Memories, Skills, Learning & Crafting

Memories, Skills, Learning & Crafting

Introduction

WARNING! THIS GUIDE CONTAINS SPOILERS!

Having played Skyrim, once or even several times, playing Enderal Forgotten Stories can be quite disturbing where the leveling system is concerned. The leveling system differs completely from Skyrim. To understand the system of character progression see Character Progression on the SureAI wiki[en.wiki.sureai.net] .

The Experience Table on this page is not correct! It has also not been completed. For the calculation of experience points, the leveling system script uses 3 multipliers:

experience multiplier = 395.0

multiplier slope = 1.655

level dependent multiplier = 1.0 (<=20), 1.2 (<= 30), 1.5 (<=40) and 2.0 (>40)

NOTE: Upon my request, providing level data, SureAI has adjusted the Experience Table.

In the Experience Table the level dependent multiplier for levels 20 and less is used for all calculated levels in the table. Total EP in the table should be:

Level 10: 14992

Level 20: 51634

Level 30: 113510

Level 40: 210935

Level 50: 362602

Level 60: 540841

Level 70: 740079

Level 80: 959207

Level 90: 1197312

Level 100: 1453630

In short: experience points (EP) are awarded for completing various tasks in exploration and combat such as completing quests, killing enemies or monsters, reading/learning about the land and lore of Enderal and discovering new locations. After receiving a certain amount of EP:

you have the choice to increase health, mana or stamina by a small amount

you will receive 5 skill points, which you can use to “consume” learning books

you will receive 3 crafting points, which you can use to “consume” crafting books, and

you will receive 1 memory point (also called talent point), which you can use to unlock a memory.

This guide will give an overview of the memory skill trees, learning and crafting books.

NOTE: Where percentages are mentioned, new values are calculated on the base value. When a first percentage is 7% and a second is 5%, values will be 1.07 and 1.12 and not 1.07 and 1.1235.

Experience Points

Enderal's leveling system is quite sophisticated, far more than Skyrim's leveling system. Although I have listed all learning and crafting books in this guide, it's of no particular use adding the necessary amount of books to your inventory and "consuming" the books, other than not having to buy the books and not loosing a lot of money for the higher level books.

For what I have found sofar is, that you would be able to give yourself all learning books by using the console, including enough learning books for learning points and memory points, to bring all combat skills up to level 100 and unlock all related memories in the memory tree(s). And, by using the console, you could also set your level to 100, but it still won't do you any good! In my opinion, you just lack the necessary amount of experience points!

How do you earn experience points? Experience points are earned by making weapons (20 EP), capturing souls (10 EP), mixing potions and poisons (3 EP), creating magic items (30 EP), making armor (20 EP), lockpicking (15 EP), intimidations (50 EP), discoveries (40 EP), killing enemies (1000EP) during combat. It's not possbile to give yourself experience points by using the console. You have to earn these by playing. For what I understand, experience points are calculated by using Skyrim's Query Statistics, such as "Locations Discovered", "Locks Picked", "Potions Mixed", "Poisons Mixed", "Armor Made", "Weapons Made", "Souls Trapped", "Magic Items Made" and "Intimidations".

Two other stats are defined in the scripts for the leveling system, "Items Pickpocketed" and "Items Stolen", but are never used.

Lycantrophy


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WOLF BLOODThis memory allows the use of wolf blood and chymica as a means to transform into a werewolf.

PORTABLE LABORATORYAllows the use of a portable alchemy laboratory during travels.

Tier I: Potions brewed in the portable lab are 20% less effective than regular ones.

Tier II: Potions brewed in the portable lab are 10% less effective than regular ones.

Tier III: Potions brewed in the portable lab are equally effective as regular ones.

GREY ALCHEMISTTier I: Wolf blood and chymica have a duration up to 120 seconds.

Tier II: Wolf blood and chymica have a duration up to 180 seconds.

Tier III: Wolf blood and chymica have an unlimited duration.

CAREFUL HARVESTA 25% chance of doubling the harvest of ingredients from plants.

MANGLEA devastating claw attack is activated by attacking during sprinting, knocking smaller enemies from their feet.

FAST METABOLISMReduces the worsening of Arcane Fever upon drinking a wolf blood potion.

Tier I: 17% less Arcane Fever.

Tier II: 33% less Arcan Fever.

STRENGTHENED ESSENCEIncreases elemental resistances in wolf form.

Tier I: 10% frost, shock and fire resistance.

Tier II: 20% frost, shock and fire resistance.

CALL OF THE HUNTWhen in wolf form, emits a terrifying howl damaging nearby enemies.

Tier I: Enemies take 40 damage.

Tier II: Enemies take 60 damage; weak enemies flee.

Tier III: Enemies take 80 damage; weak enemies flee.

INSTINCTPerceive enemies over great distances or through walls.

STALKSneaking is more effective and quicker when in wolf form (is independent of Silent Hunt).

Tier I: 10% better sneak and 5% higher speed.

Tier II: 20% better sneak and 10% higher speed.

Tier III: 30% better sneak and 20% higher speed.

DARK ALCHEMISTIncreases the effects of wolf blood and chymica.

Tier I: Duration of wolf blood potions are 25% higher and chymica is 15% stronger.

Tier II: Duration of wolf blood potions are 50% higher and chymica is 30% stronger.

DETOXIFICATIONEmit all currently active chymica in a toxic cloud, damaging enemies.

Tier I: End the effect of all active chymica.

Tier II: Active chymica have a 25% chance to stay activated.

Tier III: Active chymica have a 50% chance to stay activated.

SILENT HUNTSneaking in wolf form doesn’t make any sounds.

MIMICRYWolf form is concealed for humans. There is no need to transform back when entering cities and villages.

AETHER BLOODStamina or Mana affects the strength in wolf form, depending on which attribute is higher.

BLACK ALCHEMISTWolf blood potions have a 50% longer duration, and a succesful transformation regenerates 33% of health.

Mage

The memories of the mage improve your elemental magic, light magic, mental magic, psionics and entropy.

FOCUSThis memory unlocks the mage disciplines: Elementalist, Thraumaturge and Sinistrope. Mana regeneration is permanently boosted. The Focus talent lowers mana costs for all spells by 33% for a short period of time.

Tier I: 15 seconds.

Tier II: 25 seconds.

Tier III: 35 seconds.

Mage - Elementalist


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The memories of the Elementalist improve the use of elemental magic.

ARCANE MIGHTImproves the use of elemental magic.

Tier I: All elemental spells do 13% more damage.

Tier II: All elemental spells do another 12% more damage.

ELEMENTAL APPRENTICEReduces the mana costs of elemental spells of the apprentice and lower level by 30%.

ELEMENTAL FRENZYFire and frost spells do 15% more damage.

DUAL CASTAllows dual casting of an elemental spell.

ARCANE RAGEShock spells do 20% more damage.

ARCTIC WINDA cone of frost will quickly freeze your enemies, at the same time giving them a higher damage resistance, but there is a small chance of shattering them with a hit.

Tier I: Freezes the enemy for 3 seconds.

Tier II: Freezes the enemy for 4 seconds.

Tier III: Freezes the enemy for 5 seconds.

FIRE AND ICEIf an enemy with low health is hit by a fire spell the enemy will flee and if hit by a frost spell the enemy will be paralyzed.

ELEMENTAL ADEPTReduces the mana costs of elemental spells of adept level by 30%.

DESINTEGRATEHitting an enemy with low health with a shock spell will instantly desintegrate that enemy.

ELEMENTAL FOCUSRunes can be placed further away and the duration of all elemental spells is permanently increased. This also affects the time that enemies are on fire and enemies slowed by frost.

Tier I: Doubles the distance of a rune spell; 15% longer duration of elemental spells

Tier II: Four time the distance of a run spell; another 15% longer duration of elemental spells.

ELEMENTAL EXPERTReduces the mana costs of expert level elemental spells by 30%.

IMPACTElemental spells can stagger an enemy when dual-casted.

SHOCK NOVAA wall of electrical energy staggers enemies and summons a lightning bolt hitting them.

Tier I: 10 shock damage (nova), 25 shock damage (lightning)

Tier II: 25 shock damage (nova), 50 shock damage (lightning)

Tier III: 35 shock damage (nova), 75 shock damage (lightning)

ELECTROCUTIONShock spells do 10% more damage and absorb part of the enemy’s mana.

ELEMENTAL MASTERReduces the mana costs of master level elemental spells by 30% and other level elemental spells by 10%.

Mage - Thaumaturge


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The memories of the Thaumaturge improve the use of light and mental magic.

DEPTH CONCENTRATIONImproves the effectiveness of all light and mental magic spells.

Tier I: All light and mental magic spells are 14% more effective.

Tier II: All light and mental magic spells are another 12% more effective.

MENTAL APPRENTICEReduces the mana costs of novice and apprentice level spells by 30%.

ARCANE INTERFERENCEEnchantments are 30% more effective. The ability Blessing of the Discipline allows reduction of Arcane Fever by 15% once a day.

DUAL CASTINGAllows dual-casting of a light or mental spell.

MAGICAL REPULSIONIncreases the effect of all armor spells by 35%.

DIMENSIONAL RIFTIncapacitates an enemy for a short time, absorbing their mana and stamina and converting the drained energy into damage when the effect ends. It can only be used on enemies who are at most 8 levels above the player.

Tier I: 11 seconds duration; drains 40% of mana and stamina.

Tier II: 15 seconds duration; drains 60% of mana and stamina.

Tier III: 20 seconds duration; drains 60% of mana and stamina.

AMBROSIAHealing spells will also restore stamina.

MENTAL ADEPTReduces mana costs of adept level light and mental spells by 30%.

SHIELD NOURISHMENTIf an enemy’s spell hits a player’s shield spell, the player absorbs 35% of its mana.

ARCANE RESISTANCEIncreases the player’s resistance to magic.

Tier I: Resistance is increased by 10%.

Tier II: Resistance is increased by another 10%.

MENTAL EXPERTReduces the mana costs of expert level light and mental spells by 30%. Healing spells increase Arcane Fever 33% less.

COUNTER SPELLAbsorb 10% of the mana costs of all spells which are cast on the player.

WELL OF LIFEIf the player is about to die while this talent is in effect, health is instantly regenerated and enemies around the player are repulsed.

Tier I: 60 seconds duration, health regenerated for 25% of total health.

Tier II: 120 seconds duration, health regenerated for 33% of total health.

Tier III: 180 seconds duration, health regenerated for 50% of toal health.

DEATH MAGEAll spells casted at undead are 30% more effective.

MENTAL MASTERReduces the mana costs of master level light and mental spells by 30%. Mana regenations is increased by 10%.

Mage - Sinistrope


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The memories of the Sinistrope improves the use of psionic and entropy spells.

CONCENTRATIONPsionic spells stay longer in effect and entropy spells consume less health.

Tier I: Psionic spells stay 15% longer in effect and entropy spells consume 20% less health.

Tier II: Psionic spell stay another 13% long in effect and entropy spells consume another 20% less health.

APPRENTICE OF THE DARK ARTSReduces the mana costs of novice and apprentice level entropy and psionic spells by 30%.

THOUGHT PLANTINGPsionic spells can be cast on 25% stronger enemies.

PRACTICED RITUALISTAllows dual-casting of a entropy or psionic spell.

MYSTICAL BINDINGSummoned weapons deal 25% more damage.

DEVOUR SOULDevours the soul of a dead enemy and absorbs part of health, mana and stamina.

Tier I: Absorbs 15% of health.

Tier II: Absorbs 20% of health and stamina.

Tier III: Absorbs 30% of health, mana and stamina.

MYSTICAL CALLIncreases the lifespan of summoned creatures.

Tier I: 40% longer lifespan.

Tier II: Another 30% longer lifespan.

ADEPT OF THE DARK ARTSReduces the mana costs of adapt level entropy and psionic spells by 30%.

PSIONIC VEILWraps the player in a psionic veil, making them invisible for a short period. Attacking or activations ends the spell. Tier I: 5 seconds; Tier II: 7 seconds, Tier III: 10 seconds.

BONE JUDGEAll offensive spells against undead are 30% more effective. Lifespan of reanimated undead is 50% longer and entropy spells consume 10% less mana.

EXPERT OF THE DARK ARTSReduces the mana costs of expert level entropy and psionic spells by 30%.

QUIET CASTINGAll casted spell are silent to others.

ENTROPIC BLOODMakes an enemy a slave for a short period. The slave will fight for the player and deals more damage. If the slave dies while this talent is in effect, the slave will explode dealing entropic damage.

Tier I: 20 seconds duration; the slave deals 2 times damage; 50 points of entropic damage upon explosion.

Tier II: 30 seconds duration; 2.5 times damage; 75 points of entropic damage.

Tier III: 45 seconds duration; 3 time damage; 100 point of entropic damage.

ABYSSPsionic spell are 25% stronger and also affect the undead, elemental and mechanic creatures. Enemies are weakened by psychosis and move slower.

MASTER OF THE DARK ARTSReduces the mana costs of master level entropy and psionic spells by 35%. Attacking with a bound weapon automatically casts soul trap on the target.

Phasmalist


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NET OF SOULSThe talent Net of Souls allows the player to see and collect souls.

Tier I: See souls of level 1 and 2 for 40 seconds.

Tier II: See souls of level 1 to 4 for 50 seconds.

Tier III: See souls of level 1 to 5 for 60 seconds.

SOUL SMITH NOVICECreate talismans from rank 1 souls at a phasmalist workbench.

SUMMON APPARITIONWith this talent, the apparition, bound to an equipped amulet, can be summoned. If it dies or leaves reality, the player is catching Arcane Fever proportionally to the health the apparition lost.

Tier I: Base increase of Arcane Fever 7%.

Tier II: Base increase of Arcane Fever 6%.

Tier III: Base increase of Arcane Fever 5%.

ARCANE DISASSEMBLINGAllows dismantling of enchanted weapons and armor.

ARCANE SMITHAllows improvement of enchanted weapons and armor.

WISE ENCHANTEREnchantments get stronger. Tier I: 10% stronger; Tier II: additional 10% stronger; Tier III: additional 10% stronger.

SOUL SMITH APPRENTICECreate talismans from rank 2 souls at phasmalist workbenches.

FOCUS SHAMANApparitions can make better use of the arcane arts.

Tier I: Apparitions have an additional 15 points of mana and do 7% more damage with their spells.

Tier II: Apparitions have another 25 points of mana and do an additional 10% more damage with their spells.

Tier III: Apparitions have another 35 points of mana and do an additional 13% more damage with their spells.

FOCUS DEVIOUSNESSApparitions do more damage with a bow and have a higher chance for critical hits.

Tier I: Critical hit chance increased by 10% and archery skill increased by 7 points.

Tier II: Critical hit chance increased by 17% and archery skill increased by 10 points.

Tier III: Critical hit chance increased by 23% and archery skill increased by 13 points.

FOCUS VIOLENCEMelee damage and armor skills of apparitions is increased.

Tier I: Melee damage and armor skills increased by 7 points.

Tier II: Melee damage and armor skills increased by 10 points.

Tier III: Melee damage and armor skills increased by 13 points.

SOUL SMITH ADEPTCreate talismans from souls with rank 3 at phasmalist workbenches.

SOUL SMITH EXPERTCreate talismans from souls with rank 4 at phasmalist workbenches.

ESSENCE SPITTINGHealth, mana and stamina of the apparition are no longer dependent on the player’s corresponding attributes, but on the strongest value of these attributes.

PHASMATIC VEILApparitions are allowed to take into cities.

TRANSMUTATIONReceive ectoplasm from killed undead and soul gems from normal corpses.

Tier I: Receive ectoplasm and soul gems.

Tier II: Less cooldown.

Tier III: Less cooldown.

SOUL SMITH MASTERCreate talismans from rank 5 souls at phasmalist workbenches.

Rogue

The memories of the Rogue will improve sneak, pickpocket, rhetoric, light armor, alchemy, archery, sleight of hand and lockpicking.

ASSASSINATIONThe Rogue memory tree starts with the memory of Assassination. If unlocked you will move more silently and you have a 10% chance for critical hits.

Rogue - Infiltrator


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The memories of the Infiltrator will improve your skills in sneaking, rhetorics and sleight of hand.

DEVIOUSTier I: enemy detection while sneaking is reduced by 15% and prices of merchants are 7% better.

Tier II: enemy detection while sneaking is reduced by another 12% and prices of merchants are another 5% better.

THROAT CUTThe critical hit chance while sneaking is increased by 10%.

KNIFE THRUSTSneak attacks with daggers do 4 times damage.

HEART SHOTSneak attacks with bows do 2.5 times damage.

ASSASSINSneak attacks with one-handed weapons (not daggers) and wolf claws do 2.5 times damage.

FLASHPOWDERThrowing flashpowder will blind your enemies for a short period of time. Blinded enemies can’t be attacked. Tier I: 8 seconds; Tier II: 10 seconds, Tier III: 12 seconds.

FENCEStolen goods can be sold to every merchant.

ROLLWhen sneak sprinting you do a forward roll.

SWINDLERPickpocketing pennies is 50% easier.

SILENT FEETRunning or walking while sneaking has no effect on concealment.

BLOODLUSTSneak attacks have a 50% chance of absorbing part of the enemy’s stamina.

PICKPOCKETPickpocketing is 20% easier.

GHOSTWALKGhostwalk teleports you behind a target, becoming invisible for a short time, and increases you critical hit chance.

Tier I: 1500 feet distance, hit chance increased by 10% and 10 seconds invisibility.

Tier II: 2000 feet distance, hit chance increased by 25% and 15 seconds invisibility.

Tier III: 2500 feet distance, hit chance increased by 35% and 20 seconds invisibility.

SEDUCERUnlock rhetoric options in the dialogs and you will receive 10% better prices from merchants of the opposite gender.

WARRIOR OF SHADOWSSneak attacks do 50% additional damage. You will have the ability to steal equipped items.

Rogue - Vagrant


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The memories of the Vagrant will teach you in the use of poisons, potions and light armor.

SUITABLE ARMORTier I: Light armor is 17% more effective.

Tier II: Light armor is another 15% more effective.

OINTMENT LORETier I: Potions are 15% more effective.

Tier II: Potions are another 15% more effective.

SENSITIVE TONGUEIngredients reveal more of their alchemy effects.

Tier I: Reveals another effect.

Tier II: Reveals 2 other effects.

Tier III: Reveals 3 other effects.

POISON COOKBrewed poisons are 30% more effective and chymica are 15% more effective.

WIND WALKERWhen wearing solely light armor, stamina regeneration is increased by 30%.

SHADOWTONGUE OILThrowing a bottle creates a slippery oil puddle upon impact which lets enemies slip and slows them.

Tier I: Slows enemies by 15%.

Tier II: Slows enemies by 25%.

Tier III: Slows enemies by 40%.

BIGGER POCKETSCarrying capacity is increased by 50.

LIGHTWEIGHTLight armor has no weight anymore and doesn’t slow you down.

EXPERIMENTERPoison applied to a weapon stays in effect twice as long. Ambrosia can be created at the spectralizing table.

PERFECT FITWearing solely light armor provides an armor bonus of 25%.

MASTER BREWERSelf-brewed potions are 20% more effective.

SNAKEBLOODAs long as stamina is more than half-filled, poison resistance is increased by 40% and armor rating of light armor is increased by 5%.

STARLING SPIDERThrowing a starling spider attracks the attention of enemies. The spider explodes when enemies are close enough or when another spider is thrown, paralyzing enemies for a short period of time and weakens enemies with a neurotoxin (Tier I). Tiers II and III: Poisoned enemies take additional damage. Duration and amounts of additional damage are unknown.

PURITYThe negative effects of self-brewed potions and positive effect of self-brewed poisons are removed.

HIGH DEXTERITYWhen wearing solely light armor, there is a 10% chance that the damage of a melee attack is completely intercepted.

Rogue - Trickster


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The memories of the Trickster combine the effective use of a bow with lockpicking.

STRONG BOWSTRINGTier I: Bows do 12% more damage.

Tier II: Bows do another 10% more damage.

SKILLED HANDSNovice locks are 25% easier to pick and armor rating in increased by 5% while having a bow equipped.

EAGLE EYEPressing Block while aiming with a bow will zoom in the view.

FIRE ARROWGrants a handful of fire arrows, which explode on impact and do fire damage.

Tier I: 3 fire arrows do an additional 5 points of fire damage during 11 seconds.

Tier II: 4 fire arrows do an additional 7 points of fire damage during 13 seconds.

Tier III: 5 fire arrows do an additional 9 points of fire damage during 15 seconds.

CONCENTRATIONBows do 20% more damage as long as stamina is more than half-filled.

THIEF APPRENTICEAdept locks can now be picked and all locks of adept or lower level are 25% easier to pick.

RANGERMove faster with a drawn bow.

RAPID SHOTDraw a bow 30% faster.

REPLICAAutomatically provides a copy of a picked lock’s key.

EXPERT LOCKSMITHExpert locks can be picked and all locks of expert or lower level are 25% easier to pick.

FATAL SHOTIncreases the critical hit chance with a bow.

Tier I: The critical hit chance is increased by 10%.

Tier II: The critical hit chance is increased by 15% and the critical hit damage is increased by 25%.

MASTER WITH THE BOWSTRINGZooming in with a bow costs half as much stamina and slows down time by 50%. All arrows do 1 more point of damage.

EYE OF THE STORMStops time for enemies and surroundings for a short period of time.

Tier I: 6 seconds, Tier II: 8 seconds, Tier III: 12 seconds.

SHADOW PLAYERReduces the chance of detection while lockpicking by 60%.

MASTER THIEFMaster locks can be picked and all locks are 35% easier to pick. Arrows may stagger opponents.

Warrior

TEMPESTThe Tempest memory unlocks all Warrior disciplines (Vandal, Keeper and Blade Runner), reduces the weight of heavy armor by 10% and grants the Rage talent, increasing weapon damage, for a short time.

Tier I: 7 seconds duration.

Tier II: 11 seconds duration.

Tier III: 15 seconds duration.

Warrior - Vandal


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The memories of the Vandal improve the use of two-handed weapons.

BARBARIANTwo-handed weapons do more damage.

Tier I: 12% more damage.

Tier II: Another 10% more damage.

BLOODTHIRSTAttacking speed with two-handed weapons is increased.

Tier I: Increased by 13%.

Tier II: Increased by another 10%.

AMPUTATORAttacks with battleaxes do more additional bleed damage.

DEEP WOUNDSAttacks with greatswords have a 10% chance to do more critical damage.

BRUTEAttacks with warhammers ignore 30% of armor rating.

SKARAGGIAN STANCEIncreases damage and power of blows and shield bashes, but at the same time the damage the player takes. This stance cannot be stacked with other combat stances.

Tier I: 10% more damage, 50% more power and 40% less damage resistance.

Tier II: 15% more damage, 100% more power and 30% less damage resistance.

Tier III: 20% more damage, 200% more power and 20% less damage resistance.

FURY DRIVENGrants a steady health regeneration while fighting with a two-handed weapon.

HAWK THRUSTPerforming a power attack with a two-handed weapon deals a critical hit with double damage.

UNWAVERINGA backwards power attack has a 10% chance to paralyze the target.

WARRIOR STANCEReduces the stamina costs of power attacks.

Tier I: 18% cost reduction.

Tier II: Another 15% cost reduction.

PRECISE BLOWDoubles the recoil of a hit when stamina is more than half-filled.

SWEEPING BLOWSideways power attacks with two-handed weapons will hit all targets in front of the player.

ARCHAIC MIGHTThe player’s power is discharged in a shockwave, staggering enemies and dealing high damage. Staggered enemies take additional damage.

Tier I: 55 points of damage; additional 35 points for staggered enemies.

Tier II: 75 points of damage; additional 55 points for staggered enemies.

Tier III: 100 points of damage; additional 75 points for staggered enemies.

MERCILESSPower attacks while not moving do 20% additional damage and may decapitate enemies.

BRUTE BLOWBlocked enemies take 40% more damage from attacks.

Warrior - Keeper


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The memories of the Keeper improve the effect of defensive techniques and resistance in battle.

JUGGERNAUTImproves the effectiveness of heavy armor.

Tier I: Heavy armor is 15% more effective.

Tier II: Heavy armor is another 12% more effective.

SHIELD WALLBlocking is more effective.

Tier I: Blocking is 15% more effective.

Tier II: Blocking is another 12% more effective.

ARROW WALLArrows, intercepted with a shield, don’t do damage anymore.

FIRM STATEThe chance of staggering the player is decreased when wearing solely heavy armor.

SPLINTED LIMBSDamage of falling is decreased when wearing solely heavy armor.

TOWER OF STRENGTHNear invulneability for a short time.

Tier I: 75% damage reduction for 6 seconds.

Tier II: 85% damage reduction for 6 seconds.

Tier III: 95% damage reduction for 6 seconds.

SHIELD RUNNERMove faster with a raised shield.

SHIELD STROKEA small chance of disarming an enemy when bashing with a shield.

CONDITIONINGHeavy armor slows down less and weighs half as much.

REVERBERATE ATTACKSA small chance to reflect taken melee damage back to the enemy when wearing solely heavy armor.

Tier I: 5% chance to reflect melee damage.

Tier II: Another 5% chance to reflect melee damage.

IRON WILLMagic damage is reduced by 15% when wearing solely heavy armor. The chance of staggering the player is decreased when wearing solely heavy armor and stamina is at least 50%.

EXHAUSTIONBashing an enemy with a shield absorbs part of their stamina.

IRON MAIDENTaken melee damage is reflected back to the enemy for a short time.

Tier I: 5 seconds; Tier II: 7 seconds; Tier III: 9 seconds.

FAST REFLEXESTime slows down when blocking during an enemy’s power attack.

STEADFASTBlocking and heavy armor are 5% more effective when stamina is half-filled. Time slows down when the player’s health is less than 15%.

Warrior - Blade Dancer


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The memories of the Blade Dancer improve skills when using one or two one-handed weapons.

MERCENARYIncreases damage with a one-handed weapon.

Tier I: Increases damage with 8%.

Tier II: Increases damage with another 7%.

RELENTLESS STRIKEPower attacks with one-handed weapons consume 25% less stamina.

CARNAGEAttacks with one-handed axes do additional bleeding damage.

BONE BREAKERAttacks with maces ignore 40% of the enemy’s armor rating.

BLADE MASTERAttakcs with one-handed swords have a 10% chance of additional critical damage.

QYRANIAN STANCEIncreases attacking and moving speed, but decreases blocking ability. Higher critical hit chance for enemies. This stance cannot be stacked with other stances.

Tier I: 10% increased speed; 45% decreased blocking; 30% higher critical hit chance.

Tier II: 15% increased speed; 35% decreased blocking; 20% higher critical hit chance.

Tier III: 20% increased speed; 20% decreased blocking; 10% higher critical hit chance.

VORTEX BLADESAttacks with two one-handed weapons are 15% faster.

BYPASS DEFENSESIncreases the chance to deal a critical hit on a blocking enemy by 15%.

CRITICAL HITIncreases critical hit damage when attacking with a one-handed weapon.

Tier I: 20% increase.

Tier II: Another 20% increase.

SPRINT THRUSTPerform a powerful attack while sprinting with double critical damage.

CALM HANDCritical hit chance is increased by 8% when stamina is higher than 50%.

DOUBLE VORTICESPower attacks with two one-handed weapons do more damage.

Tier I: 12% more damage.

Tier II: Another 10% more damage.

BLADE DANCEHitting an enemy 5 times within 10 seconds, the last hit does additional damage and repulses the enemy.

SAVAGE BLOWWhen not moving power attacks do 15% additional damage and may decapitate enemies.

STUNNING BLOWA backwards power attack with a one-handed sword has a 25% chance of paralyzing the target.

Using The Console

Press the tilde key (~/`) to open the console for US keyboards or the equivalent for non-US keyboards. See this UESP page[en.uesp.net] for the correct key for non-US keyboards.

To add a learning or crafting book to the player’s inventory, use the following console command:

player.additem 00031ACC 1

This command adds one “One-Handed – Apprentice” learning book to the player’s inventory.

It is not necessary to use the leasing zeros:

player.additem 31ACC 1

Special Learning Books

000CE135 – Teaches 2 learning points

0012E1FC – Teaches 1 memory point

00149676 – Teaches 1 memory point

A learning book that teaches crafting points doesn’t exist.

Learning Books

Learning BookApprenticeAdeptExpertMasterOne-Handed00031ACC 00031ACE 00033A5F 00039935 Two-Handed00039936 00039937 00039938 00039939 Block00039941 00039942 00039943 00039944 Heavy Armor0003F86A 0003F86B 0003F86C 0003F86D Elementalism00085614 00085615 00085616 00085617 Mentalism00085618 00085619 0008561A 0008561B Psionics0008561C 0008561D 0008561E 0008561F Entropy00085621 00085622 00085620 00085623 Light Magic00085624 00085625 00085626 00085627 Marksman00085641 00085643 00085644 00085642 Sneak0008591F 0008591E 0008591D 0008591B Light Armor000E75F3 000E75F4 000E75F0 000E75F2

Crafting Books

Crafting BookApprenticeAdeptExpertMasterAlchemy000E7622 000E7623 000E7624 000E7625 Enchantment000E7626 000E7627 000E7628 000E7629 Lockpicking000E762A 000E762B 000E762C 000E762D Sleight of Hand000E762E 000E762F 000E7630 000E7631 Handicraft000E7632 000E7633 000E7634 000E7635 Rhetoric000E7636 000E7637 000E7638 000E7639

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1935502357					

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