Skills (Daggerfall)

==Schools of Magic==
===The School of Mysticism===
Mysticism experiments with the most arcane aspects of Magicka and expanding these "accidents" into a useful if eclectic range of spells. Because the forces being manipulated by Mysticism are dangerous and unknown, the spell effects are purposefully specific. They include Far Silence and Soul Trap among many others. Buying, creating, and casting spells of mysticism are less expensive for mages skilled in this experimental path.
===The School of Restoration===
Restoration is devoted to the salubrious and soothing powers of Magicka, evident in spells like cure poison and Troll's Blood. Buying, creating, and casting Spell devised to heal a target are less expensive for mages of this path.
===The School of Thaumaturgy===
Thaumaturgy concentrates on exposing or manipulating known forces and objects within their natural laws. It is evident in Spells like Levitation and Detection. No Thaumaturgical spell can permanently change the appearance or structure of a force or object. Buying, creating, and casting spells of thaumaturgy are less expensive for mages skilled in this path. This skill also exists in .
===The School of Illusion===
Illusion works with magicka in its capacity to camouflage, illuminate, or obscure without changing an object's structure. Invisibility and Light are two of the School's most basic spells. Buying, creating, and casting a spell of illumination are less expensive for mages skilled in this path.
===The School of Destruction===
The School is concerned with the purely destructive capabilities of Magicka evident in spells like Fireball and Acidic Field. Buying, creating, and casting spell devised to harm or destroy a target is less expensive for mages skilled in this path.
===The School of Alteration===
The School concerns itself with magicka's ability to change, often radically, the structure and composition of any object. Unlike the School of Illusion, Alteration deals with actual change, not the appearance of it. Slowfalling and Shield are two classic spells of the School of Alteration. Buying, creating, and casting spells of alteration are less expensive for mages skilled in this path.
==Table of skills==
Skill 	Governing Attribute	Description
Alteration 	Willpower 	Governs the use of Alteration spells.
Archery 	Agility 	Governs the use of bows and other ranged weaponry.
Axe 	Strength 	Governs the use of axes.
Backstabbing 	Agility 	Governs the chance of performing a successful sneak attack from behind a target. A successful strike delivers triple damage upon the target. Exists in Battlespire.
Blunt Weapon 	Strength 	Governs the use of blunt weaponry.
Centaurian 	Intelligence 	Governs a character's ability to speak Centaurian. Those with a high Centaurian skill will be less likely to be attacked by Centaurs.
Climbing 	Strength 	Governs a character's ability to climb or scale a surface.
Critical Strike	Agility 	Governs the character's chance of performing a critical strike on a target. Exists in .
Daedric 	Intelligence 	Governs a character's ability to speak Daedric. Those with a high Daedric skill will be less likely to be attacked by Daedra.
Destruction 	Willpower 	Governs the use of Destruction spells.
Dodging 	Speed 	Governs a character's ability to dodge attacks from enemies. A character with a high Dodging skill will be less likely to be hit by an attack.
Dragonish 	Intelligence 	Dragonish is a language skill checked whenever one attempts to speak with a dragon.
Etiquette 	Personality 	Governs a character's ability to be polite and mannerly in conversation.
Giantish 	Intelligence 	Governs a character's ability to speak Giantish. Those with a high Giantish skill will be less likely to be attacked by Giants.
Hand-to-Hand 	Agility 	Governs the use of hand-to-hand combat. Characters with a high Hand-to-Hand skill will be able to inflict more melee damage upon enemies when not using weapons.
Harpy 	Intelligence 	Governs a character's ability to speak Harpy. Those with a high Harpy skill will be less likely to be attacked by Harpies.
Illusion 	Willpower 	Governs the use of Illusion spells.
Impish 	Strength 	Governs a character's ability to speak Impish. Those with a high Impish skill will be less likely to be attacked by Imps.
Jumping 	Stength 	Governs a character's ability to jump. Those with a high Jumping skill will be able to jump far and high.
Lockpicking 	Intelligence 	Governs a character's ability to pick locks
Long Blade 	Agility 	Governs the use of long bladed weaponry.
Medical 	Intelligence 	Governs a character's healing rate. Those with a high Medical skill will heal fast.
Mercantile 	Personality 	Governs a character's ability to haggle with merchants.
Mysticism 	Willpower 	Governs the use of Mysticism spells.
Nymph 	Intelligence 	Governs a character's ability to speak Nymph. Those with a high Nymph skill will be less likely to be attacked by Nymphs.
Orcish 	Intelligence 	Governs a character's ability to speak Orcish. Those with a high Orcish skill will be less likely to be attacked by Orcs.
Pickpocketing 	Agility 	Governs a character's ability to steal items from unwary targets.
Restoration 	Willpower 	Governs the use of Restoration spells
Running 	Speed 	Governs a character's ability to run. Those with a high running skill will be able to run fast..
Short Blade 	Agility 	Governs the use of short bladed weaponry.
Spriggan 	Intelligence 	Governs a character's ability to speak Spriggan. Those with a high Spriggan skill will be less likely to be attacked by Spriggans.
Stealth 	Agility 	Governs a character's ability sneak and remain hidden.
Streetwise 	Personality 	Governs a character's ability to be blunt and informal while in conversation.
Swimming 	Endurance 	Governs a character's speed, endurance, and ability to hold their breath while swimming.
Thaumaturgy 	Willpower 	Governs the use of Thaumaturgy spells.
* In 's successor, , this skill was replaced by Acrobatics.
==Skills by Faction==
Each of the Factions in Daggerfall can help to teach certain skills to the character, if their disposition is high enough.
Stendarr 	Axe 	Blunt Weapon 	Critical Strike	Daedric 	Dodging 	Medical 	Orcish 	Restoration	Spriggan 	 	 	
Fighters Guild 	Axe 	Archery 	Blunt Weapon 	Critical Strike	Giantish 	Jumping 	Long Blade	Orcish 	Running 	Short Blade	Swimming 	Swimming
Kynareth 	Archery 	Climbing 	Daedric 	Destruction 	Dodging 	Dragonish 	Harpy 	Illusion 	Jumping 	Running 	Stealth 	
Dibella 	Daedric 	Etiquette 	Harpy 	Illusion 	Lockpicking	Longblade 	Nymph 	Orcish 	Restoration	Streetwise 	 	
Mages Guild 	Alteration 	Daedric 	Destruction 	Dragonish 	Harpy 	Illusion 	Impish 	Mysticism 	Orcish 	Restoration	Spriggan 	Thaumaturgy
Arkay 	Axe 	Backstabbing 	Climbing 	Critical Strike	Daedric 	Destruction	Medical 	Restoration	Shortblade 	 	 	
Julianos 	Alteration 	Critical strike	Daedric 	Impish 	Lockpicking	Mercantile 	Mysticism 	Shortblade 	Thaumaturgy	Thaumaturgy	 	
Zen 	Blunt Weapon	Centaurian 	Daedric 	Etiquette 	Giantish 	Harpy 	Mercantile	Orcish 	Pickpocket 	Spriggan 	Streetwise	Thaumaturgy
Akatosh 	Alteration 	Archery 	Daedric 	Destruction 	Dragonish 	Longblade 	Running 	Stealth 	Swimming 	 	 	
Mara 	Archery 	Critical strike	Daedric 	Etiquette 	Harpy 	Illusion 	Medical 	Nymph 	Restoration	Streetwise 	 	
Thieves Guild 	Blunt Weapon	Backstabbing 	Climbing 	Dodging 	Jumping 	Lockpicking	Pickpocket	Shortblade 	Stealth 	Streetwise 	Swimming 	Swimming
Dark Brotherhood	Archery 	Backstabbing 	Critical Strike	Climbing 	Daedric 	Destruction	Dodging 	Running 	Shortblade 	Stealth 	Streetwise	Swimming
==See also==
*Alteration
*Destruction
*Illusion
*Mysticism
*Restoration
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Category:Daggerfall: Gameplay
Category:Daggerfall: Skills