Daggerfall:Skills

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Casting an Open spell requires the use of the Mysticism skill

There are 35 skills in Daggerfall which govern almost every action you can perform. The score for a skill measures your proficiency in that field; a character who is adept at a particular skill has a higher value in it than a novice.

While each skill is said to have a "governing" attribute, there are no in-game effects based on this relationship.

The application of a skill is either passive or active, with the majority of invocations as the active type. This means the character is undertaking some action, rather than just letting things happen. An example of an active skill invocation would be the Jumping skill. The character's skill is only applied when the player issues the correct command. Passive skills, on the other hand, are invoked by the Daggerfall game engine itself on the player's behalf. Medical is a prime example of a passive skill, because it is invoked each time the character rests, on the character's behalf by the computer, even if the player's intention was to idle for several hours. Language skills are another example. Whenever one comes within range of a creature of the appropriate type, the language skill is automatically checked. If successful, the creature is rendered non-hostile.

An action is resolved as a success or a failure by evaluating the governing skill with some random chance. The score of a skill is proportional to the probability of success in that action if given "average" circumstances. Naturally some circumstances may be more difficult than others, and the skill evaluation process considers any applicable bonuses or penalties, but for the most part one may consider a skill's score as a success probability expressed as a percentile.

When a Primary skill reaches 100, that skill is considered to be mastered, and all other skills will then be capped at a natural maximum of 95 (still subject to enchantments which could raise them beyond). This limitation only applies to the three Primary skills -- the player may level as many skills to 100 as they like, as long as they keep their Primary skills below 100. If any skills are between 95 and 100 when a Primary skill reaches 100, they will remain capped at that value. (However, see Exploits for a method to circumvent this limitation.)


For information on how the initial values for skills are calculated, see Character Creation.

For information on what skills can be trained at various guilds, see Skill Trainers.

Skill Attribute Description of skill
Alteration Willpower "Alteration refers to the School of Alteration, one of the six avenues of magical study. This school is concerned with magic's ability to change the very structure and composition of objects. Dimunition and Shield are two classic Alteration spells."
Archery Agility "Archery is the skill governing one's ability to hit targets and cause damage using a bow and arrow." However, this is only the in-game description, and does not reflect the actual implementation of the skill; Archery in fact only adds skill % to the player's hit chance, and does not affect damage.
Axe Strength "Axe is the skill automatically checked whenever one uses a battleaxe or a waraxe on a target."
Backstabbing Agility "Backstabbing is a skill checked whenever a target is struck from behind. It is easier for a person proficient at this skill to hit a target from behind. It is also probable that more damage will be dealt with a well-delivered backstab."
Blunt Weapon Strength "Blunt Weapon is a skill checked whenever one strikes a target with a heavy, blunt weapon such as a mace or a staff. Proficient Blunt Weapon specialists have a greater chance of hitting and cause more damage with each blow." However, this is only the in-game description, and does not reflect the actual implementation of the skill; Blunt Weapon in fact only adds skill % to the player's hit chance, and does not affect damage.
Centaurian Intelligence "Centaurian is a language skill checked whenever one tries to talk with a Centaur." The skill check occurs when coming within range of a Centaur. If successful, the creature will be non-hostile (will not attack unless provoked).
Climbing Strength "Climbing is a skill checked whenever one attempts to scale a wall or a steep incline. It is continually checked until one is on level ground again."
Critical Strike Agility "Critical Striking is a skill checked whenever one has successfully struck a target. A target that receives a successful Critical Strike suffers withering, often fatal, additional damage." However, this is only the in-game description, and does not reflect the actual implementation of the skill; Critical Strike in fact gives a skill % chance to add skill / 10% to hit chance, and does not affect damage.
Daedric Intelligence "Daedric is a language skill checked whenever one attempts to speak with a daedra, such as a Fire Daedra or a Daedra Lord." The skill check occurs when coming within range of a Frost Daedra, Fire Daedra, Daedroth, Daedra Seducer, or Daedra Lord. If successful, the creature will be non-hostile (will not attack unless provoked).
Destruction Willpower "Destruction refers to the School of Destruction, one of the six formal avenues of magical study. Destruction spells are those with a primary purpose of causing damage to a target, such as Fireball or Acidic Field."
Dodging Speed "Dodging is a skill checked before one is struck by an enemy's weapon or spell." However, even in the latest official game version (1.07.213), the Dodging skill is bugged, and actually decreases the player's chance to hit by skill / 4%.
Dragonish Intelligence "Dragon is a language skill checked whenever one attempts to speak with a dragon." The skill check occurs when coming within range of a Dragonling. If successful, the creature will be non-hostile (will not attack unless provoked).
Etiquette Personality "Etiquette is a skill checked whenever one attempts to be polite, deferential, and charming in conversation." In addition to conversation with NPCs, the skill check also occurs when coming within range of a Vampire, Vampire Ancient, Lich, or Ancient Lich. If successful, the creature will be non-hostile (will not attack unless provoked).
Giantish Intelligence "Giantish is a language skill checked whenever one attempts to speak with a Giant." The skill check occurs when coming within range of a Giant or Gargoyle. If successful, the creature will be non-hostile (will not attack unless provoked).
Hand-to-Hand Agility "Hand-to-Hand is a skill checked whenever one attempts to strike a target with a punch or a kick."
Harpy Intelligence "Harpy is a language skill checked whenever one attempts to speak with a Harpy." The skill check occurs when coming within range of a Harpy. If successful, the creature will be non-hostile (will not attack unless provoked).
Illusion Willpower "Illusion refers to the School of Illusion, one of the six avenues of magical study. Illusion spells are capable of camouflaging, illuminating, or obscuring objects, as the spells Invisibility and Light demonstrate."
Impish Intelligence "Impish is a language skill checked whenever one attempts to speak with an Imp." The skill check occurs when coming within range of an Imp or Dreugh. If successful, the creature will be non-hostile (will not attack unless provoked).
Jumping Strength "Jumping is a skill checked to determine the height and distance one is capable of leaping."
Lockpicking Intelligence "Lockpicking is a skill automatically checked whenever one attempts to pick the lock on a door or a chest."
Long Blade Agility "Long Blade is a skill checked whenever one attempts to strike a target with a long-bladed, slashing weapon such as a claymore or a katana."
Medical Intelligence "Medical skill is automatically checked whenever one rests, allowing one to diagnose minor injuries and illnesses."
Mercantile Personality "Mercantile is a skill checked whenever one enters into negotiations with a merchant, attempting to buy or sell an item at the best possible price."
Mysticism Willpower "Mysticism refers to the School of Mysticism, one of the six avenues of magical study. Mysticism is the most arcane school, and the spells created by its application are as varied as Far Silence and Soul Trap."
Nymph Intelligence "Nymph is a language skill checked whenever one attempts to speak with a Nymph." The skill check occurs when coming within range of a Nymph or Lamia. If successful, the creature will be non-hostile (will not attack unless provoked).
Orcish Intelligence "Orcish is a language skill checked whenever one attempts to speak with an Orc." The skill check occurs when coming within range of an Orc, Orc Sergeant, Orc Shaman, or Orc Warlord. If successful, the creature will be non-hostile (will not attack unless provoked).
Pickpocket Agility "Pickpocketing is a skill automatically checked whenever one attempts to steal an item off a person or shelf without being detected."
Restoration Willpower "Restoration refers to the School of Restoration, one of the six avenues of magical study. Any healing spell such as Cure Poison and [sic] Troll's Blood hails from Restoration."
Running Speed "Running is a skill automatically checked whenever one begins to run, to check the possible speed."
Short Blade Agility "Short Blade is a skill checked whenever one attempts to strike a target with a short-bladed stabbing weapon such as daggers and tantos, to determine the aim and damage possible in a strike." However, this is only the in-game description, and does not reflect the actual implementation of the skill; Short Blade in fact only adds skill % to the player's hit chance, and does not affect damage.
Spriggan Intelligence "Spriggan is a language skill checked whenever one attempts to speak with a Spriggan." The skill check occurs when coming within range of a Spriggan. If successful, the creature will be non-hostile (will not attack unless provoked).
Stealth Agility "Stealth is a skill which allows one to avoid the attention of a hostile creature. It is automatically checked at every encounter."
Streetwise Personality "Streetwise is a skill checked whenever one attempts to be blunt, colloquial, or otherwise informal in conversation."
Swimming Endurance "Swimming is a skill automatically checked whenever one encounters water to see how fast one can swim, how fatigued one gets while swimming, and how long one can stay underwater."
Thaumaturgy Willpower "Thaumaturgy refers to the School of Thaumaturgy, one of the six avenues of magica [sic] study. A Thaumaturgical spell does not change the appearance or structure of a force or object, but can manipulate laws temporarily, as evident in such spells as Levitate and Detection."
The following skills are found inside the game files; however, they were removed before the release of the game.
Skill Attribute Description of skill
Disguise Personality "Disguise is a skill automatically checked whenever one attempts either to infiltrate a hostile environment or to secrete items away from prying eyes."
Elvish Intelligence "Elvish is a language skill checked whenever one attempts to speak with a Wild Elf."
Faerie Intelligence "Faerie is a language skill checked whenever one attempts to speak with a Faerie."

Notes[edit]

  • The governing attribute for the Long Blade skill is listed as Strength in the game's documentation, but is given as Agility in-game.