the art of moving unseen and unheard. Skilled sneaks are also adept pickpockets.
Speechcraft5
Speechcraft
Governing Attribute: Personality
Those skilled in speechcraft influence others by admiring, intimidating, and taunting them. Listeners are more willing to divulge information or to entrust important tasks to the skilled speaker.
Abilities
Resist Fire
Resist Fire 75%
Elfborn
Fortify Maximum Magicka 1.5x INT
Weakness to Magicka 25%
Powers
Ancestor Guardian
Sanctuary 50 pts for 60 sec on Self
Choose a Race
Argonian
Argonian
Skill Bonuses
Alchemy5
Athletics15
Illusion5
Medium Armor5
Mysticism5
Spear5
Unarmored5
Abilities
Immune to Poison
Resist Poison 100%
Resist Disease
Resist Common Disease 75%
Spells
Water Breathing (5)
Water Breathing for 120 secs on Self
Breton
Breton
Skill Bonuses
Alchemy5
Alteration5
Conjuration10
Illusion5
Mysticism10
Restoration10
Abilities
Resist Magicka
Resist Magicka 50%
Magicka Bonus
Fortify Maximum Magicka 0.5x INT
Powers
Dragon Skin
Shield 50 pts on Self
Dark Elf
Dark Elf
Skill Bonuses
Athletics5
Destruction10
Light Armor5
Long Blade5
Marksman5
Mysticism5
Short Blade10
Abilities
Resist Fire
Resist Fire 75%
Powers
Ancestor Guardian
Sanctuary 50 pts for 60 sec on Self
High Elf
High Elf
Skill Bonuses
Alchemy10
Alteration5
Conjuration5
Destruction10
Enchant10
Illusion5
Abilities
Resist Disease
Resist Common Disease 75%
Weakness to Shock
Weakness to Shock 25%
Weakness to Frost
Weakness to Frost 25%
Weakness to Fire
Weakness to Fire 50%
Weakness to Magicka
Weakness to Magicka 50%
Magicka Bonus
Fortify Maximum Magicka 1.5x INT
Imperial
Imperial
Skill Bonuses
Blunt Weapon5
Hand-to-hand5
Light Armor5
Long Blade10
Mercantile10
Speechcraft10
Powers
Star of the West
Absorb Fatigue 200 pts on Target
Voice of the Emperor
Charm 25 to 50 pts for 15 secs on Target
Khajiit
Khajiit
Skill Bonuses
Acrobatics15
Athletics5
Hand-to-hand5
Light Armor5
Security5
Short Blade5
Sneak5
Powers
Eye of Fear
Demoralize Humanoid 100 pts for 30 secs on Target
Spells
Eye of Night (0)
Night Eye 50 pts for 30 secs on Self
Nord
Nord
Skill Bonuses
Axe10
Blunt Weapon10
Heavy Armor5
Long Blade5
Medium Armor10
Spear5
Abilities
Resist Shock
Resist Shock 50%
Immune to Frost
Resist Frost 100%
Powers
Thunder Fist
Frost Damage 25 pts on Touch
Woad
Shield 30 pts for 60 secs on Self
Orc
Orc
Skill Bonuses
Armorer10
Axe5
Block10
Heavy Armor10
Medium Armor10
Powers
Berserk
Fortify Health 20 pts for 60 secs on Self
Fortify Fatigue 200 pts for 60 secs on Self
Fortify Attack 100 pts for 60 secs on Self
Drain Agility 100 pts for 60 secs on Self
Redguard
Redguard
Skill Bonuses
Axe5
Athletics5
Blunt Weapon5
Heavy Armor5
Long Blade15
Medium Armor5
Short Blade5
Abilities
Resist Poison
Resist Poison 75%
Resist Disease
Resist Common Disease 75%
Powers
Adrenaline Rush
Fortify Agility 50 pts for 60 secs on Self
Fortify Endurance 50 pts for 60 secs on Self
Fortify Speed 50 pts for 60 secs on Self
Fortify Strength 50 pts for 60 secs on Self
Fortify Health 25 pts for 60 secs on Self
Wood Elf
Wood Elf
Skill Bonuses
Acrobatics5
Alchemy5
Light Armor10
Marksman15
Sneak10
Abilities
Resist Disease
Resist Common Disease 75%
Powers
Beast Tongue
Command Creature 5 pts for 600 secs
Choose a Specialization
Combat
Combat
Armorer
Athletics
Axe
Block
Blunt Weapon
Heavy Armor
Long Blade
Medium Armor
Spear
Magic
Magic
Alchemy
Alteration
Conjuration
Destruction
Enchant
Illusion
Mysticism
Restoration
Unarmored
Stealth
Stealth
Acrobatics
Hand-to-hand
Short Blade
Light Armor
Marksman
Mercantile
Security
Sneak
Speechcraft
Choose an Attribute
Strength
Strength
Affects your starting health, how much you can carry, your maximum Fatigue, and how much damage you do in melee.
Intelligence
Intelligence
Determines your maximum amount of Magicka.
Willpower
Willpower
Affects your ability to resist magic, and your maximum Fatigue.
Agility
Agility
Affects your ability to dodge and hit targets in melee as well as your maximum Fatigue.
Speed
Speed
Determines how fast you can move.
Endurance
Endurance
Affects your starting Health, your Health gain per level, and your maximum Fatigue.
Personality
Personality
Affects your ability to deal with other characters and how much they like you.
Luck
Luck
Affects every action you do in a small way.
Choose a Skill
Combat
Armorer
Armorer
Governing Attribute: Strength
Armorer skill is used to maintain weapons and armor at top effectiveness. Worn weapons do less damage. Worn armor provides less protection against attacks. As wear increases, the diminishing effectiveness of weapons and armor is dramatic.
Athletics
Athletics
Governing Attribute: Speed
Athletics skill trains and conditions one for running and swimming. Skilled athletes move short and long distances over land with speed and efficiency, and they also swim swiftly underwater.
Axe
Axe
Governing Attribute: Strength
Axe skill helps a user wield heavy chopping weapons like war axes and battleaxes more effectively.
Block
Block
Governing Attribute: Agility
Block skill allows one to use shields to block any melee attack. A successful block removes all damage from the attack.
Blunt Weapon
Blunt Weapon
Governing Attribute: Strength
Blunt weapon skill makes you more effective when using heavy bashing weapons like maces, hammers, clubs, or staves.
Heavy Armor
Heavy Armor
Governing Attribute: Endurance
Heavy Armor skill is used to move and defend while wearing massive and rigid armors like iron, steel, silver, Dwemer, ebony, and Daedric armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
Long Blade
Long Blade
Governing Attribute: Strength
Long Blade skill lets one use broadswords, sabers, longswords, claymores, katanas, and dai-katanas effectively.
Medium Armor
Medium Armor
Governing Attribute: Endurance
Medium armor skill lets one move and defend while wearing durable but flexable armors like chain, scale, bonemold, and Orcish armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
Spear
Spear
Governing Attribute: Endurance
Spear skill permits effective use of long-hafted thrusting weapons like spears and halberds.
Magic
Alchemy
Alchemy
Governing Attribute: Intelligence
Alchemy identifies magical properties in mundane substances. Substances are consumed directly, or prepared as potions to provide long-lasting benefits like healing and curing disease, water-walking, magical shielding, and fortifying bodily attributes.
Alteration
Alteration
Governing Attribute: Willpower
Students of the College of Alteration manipulate the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, burdening, opening and locking, and creating shield barriers against physical damage.
Conjuration
Conjuration
Governing Attribute: Intelligence
The spell effects of the College of Conjuration include the mental domination of mundane and magical creatures, summoning of otherworldy weapons and armor, and summoning of Daedric or undead servants and powers to serve and protect the caster.
Destruction
Destruction
Governing Attribute: Willpower
The destruction skill is the mastery of the spell effects of the College of Destruction. Their spells harm living and nonliving things, and include elemental damage, draining, damaging, vulnerability, and disintegration magical effects.
Enchant
Enchant
Governing Attribute: Intelligence
This skill governs the creation, use, and recharging of enchanted items. Skilled enchanters are more successful at creating new items. Enchanted items burn less power, and are recharged more effeciently from soul gems, for a trained user.
Illusion
Illusion
Governing Attribute: Personality
Spell effects of the College of Illusion alter the perceptions and thoughts of living subjects. Illusion effects blind, illuminate, paralyze, and silence, calm or enrage, charm, distract and camouflage, and render invisible.
Mysticism
Mysticism
Governing Attribute: Willpower
The spells of the College of Mysticism shape and focus otherworldly forces to bind souls in gems, or teleport the caster's body, or manipulate the world with telekinesis, or absorb or reflect magical energies, or sense unseen objects at a distance.
Restoration
Restoration
Governing Attribute: Willpower
Adepts of the College of Restoration heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. Restoration spells can also augment or absorb strength, endurance, intelligence, agility, and other bodily attributes.
Unarmored
Unarmored
Governing Attribute: Speed
Unarmored skill lets one avoid or reduce injury during combat while not wearing any armor by evading, deflecting, or absorbing blows. Those versed in this skill are better defended wearing no armor at all than they are when wearing armor.
Stealth
Acrobatics
Acrobatics
Governing Attribute: Strength
Acrobatics skill enables one to jump long distances and to avoid damage when falling from great heights. Nimble acrobats can reach areas others cannot get to and can direct their paths while falling.
Hand-to-hand
Hand-to-hand
Governing Attribute: Speed
Hand-to-hand skill is the martial art of unarmored combat. Hand-to-hand attacks damage only the fatigue of a standing opponent, but hand-to-hand attacks damage health when a target has been knocked unconscious by fatigue loss.
Short Blade
Short Blade
Governing Attribute: Speed
Characters with great short-blade skill are more effective with short, quick, thrusting weapons like daggers, tantos, short swords, and wakizashis.
Light Armor
Light Armor
Governing Attribute: Agility
Light armor skill lets one move and defend while wearing light-weight, flexible armors like leather, boiled leather, fur, chitin, and glass armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
Marksman
Marksman
Governing Attribute: Agility
With the marksman skill, one is more effective with ranged weapons like the short bow, long bow, crossbow, throwing star, and throwing knife.
Mercantile
Mercantile
Governing Attribute: Personality
Mercantile skill is the art of buying low and selling high. This skill guarantees lower initial prices for goods, equipment, and services, and improves chances of getting better deals by bargaining.
Security
Security
Governing Attribute: Intelligence
Security skill lets one open locked doors and containers with lock-picks or disarm traps with probes, This skill is essential for agents and thieves alike.
Sneak
Sneak
Governing Attribute: Ability
The Sneak discipline is the art of moving unseen and unheard. Skilled sneaks are also adept pickpockets.
Speechcraft
Speechcraft
Governing Attribute: Personality
Those skilled in speechcraft influence others by admiring, intimidating, and taunting them. Listeners are more willing to divulge information or to entrust important tasks to the skilled speaker.
Choose a Birthsign
The Apprentice
The Apprentice
Abilities
Elfborn
Fortify Maximum Magicka 1.5x INT
Weakness to Magicka 25%
The Atronach
The Atronach
Abilities
Wombborn
Spell Absorption 50 pts
Fortify Maximum Magicka 2.0x INT
Stunted Magicka
The Lady
The Lady
Abilities
Lady's Favor
Fortify Personality 25 pts
Lady's Grace
Fortify Endurance 25 pts
The Lord
The Lord
Abilities
Trollkin
Weakness to Fire 100%
Spells
Blood of the North (15)
Restore Health 2 pts for 30 secs on Self
The Lover
The Lover
Abilities
Mooncalf
Fortify Agility 25 pts
Powers
Lover's Kiss
Paralyze for 60 secs on Target
Damage Fatigue 200 pts on Self
The Mage
The Mage
Abilities
Mooncalf
Fortify Maximum Magicka 0.5x INT
The Ritual
The Ritual
Powers
Mara's Gift
Restore Health 100 pts on Self
Spells
Blessed Word (10)
Turn Undead 100 pts for 30 secs on Target
Blessed Touch (5)
Turn Undead 100 pts for 30 secs on Touch
The Serpent
The Serpent
Spells
Star-Curse (5)
Poison 3 pts for 30 secs on Touch
Damage Health 1 pt for 30 secs on Self
The Shadow
The Shadow
Powers
Moonshadow
Invisibility for 60 pts on Self
The Steed
The Steed
Abilities
Charioteer
Fortify Speed 25 pts
The Thief
The Thief
Abilities
Akaviri Danger-sense
Sanctuary 10 pts
The Tower
The Tower
Powers
Tower Key
Open 50 pts on Touch
Spells
Beggar's Nose (5)
Detect Animal for 60 secs in 200 ft
Detect Key for 60 secs in 200 ft
Detect Enchantment for 60 secs in 200 ft
The Warrior
The Warrior
Abilities
Warwyrd
Fortify Attack 10 pts
How to Use
Click on an individual character element within the box to customize. The resulting statistics and traits of your character are displayed below.
Abilities
Magical effects that are always active on your character.
Powers
Powers cost no magicka, but can only be cast once per day.
Spells
Spells can be cast as long as you have the required magicka.
Race
Determines starting attributes and provides skill bonuses. May also grant racial abilities, powers, and / or spells.
Sex
Different genders of the same race may have slightly different starting attributes.
Specialization
+5 to skills within your chosen specialization.
Favored Attributes
+10 to chosen attributes.
Major and Minor Skills
+25 to major skills and +10 to minor skills. When a spell school is chosen as a major or minor skill, the character begins with spells from that school.
Birthsign
Grants additional abilities, powers, and / or spells.