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Wheel of Time:  Skills                  
This list is a draft and contains all of the existing skills in Morrowind.
It appears that we can do the following for skills:
     Replace the governing attribute.
     Replace the specialization.
     Replace the description.
     Replace the usage factor of the actions.
     Replace the skill name.
Magic:

All of the skills can be kept but the magic schools must be changed.  D&D schools will not fit since there are too many.  We cannot add skills because we cannot attach skills to actions.
A number of the D&D spells cannot be done in a computer game..or at least not this one.  The list below is just for FYI.  The spells will be on another page and organized and the magic schools here fixed.
 
Skill Name WOT Skill Name Original Governing Attribute WOT Governing Attribute Original Specialization WOT Specialization Original Action
(Hardcoded)
 Original Usge Value  WOT Usage Value Wheel of Time Description
Alteration   Willpower Willpower Magic Magic Successful cast    1.00          1.00  
Conjuration Conjunction Intelligence Willpower Magic Magic Successful cast    1.00          1.00 D&D WOT spell list: Bond Warder, Compulsion, False Trail, Pass Bond, Sense Shadowspawn, Trace
Destruction Elementalism
Cloud Dancing
Willpower Willpower Magic Magic Successful cast    1.00          1.00 D&D WOT spell list: Arms of Air, Blade of Fire, Create Fire, Current, Cutting Lines of Fire, Dry, False Wall, Fiery Sword, Fireball, Fly, Harden Air, Immolate, Light, Move Water, Tool of Air, Wand of Fire, Whirlpool
D&D WOT spell list: Fortell Weather, Harness the Wind,Lightning, Raise Fog, Warmth
Illusion Illusion Personality Willpower Magic Magic Successful cast    1.00          1.00 D&D WOT spell list: Disguise, Distant Eye, Eavesdrop, Folded Light, Mirror of Mists, Voice of Power
Mysticism Earth Singing Willpower Willpower Magic Magic Successful cast    1.00          1.00 D&D WOT spell list: Earth Delving, Earthquake, Grenade, Polish, Riven Earth
Restoration Healing Willpower Willpower Magic   Successful cast    1.00          1.00 D&D WOT spell list: Delve, Heal, Heal the Mind, Rend, Renew, Resore the Power, Sever, Touch of Death
N/A Traveling   Willpower   Magic Successful cast    1.00          1.00 D&D WOT spell list: Bridge between worlds, Create Gateway, Skimming, Use Portal Stone
N/A Warding   Willpower   Magic Successful cast    1.00          1.00 D&D WOT spell list: Barrier to Sight, Circle of Silence, Dream Shielding, Fire Trap, Master Ward, Seal, Shield, Strike of Death, Ward against People, Ward Against the One Power, Ward Against Shadowspawn, Ward Bore
Enchant Enchant Intelligence Intelligence Magic Magic Recharge item    5.00             -   This skill governs the creation, use, and recharging of enchanted items. Skilled enchanters are more successful at creating new items such as ter'angrial, angrial, and sa'angrial. Enchanted items burn less power, and are recharged more efficiently from soul gems, for a trained user.

Not sure about the soul gems and such.  We have to think this one over.  Maybe just get rid of the soul gems....except for the darkfriends.  Like the blades made for the Myrdraal in Shael Ghol
Use magic item    0.10             -  
Create magic item    5.00          5.00
Cast when Strikes       -               -  
Acrobatics Acrobatics Strength Strength Stealth Stealth Jump    0.15          0.15 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.
Fall    3.00          3.00
Alchemy Alchemy Intelligence Intelligence Magic Magic Potion creation    2.00          2.00 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.
Ingredient use    0.50          0.50
Armorer Armorer Strength Strength Combat Combat Successful repair    0.40          0.40 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.
Athletics Athletics Speed Speed Combat Combat Second of running    0.02          0.02 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.
Second of swimming    0.03          0.03
Axe Axe Strength Strength Combat Combat Successful attack    1.20          1.20 Axe skill helps a user wield heavy chopping weapons like war axes and battleaxes more effectively.
Block Block Agility Agility Combat Combat Successful block    2.50          2.50 Block skill allows one to use shields to block any melee attack. A successful block removes all damage from the attack.
Blunt Weapon Blunt Weapon Strength Strength Combat Combat Successful attack    1.00          1.00 Blunt Weapon skill makes you more effective when using heavy bashing weapons like maces, hammers, clubs, or staves.
Hand-to-hand Hand-to-hand Speed Speed Stealth Stealth Successful attack    1.00          1.00 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.
Heavy Armor Heavy Armor Endurance Endurance Combat Combat Hit by opponent    1.00          1.00 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.
Light Armor Light Armor Agility Agility Stealth Stealth Hit by opponent    1.00          1.00 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.
Long Blade Long Blade Strength Strength Combat Combat Successful attack    1.00          1.00 Long Blade skill lets one use broadswords, sabers, longswords, claymores, katanas, and dai-katanas effectively.
Marksman Marksman Agility Agility Stealth Stealth Successful attack    1.00          1.00 With the marksman skill, one is more effective with ranged weapons like the short bow, long bow, crossbow, throwing star, and throwing knife.
Medium Armor Medium Armor Endurance Endurance Combat Combat Hit by opponent    1.00          1.00 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.
Mercantile Mercantile Personality Personality Stealth Stealth Successful bargain    0.30          0.30 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.
Successful bribe    1.00          1.00
Security Security Intelligence Intelligence Stealth Stealth Defeat trap    3.00          3.00 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.
Pick lock    2.00          2.00
Short Blade Short Blade Speed Speed Stealth Stealth Successful attack    1.00          1.00 Characters with great short-blade skill are more effective with short, quick, thrusting weapons like daggers, tantos, short swords, and wakazashis.
Sneak Sneak Agility Agility Stealth Stealth Avoid notice    0.25          0.25 The Sneak discipline is the art of moving unseen and unheard. Skilled sneaks are also adept pickpockets.
Successful pick-pock    2.00          2.00
Spear Spear Endurance Endurance Combat Combat Successful attack    1.00          1.00 Spear skill permits effective use of long-hafted thrusting weapons like spears and halberds.
Speechcraft Speechcraft Personality Personality Stealth Stealth Successful persuasion    1.00          1.00 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.
Failed persuasion       -               -  
Unarmored Unarmored Speed Speed Magic Magic Hit by opponent    1.00          1.00 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.
39  47.45        34.35
Some calculations - used for balancing
Sum of Original Usge Value   Sum of Original Usge Value  
Original Governing Attribute Total WOT Governing Attribute Total
Agility 4.75 Agility 4.75
Endurance 3 Endurance 3
Intelligence 11 Intelligence 10
Personality 2.3 Personality 1.3
Speed 3.02 Speed 3.02
Strength 3.75 Strength 3.75
Willpower 4 Willpower 5
(blank) 13.63 (blank) 14.63
Grand Total 45.45 Grand Total 45.45
Sum of Original Usge Value   Sum of Original Usge Value  
Original Specialization Total WOT Specialization Total
Combat 9.12 Combat 9.12
Magic 14 Magic 13
Stealth 8.7 Stealth 8.7
(blank) 13.63 (blank) 14.63
Grand Total 45.45 Grand Total 45.45