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| Egg Mines | Abaesen-Pulu Egg Mine, Ahanibi-Malmus Egg Mine, Akimaes-Ilanipu Egg Mine, Eluba-Addon Egg Mine, Eretammus-Sennammu Egg Mine, Gnisis, Hairat-Vassamsi Egg Mine, Inanius Egg Mine, Madas-Zebba Egg Mine, Maesa-Shammus Egg Mine, Matus-Akin Egg Mine, Mudan-Mul Egg Mine, Panabanit-Nimawia Egg Mine, Sarimisun-Assa Egg Mine, Shurdan-Raplay Egg Mine, Sinamusa Egg Mine, Zalkin-Sul Egg Mine |
| Councilor Hlaalu | Crassius Curio, Dram Bero, Velanda Omani, Yngling Half-Troll, Nevena Ules |
| Councilor Redoran | Bolvyn Venim, Athyn Sarethi, Brara Morvayn, Hlaren Ramoran, Miner Arobar, Garisa Llethri |
| Councilor Telvanni | Master Aryon, Master Neloth, Archmagister Gothren, Mistress Dratha, Mistress Therana |
| Forts | Fort Pelagiad (Pelagiad), Hawkmoth Fort (Ebonheart), Fort Moonmoth (Balmora), Fort Buckmoth (Ald'ruhn), Fort Darius (Gnisis) |
| Monate | Morning Star, Sun's Dawn, First Seed, Rain's Hand, Second Seed, Mid Year, Sun's Height, Last Seed, Heartfire, Frost Fall, Sun's Dusk, Evening Star |
| Nine Imperial Provinces | Skyrim, High Rock, Hammerfell, Summerset Isle, Valenwood, Elsweyr, Black Marsh, Morrowind, and the ancient Imperial province itself, Cyrodiil. |
| Nine Divines | Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, and Julianos, and Tiber Septim (Emperor) |
| Regionen | Bitter Coast Region, Azura's Coast Region, Molag Mar Region, Ashlands Region, West Gash Region, Red Mountain Region, Ascadian Isles Region, Grazelands Region, Sheogorad z.B. für ChangeWeather "Bitter Coast Region" 1 |
| SetStat/ModStat (zB SetHealth) |
Acrobatics Agility Alchemy Alteration ArmorBonus Armorer Athletics AttackBonus Axe Blindness Block BluntWeapon CastPenalty Chameleon Conjuration DefendBonus Destruction Disposition Enchant Endurance Fatigue Flying HandToHand Health HeavyArmor Illusion Intelligence Invisible LightArmor LongBlade Luck Magicka Marksman MediumArmor Mercantile Mysticism Paralysis Personality Reputation ResistBlight ResistCorprus ResistDisease ResistFire ResistFrost ResistMagicka ResistNormalWeapons ResistParalysis ResistPoison ResistShock Restoration Security ShortBlade Silence Sneak Spear Speechcraft Speed Strength SuperJump SwimSpeed Unarmored WaterBreathing WaterWalking Willpower PCCrimeLevel (PC Only) Fight (Changing this changes it for ALL references of the Actor) Flee (Changing this changes it for ALL references of the Actor) Alarm (Changing this changes it for ALL references of the Actor) Hello (Changing this changes it for ALL references of the Actor) Level (only works with Set and Get) |
Liste der Attribute, sortiert nach Spezialisierung und "Governing Attribute"
| Charakterwerte | |||
| Reputation | Your fame rating in the world of Morrowind. | ||
| Fatigue | How tired you are. Low fatigue makes it harder to successfully perform actions. | ||
| Health | The amount of damage you can take before you die. Increases every time you gain a level. | ||
| Magicka | Used to cast spells. Magicka is naturally restored by resting. | ||
| Hauptattribute | |||
| Strength | Affects your starting Health, how much you can carry, your maximum Fatigue, and how much damage you do in melee. | ||
| Intelligence | Determines your maximum amount of Magicka. | ||
| Willpower | Affects your ability to resist magic, and your maximum Fatigue. | ||
| Agility | Affects your ability to dodge and hit targets in melee as well as your maximum Fatigue. | ||
| Speed | Determines how fast you can move. | ||
| Endurance | Affects your starting Health, your Health gain per level, and your maximum Fatigue. | ||
| Personality | Affects your ability to deal with other characters and how much they like you. | ||
| Luck | Affects every action you do in a small way. | ||
Fähigkeiten | |||
| Block | Combat | Agility | Block skill allows one to use shields to block any melee attack. A successful block removes all damage from the attack. |
| Medium Armor | Combat | Endurance | Medium Armor skill lets one move and defend while wearing durable but flexible armors like chain, scale, bonemold, and Orcish armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use. |
| Heavy Armor | Combat | Endurance | Heavy Armor skill is used to move and defend while wearing massive and rigid armors like iron, steel, silver, Dwemer, ebony, and Daedric armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use. |
| Spear | Combat | Endurance | Spear skill permits effective use of long-hafted thrusting weapons like spears and halberds. |
| Athletics | Combat | Speed | Athletics skill trains and conditions one for running and swimming. Skilled athletes move short and long distances over land with speed and efficiency, and they also swim swiftly underwater. |
| Armorer | Combat | Strength | Armorer skill is used to maintain weapons and armor at top effectiveness. Worn weapons do less damage. Worn armor provides less protection against attacks. As wear increases, the diminishing effectiveness of weapons and armor is dramatic. |
| Blunt Weapon | Combat | Strength | Blunt Weapon skill makes you more effective when using heavy bashing weapons like maces, hammers, clubs, or staves. |
| Long Blade | Combat | Strength | Long Blade skill lets one use broadswords, sabers, longswords, claymores, katanas, and dai-katanas effectively. |
| Axe | Combat | Strength | Axe skill helps a user wield heavy chopping weapons like war axes and battleaxes more effectively. |
| Enchant | Magic | Intelligence | This skill governs the creation, use, and recharging of enchanted items. Skilled enchanters are more successful at creating new items. Enchanted items burn less power, and are recharged more efficiently from soul gems, for a trained user. |
| Conjuration | Magic | Intelligence | The spell effects of the College of Conjuration include the mental domination of mundane and magical creatures, summonation of otherworldly weapons and armor, and summonation of Daedric or undead servants and powers to serve and protect the caster. |
| Alchemy | Magic | Intelligence | Alchemy identifies magical properties in mundane substances. Substances are consumed directly, or prepared as potions to provide long-lasting benefits like healing and curing disease, water-walking, magical shielding, and fortifying bodily attributes. |
| Illusion | Magic | Personality | Spell effects of the College of Illusion alter the perceptions and thoughts of living subjects. Illusion effects blind, illuminate, paralyze, and silence, calm or enrage, charm, distract and camouflage, and render invisible. |
| Unarmored | Magic | Speed | Unarmored skill lets one avoid or reduce injury during combat while not wearing any armor by evading, deflecting, or absorbing blows. Those versed in this skill are better defended wearing no armor at all than they are when wearing armor. |
| Destruction | Magic | Willpower | The destruction skill is the mastery of the spell effects of the College of Destruction. Their spells harm living and unliving things, and include elemental damage, draining, damaging, vulnerability, and disintegration magical effects. |
| Alteration | Magic | Willpower | Students of the College of Alteration manipulate the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, burdening, opening and locking, and creating shield barriers against physical damage. |
| Mysticism | Magic | Willpower | The spells of the College of Mysticism shape and focus otherworldly forces to bind souls in gems, or teleport the caster's body, or manipulate the world with telekinesis, or absorb or reflect magical energies, or sense unseen objects at a distance. |
| Restoration | Magic | Willpower | Adepts of the College of Restoration heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. Restoration spells can also augment or absorb strength, endurance, intelligence, agility, and other bodily attributes. |
| Sneak | Stealth | Agility | The Sneak discipline is the art of moving unseen and unheard. Skilled sneaks are also adept pickpockets. |
| Light Armor | Stealth | Agility | Light armor skill lets one move and defend while wearing light-weight, flexible armors like leather, boiled leather, fur, chitin, and glass armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use. |
| Marksman | Stealth | Agility | With the marksman skill, one is more effective with ranged weapons like the short bow, long bow, crossbow, throwing star, and throwing knife. |
| Security | Stealth | Intelligence | Security skill lets one open locked doors and containers with lock-picks or disarm traps with probes. This skill is essential for agents and thieves alike. |
| Mercantile | Stealth | Personality | Mercantile skill is the art of buying low and selling high. This skill guarantees lower initial prices for goods, equipment, and services, and improves chances of getting better deals by bargaining. |
| Speechcraft | Stealth | Personality | Those skilled in speechcraft influence others by admiring, intimidating, and taunting them. Listeners are more willing to divulge information or to entrust important tasks to the skilled speaker. |
| Short Blade | Stealth | Speed | Characters with great short-blade skill are more effective with short, quick, thrusting weapons like daggers, tantos, short swords, and wakazashis. |
| Hand-to-hand | Stealth | Speed | Hand-to-hand skill is the martial art of unarmed combat. Hand-to-hand attacks damage only the fatigue of a standing opponent, but hand-to-hand attacks damage health when a target has been knocked unconscious by fatigue loss. |
| Acrobatics | Stealth | Strength | Acrobatics skill enables one to jump long distances and to avoid damage when falling from great heights. Nimble acrobats can reach areas others cannot get to and can direct their paths while falling. |
Liste der Zauber, sortiert nach Schule und Name
Einige der Zauber können nicht gekauft/erstellt werden, wie z.B. Vampirismus - diese sind mit einem "*" gekennzeichnet.
Anzahl nach Schule: Alteration (14), Conjuration (30), Destruction (29), Illusion (17), Mysticism (18), Restoration (28)
| Burden | Alteration | This effect temporarily increases the weight carried by the victim, causing faster fatigue loss. The magnitude of the effect is the weight added. When the effect ends, the added weight disappears. |
| Feather | Alteration | This effect temporarily reduces the target's encumbrance, resulting in a slower loss of fatigue. The magnitude is the units of weight removed from encumbrance. |
| Fire Shield | Alteration | This effect creates a shield of elemental fire around the subject's entire body. The spell adds its magnitude to the subject's Armor Rating, and also greatly reduces damage from fire attacks. |
| Frost Shield | Alteration | This effect creates a shield of elemental frost around the subject's entire body. The spell adds its magnitude to the subject's Armor Rating, and also greatly reduces damage from frost attacks. |
| Jump | Alteration | This effect increases the height and distance of the target's jumps. The magnitude is proportional to the increase in a jump's height and distance. |
| Levitate | Alteration | This effect temporarily enables the target to levitate into the air. The magnitude is the speed at which the subject can move through the air. |
| Lightning Shield | Alteration | This effect creates a shield of elemental shock around the subject's entire body. The spell adds its magnitude to the subject's Armor Rating, and also greatly reduces damage from shock attacks. |
| Lock | Alteration | "This effect locks a container or door. The magnitude of the effect is the lock level placed on the container or door. The effect has no duration; the container or door remains locked until unlocked by key, pick, or spell." |
| Open | Alteration | This effect opens a locked container or door. The effect's magnitude is the highest lock level that can be opened. |
| Shield | Alteration | This effect creates a magical shield around the subject's entire body. The spell adds its magnitude to the subject's Armor Rating. |
| SlowFall | Alteration | The effects slow the rate of descent of the target, reducing damage received upon landing. |
| Swift Swim | Alteration | This effect temporarily increases the swimming speed of the subject. |
| Water Breathing | Alteration | This effect permits the subject to breathe underwater for the duration. |
| Water Walking | Alteration | This effect permits the subject to walk on the surface of water for the duration. |
| Bound Battle Axe | Conjuration | The spell effect conjures a lesser Daedra bound in the form of a magical, wondrously light Daedric battle axe. The battle axe appears automatically equipped on the caster, displacing any currently equipped weapon to inventory. When the effect ends, the battle axe disappears, and any previously equipped weapon is automatically re-equipped. |
| Bound Boots | Conjuration | The spell effect conjures a lesser Daedra bound in the form of a magical, wondrously light pair of Daedric boots. The boots appear automatically equipped on the caster, displacing any currently equipped foot armor to inventory. When the effect ends, the boots disappear, and any previously equipped foot armor is automatically re-equipped. |
| Bound Cuirass | Conjuration | The spell effect conjures a lesser Daedra bound in the form of a magical, wondrously light Daedric cuirass. The cuirass appears automatically equipped on the caster, displacing any currently equipped chest armor to inventory. When the effect ends, the cuirass disappears, and any previously equipped chest armor is automatically re-equipped. |
| Bound Dagger | Conjuration | The spell effect conjures a lesser Daedra bound in the form of a magical, wondrously light Daedric dagger. The dagger appears automatically equipped on the caster, displacing any currently equipped weapon to inventory. When the effect ends, the dagger disappears, and any previously equipped weapon is automatically re-equipped. |
| Bound Gloves | Conjuration | The spell effect conjures a lesser Daedra bound in the form of magical, wondrously light Daedric armored gloves. The armored gloves appear automatically equipped on the caster, displacing any currently equipped hand armor to inventory. When the effect ends, the armored gloves disappear, and any previously equipped hand armor is automatically re-equipped. |
| Bound Helm | Conjuration | The spell effect conjures a lesser Daedra bound in the form of a magical, wondrously light Daedric helm. The helm appears automatically equipped on the caster, displacing any currently equipped head armor to inventory. When the effect ends, the helm disappears, and any previously equipped head armor is automatically re-equipped. |
| Bound Longbow | Conjuration | The spell effect conjures a lesser Daedra bound in the form of a magical, wondrously light Daedric longbow. The longbow appears automatically equipped on the caster, displacing any currently equipped weapon to inventory. When the effect ends, the longbow disappears, and any previously equipped weapon is automatically re-equipped. |
| Bound Longsword | Conjuration | The spell effect conjures a lesser Daedra bound in the form of a magical, wondrously light Daedric longsword. The longsword appears automatically equipped on the caster, displacing any currently equipped weapon to inventory. When the effect ends, the longsword disappears, and any previously equipped weapon is automatically re-equipped. |
| Bound Mace | Conjuration | The spell effect conjures a lesser Daedra bound in the form of a magical, wondrously light Daedric mace. The mace appears automatically equipped on the caster, displacing any currently equipped weapon to inventory. When the effect ends, the mace disappears, and any previously equipped weapon is automatically re-equipped. |
| Bound Shield | Conjuration | The spell effect conjures a lesser Daedra bound in the form of a magical, wondrously light Daedric shield. The shield appears automatically equipped on the caster, displacing any currently equipped shield to inventory. When the effect ends, the shield disappears, and any previously equipped shield is automatically re-equipped. |
| Bound Spear | Conjuration | The spell effect conjures a lesser Daedra bound in the form of a magical, wondrously light Daedric spear. The spear appears automatically equipped on the caster, displacing any currently equipped weapon to inventory. When the effect ends, the spear disappears, and any previously equipped weapon is automatically re-equipped. |
| Command Creature | Conjuration | This effect compels a creature to fight the caster's enemies for the duration of the effect. The magnitude is the level of creature affected. When the effect ends, the creature returns to its normal behavior. |
| Command Humanoid | Conjuration | This effect compels a humanoid to fight the caster's enemies for the duration of the effect. The magnitude is the level of humanoid affected. When the effect ends, the humanoid returns to its normal behavior. |
| EXTRA SPELL* | Conjuration | - |
| Summon Ancestral Ghost | Conjuration | This effect summons an ancestral ghost from the Outer Realms. It appears six feet in front of the caster and attacks any entity that attacks the caster until the effect ends or the summoning is killed. At death, or when the effect ends, the summoning disappears, returning to the Outer Realms. If summoned in town, the guards will attack you and the summoning on sight. |
| Summon Bonelord | Conjuration | This effect summons a bonelord from the Outer Realms. It appears six feet in front of the caster and attacks any entity that attacks the caster until the effect ends or the summoning is killed. At death, or when the effect ends, the summoning disappears, returning to the Outer Realms. If summoned in town, the guards will attack you and the summoning on sight. |
| Summon Bonewalker | Conjuration | This effect summons a lesser bonewalker from the Outer Realms. It appears six feet in front of the caster and attacks any entity that attacks the caster until the effect ends or the summoning is killed. At death, or when the effect ends, the summoning disappears, returning to the Outer Realms. If summoned in town, the guards will attack you and the summoning on sight. |
| Summon Centurion Sphere* | Conjuration | This effect summons a centurion sphere from Oblivion. It appears six feet in front of the caster and attacks any entity that attacks the caster until the effect ends or the summoning is killed. At death, or when the effect ends, the summoning disappears, returning to Oblivion. If summoned in town, the guards will attack you and the summoning on sight. |
| Summon Clannfear | Conjuration | This effect summons a clannfear from Oblivion. It appears six feet in front of the caster and attacks any entity that attacks the caster until the effect ends or the summoning is killed. At death, or when the effect ends, the summoning disappears, returning to Oblivion. If summoned in town, the guards will attack you and the summoning on sight. |
| Summon Daedroth | Conjuration | This effect summons a daedroth from Oblivion. It appears six feet in front of the caster and attacks any entity that attacks the caster until the effect ends or the summoning is killed. At death, or when the effect ends, the summoning disappears, returning to Oblivion. If summoned in town, the guards will attack you and the summoning on sight. |
| Summon Dremora | Conjuration | This effect summons a dremora from Oblivion. It appears six feet in front of the caster and attacks any entity that attacks the caster until the effect ends or the summoning is killed. At death, or when the effect ends, the summoning disappears, returning to Oblivion. If summoned in town, the guards will attack you and the summoning on sight. |
| Summon Flame Atronach | Conjuration | This effect summons a flame atronach from Oblivion. It appears six feet in front of the caster and attacks any entity that attacks the caster until the effect ends or the summoning is killed. At death, or when the effect ends, the summoning disappears, returning to Oblivion. If summoned in town, the guards will attack you and the summoning on sight. |
| Summon Frost Atronach | Conjuration | This effect summons a frost atronach from Oblivion. It appears six feet in front of the caster and attacks any entity that attacks the caster until the effect ends or the summoning is killed. At death, or when the effect ends, the summoning disappears, returning to Oblivion. If summoned in town, the guards will attack you and the summoning on sight. |
| Summon Golden Saint | Conjuration | This effect summons a golden saint from Oblivion. It appears six feet in front of the caster and attacks any entity that attacks the caster until the effect ends or the summoning is killed. At death, or when the effect ends, the summoning disappears, returning to Oblivion. If summoned in town, the guards will attack you and the summoning on sight.[CRLF] |
| Summon Greater Bonewalker | Conjuration | This effect summons a greater bonewalker from Oblivion. It appears six feet in front of the caster and attacks any entity that attacks the caster until the effect ends or the summoning is killed. At death, or when the effect ends, the summoning disappears, returning to Oblivion. If summoned in town, the guards will attack you and the summoning on sight. |
| Summon Hunger | Conjuration | This effect summons a hunger from Oblivion. It appears six feet in front of the caster and attacks any entity that attacks the caster until the effect ends or the summoning is killed. At death, or when the effect ends, the summoning disappears, returning to Oblivion. If summoned in town, the guards will attack you and the summoning on sight. |
| Summon Scamp | Conjuration | This effect summons a scamp from Oblivion. It appears six feet in front of the caster and attacks any entity that attacks the caster until the effect ends or the summoning is killed. At death, or when the effect ends, the summoning disappears, returning to Oblivion. If summoned in town, the guards will attack you and the summoning on sight. |
| Summon Skeletal Minion | Conjuration | This effect summons a skeletal minion from Oblivion. It appears six feet in front of the caster and attacks any entity that attacks the caster until the effect ends or the summoning is killed. At death, or when the effect ends, the summoning disappears, returning to Oblivion. If summoned in town, the guards will attack you and the summoning on sight. |
| Summon Storm Atronach | Conjuration | This effect summons a storm atronach from Oblivion. It appears six feet in front of the caster and attacks any entity that attacks the caster until the effect ends or the summoning is killed. At death, or when the effect ends, the summoning disappears, returning to Oblivion. If summoned in town, the guards will attack you and the summoning on sight. |
| Summon Winged Twilight | Conjuration | This effect summons a winged twilight from Oblivion. It appears six feet in front of the caster and attacks any entity that attacks the caster until the effect ends or the summoning is killed. At death, or when the effect ends, the summoning disappears, returning to Oblivion. If summoned in town, the guards will attack you and the summoning on sight. |
| Turn Undead | Conjuration | This effect temporarily increases an undead creature's flee rating (i.e., its inclination to flee from an attacker). The effect's magnitude is the value of the increase of the flee rating. |
| Corprus | Destruction | This effect gives the victim corprus disease. Corpus is a special disease with unique properties. The victim remains affected by the disease until it is cured. |
| Damage Attribute | Destruction | "This effect lowers the value of one of a victim's attributes. Only Strength, Intelligence, Willpower, Agility, Speed, Endurance, Personality, and Luck are affected. Any derived attributes are recalculated. Attributes do not return to their original values at the end of the spell's duration; they can only be restored with the appropriate restore attribute spell or potion. The magnitude is the units of attribute lost each second of duration." |
| Damage Fatigue | Destruction | "This effect lowers the value of a victim's fatigue. Any derived attributes are recalculated. Fatigue does not return to its original value at the end of the spell's duration; it restores normally, or may be restored with a restore fatigue spell or potion. The magnitude is the units of fatigue lost each second of duration.[CRLF]" |
| Damage Health | Destruction | "This effect lowers the value of a victim's health. Any derived attributes are recalculated. Health does not return to its original value at the end of the spell's duration; it restores normally, or may be restored with a restore health spell or potion. The magnitude is the units of health lost each second of duration.[CRLF]" |
| Damage Magicka | Destruction | "This effect lowers the value of a victim's magicka. Any derived attributes are recalculated. Magicka does not return to its original value at the end of the spell's duration; it restores normally, or may be restored with a restore magicka spell or potion. The magnitude is the units of magicka lost each second of duration." |
| Damage Skill | Destruction | "This effect lowers the value of one of a victim's skills. Skills do not return to their original values at the end of the spell's duration; they can only be restored with the appropriate restore skill spell or potion. The magnitude is the units of skill lost each second of duration." |
| Disintegrate Armor | Destruction | This effect damages the health rating of an equipped piece of armor on a touched or ranged victim. |
| Disintegrate Weapon | Destruction | This effect damages the health rating of an equipped weapon on a touched or ranged victim. |
| Drain Attribute | Destruction | This effect temporarily lowers the value of one of a victim's attributes. Only Strength, Intelligence, Willpower, Agility, Speed, Endurance, Personality, and Luck are affected. Any derived attributes are recalculated. Attributes return to their original values when the spell ends. The magnitude is the units of attribute reduced each second of duration.[CRLF] |
| Drain Fatigue | Destruction | This effect temporarily lowers the value of a victim's fatigue. Any derived attributes are recalculated. Fatigue returns to its original value when the spell ends. The magnitude is the units of fatigue reduced each second of duration. |
| Drain Health | Destruction | This effect temporarily lowers the value of a victim's health. Any derived attributes are recalculated. Health returns to its original value when the spell ends. The magnitude is the units of health reduced each second of duration. |
| Drain Magicka | Destruction | This effect temporarily lowers the value of a victim's magicka. Any derived attributes are recalculated. Magicka returns to its original value when the spell ends. The magnitude is the units of magicka reduced each second of duration. |
| Drain Skill | Destruction | This effect temporarily lowers the value of a victim's skill. The skill returns to its original value when the spell ends. The magnitude is the units of skill reduced each second of duration. |
| Fire Damage | Destruction | This spell effect produces a manifestation of elemental fire. Upon contact with an object, this manifestation explodes, causing damage. |
| Frost Damage | Destruction | This spell effect produces a manifestation of elemental frost. Upon contact with an object, this manifestation causes frost damage over the area of the spell. |
| Poison | Destruction | This spell creates a poison spray of acid that causes damage to the health of the victim. A victim continues to lose health from the poison effect for the duration of the spell, unless the poison effect is canceled by a cure poison spell or potion. |
| Shock Damage | Destruction | This spell effect produces bolts of elemental lightning. The magnitude is the damage received by the first victim along a bolt's path. |
| Stunted Magicka* | Destruction | Prevents the target from regenerating Magicka while sleeping for the duration of the effect. |
| Sun Damage* | Destruction | This effect causes the victim's health to be damaged while out of doors when the sun is up. The magnitude is the amount of health damaged. Damage is modified by the amount by the relative height of the sun in the sky, with the least damage at sunrise or sunset. |
| Vampirism* | Destruction | This effect confers upon a subject all the abilities and weaknesses of the disease called vampirism. |
| Weakness to Blight Disease | Destruction | This effect decreases the target's resistance to blight disease. |
| Weakness to Common Disease | Destruction | This effect decreases the target's resistance to Common Disease. |
| Weakness to Corprus Disease | Destruction | This effect decreases the target's resistance to corprus disease. |
| Weakness to Fire | Destruction | This effect decreases the target's resistance to damage from elemental fire. |
| Weakness to Frost | Destruction | This effect decreases the target's resistance to damage from elemental frost. |
| Weakness to Magicka | Destruction | This effect decreases the target's resistance to damage from non-elemental magical effects. |
| Weakness to Normal Weapons | Destruction | This effect decreases the target's resistance to damage from normal weapons (i.e., weapons not enchanted or silvered). |
| Weakness to Poison | Destruction | This effect decreases the target's resistance to damage from poison. |
| Weakness to Shock | Destruction | This effect decreases the target's resistance to damage from elemental shock. |
| Blind | Illusion | This effect obscures the vision of the victim, reducing his chance to hit an opponent with weapon or hand-to-hand attacks. |
| Calm Creature | Illusion | This effect temporarily reduces a creature's attack rating (i.e., its inclination to attack). The effect's magnitude is the value of the reduction of the attack rating. When the effect ends, the creature's attack rating returns to normal. Humanoids, undead, Daedra, and artifacts are not affected. |
| Calm Humanoid | Illusion | This effect temporarily reduces a humanoid's attack rating (i.e., its inclination to attack). The effect's magnitude is the value of the reduction of the attack rating. When the effect ends, the humanoid's attack rating returns to normal. Creatures, undead, Daedra, and artifacts are not affected. |
| Chameleon | Illusion | This effect lets the target blend into the surroundings so no one can see him. The target can attack and use objects without disrupting the effect, but chameleon may range from 1% to 100% effectiveness. The effect's magnitude is the degree of concealment. |
| Charm | Illusion | This effect temporarily increases the target's disposition towards the caster. When the effect ends, the target's disposition returns to its original value. |
| Demoralize Creature | Illusion | This effect temporarily increases a creature's flee rating (i.e., its inclination to flee from an attacker). The effect's magnitude is the value of the increase of the flee rating. When the effect ends, the creature's flee rating returns to normal. Humanoids, undead, Daedra, and artifacts are not affected. |
| Frenzy Creature | Illusion | This effect temporarily increases a creature's attack rating (i.e., its inclination to attack). The effect's magnitude is the value of the increase in the attack rating. When the effect ends, the creature's attack rating returns to normal. Humanoids, undead, Daedra, and artifacts are not affected. |
| Frenzy Humanoid | Illusion | This effect temporarily increases a humanoid's attack rating (i.e., its inclination to attack). The effect's magnitude is the value of the increase in the attack rating. When the effect ends, the humanoid's attack rating returns to normal. Creatures, undead, Daedra, and artifacts are not affected. |
| Invisibility | Illusion | "This effect conceals the presence of the subject from observers. If the subject attacks, speaks, or activates an object, the effect is dispelled. This magnitude of this effect is not variable; the subject is always 100% invisible." |
| Light | Illusion | This effect creates a projectile of coherent light. Upon striking a target, the projectile illuminates the area for the duration of the effect. The light projectile does not cause any damage. |
| Night Eye | Illusion | This spell temporarily endows the subject with infravision, or the ability to see in the dark. The effect's magnitude is how much the ambient light level is raised. |
| Paralyze | Illusion | This effect renders the target unable to move. This effect has no magnitude, only duration. |
| Rally Creature | Illusion | This effect temporarily decreases a creature's flee rating (i.e., its inclination to flee from an attacker). The effect's magnitude is the value of the decrease in the flee rating. When the effect ends, the creature's flee rating returns to normal. Humanoids, undead, Daedra, and artifacts are not affected. |
| Rally Humanoid | Illusion | This effect temporarily decreases a humanoid's flee rating (i.e., its inclination to flee from an attacker). The effect's magnitude is the value of the decrease in the flee rating. When the effect ends, the humanoid's flee rating returns to normal. Creatures, undead, Daedra, and artifacts are not affected. |
| Sanctuary | Illusion | This effect causes the target to be harder to hit. The magnitude is the value that is added to the the target's chance to dodge attacks. |
| Silence | Illusion | The effect temporarily renders a victim unable to cast spells. |
| Sound | Illusion | This effect produces a disorienting noise in the victim's mind. The magnitude is the reduction in the victim's chance to successfully cast spells (and the relative magnitude of the sound's volume).[CRLF] |
| Absorb Attribute | Mysticism | This effect temporarily transfers a portion of the victim's attribute to the caster. Only Strength, Intelligence, Willpower, Agility, Speed, Endurance, Personality, and Luck are affected. The caster may exceed the attribute's maximum for the duration. When the effect ends, both caster and victim attributes return to original values. |
| Absorb Fatigue | Mysticism | This effect transfers fatigue from the victim to the caster, wearying the victim and invigorating the caster. The caster may exceed his maximum fatigue for the duration. When the effect ends, the caster loses the borrowed fatigue, and the victim regains drained fatigue. |
| Absorb Health | Mysticism | This effect transfers health from the victim to the caster, injuring the victim and vitalizing the caster. The caster may exceed his maximum health for the duration. When the effect ends, the caster loses the borrowed health, and the victim regains lost health. |
| Absorb Magicka | Mysticism | This effect transfers magicka from the victim to the caster, reducing the victim's spellcasting reservoirs and filling the caster's. The caster may exceed his maximum magicka for the duration. When the effect ends, the caster loses the borrowed magicka, and the victim regains lost magicka. |
| Absorb Skill | Mysticism | This effect temporarily reduces the victim's skill and increases the caster's. When the effect ends, the caster loses the borrowed skill, and the victim regains lost skill. |
| Almsivi Intervention | Mysticism | The subject of this effect is transported instantaneously to the altar of the nearest shrine or temple of the Tribunal Temple. |
| Demoralize Humanoid | Mysticism | This effect temporarily increases a humanoid's flee rating (i.e., its inclination to flee from an attacker). The effect's magnitude is the value of the increase of the flee rating. When the effect ends, the humanoid's flee rating returns to normal. Creatures, undead, Daedra, and artifacts are not affected. |
| Detect Animal | Mysticism | "The caster of this effect can detect any entity animated by a spirit; they appear on the map as symbols. This effect includes all characters and all classes of monsters (creatures, humanoids, elementals, Daedra, undead, artifacts, plants, vampires). The effect's magnitude is the range in feet from the caster that animals are detected.[CRLF]" |
| Detect Enchantment | Mysticism | "The caster of this effect can detect enchanted items; they appear on the map as symbols. The effect's magnitude is the range in feet from the caster that enchanted items are detected." |
| Detect Key | Mysticism | "The caster of this effect can detect keys; their locations appear on the map as symbols. The effect's magnitude is the range in feet from the caster that keys are detected." |
| Dispel | Mysticism | This effect removes magicka-based spell effects from the subject. It does not affect abilities, disease, curses, or constant magic item effects. The magnitude is the chance an effect is removed. |
| Divine Intervention | Mysticism | The subject of this effect is transported instantaneously to the altar of the nearest shrine of the Imperial cult.[CRLF] |
| Mark | Mysticism | This effect establishes a target location for the recall spell. The location is established directly at the position of the caster when the spell is cast. |
| Recall | Mysticism | The subject of this spell is instantaneously transported to the recall marker set by the Mark spell effect. |
| Reflect | Mysticism | This effect allows the subject to reflect spell effects back at an attacking caster. The effect's magnitude is the percent chance that spell effect is reflected. If the reflect spell is successful, the opposing spells reflect back at the attacking caster. If the reflect spell fails, the opposing spells take effect normally. |
| Soultrap | Mysticism | Traps the soul of the target creature in the smallest empty soul gem in the caster's inventory, if the creature is killed during the effect's duration.[CRLF] |
| Spell Absorption | Mysticism | This effect allows the caster to absorb an attacking spell's power as an increase to his reservoir of magicka. The magnitude is the percentage chance that an attacking spell is absorbed. If successful, the caster absorbs the attacking spell's cost in spell points as increased magicka. (The caster's magicka cannot be increased above the caster's standard magicka score.) If failed, the attacking spell takes effect normally. |
| Telekinesis | Mysticism | This effect allows the subject to pick up items, open containers, or open interior doors from a distance. The magnitude is the increased number of feet the subject can reach. |
| Cure Blight Disease | Restoration | This effect cures the subject of any and all blight diseases. |
| Cure Common Disease | Restoration | This effect cures the subject of any and all common diseases. |
| Cure Corprus Disease | Restoration | This effect cures the subject of corprus disease. |
| Cure Paralyzation | Restoration | This effect cures the subject of paralyzation. |
| Cure Poison | Restoration | This effect cures the subject of poisons affecting the subject. The effect does not restore health lost to poisons. |
| Fortify Attack | Restoration | This effect raises the subject's chance of making a successful attack with a weapon or hand-to-hand attack. |
| Fortify Attribute | Restoration | This effect temporarily increases the value of one of a subject's attributes. Only Strength, Intelligence, Willpower, Agility, Speed, Endurance, Personality, and Luck are affected. Any derived attributes are recalculated. Attributes return to their original values when the spell ends. The magnitude is the value of the increase of the attribute. |
| Fortify Fatigue | Restoration | This effect temporarily increases the value of a subject's fatigue. Any derived attributes are recalculated. Fatigue returns to its original values when the spell ends. The magnitude is the value of the increase in fatigue. |
| Fortify Health | Restoration | This effect temporarily increases the value of a subject's health. Any derived attributes are recalculated. Health returns to its original values when the spell ends. The magnitude is the value of the increase in health. |
| Fortify Magicka | Restoration | This effect temporarily increases the value of a subject's magicka. Any derived attributes are recalculated. Magicka returns to its original values when the spell ends. The magnitude is the value of the increase in magicka. |
| Fortify Maximum Magicka* | Restoration | This effect temporarily modifies the multiplier used to derive the amount of magicka a character has. The magnitude is multiplied by a character's Intelligence to derive magicka. The standard multiplier is 0.5 (Intelligence * 0.5). A magnitude of 2 produces magicka equal to the character's Intelligence * 2.[CRLF] |
| Fortify Skill | Restoration | This effect temporarily increases the value of one of a subject's skills. The skill returns to its original value when the spell ends. The magnitude is the value of the increase in the skill. |
| Remove Curse* | Restoration | This effect will remove the effects of a curse from the target. |
| Resist Blight Disease | Restoration | This effect increases the subject's resistance to blight disease. The magnitude is percentage reduction in damage caused by blight disease effects. |
| Resist Common Disease | Restoration | This effect increases the subject's resistance to common disease. The magnitude is percentage reduction in damage caused by common disease effects. |
| Resist Corprus Disease | Restoration | This effect increases the subject's resistance to corprus disease. The magnitude is percentage reduction in damage caused by corprus disease effects. |
| Resist Fire | Restoration | This effect increases the target's resistance to damage from elemental fire. The magnitude is percentage reduction in damage caused by elemental fire damage effects. |
| Resist Frost | Restoration | This effect increases the target's resistance to damage from elemental frost. The magnitude is percentage reduction in damage caused by elemental frost damage effects. |
| Resist Magicka | Restoration | This effect increases the target's resistance to damage from magicka-based attacks (i.e., magical attacks not based on elemental forces). The magnitude is percentage reduction in damage caused by non-elemental magical damage effects. |
| Resist Normal Weapons | Restoration | This effect increases the target's resistance to damage caused by normal (i.e., not enchanted or silvered) weapons. The magnitude is percentage reduction in damage caused by normal weapons. |
| Resist Paralysis | Restoration | This effect increases the target's resistance to paralysis. The magnitude is the percentage added to the subject's standard resistance. |
| Resist Poison | Restoration | This effect increases the target's resistance to damage from poison. The magnitude is percentage reduction in damage caused by poison damage effects. |
| Resist Shock | Restoration | This effect increases the target's resistance to damage from elemental shock. The magnitude is percentage reduction in damage caused by elemental shock damage effects. |
| Restore Attribute | Restoration | If one of a subject's attributes has been reduced by magical attack, the effect can restore the attribute to its original value. Only Strength, Intelligence, Willpower, Agility, Speed, Endurance, Personality, and Luck are affected. The magnitude is the units of attribute restored for each second of duration. |
| Restore Fatigue | Restoration | If a subject's fatigue has been reduced by magical attack, the effect can restore fatigue to its original value. The magnitude is the units of fatigue restored for each second of duration. |
| Restore Health | Restoration | If a subject's health has been reduced by magical attack, the effect can restore health to its original value. The magnitude is the units of health restored for each second of duration. |
| Restore Magicka* | Restoration | If a subject's magicka has been reduced by magical attack, the effect can restore magicka to its original value. The magnitude is the units of magicka restored for each second of duration. |
| Restore Skill | Restoration | If one of a subject's skills has been reduced by magical attack, the effect can restore that skill to its original value. The magnitude is the units of skill restored for each second of duration. |
Interne Rassennummern
Argonian 1, Breton 2, Dark Elf 3, High Elf 4, Imperial 5, Khajiit 6, Nord 7, Orc 8, Redguard 9, Wood Elf 10
"Wood Elf" ist die einzige Rasse, bei der die Frauen größer (und trotzdem leichter) sind, als die Männer.
"Beast races" (Argonian und Khajiit) können weder Helme, Stiefel noch Schuhe tragen.
Rassenbeschreibungen
Redguard
The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions and quickness of foot.
Dark Elf
In the Empire, "Dark Elves" is the common usage, but in their Morrowind homeland, they call themselves the "Dunmer". The dark-skinned, red-eyed Dark Elves combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards. In character, they are grim, distrusting, and disdainful of other races."
Imperial
The well-educated and well-spoken native of Cyrodiil are known for the discipline and training of their citizen armies. Though physically less imposing than the other races, Imperials are shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races, and to have erected the monument to peace and prosperity that comprises the Glorious Empire.
Breton
Passionate and eccentric, poetic and flamboyant, intelligent and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come out of their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies.
Nord
The citizens of Skyrim are aggressive and fearless in war, industrious and enterprising in trade and exploration. Strong, stubborn, and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and comfortable aspect of Nord culture; Nords of all classes are skilled with a variety of weapon and armor styles, and they cheerfully face battle with an ecstatic ferocity that shocks and appalls their enemies.
Wood Elf
The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Wood Elves are especially suitable as scouts, agents, and thieves. But most of all, the Wood Elves are known for their skills with bows; there are no finer archers in all of Tamriel.
High Elf
The High Elves consider themselves the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences derive from High Elven traditions. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and High Elves boast that their sublime physical natures make them far more resistant to disease than the "lesser races.""
Khajiit
The Khajiit of Elsweyr can vary in appearance from nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger. The most common breed found in Morrowind, the suthay-raht, is intelligent, quick, and agile. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability."
Argonian
At home in water and on land, the Argonians of Black Marsh are well-suited to the treacherous swamps of their homeland, with natural immunities protecting them from disease and poison. The female life-phase is highly intelligent, and gifted in the magical arts. The more aggressive male phase has the traits of the hunter: stealth, speed, and agility. Argonians are reserved with strangers, yet fiercely loyal to those they accept as friends.
Orc
These sophisticated barbarian beast peoples of the Wrothgarian and Dragontail Mountains are noted for their unshakeable courage in war and their unflinching endurance of hardships. Orc warriors in heavy armor are among the finest front-line troops in the Empire. Most Imperial citizens regard Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes.
| Acrobat | ![]() |
| "Acrobat" is a polite euphemism for agile burgulars and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture. | |
| Agent | ![]() |
| Agents are operatives skilled in deception and avoidance, but trained in self-defense and the use of deadly force. Self-reliant and independent, agents devote themselves to personal goals, or to various patrons or causes. | |
| Archer | ![]() |
| Archers are fighters specializing in long-range combat and rapid movement. Opponents are kept at distance by ranged weapons and swift maneuver, and engaged in melee with sword and shield after the enemy is wounded and weary. | |
| Assassin | ![]() |
| Assassins are killers who rely on stealth and mobility to approach victims undetected. Execution is with ranged weapons or with short blades for close work. Assassins include ruthless murderers and principled agents of noble causes. | |
| Barbarian | ![]() |
| Barbarians are the proud, savage warrior elite of the plains nomads, mountain tribes, and sea reavers. They tend to be brutal and direct, lacking civilized graces, but they glory in heroic feats, and excel in fierce, frenzied single combat. | |
| Bard | ![]() |
| Bards are loremasters and storytellers. They crave adventure for the wisdom and insight to be gained, and must depend on sword, shield, spell, and enchantment to preserve them from the perils of their educational experiences. | |
| Battlemage | ![]() |
| Battlemages are wizard-warriors, trained in both lethal spellcasting and heavily armored combat. They sacrifice mobility and versatility for the ability to supplement melee and ranged attacks with elemental damage and summoned creatures. | |
| Crusader | ![]() |
| Any heavily armored warrior with spellcasting powers and a good cause may call himself a crusader. Crusaders do well by doing good. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil. | |
| Healer | ![]() |
| Healers are spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. When threatened, they defend themselves with reason and disabling attacks and magic, relying on deadly force only in extremity. | |
| Knight | ![]() |
| Of noble birth, or distinguished in battle or tourney, knights are civilized warriors, schooled in letters and courtesy, governed by the codes of chivalry. In addition to the arts of war, knights study the lore of healing and enchantment. | |
| Mage | ![]() |
| Most mages claim to study magic for its intellectual rewards, but they also often profit from its practical applications. Varying widely in temperament and motivation, mages share but one thing in common: an avid love of spellcasting. | |
| Monk | ![]() |
| Monks are students of the ancient martial arts of hand-to-hand combat and unarmored self-defense. Monks avoid detection by stealth, mobility, and agility, and are skilled with a variety of ranged and close-combat weapons. | |
| Nightblade | ![]() |
| Nightblades are spellcasters who use their magics to enhance mobility, concealment, and stealthy close combat. They have a sinister reputation, since many nightblades are thieves, enforcers, assassins, or covert agents. | |
| Pilgrim | ![]() |
| Pilgrims are travelers, seekers of truth and enlightenment. They fortify themselves for road and wilderness with arms, armor, and magic, and through wide experience of the world, they become shrewd in commerce and persuasion. | |
| Rogue | ![]() |
| Rogues are adventurers and opportunists with a gift for getting into and out of trouble. Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive. | |
| Scout | ![]() |
| Scouts rely on stealth to survey routes and opponents, using ranged weapons and skirmish tactics when forced to fight. By contrast with barbarians, in combat scouts tend to be cautious and methodical, rather than impulsive. | |
| Sorcerer | ![]() |
| Though spellcasters by vocation, sorcerers rely most on summonings and enchantments. They are greedy for magic scrolls, rings, armor, and weapons, and commanding undead and Daedric servants gratifies their egos. | |
| Spellsword | ![]() |
| Spellswords are spellcasting specialists trained to support Imperial troops in skirmish and battle. Veteran spellswords are prized as mercenaries, and well-suited for careers as adventurers and soldiers-of-fortune. | |
| Thief | ![]() |
| Thieves are pickpockets and pilferers. Unlike robbers, who kill and loot, thieves typically choose stealth and subterfuge over violence, and often entertain romantic notions of their charm and cleverness in their acquisitive activities. | |
| Warrior | ![]() |
| Warriors are the professional men-at-arms, soldiers, mercenaries, and adventurers of the Empire, trained with various weapon and armor styles, conditioned by long marches, and hardened by ambush, skirmish, and battle. | |
| Witchhunter | ![]() |
| Witchhunters are dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery. They train for martial, magical, and stealthy war against vampires, witches, warlocks, and necromancers. |
Was sonst noch so alles rumläuft:
alle weitern Klassen, wie sie im Editor auftauchen
Alchemist, Apothecary, Assassin, Battlemage, Bookseller, Buoyant Armiger, Caravaner, Champion, Clothier, Commoner, Dreamer, Drillmaster, Enchanter, Enforcer, Farmer, Gondolier, Guard, Guild Guide, Herder, Hunter, Mabrigash, Mage, Master-at-Arms, Merchant, Miner, Monk, Necromancer, Nightblade, Noble, Ordinator, Pauper, Pawnbroker, Priest, Publican, Savant, Sharpshooter, Shipmaster, Slave, Smith, Smuggler, Sorcerer, Thief, Trader, Warlock, Wise Woman, Witch
Hier ist das Buch "The Firmament" wieder gegeben:
The Firmament
by Ffoulke
The Stars of Tamriel are divided into thirteen constellations. Three of them are the major constellations, known as the Guardians. These are the Warrior, the Mage, and the Thief. Each of the Guardians protects its three Charges from the thirteenth constellation, the Serpent.
When the sun rises near one of the constellations, it is that constellation's season. Each constellation has a Season of approximately one month. The Serpent has no season, for it moves about in the heavens, usually threatening one of the other constellations.
| The Warrior | ![]() |
| The Warrior is the first Guardian Constellation and he protects his charges during their Seasons. The Warrior's own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers. | |
| The Mage | ![]() |
| The Mage is a Guardian Constellation whose Season is Rain's Hand when magicka was first used by men. His Charges are the Apprentice, the Golem, and the Ritual. Those born under the Mage have more magicka and talent for all kinds of spellcasting, but are often arrogant and absent-minded. | |
| The Thief | ![]() |
| The Thief is the last Guardian Constellation, and her Season is the darkest month of Evening Star. Her Charges are the Lover, the Shadow, and the Tower. Those born under the sign of the Thief are not typically thieves, though they take risks more often and only rarely come to harm. They will run out of luck eventually, however, and rarely live as long as those born under other signs. | |
| The Serpent | ![]() |
| The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed. | |
| The Lady | ![]() |
| The Lady is one of the Warrior's Charges and her Season is Heartfire. Those born under the sign of the Lady are kind and tolerant. | |
| The Steed | ![]() |
| The Steed is one of the Warrior's Charges, and her Season is Mid Year. Those born under the sign of the Steed are impatient and always hurrying from one place to another. | |
| The Lord | ![]() |
| The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs. | |
| The Apprentice | ![]() |
| The Apprentice's Season is Sun's Height. Those born under the sign of the apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well. | |
| The Atronach | ![]() |
| The Atronach (often called the Golem) is one of the Mage's Charges. Its season is Sun's Dusk. Those born under this sign are natural sorcerers with deep reserves of magicka, but they cannot generate magicka of their own. | |
| The Ritual | ![]() |
| The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born under this sign have a variety of abilities depending on the aspects of the moons and the Divines. | |
| The Lover | ![]() |
| The Lover is one of the Thief's Charges and her season is Sun's Dawn. Those born under the sign of the Lover are graceful and passionate. | |
| The Shadow | ![]() |
| The Shadow's Season is Second Seed. The Shadow grants those born under her sign the ability to hide in shadows. | |
| The Tower | ![]() |
| The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds. |