Skyrim one-handed sword. One-handed weapons - About Skyrim - Skyrim - Articles catalog - TES-World. Best Skyrim Bows

Summary: Skills (Skyrim) ».

Possession one-handed weapon(orig. ) - skill from the game The Elder Scrolls V: Skyrim, affecting the effective use of edged weapons using one hand. Its undoubted advantage is the ability to instantly change tactics without losing experience in honing your skills. You can rush into battle, armed with weapons in both hands, or you can slowly but surely move forward, protecting yourself with a shield or amulet with one hand, and making your way to the enemy with the other. In any scenario, weapons remain the key link. The growth of this skill is affected by touching the Warrior and Lover Stones.

Weapon Types

One-handed weapons are quite common in Skyrim. There are only four types: maces, axes, swords and daggers. They all differ in damage and weight. Light weapons allow you to strike quickly, and they also make less noise. Daggers and swords are the lightest, and therefore the easiest to attack with, but the damage from them is the smallest at first. Axes are a little heavier, which means hitting them a little more painful. The heaviest weapons are maces. It is noteworthy that any weapon can be used not only for attack, but also for defense.

The more skilled a warrior is with a weapon, the more deadly he becomes. Capable students can even learn certain subtleties in handling a specific type of weapon, learning, for example, to pierce armor with a mace or deal additional damage with axes, leaving bleeding wounds. Hidden attack techniques also play a significant role, which can radically change the outcome of the battle.

Racial Advantages

In the beginning, those who are best at this skill are:

  • redguards: +10;
  • Imperials, Khajiit, Nords and Orcs: +5.

Capabilities

The following abilities are available as your character levels up:

AbilityIDRequirementsDescription
Strong hand000BABE4- One-handed weapons deal 20% more damage.
00079343 One-handed weapon 20One-handed weapons deal 40% more damage.
00079342 One-handed weapon 40One-handed weapons deal 60% more damage.
00079344 One-handed weapon 60One-handed weapons deal 80% more damage.
00079345 One-handed weapon 80One-handed weapons deal double damage.
Fighting stance00052D50One-handed weapon 20
Strong hand
Power attacks with one-handed weapons cost 25% less energy.
Slasher0003FFFAOne-handed weapon 30
Strong hand
Attacks with a one-handed ax deal additional bleed damage.
000C3678One-handed weapon 60
Strong hand
One-handed ax attacks deal more additional bleed damage.
000C3679One-handed weapon 90
Strong hand
Attacks with a one-handed ax deal even more additional bleed damage.
Bonecrusher0005F592One-handed weapon 30
Strong hand
Mace attacks ignore 25% armor.
000C1E92One-handed weapon 60
Strong hand
Mace attacks ignore 50% armor.
000C1E93One-handed weapon 90
Strong hand
Mace attacks ignore 75% armor.
Swordsman0005F56FOne-handed weapon 30
Strong hand
Attacks with swords have a 10% chance of causing critical damage.
000C1E90One-handed weapon 60
Strong hand
Sword attacks have a 15% chance to deal more critical damage (+25%).
000C1E91One-handed weapon 90
Strong hand
Sword attacks have a 20% chance to deal even more critical damage (+50%).
Double vortex00106256 One-handed weapon 30
Strong hand
Two-handed attacks are 20% faster.
00106257 One-handed weapon 50
Strong hand
Two-handed attacks are 35% faster.
Double meat grinder 00106258 One-handed weapon 70
Double vortex
Two-handed power attacks deal 50% more damage.
Merciless Strike 0003AF81One-handed weapon 50
Fighting stance
Standing power attacks deal 25% extra damage with some chance of cutting off the enemy's head.
Jerk000CB406One-handed weapon 50
Fighting stance
You can perform a power attack with a one-handed weapon while sprinting, dealing double critical damage.
Paralyzing Strike 0003AFA6One-handed weapon 100
Ruthless Strike or Charge
A power attack when moving backwards paralyzes the enemy with a 25% chance.
Explanations for the table
  1. 1,0 1,1 1,2 Bleed damage depends only on the material of the weapon and lasts from three to seven seconds. The bleeding effects from each hit stack.
  2. 2,0 2,1 2,2 Only affects the base damage of the weapon. Skill level, abilities, upgrades, etc. do not affect critical damage.
  3. The paralysis effect is also affected by the Permanence ability of the change skill.

Teachers

Summary: This section is part of the summary article “Skills Teachers”.
SkillLevelcharacter `s nameLocation
One-handed weapon AdeptAmrenWhiterun
ExpertAtisJorrvaskr
MasterBurgukDushnik-Yal

Textbooks

TextbookLocation
"2920, Month of the Morning Star (Vol. 1)"
  • Driftshade - Shelter - on the dining table in the room with the deadbolt;
  • Sabertooth lair to the west of Robber's Gorge - on the body of a hunter (location code: POITundra20);
  • Morthal, home of Jorgen and Lami - in a basket on a barrel by the bed;
  • Cave of the Lost Echo - on the ancient Nordic altar in the hall, which is a Nordic ruin;
  • Northern Watch Fortress - on the shelves behind the counter;
  • Fort Dawnguard DG - at the top of the tower overlooking the campground courtyard, next to the sleeping bag.
"Fire and Darkness"
  • Dawnstar Shelter - on the table, next to the map.
  • Rat Hole - Anthill in Riften - in Esbern's closet;
  • The crash site of the “Pride of Tel Vos” is on the opposite bank from the wreckage of the ship, near a tree trunk, right next to the water (location code: 0000B28A);
  • North-west of Lake Ilinalta - in the fisherman’s tent (location code: POITundra08);
  • Folguntur - in the first two-level room, next to the dead adventurer.
"Mace Etiquette"
  • Volundrud - on a throne under a ceremonial ax hanging on the wall;
  • Orotheim, on crates standing next to a makeshift forge;
  • Talking Hills Cave - on a shelf in the leader's room;
  • Fort Greenwall - in the captain's quarters;
  • Sky Haven Temple - on the table in the armory.
"Night Comes to Sentinel"
  • Volundrud - Cairn of the Elders - in the boss-level chest next to the throne, further than the room with Quenel (appears only at the end of the quest “Silence of Tongues”);
  • Dawnstar, Rustleif's house - on the wardrobe, to the left of the fireplace;
  • Bandit camp northwest of Helgen, due south of the Guardian Stones, in a tent, on a nightstand (can fall through textures; location code: POIPineForest20);
  • The rogue's lair is in the dining room on the second level.
"On the importance of place"
  • Gallows Rock - on the table on the second floor of the room with tanning machines;
  • Dawnstar, Brina's house - in a basket near the chest;
  • Shrine of Talos on the island between Winterhold and the Tower Stone (location code: POINorthernCoast02);
  • Markarth Watchtower - on the table, in the room to the right of the entrance;
  • Farm "Cold Furrow" - in the bedroom on the chest of drawers.

Details

When you first see a skill tree, which has separate branches for swords, axes and maces, you should not rush to choose a weapon and hastily invest ability points in its development. The reason is that these branches only take into account base weapon damage, and not the final damage, which is obtained thanks to the skill level, the Strong Arm ability and weapon improvement. Below are examples with the skill at maximum level.

  • "Swordsman" (for swords)
    A Daedric sword upgraded to legendary level deals 72 damage. But its base damage is only 14 units. This means that the additional bonus on a critical attack will be equal to 10.5 units, regardless of how much final damage the weapon deals.
  • "Rubaka" (for axes)
    The bleeding effect lasts for several seconds and depends on the material level of the weapon. The simplest one is iron. However, even a Daedric ax will only cause 18 points of bleeding damage, three points per second. It's also worth noting that the bleeding effects from each hit stack. However, I suspect that this does not work on all types of axes.
  • "Bonebreaker" (for maces)
    The armor percentage is indeed properly ignored. The only problem is that most of the enemies in the game don't wear any armor at all. Even the armor of the draugr is simply painted on their bodies, and therefore cannot be removed. The only exception to this rule is human opponents who actually have something equipped.
  • "Double Vortex"
    The ability does not affect attack speed if two daggers are equipped. This may be due to the unique animation. However, the ability works properly with different types of weapons.

Combinations

There are three possible combinations: weapon and shield, two weapons, magic and weapon.

Introduction

One-handed and two-handed weapons

When leveling up your weapon skills, the main thing is to know that the calculation is not based on the number of hits, but on the amount of damage caused. Therefore, it is best to upgrade with weapons with high damage, and on enemies with a lot of HP - trolls, giants, mammoths, etc.

We'll start with alchemy, and for this reason: in the game, the development of this skill seemed to me
the invoice itself due to a number of factors.

1. The first and main factor - You can’t improve your skill much with simple potions.

With simple potions you can level up your skill for a very long time, since in the mechanics of the game, Upgrading a skill depends not on quantity, but on quality. For example, the ability to wear heavy or light armor depends not on how many times you were kicked, but how much damage this blow caused you.

Banal potion for Magic Regeneration (Salt + Garlic)

after creation, it will increase the existing level of alchemy by about 1-3% of the strip.

While a complex potion that has a bunch of parameters (by the way, both negative and positive)

for one can it can increase the existing level by about 10-15% of the strip.

Another omission from the game is that side- unnecessary alchemical effects only increase the cost of the potion. Although, logically, a poison that simultaneously causes damage and heals it is complete nonsense, this nonsense will cost more than a poison that causes damage and takes away magic, for example.

I think you will immediately see that complex potions are much more expensive than simple potions.
Since leveling up alchemy directly depends on the quality of potions, I will immediately answer your question:
- Yes, if you put things on for a bonus to the creation of potions, the cost of the created potions will increase greatly, but, alas, this will have almost no effect on leveling up the skill.

Here is the cost of a created potion without items that give a bonus to the power of the created potions.

But the cost of a created potion brewed in things that give a bonus to the power of the potions created.

2. The second factor, which follows from the first, is that to create complex potions, you need to have a lot of different ingredients available.

Therefore, we simply save up all the fly agarics that we collect, all the fingers of giants, all the eggs. We save everything, everything that can be collected, stolen, bought! Yes, buy it, so you need to earn septims. (Thankfully this is not a problem in Skyrim)

3. The third factor - with increasing skill in Alchemy, pumping begins to slow down.

This is expressed as follows: if with an alchemy skill of 25 you make a potion - Magic Regeneration (Salt + Garlic) and to raise from 25 to 26 you need to make 10 cans, then to raise from 30 to 31 you already make 13 cans.
Therefore, I mastered alchemy in three steps:
From 1 to 40 you can level up by creating simple potions.
From 40 to 70-80 I studied intelligence from Arcadia in Whiterun. At the same time, he collected, bought, and stole tons of ingredients.
I don’t remember where all the alchemy teachers live, and I don’t need to, just look here.
From 80 to 100 I leveled up exclusively by creating complex poisons and potions.

For those who are not familiar with alchemy, I will conduct a master class.
Let's look at everything here

I'll show you what's what with an example.
Look at the sign here.
Let's look at what we have in our inventory and select an ingredient, say Dragon's Tongue. We select the property we like from the sign - Fire Resistance and Skill Enhancement: Two-Handed Weapon.
Now we are looking for an ingredient that has these properties, plus some other positive properties. (negative ones are also possible) Let there be Amanita - our potion will have two properties. Now you need to add an ingredient to “unlock” a couple more properties of the potion. Let's see what properties Amanita has? - this is Frenzy and Stamina Regeneration.
Again, using the table, we are looking for an ingredient that has these two properties... yup, this is Mora tapinella.
As a result, we get this potion:

The cost of the potion, as well as its power, will depend on the abilities taken in the Alchemy skill tree at the time the potion is created and on the bonus that enchanted things give us.

Basic required abilities in the Alchemy skill

Alchemist 5/5- (Potions and poisons are 20% stronger (+20% for each additional ability level) - well, of course, a good potion is a strong potion.
Healer- (Your potions that restore health, magic or stamina are 25% more effective) – a passing ability to take the next ability.
Pharmacist- (You can create potions that will have a 25% percent greater beneficial effect)
As you can see, I took only the most necessary abilities to enhance the potions I received.

It is pumped up very easily, using the “” spell. Just use it and that's it.

Witchcraft

Also, don’t forget to buy a pickaxe from him - it will be useful for mining ore.

Ore mining
In your travels, mainly in various dungeons, you will come across various “veins”, for example, “Iron Ore Vein”, using this stone, if you have a pickaxe with you, your character, after working a little, will extract some ore, and possibly some kind of precious stone:

After which, the ore must be smelted in a smelter. One of them can be found in Whiterun, on the right immediately at the entrance to the city:

Or a weapon with this effect.

With such a weapon we should finish off our victim, inflicting the last or penultimate blow on him.
Then we go to the merchant, buy soul stones from him, some will already be filled, while others we will fill during the game.
If you don’t already have several thousand septims, then it will be enough to buy the tiniest soul stones.
For scrupulous players who don't want to trap tiny souls in large soul gems, here is an indicative list of the sizes of soul gems and the creatures suitable to fill them.

Tiny soul stone - creatures up to level 4.
Chicken
Deer
Dog
Fox
Goblin
Mud Crab
Rat
Sheep
Wolf
Skeleton
Slaughterfish

Small soul stone - creatures up to level 16.
Brown Bear
Chaurus
Boar
Falmer
Ghost
Goblin Skirmisher
Imp
Ice Wraith
Horse
Saber Cat
Ice Wolf
Timber Wolf
Draugr
Troll
Skeleton Guardian
Zombie

Regular soul stone - creatures up to level 28.
Ancient Ghost
Flame Atronach
Cave Bear
Clannfear
Draugr Scourge
Mountain Lion
Faded Wraith
Frost Troll
Goblin Berserker
Will-o-the-Wisp
Minotaur
Headless Zombie
Black Bear
Living Tree (Spriggan)
Stray Dog
Skeleton Hero

Large soul stone - creatures up to level 38.
Daedroth
Wispmother
Draugr Death Overlord
Storm Atronach
Dread Zombie
Goblin Shaman
Frost Atronach
Nether Lich
Ogre
Skeleton Champion
Spider Daedra
Dreugh (Land Dreugh)
Wraith
Giant

Great Soul Stone - creatures from level 38.
Gloom Wraith
Lich
Minotaur Lord
Gatekeeper
Savage Ogre
Goblin Warlord
Xivilai
Giant Slaughterfish
Mammoth

Having filled the soul stones, after several hours of clearing and passing, we need to find somewhere or buy from a merchant a weapon with one of the following effects: Banishment, Absorption of health, Repelling the undead, Fear.
Exile

These are some of the most profitable weapon effects.
For things the most profitable is " Skill Upgrade: Stealth»
The cost of an enchanted item depends on the effect applied to it.
But! Here it is worth clarifying a couple of nuances that you will encounter when enchanting things:

For things, the effect will depend primarily on the size of the stone! When using a tiny stone, the effect will be 3%, and when using a large stone - 30%
The cost of such an item will vary greatly, as it greatly depends on the size of the soul stone you use.
For weapons, the strength of the effect depends only on our level of enchantment skill and the abilities taken. The charge will depend on the size of the stone. The charge has little effect on the final cost of the item.
The main role in the cost of weapons will be played by the effect.
Above I have listed the four most profitable weapon enchantment effects.

The most profitable thing is to enchant weapons- even when using tiny soul stones, the cost of the item increases significantly.

Basic required abilities in the Enchantment skill

Enchanter 5/5- (New spells are 20% stronger (+20% for each additional level))
Enchant Skills- (Armor enchantment is 25% stronger)
Life Charms- (Enchant health, mana and stamina on armor 25% stronger)
Additional effect- (You can apply two enchantments to one item)

Stealth

Levels up when you move close to other NPCs in a state of stealth. There is an opinion that the more NPCs in a certain radius, the better the pumping. The easiest way is in some city, lean against a fence, and put something heavy on the “W” button

  • Remember that the higher your skill, the stronger opponents you will encounter during your travels.

Let's go, friend! In honor of the release of Skyrim Special Edition, an updated version with HD textures, we are releasing a series of articles on this topic. The first will be an article about choosing and finding the best weapons and armor. And, since I prefer speed and lightness, we will start with one-handed weapons, shields and light armor.

So that you don’t have any unnecessary questions, Skyrim Special Edition includes all the additions to the original game, so all the items described below will be available to you.

The best one-handed weapon in Skyrim

Undoubtedly, the most powerful weapon with base damage is the dragon weapon, but it is also significantly heavier (except for daggers, where a dragon bone dagger is only 0.5 kg heavier). Conceding one unit of base damage, a Stalhrim mace or ax will be much lighter and overall better, with the exception of swords, where the vaunted Daedric blade has greater base damage and practically the same weight.

All of these weapons can be enchanted, but you can't enchant unique artifacts (in most cases), so some of the weapons below may only be good if you don't have that specialization.

Mace of Molag Bal
16 18
“Steals 25 units of magic and 25 strength per hit. Soul Capture."
The weapon is forged from ebony, it is 1 kg lighter than nameless samples, and has the base damage of a dragon. You can get a task with it in an abandoned house in Mokarte.
Miraak's sword
16 3
"Steals 15 strength per hit"
An incredibly light sword, only 3 kg and damage to the most powerful dragon weapons. Unfortunately, you can only get it at the end of the game, during the main storyline (taking into account the presence of the Dragonborn add-on).
Mehrunes' razor
11 3
"Instant death occurs with a 1.5% chance."
3.5 kg lighter than the dragon dagger, but 2 less base damage. Despite this, due to its effect, it makes the dagger a good option for the left hand. You can start the quest by visiting the museum in Dawnstar.

The best light armor in Skyrim

The two most powerful light armor available from crafting sets in the game are Stalhrim (with the Dragonborn add-on) and Dragonscale. The difference between them is small, and if one element of armor is better, then the other is worse.

Stalhrim boots, bracers have the same base armor parameter as dragon armor.

Not everything is clear with the breastplate and helmet.

The breastplate is 3 kg lighter, but has 2 less armor. It makes sense to wear Elven gilded armor, the armor class is lower by 6, but its weight is 6 less.

The shield is undoubtedly made of dragon scales - the weight is 4 lighter, losing only 1 in armor.

The helmet is 2 kg lighter, but has 1 less armor. But in terms of armor, any other light helmet pales in comparison to the Masks of Dragon Priests. Krosis, Volsung or Miraak (Dragonborn) will suit you. You can collect all 8 main masks and go to the past, where you will awaken the heavy mask of the leader. Krosis is the best freely available, to get it go to Double-Headed Peak.

Legendary light armor of Skyrim

If you don’t enchant armor yourself, then you will be interested in the legendary sets, and if you don’t have the DLC installed, the best you can get is a scolding from the Dark Brotherhood, or rather its old version in the faction quest “Find an Assassin from the Past”. Her kits have, if not the same parameters, then a little bit better.

Owners of the Dragonborn expansion will have access to two more powerful sets.

The Elder Scrolls V: Skyrim contains a lot of loot that no player can have the same supply after a couple of minutes of play. Weapons are of course vitally important, but what should you choose?

Now Skyrim is coming to Nintendo Switch and PlayStation VR, we're revamping our Skyrim guides to make sure new adventurers have everything they need to get the most out of this massive game. In this guide we are talking about weapons.

In truth, there aren't many absolute best weapons in Skyrim, thanks to the fact that some use of enchantments and other mechanics can make almost any weapon viable on any difficulty - even your bare fists! With that said, some of the most famous weapons in the game are unique weapons that can be found in certain locations or through certain quests. Each unique weapon has its own set properties, a unique name, and very often an enchantment that will give it some special advantage.

What weapons do you have in Skyrim, you can write about it in the comments!

Best Skyrim Daggers

There are over ten unique daggers in the game, but we're going to focus on a couple that we think are particularly excellent. If you're building a character for stealth play, they can prove to be quite a significant weapon for you to have for quite some time.

Mehrunes' razor

Mehrunes' Razor is a decent little dagger thanks to its base damage status of 11, but what really sets it apart is its enchantment. Any strike with Mehrunes' Razor has a chance to instantly kill an enemy.

To get the Razor of Mehrunes, you need to complete the Pieces of the Past quest and kill Silus Vesui at the end of the quest. You will be prompted to complete this quest once you reach level 20 through a courier, or you can stumble upon the quest by walking around Dawnstar; where they will tell you about the Silus Museum, that’s where you need to go to start the mission.

Blade of Woe

This dagger is even more powerful than Mehrunes' Razor with a base damage of 12, and its enchantment is useful for fighting powerful enemies - each blow absorbs 10 health points.

The Blade of Woe can be obtained from NPCs during the Death Incarnate quest, part of the Dark Brotherhood faction quest line. You can also follow the early steps of the quest and kill Astrid during the quest "With Friends Like These". You will be able to take the Blade of Woe from her body, but you will no longer be able to join the brotherhood.

Weapon Damage Weight Upgrade with Ingot, Perk Effect
Dragon bone dagger 12 6,5 Dragon bone, dragon armor No
Blade of Woe 12 7 Steel ingot Drain 10 health
Mehrunes' razor 11 3 Ebony Ingot 1.98% chance to kill instantly, infinite charges
Daedric Dagger 11 6 Ebony Ingot, Daedric Smith No
Stalhrim Dagger 10 4.5 Ebony armor Frost spell enchantment is 25% stronger

Best Skyrim Maces

There are even fewer unique maces in the game, but some of them are still impressive. Maces are really meant for people who want to master the real power of the character and deal devastating blows to their enemies.

Mace of Molag Bal

This artifact is quite powerful, with a base damage of 16. It also comes with an enchantment that takes away 25 points of damage, stamina and magic. On top of that, if the target dies within 3 seconds, you will fill the soul gem.

The Mace is given to you after completing Daegric Quest House of Horrors. In the city of Markarth, a leader named Tyranus will ask you to help find an abandoned house. As soon as you enter the house with or without a hint, this quest will begin. Finish the quest, take the mace.


Best Skyrim Swords

Swords are, of course, the most common weapon class you'll find in Skyrim. There are many of them, they are unique and scattered throughout the world. For you, we have collected the best examples that are worthy of being seen.

Miraak's sword

Original Skyrim players may not be familiar with the Sword of Miraak since it was added in the Dragonborn DLC, but it's a pretty damn good weapon. The sword absorbs stamina thanks to its enchantment, and it has consistent damage.

To get your hands on it, you will need to start quests with the dragon priest by going to the island of Solstheim. When you are ready, two priests will tell you about the "first dragon" and try to kill you. This will start the DLC quest line. After several quests, you will be taken to the final Dragonborn quest, at Apocrypha Summit. You will be able to pick up this weapon as loot from a corpse at the end of this quest. It's a long process to get there, but it's worth it.


Cooler

Chiller is a glass sword and is great for enemies who don't like frost damage. His spells inflict frost damage and have a chance to paralyze enemies.

The weapon is held by the leader of the thieves guild, Mercy Frey. The easiest way to access it is to find it in Frey's house during the thieves guild quest "The Purist". It is proudly displayed in its case and has an expert lock that you can pick to gain access to it. Keep in mind that this weapon is level dependent, so how good it is will be determined by your level.


Curse of the Dragon

Do you spend an awful lot of time in Skyrim fighting dragons? Curse of the Dragon means it deals extra damage to dragons. This sword is level dependent, so its performance will be partially determined by your level when you first pick it up.

The Dragon's Curse is found in the Sky Temple during the Walls of Alduin quest and is an important step in the game's main story. In order to take it you need to find a room next to the main chamber of the temple.


Strangler and Bloody Scythe

Two more weapons that were added to the Dragonborn DLC. These two swords were designed to be double-bladed. When activated, the player gains a powerful enchantment to absorb magic and health, reducing the target's defenses from further physical and magical attacks.

You will need to reach the Dragonborn quest line to get to Solstheim. Once you reach level 36 or higher, you will find a copy of the book, Deathbrand, inside Tel Mithryn or Raven's Rock Temple. You will receive both of these weapons through the quest.


Black Blade of Gauldur

Gauldur's Black Blade is another level-dependent weapon, meaning its effectiveness will be determined by your level when you first find it. The best version of it is used at level 36. As a weapon of the ancient Nord, the Dwarven Blacksmith's Fist will help you make it even more deadly.

The sword can be picked up during the quest “Forbidden Legend”. You can start this quest by reading the book Lost Legends - this will begin the search for the legend of Galdur. You can find one of the books naturally; you will find it on the body of a dead adventurer in the Reachwater cliff. Later in the quest you will find yourself in the ruins of Golguntur - upon completion, this sword will be your reward.


Best Skyrim Battle Axes

Battle axes are a less popular weapon than the sword. We've selected a couple of axes to show you.

Okin

Okin is a cool Nordic battle axe. It contains a frost enchantment, and is dangerous for the enemy's stamina, health, and also has a stable base damage of 12. It can be upgraded and leveled up with a forged piece of steel.

To enjoy Okin, you need to do the quest Silence of Tongues. You can find it in the rubble of Volundrud by exploring around - you will find notes that will start pushing you towards the quest. Eventually you will receive this weapon as a reward.


Dawnguard Rune Ax

As the name of this weapon suggests, it can be found in the Dawnguard DLC pack. It uses solar damage against undead, and the amount of damage increases with each undead enemy you have killed with an ax since the last sunrise - this is its unique effect.

To get this weapon, simply purchase the Dawnguard DLC. Eventually you'll come across the Lost Relic quest. These are quests that will send you on a quest to find a random artifact, but if you keep doing these quests, you will eventually receive that item.


Battle axes and hammers, Greatswords

For players who like to play with two-handed weapons, Skyrim has quite a few unique types of axes, hammers and swords. So we grouped them together.

Wuuthrad

If you don't like elves, this weapon is definitely for you. It deals even more damage to elves, and that's on top of its base damage set at 25. It also looks pretty bloody, to be honest.

In order to become the owner of this weapon, you need to complete the “Final Duty” task, and for this you will have to join the “Companions” faction. The Last Duty is the final quest for this faction. You can take Wuuthrad's ax on the statue by activating it.


Ax of Sorrow

It is described as a very powerful weapon - it has a base damage of 22. It can be upgraded at the forge.

The ax can be found in the Daedra search. Once you reach level 10 or higher, you will want to find Lod near the entrance to Falkreath. When given the chance, kill Barbas with the axe. You must use an ax to kill him. You can save it as a reward.


Bloodthirsty Blade

Originally added in the Dragonborn DLC, this greatsword releases an energy blast when you make an attack. The energy blast also deals 30 damage.

You need to start the Dragonborn main quest and then head to Raven Rock Mine. Chat with Cresius at the entrance to the mine and begin the quest “The Last Descent”. You will find the blade near the remains of Gratian Kaerellius later in the quest, in the Bloody Swamp.


Volendrung

This massive hammer has a slightly vicious appearance and an absolutely ridiculous base damage of 47. It also absorbs stamina, very useful for a weapon of this size of this deadly nature.

The Daedric Prince will give it to you as part of the “Cursed Tribe” quest. To accept this quest, you need to go to the Orca fortress in Largashbur. Try to save the life of the orc Ugor, who will then help you in this quest.


Best Skyrim Bows

Bows are useful for players who like to stay at a distance and shoot enemies with a hail of arrows. Here is our selection of long range bows.

Nightingale onion

The Nightingale Bow is actually owned by Karliah, a member of the thieves' guild and a temporary follower of Dragonborn for some of that guild's quests. His spell allows him to freeze and shock the target, which is very convenient. This is a level dependent weapon, so its strength will depend on your level when you get it. The best version is at level 46 and above.

To become the owner of the Nightingale Bow, you will have to join the Thieves Guild and follow your quest line. By the end of this quest series you will receive the Blindsighted quest. This bow is a reward for completing this quest. He also gives you a bone key, so this is a really useful quest.

Glass Bow of the Deer King

This bow has a charm that blesses you for every 20 animals you kill with a bow, ideal for hunting. Blessing does the most, but it also provides a significant boost to health and stamina while the bow is equipped.

You can get the bow from Falas Selvane at the old trading post. It's on the island of Solstheim, so it's part of the Dragonborn DLC. The bow can be taken by stealing it or simply buying it.


Gauldur's Black Bow

This item has priority based on your level, that is, its effectiveness will be determined by your level when you first equip it. The best version is at level 36.

The bow can be picked up during the quest “Forbidden Legend”. You can start this quest by reading the book Lost Legends - it will start with finding the legend of Galdur. If you don't find one of the books naturally, you can take it from the dead adventurer in Reachwater Cliff. The quest will eventually lead you to Geirmund's Hall, where you will fight Sigdis Galdurson. The bow will be your reward.

Weapon Damage Weight DPS Upgrade Effect
Improved Dwarven Crossbow 22 21 N/A Dwarven Blacksmith Ignores 50% armor
Dragon Bow 20 20 15 Dragon bone, dragon armor No
Auriel's Bow 13 11 13 Refined Moonstone, Elven Blacksmith 20 sun damage tripled if target is Undead.
Marshmallow 12 10 12 Dwarven Blacksmith Arrows are 30% faster than a standard bow
Daedric Bow 19 18 9,5 Ebony Ingot, Daedric Smith No
Nightingale onion 19 18 9,5 Ebony Ingot 30 units Frost Damage

Warrior Skills:

Two-handed weapon


Description:
If you choose to fight with a two-handed weapon, be prepared for its slow attack speed. Strikes with a sword are the fastest, swinging with an ax takes much longer, and it takes forever to swing the hammer. At the same time, the enormous damage of two-handed weapons can hardly be overestimated, in addition, they can block blows, but not as effectively as with a shield, however, the Blocking skill also applies to it.
Available perks:

  • Barbarian (5 degrees). Each rank of this skill increases damage from two-handed weapons by 20%, up to 100%. Be sure to pump.
  • Skull crusher (3 degrees). Skill requirement: 30. If you remember, this was the name of the wonderful (and one-handed) hammer in Morrowind. If you decide to use a heavy hammer, upgrade this perk. It improves penetration of enemy armor.
  • Deep wounds (3 degrees). Skill Requirement: 30. Increases the chance of critical damage from a two-handed sword.
  • Dismemberer (3 degrees). Skill requirement: 30. Gives axes additional damage from blood loss.
  • Champion stance. Skill requirement: 20. Passing perk, reduces the consumption of power reserves during power attacks by 25% (and they are the only ones that should be present in your arsenal).
  • Crushing blow. Skill Requirement: 50. Power attacks with two-handed weapons deal 25% more damage, plus with some luck you can cut off an enemy's head.
  • Great breakthrough. Skill requirement: 50. You sprint at an enemy, swing a power attack and the enemy receives double critical damage. A great way to start a fight.
  • Fan attack. Skill Requirement: 70 Sideways movement attacks damage multiple enemies in front of you. Not a required perk, especially if you decide not to level up Martial Artist.
  • Master of martial arts. Skill Requirement: 100. When you retreat and make a power attack, you have a 25% chance of paralyzing the enemy. But will you remember this opportunity in the heat of battle?


One-handed weapon


Description:
Good old swords, maces and axes. Their damage is lower than that of two-handed weapons, but their speed is higher (although it also depends on the class - sword, ax or mace) and has more capabilities. In Skyrim, separate use of hands became possible for the first time, and it would be a shame not to take advantage of it. You can take a mace, sword or ax in one hand, and a spell, shield, or other one-handed weapon in the other!
Available perks:

  • Strong hand (5 degrees). With each new level of this perk, all one-handed weapons will deal 20% more damage, up to 100%. Be sure to download all 5 degrees!
  • Slasher (3 degrees). Skill requirement: 30. Upgrade only if you are sure to use axes. Then they will cause additional damage from blood loss.
  • Bonebreaker (3 degrees). Skill requirement: 30. Upgrade only if you are sure to use clubs. Improves armor penetration.
  • Swordsman (3 degrees). Skill requirement: 30. Upgrade only if you definitely use swords. Increases the chance of critical damage.
  • Double vortex (2 degrees). Skill requirement: 30. Upgrade if you decide to use two one-handed weapons at once. Accelerates two-handed attack speed.
  • Double meat grinder. Skill requirement: 70. Be sure to level up if you use a weapon in two hands. Power attacks deal 50% more damage!
  • Combat stance. Skill requirement: 20. Passing perk. Reduces the consumption of stamina during power attacks by 25% (and they are the only ones that should be present in your arsenal).
  • A merciless blow. Skill Requirement: 50. Power attacks with one-handed weapons deal 25% more damage, plus with some luck you can cut off an enemy's head.
  • Jerk. Skill requirement: 50. You sprint at an enemy, swing a power attack and the enemy receives double critical damage.
  • Paralyzing blow. Skill Requirement: 100. When you retreat and make a power attack, you have a 25% chance of paralyzing the enemy. But will you remember this opportunity in the heat of battle?


Block


Description:
Using shields or two-handed weapons to protect against blows. While blocking, you take significantly less damage. Available perks:

  • Shield-bearer (5 degrees). You will take less damage when blocking. With the first level by 20%, and with each subsequent level by 5%, up to 40%.
  • Fast reflexes. Skill requirement: 30. With a successful block, time slows down. A very dubious perk.
  • Flat power strike. Skill Requirement: 30. You can attack with a flat attack directly from block.
  • Fatal flat blow. Skill requirement: 50. Flat strikes deal 5 times more damage!
  • Disarming. Skill Requirement: 70. With a power strike, you can knock a weapon out of your opponent's hands.

Shield only:

  • Shooting away arrows. Skill Requirement: 30. If an arrow hits a shield, it does no damage.
  • Protection from the elements. Skill requirement: 50. When defending yourself with a shield, you will receive 50% protection from fire, cold and lightning spells. Very useful against mages and dragons.
  • Block on the run. Skill requirement: 70. Now, covering yourself with a shield, you can move!
  • Living hammer. Skill requirement: 100. By covering yourself with a shield while sprinting, you can knock down opponents so that you can quickly attack while they are defenseless.


Archery


Description:
Archery. A completely independent type of combat, in no way inferior to the others. Works great with Stealth. Remember that in addition to the bow, you also need arrows. Lots of arrows. I’ll say right away that if you decide to use a bow, then you will have to unlock all the perks to see archery in all its glory. There are no extra perks here.
Available perks:

  • Excessive tension (5 degrees). With each level of this perk, you will deal 20% more damage with your bow, up to 100%.
  • Eagle's gaze. Skill Requirement: 30. If you press the block button while aiming, you will appear to be visually closer to the target, as in a “sniper scope”, in order to aim more accurately.
  • Steady hand (2 degrees). Skill requirement: 40. When using zoom, time will slow down to make it easier to shoot moving targets.
  • Powerful shot. Skill requirement: 50. Having hit an enemy, in 50% of cases he will stagger, stopping in place. Useful for retreating, increasing the distance to the enemy.
  • Fast shooting. Skill requirement: 70. By speeding up the bowstring by 30%, the notorious damage per unit of time increases.
  • Critical shot (3 degrees). Skill Requirement: 30. With each level of this perk, you will have a greater chance of dealing critical damage.
  • Thrifty Hunter. Skill requirement: 50. You find twice as many arrows on corpses. Useful unless you buy all your arrows at the store. And opponents very rarely have ebony and daedric arrows.
  • Huntsman. Skill Requirement: 70. You can move faster with a drawn bowstring.
  • Sniper. Skill Requirement: 100. You have a 15% chance to paralyze the target. To do this, you DO NOT need to take a “step back”!


Smithing


Description:
Allows you to forge weapons and armor in a forge, as well as improve them on a machine and a whetstone. A master blacksmith can increase the characteristics of weapons and armor several times! In addition, forged items can be sold very well. Attention! It's better to study only one branch, for light and heavy armor, depending on your preferences! Also keep in mind that the best light armor is dragon, and the best heavy is daedric. At the same time, the best weapons are also Daedric; you won’t fight much with a glass weapon (from the “light” branch). So even those who prefer light armor should think about choosing a branch of heavy armor for the sake of Daedric armor - dragon armor can be opened anyway. But for those who are pumping up heavy armor, forging dragon armor makes no sense.

Available perks:

  • Steel armor. Allows you to forge steel armor and weapons, as well as upgrade them to Legendary.
  • Blacksmith-wizard. Skill Requirement: 60. Without this perk, you will not be able to upgrade enchanted armor. But you can first improve the normal one and then enchant it. The choice is yours.

Heavy armor:

  • Dwemer armor. Skill requirement: 30. Allows you to forge Dwemer armor and weapons, as well as upgrade them to Legendary.
  • Orc armor. Skill requirement: 50. Allows you to forge orc armor and weapons, as well as upgrade them to Legendary.
  • Ebony armor. Skill requirement: 80. Allows you to forge ebony armor and weapons, as well as upgrade them to Legendary.
  • Daedric armor. Skill requirement: 90. Allows you to forge Daedric armor and weapons, as well as upgrade them to Legendary.

Light armor:

  • Elven armor. Skill requirement: 30. Allows you to forge elven armor and weapons, as well as upgrade them to Legendary.
  • Complex types of armor. Skill requirement: 50. Allows you to forge lamellar and plate armor, as well as upgrade them to Legendary.
  • Glass armor. Skill requirement: 70. Allows you to forge glass armor and weapons, as well as upgrade them to Legendary.
  • Dragon armor. Skill requirement: 100. Allows you to forge dragon armor, as well as upgrade it to Legendary. In fact, dragon armor can be heavy, but it is worse than Daedric armor.


Heavy Armor


Description:
Responsible for the properties of heavy armor. Heavy armor protects better than light armor, but practically does not allow you to use Stealth - it is too loud. Heavy armor is preferable for those who prefer melee combat, with one-handed or two-handed weapons. Also, the level of protection of heavy shields depends on the heavy armor skill.

Available perks:

  • Juggernaut (5 degrees). With each level of this perk, the protection provided by heavy armor will be increased by 20%, up to 100%.
  • Fists of steel. Skill Requirement: 30. Passing Skill. Damage with fists is equal to the protection provided by heavy gloves. But why?
  • Soft padding. Skill requirement: 50. Passing skill. If you wear a full set of heavy armor, helmet, boots and gloves, you will only take half damage if you fall from a height. Where are you planning to jump from?
  • Hard training. Skill requirement: 70. Something for which you can upgrade previous useless skills. When equipped, heavy armor weighs nothing and does not slow down your movements!
  • Good equipment. Skill Requirement: 30. If you wear a full set of heavy armor, helmet, boots and gloves, you receive a 25% increase in overall defense.
  • Center of gravity. Skill Requirement: 50. If you are wearing heavy armor, you are 50% more difficult to knock down.
  • Full set. Skill Requirement: 70. If you wear a full set of heavy armor, helmet, boots and gloves, all made from the same material (iron, steel, ebony, etc.), then you receive a 25% increase in overall defense. .
  • Reflecting blows. Skill Requirement: 100. If you wear a full set of heavy armor, helmet, boots and gloves, you have a 10% chance to reflect melee damage to an enemy.


Thief Skills:

Light Armor
Description: Responsible for the properties of light armor. It does not restrict movement much, weighs little, and allows you to sneak and perform sneak attacks. However, it does not hold up well in close combat. Therefore, light armor is recommended for thieves, but not warriors. Also, the level of protection of light shields depends on the light armor skill.
Available perks:

  • Agility in defense (5 degrees). With each level of this perk, the protection provided by light armor will be increased by 20%, up to 100%.
  • Fit to fit. Skill Requirement: 30. If you wear a full set of light armor, helmet, boots and gloves, you receive a 25% increase in overall defense.
  • Second skin. Skill requirement: 50. When wearing light armor, it no longer weighs anything and does not restrict movement.
  • Wings of the wind. Skill requirement: 60. If you wear a full set of light armor, helmet, boots and gloves, you get a 50% increase in your stamina regeneration rate.
  • Full set. Skill requirement: 70. If you wear a full set of light armor, helmet, boots and gloves made from the same material (leather, malachite, dragon scales), you receive a 25% bonus to your overall defense rating.
  • A deft fighter. Skill Requirement: 100. If you wear a full set of light armor, helmet, boots and gloves, you have a 10% chance of completely avoiding melee damage.


Sneak
Description: Allows you to move unnoticed in stealth mode. In this mode, any damage you inflict on an enemy who cannot see you becomes critical and increases several times. Stealth is the thief's and archer's best friend. Don't try to use stealth with heavy armor - the noise is such that you will be found ten meters from the target.
Available perks:

  • Stealth (5 degrees). You are harder to detect. With the first level by 20%, and with each subsequent level by 5%, up to 40%.
  • Backstab. Skill requirement: 30. Sneak attack damage with one-handed weapons increased by 6 times.
  • True aim. Skill Requirement: 40. To the delight of archers, sneak attacks with a bow deal triple damage!
  • Assassin's blade. Skill requirement: 50. Sneak attack with a dagger deals 15 times more damage! Let's not forget that the dagger can be poisoned, and then we will forget about the target's chances of survival.
  • Muffled footsteps. Skill Requirement: 30. The noise from your armor has been reduced by 50%.
  • Easy step. Skill Requirement: 40. You stop hitting traps. This will make it much easier to lure enemies into them.
  • Quiet somersault. Skill requirement: 50. Sprinting while stealth results in a silent roll.
  • Silence. Skill Requirement: 70. Now if you sneak while running, it will not affect the chance of your detection.
  • Shadow Warrior. Skill requirement: 100. Now, entering stealth mode directly in battle, you will immediately hide from enemies.


Lockpicking
Description: Responsible for picking locks and some traps. Lockpicking requires lockpicks, lots of lockpicks. And since the best treasures are usually kept behind good locks, getting to them without this skill is extremely problematic. If in previous games in the series it was possible to pick locks using spells, now even an archmage can be found on his knees with a master key in his hand.
Available perks:

  • Newbie burglar. The area that needs to be "groped" in the lockpicking mini-game is doubled for the lock difficulty - Novice.
  • Apprentice burglar. Skill Requirement: 25. The area that must be "groped" in the lockpicking mini-game is doubled for Lock Difficulty - Apprentice.
  • Skillful hands. Skill requirement: 40. Now if you pick a lock, no one will notice.
  • Wax cast. Skill requirement: 50. For every opened lock that has a key, you get a copy of the key and now even if the lock is closed again, you can open it without breaking it. Rather a harmful skill, because it eliminates the opportunity to walk around the city at night and practice.
  • Specialist burglar. Skill Requirement: 50. The area that must be "groped" in the lockpicking mini-game is doubled for the lock difficulty - Specialist.
  • Gold digger. Skill requirement: 60. You will find more gold in chests!
  • Treasure hunter. Skill requirement: 70. Chance of finding treasure increased by 50%!!!
  • Expert burglar. Skill Requirement: 75. The area that must be "groped" in the lockpicking mini-game is doubled for the lock difficulty - Expert.
  • Locksmith. Skill requirement: 80. The starting position in the hacking mini-game will now be located closer to the target. Passing skill to the main skill of the branch
  • Eternal master key. Skill Requirement: 100. Sell all your lockpicks except one! It will never break!
  • Master burglar. Skill Requirement: 100. The area that must be "groped" in the lockpicking mini-game is doubled for Master difficulty lock. If you have already upgraded the eternal master key skill, then this perk is useless.


Pickpocket

Description:- I am sure that you will never be able to steal a watch from my pocket!- Do you by any chance mean this watch? The pickpocket skill allows you to steal various items and gold from characters in stealth mode. The higher the skill, the higher the likelihood of a successful theft.
Available perks:

  • Nimble fingers (5 degrees). With each rank of this perk, the chance of a successful pickpocket increases by 20%, up to 100%.
  • Night thief. Skill requirement: 30. Sleepers have a 25% higher chance of a successful theft.
  • Carrier of poison. Skill requirement: 40. You can poison an enemy by placing poison in his pocket.
  • Patch pockets. Skill requirement: 50. Your carrying capacity increases by 100 at once.
  • Shchipach. Skill requirement: 40. Pickpocketing becomes 50% easier immediately!
  • Key keeper. Skill requirement: 60. Provides an almost complete guarantee of successful key theft.
  • Disorientation. Skill requirement: 70. You can even steal weapons that the character is holding in his hands!
  • Magician. Skill requirement: 100. You can leave characters completely naked.


Speech
Description: Sometimes in dialogues the possibility of “persuasion” or “threat” appears, and it depends on the skill whether they will work or not. And that is not all! From now on, after the disappearance of the “trade” skill, by choosing our wonderful eloquence skill, you will also receive discounts from all merchants in Skyrim! Hurry up, the number of perks is limited!
Available perks:

  • Trader (5 degrees). With each level of this perk, prices become 10% more profitable.
  • Bribe. Skill requirement: 30. You will be able to bribe the guards so that they do not notice the crime.
  • Belief. Skill Requirement: 50. Your arguments are 30% more persuasive.
  • Intimidation. Skill Requirement: 70. Your threats are twice as convincing.
  • Charm. Skill requirement: 30. When trading with representatives of the opposite gender to your character, prices are 10% more profitable. Passing skill.
  • Merchant. Skill requirement: 50. A very useful skill for any character! You can now sell potions to the gunsmith and heavy armor to the alchemist! More precisely, to any trader any items, even if they are not of interest to him.
  • Investor. Skill requirement: 70. You can give a merchant 500 gold once, and now each time he will have the same 500 gold more to trade with you.
  • Buyer. Skill requirement: 90. Any merchant you have invested money in will agree to buy stolen items from you.
  • Great trader. Skill requirement: 100. Every merchant in Skyrim is willing to shell out an extra 1000 gold to trade with you!


Alchemy
Description: Alchemy is entirely responsible for the quality of the potions and poisons created. The ingredients in the game are visible and invisible, so there is no good to be wasted. Many potions are also very expensive. A poisoned arrow or blade reduces the victim’s chances of survival to a minimum.
Available perks:

  • Alchemist (5 degrees). With each level of this perk, your potions will become 20% better, up to 100%.
  • Healer. Skill Requirement: 20. Your potions to restore health, magicka, and stamina are 25% better.
  • Poisoner. Skill Requirement: 30. Your poisons are 25% stronger.
  • Concentrated poison. Skill requirement: 60. Poison applied to a weapon will last twice as many hits.
  • Herbalist. Skill requirement: 70. You get two ingredients from plants at once!
  • Pharmacist. Skill Requirement: 30. The positive effects of your potions are 25% stronger.
  • Experimenter (3 degrees). Skill requirement: 50. After eating an ingredient, you will learn the first two/three/four of its properties.
  • Snake blood. Skill requirement: 80. Poison resistance increases by 50%.
  • Purity. Skill requirement: 100. Your potions have no negative effects, but poisons have positive effects.

Mage Skills:


Enchanting
Description: Enchanting, having lost its former glory in Oblivion, is returning to the ranks of the most useful skills! With the help of the “Pentagram of Souls” and soul stones, you can give ordinary ammunition amazing properties. Enchanting is useful for absolutely all classes, but it requires a lot of investment and a lot of time to level up. In principle, it’s good to live in Skyrim, even on “Master” difficulty, but you can do it without it.
Available perks:

  • Enchanter (5 degrees). With each level of this perk, your enchantments become 20% stronger, up to 100%.
  • Saving souls. Skill requirement: 20. Charging enchanted weapons from soul stones is now more productive.
  • Soul Devourer. Skill Requirement: 40. A killing blow to a creature will recharge your weapon by 5% of that soul's cost. Useful, but only if you use enchanted weapons, which is not necessary.
  • Fire spells. Skill requirement: 30. All fire and fire protection enchantments that you cast on ammunition will become stronger by 25%.
  • Frosty spells. Skill requirement: 40. All cold and protection spells that you cast on ammunition will become stronger by 25%.
  • Thunder spell. Skill requirement: 50. All electricity and protection spells that you cast on ammunition will become stronger by 25%.
  • Enchant skills. Skill Requirement: 50. Any skill enhancement enchantments you place on your ammunition will be 25% stronger.
  • Life charms. Skill requirement: 70. All enchantments that increase the amount and speed of recovery of health, magicka and stamina that you cast on ammunition will become stronger by 25%.
  • Additional effect. Skill requirement: 100. You can cast not just one enchantment on an item, but two! Please note that the second enchantment may be weaker. The perk is required if you decide to upgrade the enchantment at all.

Destruction
Description: The school of destruction magic is aimed at only one goal - the destruction of the enemy using the elements - fire, cold and lightning. Keep in mind that some enemies may have protection from an element, but will certainly be vulnerable to another.
Available perks:

  • Expert of the school of destruction. Skill requirement: 75. Expert-level spells cost half as much magicka.
  • Master of the school of destruction. Skill requirement: 100. Master-level spells cost half as much magicka.
  • Newcomer to the school of destruction. Novice level spells cost half as much magicka.
  • Student of the school of destruction. Skill requirement: 25. Apprentice-level spells cost half as much magicka.
  • Adept of the school of destruction. Skill requirement: 50. Adept-level spells cost half as much magic.
  • Enhanced flame (2 degrees). Skill requirement: 30. Fire spells become stronger by 25% (50% at 2 levels).
  • Hot flame (2 degrees). Skill requirement: 50. An enemy brought to a low health level by fire spells will stop attacking you and try to hide.
  • Intense frost (2 degrees). Skill requirement: 30. Fire spells become stronger by 25% (50% at 2 levels).
  • Deep freeze. Skill requirement: 50. An enemy brought to low health by fire spells will be paralyzed.
  • Reinforced zippers (2 degrees). Skill requirement: 30. Lightning spells become stronger by 25% (50% at 2 levels).
  • Disintegration. Skill requirement: 50. An enemy brought to low health by fire spells will be killed on the spot.
  • Double destruction. Skill requirement: 20. If you cast a destruction spell with two hands, it will become stronger.
  • Shock wave. Skill Requirement: 40. Most destruction spells, when used with two hands, can cause the target to stagger.
  • Rune Master. Skill requirement: 40. Trap runes can be placed 5 times greater distance from you.

Illusion
Description: Spells from the school of illusion allow you to manipulate characters. You can force them to calm down and lay down their weapons, fight, run away, attack their followers, etc. Illusion spells are most useful for a thief.
Available perks:

  • Newbie to the school of illusion. Novice level spells cost half as much magicka.
  • Student of the school of illusion. Skill requirement: 25. Apprentice-level spells cost half as much magicka.
  • Adept of the school of illusion. Skill requirement: 50. Adept-level spells cost half as much magic.
  • Expert of the school of illusion. Skill requirement: 75. Expert-level spells cost half as much magicka.
  • Master of the school of illusion. Skill requirement: 100. Master-level spells cost half as much magicka.
  • Double illusion. Skill requirement: 20. If you cast an illusion spell with two hands, it will become stronger.
  • Animal deception. Skill requirement: 20. Illusion spells work on higher level animals.
  • Deception of human eyes. Skill requirement: 40. Illusion spells work on higher level people.
  • Silent spells. Skill requirement: 50. From now on you can cast any spells from any school of magic completely silently!
  • Hypnotic look. Skill requirement: 30. Calm spells work on higher level targets. Stacks with the perks “Deception of Animals” and “Deception of Human Eyes”.
  • The science of fear. Skill requirement: 50. Fear spells affect higher level targets. Stacks with the perks “Deception of Animals” and “Deception of Human Eyes”.
  • Fury. Skill requirement: 70. Frenzy spells affect higher level targets. Stacks with the perks “Deception of Animals” and “Deception of Human Eyes”.
  • Master of the mind. Skill requirement: 90. Illusion spells now work on Daedra, Undead, and Dwemer Mechanisms.

Conjuration Description: Why fight on your own when you can call an assistant, or revive the dead? You can also banish creatures summoned by enemies. You can also summon weapons, but there is no point. A purely magical skill, it will be of little use to warriors and thieves.
Available perks:

  • Newcomer to the school of witchcraft. Novice level spells cost half as much magicka.
  • Adept of the school of witchcraft. Skill requirement: 50. Adept-level spells cost half as much magic.
  • Expert at the school of witchcraft. Skill requirement: 75. Expert-level spells cost half as much magicka.
  • Master of the school of witchcraft. Skill requirement: 100. Master-level spells cost half as much magicka.
  • Double witchcraft. Skill Requirement: 20. If you cast a Conjuration spell with two hands, it will become stronger.
  • Mystical call. Skill requirement: 20. Summoned weapons deal more damage. But why call for weapons when there are already plenty of them?
  • Soul stealer. Skill Requirement: 30. The summoned weapon can also trap a soul into a free soul gem.
  • Exile to Oblivion. Skill Requirement: 50. Summoned weapons banish creatures summoned by enemies and drive away animated corpses.
  • Necromancy. Skill requirement: 40. Animated bodies will last you twice as long.
  • Dark souls. Skill requirement: 70. Revived bodies gain 100 additional health.
  • Summoner (2 degrees). Skill Requirement: 30. You can animate bodies and summon atronachs at a greater distance from you.
  • Atromancy Skill requirement: 40. Summoned atronachs will last you twice as long.
  • The power of the elements. Skill requirement: 80. Summoned atronachs are 50% stronger!
  • Paired souls. Skill requirement: 100. You can summon two atronachs or revive two bodies at the same time!

Alteration

Description: A kind of collection of spells. Here you have magical protection, life detection, illumination, paralysis and even transmutation. It's worth upgrading the skill only for the sake of paralysis, or magical protection (if you are a magician and not a warrior in heavy armor).
Available perks:

  • Newbie school change. Novice level spells cost half as much magicka.
  • Adherent to the school of change. Skill requirement: 50. Adept-level spells cost half as much magic.
  • School of change expert. Skill requirement: 75. Expert-level spells cost half as much magicka.
  • Master of the school of change. Skill requirement: 100. Master-level spells cost half as much magicka.
  • Double change. Skill requirement: 20. If you cast an alteration spell with two hands, it will become stronger.
  • Magic armor (3 degrees). Skill requirement: 30. If you are not wearing armor, the Stone Flesh spell is several times stronger.
  • Magic resistance (3 degrees). Skill Requirement: 30. With each level of this perk, your magic defense becomes 10% better, up to 30%! A very useful perk.
  • Consistency. Skill requirement: 70. Change spells last longer.
  • Atronach. Skill requirement: 100. You absorb 30% of the magic of the spells that attacked you!


Restoration
Description: Spells from the school of restoration allow you to heal yourself and your comrades, scare away the undead, and temporarily increase your protection from damage and magic. It can be an alternative to healing potions, although there are plenty of them. Also, a wonderful “amulet” spell can become an alternative to a shield for a magician.
Available perks:

  • New to recovery school. Novice level spells cost half as much magicka.
  • Adept of the school of restoration. Skill requirement: 50. Adept-level spells cost half as much magic.
  • Recovery school expert. Skill requirement: 75. Expert-level spells cost half as much magicka.
  • Master of the School of Recovery. Skill requirement: 100. Master-level spells cost half as much magicka.
  • Double recovery. Skill requirement: 20. If you cast a restoration spell with two hands, it will become stronger.
  • A break. Skill requirement: 40. Health restoration spells also restore stamina.
  • Regeneration. Skill requirement: 20. Healing spells are 50% stronger!
  • Necromagus. Skill requirement: 70. All spells are more effective against undead.
  • Amulet-absorber. Skill Requirement: 60. When a spell hits your ward, it will restore a little of your magicka.
  • Replenishment (2 degrees). Skill requirement: 30. Magic is restored 25% (50% for the second degree!) faster! The perk is required for all magicians.
  • Escape from death. Skill requirement: 90. Once a day, when your health falls below 10%, it will automatically be replenished by 250 units.


What else to read