Skills are split into three sections - Spells, Perks, and Abilities. Spells and Abilities can be upgraded by the number of ranks with rings, while perks can only be upgraded by necklaces
A magical echo of the caster's weapon appears instantly, duplicating all of its attacks with a 0.5 second delay. Light, versatile and heavy echoes deal <magnitude>, <magnitude 2>, and <magnitude 3> damage, respectively.
A stream of frigid air deals <magnitude> frost damage per second to Health and Stamina while Slowing enemies and increasing resistances to physical damage by <magnitude2>.
A razor-sharp ice spike deals <magnitude> frost damage to Health and Stamina on impact. Enemies that suffer more than <magnitude 2> damage are stunned.
Instantly increases Magicka regeneration by <magnitude> per second and speeds up spell cooldowns. After the surge, Magicka falls to 0 and Magicka regeneration stops for 10 seconds.
A wall of fire appears instantly. Enemies attacking through it suffer <magnitude> fire damage, but it only deals <magnitude 2> fire damage to the caster.
A magical barrier appears instantly. It increases Armor Rating by <magnitude> and negates up to <magnitude 2> elemental damage, plus any excess damage from the attack that destroys it.
This Dodging Strike evades up to <magnitude> damage and restores up to <magnitude 2> Health. The closer the fighter is to getting hit, the greater the healing.
This Dodging Strike evades up to <magnitude> damage and reduces skill cooldowns by up to <magnitude 2> seconds. The closer the fighter is to getting hit, the greater the reduction.
These Quick Strikes each deal <magnitude> extra damage (no extra damage for two-handed weapons), and any elemental damage done with them ignores <magnitude 2> points of the target's Block Rating and <magnitude 3> points of resistance.
These Quick Strikes can be performed at any time, except when Paralyzed. They each deal <magnitude> extra damage (no extra damage for two-handed weapons).
An intense rage increases the fighter's damage and protects them from being stunned or killed, but also stops them from blocking or using skills. Light, versatile and heavy weapons deal <magnitude>, <magnitude 2>, and <magnitude 3> extra damage, respectively.
This Dodging Strike evades up to <magnitude> damage and restores up to <magnitude 2> Magicka. The closer the fighter is to getting hit, the greater the restoration.
This Power Attack deals <magnitude> extra damage (<magnitude2> with a two-handed weapon), and ignores both <magnitude3> points of the target's Block Rating and <magnitude4> points of their Armor Rating.
These Quick Strikes each deal <magnitude> extra damage (no extra damage for two-handed weapons), and poisons delivered with them are <magnitude 2>% more effective.
During this attack, the dragon flies up in the air for 3 seconds, evading all weapon damage, and releases a fiery breath that deals <magnitude> fire damage per second.
During this attack, the dragon flies up in the air for 3 seconds, evading all weapon damage, and releases an icy breath that deals <magnitude> frost damage per second.
Up to <magnitude> points of any damage received during this Reflecting Bash are redirected at the target as fire damage and the target is set On Fire. A shield is required.