Enderal: Forgotten Stories

Enderal: Forgotten Stories

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Memories, Skills, Learning & Crafting
By Altbert
All about Memory Trees, the respective Skills, Learning and Crafting (contains SPOILERS).
   
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Introduction
WARNING! THIS GUIDE CONTAINS SPOILERS!

Having played Skyrim, once or even several times, playing Enderal Forgotten Stories can be quite disturbing where the leveling system is concerned. The leveling system differs completely from Skyrim. To understand the system of character progression see Character Progression on the SureAI wiki[en.wiki.sureai.net].

The Experience Table on this page is not correct! It has also not been completed. For the calculation of experience points, the leveling system script uses 3 multipliers:
  • experience multiplier = 395.0
  • multiplier slope = 1.655
  • level dependent multiplier = 1.0 (<=20), 1.2 (<= 30), 1.5 (<=40) and 2.0 (>40)

NOTE: Upon my request, providing level data, SureAI has adjusted the Experience Table.

In the Experience Table the level dependent multiplier for levels 20 and less is used for all calculated levels in the table. Total EP in the table should be:
  • Level 10: 14992
  • Level 20: 51634
  • Level 30: 113510
  • Level 40: 210935
  • Level 50: 362602
  • Level 60: 540841
  • Level 70: 740079
  • Level 80: 959207
  • Level 90: 1197312
  • Level 100: 1453630

In short: experience points (EP) are awarded for completing various tasks in exploration and combat such as completing quests, killing enemies or monsters, reading/learning about the land and lore of Enderal and discovering new locations. After receiving a certain amount of EP:
  • you have the choice to increase health, mana or stamina by a small amount
  • you will receive 5 skill points, which you can use to “consume” learning books
  • you will receive 3 crafting points, which you can use to “consume” crafting books, and
  • you will receive 1 memory point (also called talent point), which you can use to unlock a memory.

This guide will give an overview of the memory skill trees, learning and crafting books.

NOTE: Where percentages are mentioned, new values are calculated on the base value. When a first percentage is 7% and a second is 5%, values will be 1.07 and 1.12 and not 1.07 and 1.1235.
Experience Points
Enderal's leveling system is quite sophisticated, far more than Skyrim's leveling system. Although I have listed all learning and crafting books in this guide, it's of no particular use adding the necessary amount of books to your inventory and "consuming" the books, other than not having to buy the books and not loosing a lot of money for the higher level books.

For what I have found sofar is, that you would be able to give yourself all learning books by using the console, including enough learning books for learning points and memory points, to bring all combat skills up to level 100 and unlock all related memories in the memory tree(s). And, by using the console, you could also set your level to 100, but it still won't do you any good! In my opinion, you just lack the necessary amount of experience points!

How do you earn experience points? Experience points are earned by making weapons (20 EP), capturing souls (10 EP), mixing potions and poisons (3 EP), creating magic items (30 EP), making armor (20 EP), lockpicking (15 EP), intimidations (50 EP), discoveries (40 EP), killing enemies (1000EP) during combat. It's not possbile to give yourself experience points by using the console. You have to earn these by playing. For what I understand, experience points are calculated by using Skyrim's Query Statistics, such as "Locations Discovered", "Locks Picked", "Potions Mixed", "Poisons Mixed", "Armor Made", "Weapons Made", "Souls Trapped", "Magic Items Made" and "Intimidations".

Two other stats are defined in the scripts for the leveling system, "Items Pickpocketed" and "Items Stolen", but are never used.
Lycantrophy


WOLF BLOOD
This memory allows the use of wolf blood and chymica as a means to transform into a werewolf.

PORTABLE LABORATORY
Allows the use of a portable alchemy laboratory during travels.
Tier I: Potions brewed in the portable lab are 20% less effective than regular ones.
Tier II: Potions brewed in the portable lab are 10% less effective than regular ones.
Tier III: Potions brewed in the portable lab are equally effective as regular ones.

GREY ALCHEMIST
Tier I: Wolf blood and chymica have a duration up to 120 seconds.
Tier II: Wolf blood and chymica have a duration up to 180 seconds.
Tier III: Wolf blood and chymica have an unlimited duration.

CAREFUL HARVEST
A 25% chance of doubling the harvest of ingredients from plants.

MANGLE
A devastating claw attack is activated by attacking during sprinting, knocking smaller enemies from their feet.

FAST METABOLISM
Reduces the worsening of Arcane Fever upon drinking a wolf blood potion.
Tier I: 17% less Arcane Fever.
Tier II: 33% less Arcan Fever.

STRENGTHENED ESSENCE
Increases elemental resistances in wolf form.
Tier I: 10% frost, shock and fire resistance.
Tier II: 20% frost, shock and fire resistance.

CALL OF THE HUNT
When in wolf form, emits a terrifying howl damaging nearby enemies.
Tier I: Enemies take 40 damage.
Tier II: Enemies take 60 damage; weak enemies flee.
Tier III: Enemies take 80 damage; weak enemies flee.

INSTINCT
Perceive enemies over great distances or through walls.

STALK
Sneaking is more effective and quicker when in wolf form (is independent of Silent Hunt).
Tier I: 10% better sneak and 5% higher speed.
Tier II: 20% better sneak and 10% higher speed.
Tier III: 30% better sneak and 20% higher speed.

DARK ALCHEMIST
Increases the effects of wolf blood and chymica.
Tier I: Duration of wolf blood potions are 25% higher and chymica is 15% stronger.
Tier II: Duration of wolf blood potions are 50% higher and chymica is 30% stronger.

DETOXIFICATION
Emit all currently active chymica in a toxic cloud, damaging enemies.
Tier I: End the effect of all active chymica.
Tier II: Active chymica have a 25% chance to stay activated.
Tier III: Active chymica have a 50% chance to stay activated.

SILENT HUNT
Sneaking in wolf form doesn’t make any sounds.

MIMICRY
Wolf form is concealed for humans. There is no need to transform back when entering cities and villages.

AETHER BLOOD
Stamina or Mana affects the strength in wolf form, depending on which attribute is higher.

BLACK ALCHEMIST
Wolf blood potions have a 50% longer duration, and a succesful transformation regenerates 33% of health.
Mage
The memories of the mage improve your elemental magic, light magic, mental magic, psionics and entropy.

FOCUS
This memory unlocks the mage disciplines: Elementalist, Thraumaturge and Sinistrope. Mana regeneration is permanently boosted. The Focus talent lowers mana costs for all spells by 33% for a short period of time.
Tier I: 15 seconds.
Tier II: 25 seconds.
Tier III: 35 seconds.
Mage - Elementalist


The memories of the Elementalist improve the use of elemental magic.

ARCANE MIGHT
Improves the use of elemental magic.
Tier I: All elemental spells do 13% more damage.
Tier II: All elemental spells do another 12% more damage.

ELEMENTAL APPRENTICE
Reduces the mana costs of elemental spells of the apprentice and lower level by 30%.

ELEMENTAL FRENZY
Fire and frost spells do 15% more damage.

DUAL CAST
Allows dual casting of an elemental spell.

ARCANE RAGE
Shock spells do 20% more damage.

ARCTIC WIND
A cone of frost will quickly freeze your enemies, at the same time giving them a higher damage resistance, but there is a small chance of shattering them with a hit.
Tier I: Freezes the enemy for 3 seconds.
Tier II: Freezes the enemy for 4 seconds.
Tier III: Freezes the enemy for 5 seconds.

FIRE AND ICE
If an enemy with low health is hit by a fire spell the enemy will flee and if hit by a frost spell the enemy will be paralyzed.

ELEMENTAL ADEPT
Reduces the mana costs of elemental spells of adept level by 30%.

DESINTEGRATE
Hitting an enemy with low health with a shock spell will instantly desintegrate that enemy.

ELEMENTAL FOCUS
Runes can be placed further away and the duration of all elemental spells is permanently increased. This also affects the time that enemies are on fire and enemies slowed by frost.
Tier I: Doubles the distance of a rune spell; 15% longer duration of elemental spells
Tier II: Four time the distance of a run spell; another 15% longer duration of elemental spells.

ELEMENTAL EXPERT
Reduces the mana costs of expert level elemental spells by 30%.

IMPACT
Elemental spells can stagger an enemy when dual-casted.

SHOCK NOVA
A wall of electrical energy staggers enemies and summons a lightning bolt hitting them.
Tier I: 10 shock damage (nova), 25 shock damage (lightning)
Tier II: 25 shock damage (nova), 50 shock damage (lightning)
Tier III: 35 shock damage (nova), 75 shock damage (lightning)

ELECTROCUTION
Shock spells do 10% more damage and absorb part of the enemy’s mana.

ELEMENTAL MASTER
Reduces the mana costs of master level elemental spells by 30% and other level elemental spells by 10%.
Mage - Thaumaturge


The memories of the Thaumaturge improve the use of light and mental magic.

DEPTH CONCENTRATION
Improves the effectiveness of all light and mental magic spells.
Tier I: All light and mental magic spells are 14% more effective.
Tier II: All light and mental magic spells are another 12% more effective.

MENTAL APPRENTICE
Reduces the mana costs of novice and apprentice level spells by 30%.

ARCANE INTERFERENCE
Enchantments are 30% more effective. The ability Blessing of the Discipline allows reduction of Arcane Fever by 15% once a day.

DUAL CASTING
Allows dual-casting of a light or mental spell.

MAGICAL REPULSION
Increases the effect of all armor spells by 35%.

DIMENSIONAL RIFT
Incapacitates an enemy for a short time, absorbing their mana and stamina and converting the drained energy into damage when the effect ends. It can only be used on enemies who are at most 8 levels above the player.
Tier I: 11 seconds duration; drains 40% of mana and stamina.
Tier II: 15 seconds duration; drains 60% of mana and stamina.
Tier III: 20 seconds duration; drains 60% of mana and stamina.

AMBROSIA
Healing spells will also restore stamina.

MENTAL ADEPT
Reduces mana costs of adept level light and mental spells by 30%.

SHIELD NOURISHMENT
If an enemy’s spell hits a player’s shield spell, the player absorbs 35% of its mana.

ARCANE RESISTANCE
Increases the player’s resistance to magic.
Tier I: Resistance is increased by 10%.
Tier II: Resistance is increased by another 10%.

MENTAL EXPERT
Reduces the mana costs of expert level light and mental spells by 30%. Healing spells increase Arcane Fever 33% less.

COUNTER SPELL
Absorb 10% of the mana costs of all spells which are cast on the player.

WELL OF LIFE
If the player is about to die while this talent is in effect, health is instantly regenerated and enemies around the player are repulsed.
Tier I: 60 seconds duration, health regenerated for 25% of total health.
Tier II: 120 seconds duration, health regenerated for 33% of total health.
Tier III: 180 seconds duration, health regenerated for 50% of toal health.

DEATH MAGE
All spells casted at undead are 30% more effective.

MENTAL MASTER
Reduces the mana costs of master level light and mental spells by 30%. Mana regenations is increased by 10%.
Mage - Sinistrope


The memories of the Sinistrope improves the use of psionic and entropy spells.

CONCENTRATION
Psionic spells stay longer in effect and entropy spells consume less health.
Tier I: Psionic spells stay 15% longer in effect and entropy spells consume 20% less health.
Tier II: Psionic spell stay another 13% long in effect and entropy spells consume another 20% less health.

APPRENTICE OF THE DARK ARTS
Reduces the mana costs of novice and apprentice level entropy and psionic spells by 30%.

THOUGHT PLANTING
Psionic spells can be cast on 25% stronger enemies.

PRACTICED RITUALIST
Allows dual-casting of a entropy or psionic spell.

MYSTICAL BINDING
Summoned weapons deal 25% more damage.

DEVOUR SOUL
Devours the soul of a dead enemy and absorbs part of health, mana and stamina.
Tier I: Absorbs 15% of health.
Tier II: Absorbs 20% of health and stamina.
Tier III: Absorbs 30% of health, mana and stamina.

MYSTICAL CALL
Increases the lifespan of summoned creatures.
Tier I: 40% longer lifespan.
Tier II: Another 30% longer lifespan.

ADEPT OF THE DARK ARTS
Reduces the mana costs of adapt level entropy and psionic spells by 30%.

PSIONIC VEIL
Wraps the player in a psionic veil, making them invisible for a short period. Attacking or activations ends the spell. Tier I: 5 seconds; Tier II: 7 seconds, Tier III: 10 seconds.

BONE JUDGE
All offensive spells against undead are 30% more effective. Lifespan of reanimated undead is 50% longer and entropy spells consume 10% less mana.

EXPERT OF THE DARK ARTS
Reduces the mana costs of expert level entropy and psionic spells by 30%.

QUIET CASTING
All casted spell are silent to others.

ENTROPIC BLOOD
Makes an enemy a slave for a short period. The slave will fight for the player and deals more damage. If the slave dies while this talent is in effect, the slave will explode dealing entropic damage.
Tier I: 20 seconds duration; the slave deals 2 times damage; 50 points of entropic damage upon explosion.
Tier II: 30 seconds duration; 2.5 times damage; 75 points of entropic damage.
Tier III: 45 seconds duration; 3 time damage; 100 point of entropic damage.

ABYSS
Psionic spell are 25% stronger and also affect the undead, elemental and mechanic creatures. Enemies are weakened by psychosis and move slower.

MASTER OF THE DARK ARTS
Reduces the mana costs of master level entropy and psionic spells by 35%. Attacking with a bound weapon automatically casts soul trap on the target.
Phasmalist


NET OF SOULS
The talent Net of Souls allows the player to see and collect souls.
Tier I: See souls of level 1 and 2 for 40 seconds.
Tier II: See souls of level 1 to 4 for 50 seconds.
Tier III: See souls of level 1 to 5 for 60 seconds.

SOUL SMITH NOVICE
Create talismans from rank 1 souls at a phasmalist workbench.

SUMMON APPARITION
With this talent, the apparition, bound to an equipped amulet, can be summoned. If it dies or leaves reality, the player is catching Arcane Fever proportionally to the health the apparition lost.
Tier I: Base increase of Arcane Fever 7%.
Tier II: Base increase of Arcane Fever 6%.
Tier III: Base increase of Arcane Fever 5%.

ARCANE DISASSEMBLING
Allows dismantling of enchanted weapons and armor.

ARCANE SMITH
Allows improvement of enchanted weapons and armor.

WISE ENCHANTER
Enchantments get stronger. Tier I: 10% stronger; Tier II: additional 10% stronger; Tier III: additional 10% stronger.

SOUL SMITH APPRENTICE
Create talismans from rank 2 souls at phasmalist workbenches.

FOCUS SHAMAN
Apparitions can make better use of the arcane arts.
Tier I: Apparitions have an additional 15 points of mana and do 7% more damage with their spells.
Tier II: Apparitions have another 25 points of mana and do an additional 10% more damage with their spells.
Tier III: Apparitions have another 35 points of mana and do an additional 13% more damage with their spells.

FOCUS DEVIOUSNESS
Apparitions do more damage with a bow and have a higher chance for critical hits.
Tier I: Critical hit chance increased by 10% and archery skill increased by 7 points.
Tier II: Critical hit chance increased by 17% and archery skill increased by 10 points.
Tier III: Critical hit chance increased by 23% and archery skill increased by 13 points.

FOCUS VIOLENCE
Melee damage and armor skills of apparitions is increased.
Tier I: Melee damage and armor skills increased by 7 points.
Tier II: Melee damage and armor skills increased by 10 points.
Tier III: Melee damage and armor skills increased by 13 points.

SOUL SMITH ADEPT
Create talismans from souls with rank 3 at phasmalist workbenches.

SOUL SMITH EXPERT
Create talismans from souls with rank 4 at phasmalist workbenches.

ESSENCE SPITTING
Health, mana and stamina of the apparition are no longer dependent on the player’s corresponding attributes, but on the strongest value of these attributes.

PHASMATIC VEIL
Apparitions are allowed to take into cities.

TRANSMUTATION
Receive ectoplasm from killed undead and soul gems from normal corpses.
Tier I: Receive ectoplasm and soul gems.
Tier II: Less cooldown.
Tier III: Less cooldown.

SOUL SMITH MASTER
Create talismans from rank 5 souls at phasmalist workbenches.
Rogue
The memories of the Rogue will improve sneak, pickpocket, rhetoric, light armor, alchemy, archery, sleight of hand and lockpicking.

ASSASSINATION
The Rogue memory tree starts with the memory of Assassination. If unlocked you will move more silently and you have a 10% chance for critical hits.
Rogue - Infiltrator


The memories of the Infiltrator will improve your skills in sneaking, rhetorics and sleight of hand.

DEVIOUS
Tier I: enemy detection while sneaking is reduced by 15% and prices of merchants are 7% better.
Tier II: enemy detection while sneaking is reduced by another 12% and prices of merchants are another 5% better.

THROAT CUT
The critical hit chance while sneaking is increased by 10%.

KNIFE THRUST
Sneak attacks with daggers do 4 times damage.

HEART SHOT
Sneak attacks with bows do 2.5 times damage.

ASSASSIN
Sneak attacks with one-handed weapons (not daggers) and wolf claws do 2.5 times damage.

FLASHPOWDER
Throwing flashpowder will blind your enemies for a short period of time. Blinded enemies can’t be attacked. Tier I: 8 seconds; Tier II: 10 seconds, Tier III: 12 seconds.

FENCE
Stolen goods can be sold to every merchant.

ROLL
When sneak sprinting you do a forward roll.

SWINDLER
Pickpocketing pennies is 50% easier.

SILENT FEET
Running or walking while sneaking has no effect on concealment.

BLOODLUST
Sneak attacks have a 50% chance of absorbing part of the enemy’s stamina.

PICKPOCKET
Pickpocketing is 20% easier.

GHOSTWALK
Ghostwalk teleports you behind a target, becoming invisible for a short time, and increases you critical hit chance.
Tier I: 1500 feet distance, hit chance increased by 10% and 10 seconds invisibility.
Tier II: 2000 feet distance, hit chance increased by 25% and 15 seconds invisibility.
Tier III: 2500 feet distance, hit chance increased by 35% and 20 seconds invisibility.

SEDUCER
Unlock rhetoric options in the dialogs and you will receive 10% better prices from merchants of the opposite gender.

WARRIOR OF SHADOWS
Sneak attacks do 50% additional damage. You will have the ability to steal equipped items.
Rogue - Vagrant


The memories of the Vagrant will teach you in the use of poisons, potions and light armor.

SUITABLE ARMOR
Tier I: Light armor is 17% more effective.
Tier II: Light armor is another 15% more effective.

OINTMENT LORE
Tier I: Potions are 15% more effective.
Tier II: Potions are another 15% more effective.

SENSITIVE TONGUE
Ingredients reveal more of their alchemy effects.
Tier I: Reveals another effect.
Tier II: Reveals 2 other effects.
Tier III: Reveals 3 other effects.

POISON COOK
Brewed poisons are 30% more effective and chymica are 15% more effective.

WIND WALKER
When wearing solely light armor, stamina regeneration is increased by 30%.

SHADOWTONGUE OIL
Throwing a bottle creates a slippery oil puddle upon impact which lets enemies slip and slows them.
Tier I: Slows enemies by 15%.
Tier II: Slows enemies by 25%.
Tier III: Slows enemies by 40%.

BIGGER POCKETS
Carrying capacity is increased by 50.

LIGHTWEIGHT
Light armor has no weight anymore and doesn’t slow you down.

EXPERIMENTER
Poison applied to a weapon stays in effect twice as long. Ambrosia can be created at the spectralizing table.

PERFECT FIT
Wearing solely light armor provides an armor bonus of 25%.

MASTER BREWER
Self-brewed potions are 20% more effective.

SNAKEBLOOD
As long as stamina is more than half-filled, poison resistance is increased by 40% and armor rating of light armor is increased by 5%.

STARLING SPIDER
Throwing a starling spider attracks the attention of enemies. The spider explodes when enemies are close enough or when another spider is thrown, paralyzing enemies for a short period of time and weakens enemies with a neurotoxin (Tier I). Tiers II and III: Poisoned enemies take additional damage. Duration and amounts of additional damage are unknown.

PURITY
The negative effects of self-brewed potions and positive effect of self-brewed poisons are removed.

HIGH DEXTERITY
When wearing solely light armor, there is a 10% chance that the damage of a melee attack is completely intercepted.
Rogue - Trickster


The memories of the Trickster combine the effective use of a bow with lockpicking.

STRONG BOWSTRING
Tier I: Bows do 12% more damage.
Tier II: Bows do another 10% more damage.

SKILLED HANDS
Novice locks are 25% easier to pick and armor rating in increased by 5% while having a bow equipped.

EAGLE EYE
Pressing Block while aiming with a bow will zoom in the view.

FIRE ARROW
Grants a handful of fire arrows, which explode on impact and do fire damage.
Tier I: 3 fire arrows do an additional 5 points of fire damage during 11 seconds.
Tier II: 4 fire arrows do an additional 7 points of fire damage during 13 seconds.
Tier III: 5 fire arrows do an additional 9 points of fire damage during 15 seconds.

CONCENTRATION
Bows do 20% more damage as long as stamina is more than half-filled.

THIEF APPRENTICE
Adept locks can now be picked and all locks of adept or lower level are 25% easier to pick.

RANGER
Move faster with a drawn bow.

RAPID SHOT
Draw a bow 30% faster.

REPLICA
Automatically provides a copy of a picked lock’s key.

EXPERT LOCKSMITH
Expert locks can be picked and all locks of expert or lower level are 25% easier to pick.

FATAL SHOT
Increases the critical hit chance with a bow.
Tier I: The critical hit chance is increased by 10%.
Tier II: The critical hit chance is increased by 15% and the critical hit damage is increased by 25%.

MASTER WITH THE BOWSTRING
Zooming in with a bow costs half as much stamina and slows down time by 50%. All arrows do 1 more point of damage.

EYE OF THE STORM
Stops time for enemies and surroundings for a short period of time.
Tier I: 6 seconds, Tier II: 8 seconds, Tier III: 12 seconds.

SHADOW PLAYER
Reduces the chance of detection while lockpicking by 60%.

MASTER THIEF
Master locks can be picked and all locks are 35% easier to pick. Arrows may stagger opponents.
Warrior
TEMPEST
The Tempest memory unlocks all Warrior disciplines (Vandal, Keeper and Blade Runner), reduces the weight of heavy armor by 10% and grants the Rage talent, increasing weapon damage, for a short time.
Tier I: 7 seconds duration.
Tier II: 11 seconds duration.
Tier III: 15 seconds duration.
Warrior - Vandal


The memories of the Vandal improve the use of two-handed weapons.

BARBARIAN
Two-handed weapons do more damage.
Tier I: 12% more damage.
Tier II: Another 10% more damage.

BLOODTHIRST
Attacking speed with two-handed weapons is increased.
Tier I: Increased by 13%.
Tier II: Increased by another 10%.

AMPUTATOR
Attacks with battleaxes do more additional bleed damage.

DEEP WOUNDS
Attacks with greatswords have a 10% chance to do more critical damage.

BRUTE
Attacks with warhammers ignore 30% of armor rating.

SKARAGGIAN STANCE
Increases damage and power of blows and shield bashes, but at the same time the damage the player takes. This stance cannot be stacked with other combat stances.
Tier I: 10% more damage, 50% more power and 40% less damage resistance.
Tier II: 15% more damage, 100% more power and 30% less damage resistance.
Tier III: 20% more damage, 200% more power and 20% less damage resistance.

FURY DRIVEN
Grants a steady health regeneration while fighting with a two-handed weapon.

HAWK THRUST
Performing a power attack with a two-handed weapon deals a critical hit with double damage.

UNWAVERING
A backwards power attack has a 10% chance to paralyze the target.

WARRIOR STANCE
Reduces the stamina costs of power attacks.
Tier I: 18% cost reduction.
Tier II: Another 15% cost reduction.

PRECISE BLOW
Doubles the recoil of a hit when stamina is more than half-filled.

SWEEPING BLOW
Sideways power attacks with two-handed weapons will hit all targets in front of the player.

ARCHAIC MIGHT
The player’s power is discharged in a shockwave, staggering enemies and dealing high damage. Staggered enemies take additional damage.
Tier I: 55 points of damage; additional 35 points for staggered enemies.
Tier II: 75 points of damage; additional 55 points for staggered enemies.
Tier III: 100 points of damage; additional 75 points for staggered enemies.

MERCILESS
Power attacks while not moving do 20% additional damage and may decapitate enemies.

BRUTE BLOW
Blocked enemies take 40% more damage from attacks.
Warrior - Keeper


The memories of the Keeper improve the effect of defensive techniques and resistance in battle.

JUGGERNAUT
Improves the effectiveness of heavy armor.
Tier I: Heavy armor is 15% more effective.
Tier II: Heavy armor is another 12% more effective.

SHIELD WALL
Blocking is more effective.
Tier I: Blocking is 15% more effective.
Tier II: Blocking is another 12% more effective.

ARROW WALL
Arrows, intercepted with a shield, don’t do damage anymore.

FIRM STATE
The chance of staggering the player is decreased when wearing solely heavy armor.

SPLINTED LIMBS
Damage of falling is decreased when wearing solely heavy armor.

TOWER OF STRENGTH
Near invulneability for a short time.
Tier I: 75% damage reduction for 6 seconds.
Tier II: 85% damage reduction for 6 seconds.
Tier III: 95% damage reduction for 6 seconds.

SHIELD RUNNER
Move faster with a raised shield.

SHIELD STROKE
A small chance of disarming an enemy when bashing with a shield.

CONDITIONING
Heavy armor slows down less and weighs half as much.

REVERBERATE ATTACKS
A small chance to reflect taken melee damage back to the enemy when wearing solely heavy armor.
Tier I: 5% chance to reflect melee damage.
Tier II: Another 5% chance to reflect melee damage.

IRON WILL
Magic damage is reduced by 15% when wearing solely heavy armor. The chance of staggering the player is decreased when wearing solely heavy armor and stamina is at least 50%.

EXHAUSTION
Bashing an enemy with a shield absorbs part of their stamina.

IRON MAIDEN
Taken melee damage is reflected back to the enemy for a short time.
Tier I: 5 seconds; Tier II: 7 seconds; Tier III: 9 seconds.

FAST REFLEXES
Time slows down when blocking during an enemy’s power attack.

STEADFAST
Blocking and heavy armor are 5% more effective when stamina is half-filled. Time slows down when the player’s health is less than 15%.
Warrior - Blade Dancer


The memories of the Blade Dancer improve skills when using one or two one-handed weapons.

MERCENARY
Increases damage with a one-handed weapon.
Tier I: Increases damage with 8%.
Tier II: Increases damage with another 7%.

RELENTLESS STRIKE
Power attacks with one-handed weapons consume 25% less stamina.

CARNAGE
Attacks with one-handed axes do additional bleeding damage.

BONE BREAKER
Attacks with maces ignore 40% of the enemy’s armor rating.

BLADE MASTER
Attakcs with one-handed swords have a 10% chance of additional critical damage.

QYRANIAN STANCE
Increases attacking and moving speed, but decreases blocking ability. Higher critical hit chance for enemies. This stance cannot be stacked with other stances.
Tier I: 10% increased speed; 45% decreased blocking; 30% higher critical hit chance.
Tier II: 15% increased speed; 35% decreased blocking; 20% higher critical hit chance.
Tier III: 20% increased speed; 20% decreased blocking; 10% higher critical hit chance.

VORTEX BLADES
Attacks with two one-handed weapons are 15% faster.

BYPASS DEFENSES
Increases the chance to deal a critical hit on a blocking enemy by 15%.

CRITICAL HIT
Increases critical hit damage when attacking with a one-handed weapon.
Tier I: 20% increase.
Tier II: Another 20% increase.

SPRINT THRUST
Perform a powerful attack while sprinting with double critical damage.

CALM HAND
Critical hit chance is increased by 8% when stamina is higher than 50%.

DOUBLE VORTICES
Power attacks with two one-handed weapons do more damage.
Tier I: 12% more damage.
Tier II: Another 10% more damage.

BLADE DANCE
Hitting an enemy 5 times within 10 seconds, the last hit does additional damage and repulses the enemy.

SAVAGE BLOW
When not moving power attacks do 15% additional damage and may decapitate enemies.

STUNNING BLOW
A backwards power attack with a one-handed sword has a 25% chance of paralyzing the target.
Using the Console
Press the tilde key (~/`) to open the console for US keyboards or the equivalent for non-US keyboards. See this UESP page[en.uesp.net] for the correct key for non-US keyboards.

To add a learning or crafting book to the player’s inventory, use the following console command:

player.additem 00031ACC 1

This command adds one “One-Handed – Apprentice” learning book to the player’s inventory.

It is not necessary to use the leasing zeros:

player.additem 31ACC 1
Special Learning Books
000CE135 – Teaches 2 learning points
0012E1FC – Teaches 1 memory point
00149676 – Teaches 1 memory point

A learning book that teaches crafting points doesn’t exist.
Learning Books
Learning Book
Apprentice
Adept
Expert
Master
One-Handed
00031ACC
00031ACE
00033A5F
00039935
Two-Handed
00039936
00039937
00039938
00039939
Block
00039941
00039942
00039943
00039944
Heavy Armor
0003F86A
0003F86B
0003F86C
0003F86D
Elementalism
00085614
00085615
00085616
00085617
Mentalism
00085618
00085619
0008561A
0008561B
Psionics
0008561C
0008561D
0008561E
0008561F
Entropy
00085621
00085622
00085620
00085623
Light Magic
00085624
00085625
00085626
00085627
Marksman
00085641
00085643
00085644
00085642
Sneak
0008591F
0008591E
0008591D
0008591B
Light Armor
000E75F3
000E75F4
000E75F0
000E75F2
Crafting Books
Crafting Book
Apprentice
Adept
Expert
Master
Alchemy
000E7622
000E7623
000E7624
000E7625
Enchantment
000E7626
000E7627
000E7628
000E7629
Lockpicking
000E762A
000E762B
000E762C
000E762D
Sleight of Hand
000E762E
000E762F
000E7630
000E7631
Handicraft
000E7632
000E7633
000E7634
000E7635
Rhetoric
000E7636
000E7637
000E7638
000E7639
5 Comments
Chev Chelios(ÒДÓױ) Aug 12, 2022 @ 7:16pm 
Sorry, I did try it with the digit 000 as well. Though I will try it with the quotation marks also to see if that'll help. Thank you.
Altbert  [author] Aug 11, 2022 @ 4:38pm 
The command uses hexadecimal values which don't use the letter O but the digit 0. You can also use the ID without the leading zeros: CE1355. If using the leading zeros, you may need to use double quotations marks, depending on system ("000CE135").
Chev Chelios(ÒДÓױ) Aug 11, 2022 @ 4:17pm 
The command that I was using was the player.additem OOOCE135. When I first did it, I did it without the OOO it worked but only once. Then after I logged back into the game, it stopped working. I also tried it with the OOO and that didn't function either.
Altbert  [author] Aug 8, 2022 @ 3:50am 
Did you use any IDs in your commands? Enclosing the ID within double quotation marks might solve that issue. If not, post the commands you have used.
Chev Chelios(ÒДÓױ) Aug 2, 2022 @ 2:24pm 
I've tried doing the console commands and I am getting a could not parse line error when entering commands. Is anyone else getting this error?