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Player Character creation Skills

Skill reference

For a paid lesson, use Trainers by skill. Trainer locations lists example halls with towns, regions and map coordinates.

Skill Improved by What it does Trained by
Medical One use per rested hour; a bandage or repair kit use (Roleplay & Realism: Items). Improves health recovered while resting. Temple of Arkay
Temple of Mara
Temple of Stendarr
Etiquette First use of the Polite tone in a talk session; the Debate plea in court. Helps with polite conversation, pacifying human enemies and debating a charge in court. Temple of Dibella
Temple of Mara
Temple of Zenithar
Streetwise First use of the Blunt tone in a talk session; the Lie plea in court. Helps with blunt conversation, pacifying criminal enemies and lying in court. Thieves Guild
Dark Brotherhood
Temple of Dibella
Temple of Mara
Temple of Zenithar
Jumping Jumping or vaulting with horizontal movement; jumping in place does not count. Increases jump height and distance. Fighters Guild
Thieves Guild
Temple of Kynareth
Orcish A pacify attempt on a creature that speaks it. Helps pacify Orc, Orc Sergeant, Orc Shaman, Orc Warlord. Keeping your weapon sheathed improves the chance. Fighters Guild
Mages Guild
Temple of Dibella
Temple of Stendarr
Temple of Zenithar
Harpy A pacify attempt on a creature that speaks it. Helps pacify Harpy. Keeping your weapon sheathed improves the chance. Mages Guild
Temple of Dibella
Temple of Kynareth
Temple of Mara
Temple of Zenithar
Giantish A pacify attempt on a creature that speaks it. Helps pacify Giant, Gargoyle. Keeping your weapon sheathed improves the chance. Fighters Guild
Temple of Zenithar
Dragonish A pacify attempt on a creature that speaks it. Helps pacify Dragonling, Dragonling (alt). Keeping your weapon sheathed improves the chance. Mages Guild
Temple of Akatosh
Temple of Kynareth
Nymph A pacify attempt on a creature that speaks it. Helps pacify Nymph, Lamia. Keeping your weapon sheathed improves the chance. Temple of Dibella
Temple of Mara
Daedric A pacify attempt on a creature that speaks it. Helps pacify Frost Daedra, Fire Daedra, Daedroth, Daedra Seducer, Daedra Lord. Keeping your weapon sheathed improves the chance. Mages Guild
Dark Brotherhood
Temple of Akatosh
Temple of Arkay
Temple of Dibella
Temple of Julianos
Temple of Kynareth
Temple of Mara
Temple of Stendarr
Temple of Zenithar
Spriggan A pacify attempt on a creature that speaks it. Helps pacify Spriggan. Keeping your weapon sheathed improves the chance. Mages Guild
Temple of Stendarr
Temple of Zenithar
Centaurian A pacify attempt on a creature that speaks it. Helps pacify Centaur. Keeping your weapon sheathed improves the chance. Temple of Zenithar
Impish A pacify attempt on a creature that speaks it. Helps pacify Imp, Dreugh. Keeping your weapon sheathed improves the chance. Mages Guild
Temple of Julianos
Lockpicking Each lock-pick attempt, on a door or a chest, whether it succeeds or not. Improves your chance to open locked doors and chests. Magical locks require other means. Thieves Guild
Temple of Dibella
Temple of Julianos
Mercantile Each completed trade at a counter (buying, selling, repair, identify). Improves buying and selling prices. Temple of Julianos
Temple of Zenithar
Pickpocket Each pickpocket attempt on a townsperson or a stall. Improves your chance to steal from people and shops without being caught. Thieves Guild
Temple of Zenithar
Stealth Once a game minute while a hostile enemy is checking whether it notices you. Makes enemies less likely to notice you. Thieves Guild
Dark Brotherhood
Temple of Akatosh
Temple of Kynareth
Swimming Swimming. Increases swimming speed and reduces fatigue spent swimming. Fighters Guild
Thieves Guild
Dark Brotherhood
Temple of Akatosh
Climbing Climbing walls and ledges. Improves climbing, grip time and the ability to catch ledges. Thieves Guild
Dark Brotherhood
Temple of Arkay
Temple of Kynareth
Backstabbing Every swing at an enemy facing away from you, hit or miss. Improves attacks against enemies facing away from you and can triple their damage. Thieves Guild
Dark Brotherhood
Temple of Arkay
Dodging Each attack aimed at you by an enemy (melee, arrow or monster attack). Reduces an enemy’s chance to hit you. Thieves Guild
Dark Brotherhood
Temple of Kynareth
Temple of Stendarr
Running Running. Increases running speed. Fighters Guild
Dark Brotherhood
Temple of Akatosh
Temple of Kynareth
Destruction Each effect cast in the school (a signature spell counts its path's two schools). Reduces the spell-point cost of Destruction spells, including direct and continuous damage. Mages Guild
Dark Brotherhood
Temple of Akatosh
Temple of Arkay
Temple of Kynareth
Restoration Each effect cast in the school (a signature spell counts its path's two schools). Reduces the cost of healing, curing, fortifying and other Restoration spells. Mages Guild
Temple of Arkay
Temple of Dibella
Temple of Mara
Temple of Stendarr
Illusion Each effect cast in the school (a signature spell counts its path's two schools). Reduces the cost of spells such as Invisibility, Chameleon and Light. Mages Guild
Temple of Dibella
Temple of Kynareth
Temple of Mara
Alteration Each effect cast in the school (a signature spell counts its path's two schools). Reduces the cost of spells such as Shield, Paralyze and Water Breathing. Mages Guild
Temple of Akatosh
Temple of Julianos
Thaumaturgy Each effect cast in the school (a signature spell counts its path's two schools). Reduces the cost of spells such as Levitate, Water Walking and Spell Reflection. Mages Guild
Temple of Julianos
Temple of Zenithar
Mysticism Each effect cast in the school (a signature spell counts its path's two schools). Reduces the cost of spells such as Soul Trap, Dispel, Open and Teleport. Mages Guild
Temple of Julianos
Short Blade Each swing that connects with a target. Improves attacks with daggers, tantos, wakizashis and shortswords. Fighters Guild
Thieves Guild
Dark Brotherhood
Temple of Arkay
Temple of Julianos
Long Blade Each swing that connects with a target. Improves attacks with broadswords, longswords, sabers, katanas, claymores and dai-katanas. Fighters Guild
Temple of Akatosh
Temple of Dibella
Hand-to-Hand Each bare-handed (or werecreature) swing that connects. Improves unarmed accuracy and damage, including attacks in werebeast form. Fighters Guild
Axe Each swing that connects with a target. Improves attacks with battle axes and war axes. Fighters Guild
Temple of Arkay
Temple of Stendarr
Blunt Weapon Each swing that connects with a target. Improves attacks with staves, maces, flails and warhammers. Fighters Guild
Thieves Guild
Temple of Stendarr
Temple of Zenithar
Archery Each arrow loosed, hit or miss. Improves attacks with bows and Firearms. Fighters Guild
Dark Brotherhood
Temple of Akatosh
Temple of Kynareth
Temple of Mara
Critical Strike Each connecting swing of any weapon, alongside the weapon's own skill. Improves the chance and damage of critical hits. Fighters Guild
Dark Brotherhood
Temple of Arkay
Temple of Julianos
Temple of Mara
Temple of Stendarr
Sources (29)

Last edited 28 Oct 2026. View history · What links here.