[Specialization] Mages gain 10% stronger spells, and 10% faster magicka regeneration. Warriors resist 10% of all damage, and their power attacks deal 10% more damage, and cost 10% less . Thiefs deal 5% more weapon damage, are 10 % harder to detect, and deal 10% more sneak attack damage. [Traits] Preparation: Outside of combat your conjuration and alteration spells last 5 times longer. However your conjuration and alteration spells cost 250% more during combat. SpellSword: Each hit with a one handed weapon stores charges of SpellSword, and improves Magicka regen by 50% for 2 seconds. When you have at 8 charges, you will become empowered and have 30% cheaper and stronger spells. While not empowered spells are 20% weaker and 30% more expensive SpellShield: While using magic or staff, and a shield you resist 15%% of fire, frost and shock. You also bash 3 times harder with your shield. However, your spells have 20%% less range, and are 15%% less effective. Cantrips: Upon mastering the basics of any school of magic, you find that novice spells no longer drain you of any energy. Novice spells cost no magicka when you have level 25 in the appropriate school. Arcane Resilience: Arcane magic shields you as you enter combat, casting a mage armor spell based on your alteration skill. However, this magic is unstable, and all long ranged attacks ( <= 15 feet) deal an additional 30%% damage. The mage armor created by this spell does not benefit from perks. Abjuror: You are a defensive mage, and wards are 90%% cheaper and twice as effective.They also block 20%% of all physical damage. However Conjuration and Destruction magic are 30%% less effective, and you deal 20%% less physical damage. Bad Locksmith: Locks are much harder to pick. However, you seem to have sort of sixth sense, and always start close to a locks sweetspot. Swift Killer: You deal 30%% more damage to unharmed enemies, and 15%% less damage to enemies below 100%% of their health. Ninja: For each peice of light armor or clothing you wear you are 5%% harder to detect, but your armor is 8%% less effective. Novice Negotiator: You can haggle for 30%% lower prices, however you seem to have a hard time selling items, and can only sell them for half of their value. Agile: You are agile, and move 10%% faster, and have an additional 25 Samina, however you take 10%% more physical damage. Venomous: You can craft Venom using Nightshade and Deathbell anywhere while not in combat. Venom deals unresistable poison damage equal to your character level times 3, plus your alchemy level. Sweep: You can now perform sweep attacks with one handed weapons! However, all power attacks now cost an additional 20%% stamina,. You also gain the Rageblade ability. SwordBreaker: You are an expert at combating enemies with swords and deal 25%% more damage to those who use them. However you struggle to combat other types of weapons, and receive 15%% more damage from any weapon that isn't a sword. Stalwart: For each piece of heavy armor you wear, your gain 10%% staggar resistance, but your armor wieghs 8%% more Bowman: A master of the bow, you deal more damage to targets the farther away they are. You also deal increased damage to targets withing pointblank range. However you are not proficient with melee weapons and deal 20%% less damage with them. Duelist: As a master of single combat, you have a 30%% chance to land a critical hit while using only a sword. However you deal 15%% less damage Sword and Board: Every time you hit an enemy you build stacks of Sword and Board. Each stack increses the damage you block by 10%%, and reduces weapon damage by 5%%. Blocking expends 2 stacks of Sword and Board. You cannot regenerate magicka efficiently, and must consume souls in order to improve your regeneration. Every 20 souls consumed will permanantly increase your magicka pool by 1 and grant additional bonuses. Petty - Magicka regeneration restored Lesser - 100 Magicka buff Common - Completely restores magicka Greater - 50%% spell absorption Grand - Infinite magicka for a very short time You are haunted by an evil force. When you enter combat the spirit will make himself known, and rise to slay your enemies. However while the spectre walks you cannot heal yourself, and the spectre drains life from you with each passing second. In return, the spectre feeds you the life-force of those he wounds. Additionaly, should the spectre fall in battle he is no longer able to absorb your life energies, nor can he prevent you from restoring your wounds. [Racial Traits] Racial traits are broken up into two catagories. The major catagory gains 20% to skill rate, and increases that skill by 10 levels. The minor Catagory increases skill rate by 10%, and increases the skill by 5 levels. Argonian Major: Light Armor, Lockpicking Minor: Sneak, Pickpocket, Alchemy, Onehanded Health: 100 Magicka: 80 Stamina 130 HighElf Major: Enchanting, Destruction Minor: Alteration, Conjuration, Alchemy, Illusion Health: 80 Magicka: 140 Stamina 90 Breton Major: Conjuration, Restoration Minor: Alteration, Enchanting, Alchemy, Speechcraft Health: 90 Magicka: 120 Stamina 100 WoodElf Major: Alchemy, Marksman Minor: Sneak, Restoration, Lightarmor, Alteration Health: 80 Magicka: 100 Stamina 130 DarkElf Major: Destruction, Onehanded Minor: Illusion, Enchanting, Lightarmor, Marksman Health: 100 Magicka: 110 Stamina 100 Imperial Major: Speechcraft, HeavyArmor Minor: Onehanded, Restoration, Lightarmor, Block Health: 100 Magicka: 90 Stamina 120 Khajiit Major: Sneak, Pickpocket Minor: Lockpicking, Speechcraft, Lightarmor, Onehanded Health: 90 Magicka: 80 Stamina 140 Nord Major: Onehanded, Twohanded Minor: Light Armor, Smithing, Block, Marksman Health: 130 Magicka: 70 Stamina 110 Orc Major: Smithing, Heavy Armor Minor: Onehanded, Twohanded, Block, Lightarmor Health: 140 Magicka: 70 Stamina 100 Redguard Major: Onehanded, Block Minor: Heavyarmor, Smithing, Speechcraft, Marksman Health: 120 Magicka: 70 Stamina 120