Immersive Mage build
Alodar
Immersive Non-Destruction mage
Ordinator Complete perks
Alchemy (6)
0 - Alchemy Mastery (2) - Potions and poisons you make are 20/40% stronger.
20 - Physician - You may choose a type of beneficial potion: Health, Magicka or Stamina. Potions you mix that restore or fortify the chosen attribute are 50% stronger.
30 - Advanced Lab - You may choose to upgrade one alchemy lab to an Advanced version for 2500 gold. Potions you mix are 25% stronger at an Advanced Lab. Can be "Disassembled" by sneaking, allowing you to upgrade another.
70 - Double Toil and Trouble - You mix twice as many potions at your Advanced Lab.
70 - Pure Mixture - All negative effects are removed from created potions, and all positive effects are removed from created poisons.
Alteration (21)
0 - Alteration Mastery (2) - Cast Alteration spells for 35/50% less Magicka, and Alteration spells last 0.5/1% longer per level of Alteration.
20 - Alteration Dual Casting - Dual casting an Alteration spell empowers it, increasing effectiveness and cost.
20 - Mage Armor (3) - Protection spells like Stoneflesh are 100/150/200% stronger if not wearing armor.
30 - Geomancer - If wearing robes and no light or heavy armor, you take 30% less damage from attacks while charging or concentrating on a spell.
30 - Philosopher's Stone - Once a day, generates gold equal to four times your Alteration skill level.
30 - Wild Shrines - Five shrines dedicated to nature's mysteries can be found in Skyrim. Each shrine grants a permanent bonus to one school of magic, making all spells from that school 15% more powerful or last 30% longer.
40 - Alter Self: Resistances - You may choose two resistances to increase by 25%.
40 - Distorted Shape - When you gain an armor spell in combat (or enter combat with an active armor spell), you become intangible and unable to be affected by spells or attacks for 10 seconds or until you perform an offensive or defensive action.
50 - Command Lock - Once every 6 ingame hours, you can weaken an Expert or lower lock, reducing its difficulty to zero.
50 - Intuitive Magic (2) - Novice/ and apprentice spells of any school cost 100% less Magicka to cast.
60 - Alter Self: Attributes - You may choose an attribute (Health, Magicka, Stamina) to increase by 50 points.
60 - Home Mythal - Summons a permanent magical field at the location where you learn this perk. Alteration spells gain x2 duration if cast within 5000 feet, and x20 duration if cast within 250 feet. Additionally, Vancian Magic can be recharged by sleeping within 250 feet.
60 - Welloc's Dormant Arcana - Choose a spell type (Armor, Cloak, Conjure Daedra, Conjure Undead, Invisibility) and 3 magic effects (Fortify, Regenerate, Waterwalking, ...). The chosen magic effects will activate when you are affected by the chosen spell type.
70 - Energy Roil - Whenever you cast a spell with one hand, reduces the armor of nearby enemies within 10 feet by 150 points for 4 seconds.
80 - Aurification - Once every 12 ingame hours, activate a paralyzed target below half Health to transmute its body into gold worth 100 times its level, killing the target. Has a 50% chance of creating gold ore. No effect on essential targets.
80 - Dimension Door - Grants the "Dimension Door" power. At will, creates a magical doorway that teleports you to the location of your Home Mythal.
80 - Throne of Nirn - Standing still for 5 seconds while holding a spell summons a pillar of earth under your feet that carries you into the air and out of melee range. While standing on the pillar, your spells are 20% more powerful or last 40% longer. This effect is disabled when your hands are lowered.
90 - Emergency Teleport - When you fall below 15% Health due to combat damage, you briefly turn invulnerable and teleport back to the location where you entered combat.
90 - Nullifier - You radiate a dampening field, preventing enemies within 25 feet from regenerating Magicka and Stamina.
100 - Arcane Thesis - Grants the "Arcane Thesis" power: use it to master the spell you are dual casting. A mastered spell is 20% more powerful or lasts 40% longer. Only one spell can be mastered.
Conjuration (10)
Conjuration Mastery (2/2), Conjuration Dual Casting, Planemeld, Atromancy, Pact Magic, Maelstrom, Elemental Potency, Unleash Hell, March of Oblivion (10 perks)
0 - Conjuration Mastery (2) - Cast Conjuration spells for 35/50% less Magicka, and Conjuration spells last 0.5/1% longer per level of Conjuration.
20 - Conjuration Dual Casting - Dual casting a Conjuration spell empowers it, increasing effectiveness and cost.
30 - Planemeld - Able to summon Daedra and other non-undead minions five times farther away.
40 - Atromancy - Summoned Daedra and other non-undead minions last three times as long (or five times at night).
50 - Pact Magic - Destruction spells and effects are 10% more effective for each friendly conjured Daedra within 30 feet.
60 - Maelstrom - While you charge or concentrate on a spell, friendly conjured Daedra within 30 feet gain 30% extra attack damage.
70 - Elemental Potency - Atronach conjurations now call Potent Atronachs that are higher level and more powerful.
80 - Unleash Hell - Conjured Daedra within 75 feet gain additional spells on a 30 second cooldown (Flame Atronach: fire explosion. Frost Atronach: reduced armor/magic resistance curse. Storm Atronach: magnetic knockdown. Dremora: increased attack damage and movement speed).
100 - March of Oblivion - You can summon or reanimate 1 additional minion per 250 points of base Magicka, up to 3 additional minions.
Enchanting (16)
Enchanting Mastery (2/2), Last Word (3/3), Staff Channeler, Gem Dust, Secretkeeper (staff in right hand), Preserver, Regalia, Staff Recharge, Twin Enchantment, Arcane Nexus, Miracle (15 perks)
0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
20 - Last Word (3) - Scrolls are 2/4/6% more powerful or last 4/8/12% longer per level of Enchanting.
20 - Soul Siphon - Death blows with enchanted weapons to creatures, but not people, trap 5% of the victim's soul, recharging the weapon. Does not apply to staves.
30 - Staff Channeler - When a staff is equipped, all weapon enchantments drain 25% less charge and you gain a small amount of Enchanting experience in combat.
40 - Gem Dust - You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25% stronger when placed upon an item of the type corresponding to the gem.
40 - Secretkeeper - When a staff is equipped in your left hand, your attacks deal 25% more damage and critical damage. When a staff is equipped in your right hand, your spells and scrolls are 25% more effective.
50 - Preserver - Learning an item's enchantment does not destroy it.
60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
60 - Staff Recharge - Equipped staves regenerate 5 points of charge per second, up to their charge level when you last equipped them or recharged them with a soul gem.
70 - Attunement - All enchantments on equipped weapons and armor are 10% more powerful and last 10% longer.
80 - Twin Enchantment - Can place two enchantments upon the same item.
90 - Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can be "Disassembled" by sneaking, allowing you to upgrade another.
100 - Miracle - You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat.
Illusion (15)
Illusion Mastery (2/2), Illusion Dual Casting, Commanding Presence, Entice Barter, Crown of the False King, Nemesis, Imperious Splendor, Protect Your God, Blind Guardian (10 perks)
0 - Illusion Mastery (2) - Illusion spells cost 35/50% less Magicka, Illusion spells last 0.5/1% longer per level of Illusion, and mind affecting Illusion spells (Calm, Fear, Frenzy, Rally) are 0.1/0.2 points stronger per level of Illusion.
20 - Illusion Dual Casting - Dual casting an Illusion spell empowers it, increasing effectiveness and cost.
30 - Commanding Presence - In combat, you radiate an aura of mystical nobility that touches allied creatures and people within 40 feet. Those affected gain 20% extra attack damage and have 20% chance of a critical strike.
30 - Entice Barter - Activate any target under the effect of a Calm spell to initiate trade.
30 - Imposing Presence - You radiate an aura of mystical charisma that touches all within 40 feet. Any Illusion spell you cast on those affected is 25% more powerful and lasts 30% longer.
40 - Crown of the False King - Commanding Presence also increases armor by 80 points and magic resistance by 20%.
40 - Kindred Mage - Mind affecting spells and effects are 15 points stronger (or 30 points if you are the same race as the target).
40 - Quiet Before the Storm (1) - All spells you cast from any school of magic/, as well as all shouts, are silent to others.
50 - Fickle Fate - Mind affecting spells and effects cast on others are between 1 and 40 points stronger, chosen at random.
50 - Nemesis - Activate any hostile creature or humanoid in combat to summon an illusion of the target with 1% extra attack damage per Illusion level. The illusion relentlessly attacks the target for 30 seconds. This effect has a 180 second cooldown.
60 - Imperious Splendor - Commanding Presence and Crown of the False King are twice as powerful as long as you remain above 75% Health.
60 - Master of the Mind - Mind affecting spells (Calm, Fear, Frenzy, Rally) and Commanding Presence also work on undead, daedra and automatons.
80 - Protect Your God - When struck by a weapon, may compel a nearby ally affected by Commanding Presence to engage your attacker, dealing 250% extra attack damage for 5 seconds.
90 - Blind Guardian - Activate any non-hostile creature or humanoid in combat to summon an illusion of the target. The illusion fights for the target for 60 seconds and the target won't flee for its duration. This effect has a 300 second cooldown.
Restoration (14)
0 - Restoration Mastery (2) - Cast Restoration spells for 35/50% less Magicka, and Restoration spells are 0.25/0.5% more powerful per level of Restoration.
20 - Descending Light - When you enter combat, rapidly regenerate points of Magicka equal to half of your Restoration skill level per second. This effect gradually diminishes over the course of 15 seconds. The regeneration does not stop while casting.
20 - Restoration Dual Casting - Dual casting a Restoration spell empowers it, increasing effectiveness and cost.
30 - Edgewalker - Restoration spells are up to 30% more powerful if the recipient is below half Health. The bonus increases as Health decreases.
30 - Spirit Tutors - Two spirit tutors roam Skyrim. Find them and speak with them to receive a permanent blessing that makes Restoration spells 1% stronger per 20 points of Magicka. Each spirit tutor grants one blessing.
30 - Vigilant - The first ward you cast in combat costs no Magicka to maintain.
40 - False Light - While in combat, you may cast targeted healing spells and effects on enemies to inflict damage equal to 75% of the heal amount.
40 - Respite - Healing spells also restore Stamina equal to their power.
50 - Antimagic Field - Staying within 8 feet of an enemy while maintaining a ward prevents them from casting spells. No effect on massive targets.
50 - Overflowing Cup - Receiving a healing spell or effect when you are already at full Health overheals you, fortifying Health by 1 point per level of Restoration for 20 seconds.
60 - Forbidden Sanctuary - When your ward blocks a spell, you gain Magicka equal to 25% of that spell's cost (or 100% if you are blessed by Warrior's Flame).
70 - Bastion Ward - Wards reduce incoming attack damage by 40% (or 20% for wards generated by Spellbreaker and Mage Ward).
70 - Wheel of Life - In combat, gradually accumulates ambient lifeforce from the environment and releases it in periodic bursts, healing you 100 points every 30 seconds. Becoming affected by a different healing spell or effect restarts the cycle from the beginning.
80 - Mage Ward - Casting a spell also raises a ward that increases armor rating by 100 and negates up to 100 points of spell damage and effects.
90 - Enduring Ideal - Wheel of Life heals 25% more and each new cycle is 5 seconds faster than the last.
90 - Tome of Many Pages - Teaches 18 different Restoration spells. Each fortifies a single skill by 15 levels for 120 seconds.
Speech
0 - Speech Mastery (2) - Sell items for 10/20% more. Your intimidation attempts are twice/four times as likely to succeed.
30 - Bribery - Can bribe guards to ignore crimes.
30 - Kinship - Buy items for 15% less when trading with the same race.
30 - Irresistible Dance - Can Perform in combat to force the two nearest enemy people within 100 feet to dance spellbound, preventing them from acting and
40 - Business Relation - Create a bond with the next merchant you speak with. Buy items for 30% less from that specific merchant.
50 - Salesman - Can sell any type of item to any kind of merchant.
60 - Investor - Can invest 500 gold with a shopkeeper to increase his or her available gold by 500 permanently.
70 - Fence - Can barter stolen goods with any merchant.
90 - Trade Prince - Every merchant in the world gains 1000 gold for bartering.
Alodar
Immersive Non-Destruction mage
Ordinator Complete perks
Alchemy (6)
0 - Alchemy Mastery (2) - Potions and poisons you make are 20/40% stronger.
20 - Physician - You may choose a type of beneficial potion: Health, Magicka or Stamina. Potions you mix that restore or fortify the chosen attribute are 50% stronger.
30 - Advanced Lab - You may choose to upgrade one alchemy lab to an Advanced version for 2500 gold. Potions you mix are 25% stronger at an Advanced Lab. Can be "Disassembled" by sneaking, allowing you to upgrade another.
70 - Double Toil and Trouble - You mix twice as many potions at your Advanced Lab.
70 - Pure Mixture - All negative effects are removed from created potions, and all positive effects are removed from created poisons.
Alteration (21)
0 - Alteration Mastery (2) - Cast Alteration spells for 35/50% less Magicka, and Alteration spells last 0.5/1% longer per level of Alteration.
20 - Alteration Dual Casting - Dual casting an Alteration spell empowers it, increasing effectiveness and cost.
20 - Mage Armor (3) - Protection spells like Stoneflesh are 100/150/200% stronger if not wearing armor.
30 - Geomancer - If wearing robes and no light or heavy armor, you take 30% less damage from attacks while charging or concentrating on a spell.
30 - Philosopher's Stone - Once a day, generates gold equal to four times your Alteration skill level.
30 - Wild Shrines - Five shrines dedicated to nature's mysteries can be found in Skyrim. Each shrine grants a permanent bonus to one school of magic, making all spells from that school 15% more powerful or last 30% longer.
40 - Alter Self: Resistances - You may choose two resistances to increase by 25%.
40 - Distorted Shape - When you gain an armor spell in combat (or enter combat with an active armor spell), you become intangible and unable to be affected by spells or attacks for 10 seconds or until you perform an offensive or defensive action.
50 - Command Lock - Once every 6 ingame hours, you can weaken an Expert or lower lock, reducing its difficulty to zero.
50 - Intuitive Magic (2) - Novice/ and apprentice spells of any school cost 100% less Magicka to cast.
60 - Alter Self: Attributes - You may choose an attribute (Health, Magicka, Stamina) to increase by 50 points.
60 - Home Mythal - Summons a permanent magical field at the location where you learn this perk. Alteration spells gain x2 duration if cast within 5000 feet, and x20 duration if cast within 250 feet. Additionally, Vancian Magic can be recharged by sleeping within 250 feet.
60 - Welloc's Dormant Arcana - Choose a spell type (Armor, Cloak, Conjure Daedra, Conjure Undead, Invisibility) and 3 magic effects (Fortify, Regenerate, Waterwalking, ...). The chosen magic effects will activate when you are affected by the chosen spell type.
70 - Energy Roil - Whenever you cast a spell with one hand, reduces the armor of nearby enemies within 10 feet by 150 points for 4 seconds.
80 - Aurification - Once every 12 ingame hours, activate a paralyzed target below half Health to transmute its body into gold worth 100 times its level, killing the target. Has a 50% chance of creating gold ore. No effect on essential targets.
80 - Dimension Door - Grants the "Dimension Door" power. At will, creates a magical doorway that teleports you to the location of your Home Mythal.
80 - Throne of Nirn - Standing still for 5 seconds while holding a spell summons a pillar of earth under your feet that carries you into the air and out of melee range. While standing on the pillar, your spells are 20% more powerful or last 40% longer. This effect is disabled when your hands are lowered.
90 - Emergency Teleport - When you fall below 15% Health due to combat damage, you briefly turn invulnerable and teleport back to the location where you entered combat.
90 - Nullifier - You radiate a dampening field, preventing enemies within 25 feet from regenerating Magicka and Stamina.
100 - Arcane Thesis - Grants the "Arcane Thesis" power: use it to master the spell you are dual casting. A mastered spell is 20% more powerful or lasts 40% longer. Only one spell can be mastered.
Conjuration (10)
Conjuration Mastery (2/2), Conjuration Dual Casting, Planemeld, Atromancy, Pact Magic, Maelstrom, Elemental Potency, Unleash Hell, March of Oblivion (10 perks)
0 - Conjuration Mastery (2) - Cast Conjuration spells for 35/50% less Magicka, and Conjuration spells last 0.5/1% longer per level of Conjuration.
20 - Conjuration Dual Casting - Dual casting a Conjuration spell empowers it, increasing effectiveness and cost.
30 - Planemeld - Able to summon Daedra and other non-undead minions five times farther away.
40 - Atromancy - Summoned Daedra and other non-undead minions last three times as long (or five times at night).
50 - Pact Magic - Destruction spells and effects are 10% more effective for each friendly conjured Daedra within 30 feet.
60 - Maelstrom - While you charge or concentrate on a spell, friendly conjured Daedra within 30 feet gain 30% extra attack damage.
70 - Elemental Potency - Atronach conjurations now call Potent Atronachs that are higher level and more powerful.
80 - Unleash Hell - Conjured Daedra within 75 feet gain additional spells on a 30 second cooldown (Flame Atronach: fire explosion. Frost Atronach: reduced armor/magic resistance curse. Storm Atronach: magnetic knockdown. Dremora: increased attack damage and movement speed).
100 - March of Oblivion - You can summon or reanimate 1 additional minion per 250 points of base Magicka, up to 3 additional minions.
Enchanting (16)
Enchanting Mastery (2/2), Last Word (3/3), Staff Channeler, Gem Dust, Secretkeeper (staff in right hand), Preserver, Regalia, Staff Recharge, Twin Enchantment, Arcane Nexus, Miracle (15 perks)
0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
20 - Last Word (3) - Scrolls are 2/4/6% more powerful or last 4/8/12% longer per level of Enchanting.
20 - Soul Siphon - Death blows with enchanted weapons to creatures, but not people, trap 5% of the victim's soul, recharging the weapon. Does not apply to staves.
30 - Staff Channeler - When a staff is equipped, all weapon enchantments drain 25% less charge and you gain a small amount of Enchanting experience in combat.
40 - Gem Dust - You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25% stronger when placed upon an item of the type corresponding to the gem.
40 - Secretkeeper - When a staff is equipped in your left hand, your attacks deal 25% more damage and critical damage. When a staff is equipped in your right hand, your spells and scrolls are 25% more effective.
50 - Preserver - Learning an item's enchantment does not destroy it.
60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
60 - Staff Recharge - Equipped staves regenerate 5 points of charge per second, up to their charge level when you last equipped them or recharged them with a soul gem.
70 - Attunement - All enchantments on equipped weapons and armor are 10% more powerful and last 10% longer.
80 - Twin Enchantment - Can place two enchantments upon the same item.
90 - Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can be "Disassembled" by sneaking, allowing you to upgrade another.
100 - Miracle - You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat.
Illusion (15)
Illusion Mastery (2/2), Illusion Dual Casting, Commanding Presence, Entice Barter, Crown of the False King, Nemesis, Imperious Splendor, Protect Your God, Blind Guardian (10 perks)
0 - Illusion Mastery (2) - Illusion spells cost 35/50% less Magicka, Illusion spells last 0.5/1% longer per level of Illusion, and mind affecting Illusion spells (Calm, Fear, Frenzy, Rally) are 0.1/0.2 points stronger per level of Illusion.
20 - Illusion Dual Casting - Dual casting an Illusion spell empowers it, increasing effectiveness and cost.
30 - Commanding Presence - In combat, you radiate an aura of mystical nobility that touches allied creatures and people within 40 feet. Those affected gain 20% extra attack damage and have 20% chance of a critical strike.
30 - Entice Barter - Activate any target under the effect of a Calm spell to initiate trade.
30 - Imposing Presence - You radiate an aura of mystical charisma that touches all within 40 feet. Any Illusion spell you cast on those affected is 25% more powerful and lasts 30% longer.
40 - Crown of the False King - Commanding Presence also increases armor by 80 points and magic resistance by 20%.
40 - Kindred Mage - Mind affecting spells and effects are 15 points stronger (or 30 points if you are the same race as the target).
40 - Quiet Before the Storm (1) - All spells you cast from any school of magic/, as well as all shouts, are silent to others.
50 - Fickle Fate - Mind affecting spells and effects cast on others are between 1 and 40 points stronger, chosen at random.
50 - Nemesis - Activate any hostile creature or humanoid in combat to summon an illusion of the target with 1% extra attack damage per Illusion level. The illusion relentlessly attacks the target for 30 seconds. This effect has a 180 second cooldown.
60 - Imperious Splendor - Commanding Presence and Crown of the False King are twice as powerful as long as you remain above 75% Health.
60 - Master of the Mind - Mind affecting spells (Calm, Fear, Frenzy, Rally) and Commanding Presence also work on undead, daedra and automatons.
80 - Protect Your God - When struck by a weapon, may compel a nearby ally affected by Commanding Presence to engage your attacker, dealing 250% extra attack damage for 5 seconds.
90 - Blind Guardian - Activate any non-hostile creature or humanoid in combat to summon an illusion of the target. The illusion fights for the target for 60 seconds and the target won't flee for its duration. This effect has a 300 second cooldown.
Restoration (14)
0 - Restoration Mastery (2) - Cast Restoration spells for 35/50% less Magicka, and Restoration spells are 0.25/0.5% more powerful per level of Restoration.
20 - Descending Light - When you enter combat, rapidly regenerate points of Magicka equal to half of your Restoration skill level per second. This effect gradually diminishes over the course of 15 seconds. The regeneration does not stop while casting.
20 - Restoration Dual Casting - Dual casting a Restoration spell empowers it, increasing effectiveness and cost.
30 - Edgewalker - Restoration spells are up to 30% more powerful if the recipient is below half Health. The bonus increases as Health decreases.
30 - Spirit Tutors - Two spirit tutors roam Skyrim. Find them and speak with them to receive a permanent blessing that makes Restoration spells 1% stronger per 20 points of Magicka. Each spirit tutor grants one blessing.
30 - Vigilant - The first ward you cast in combat costs no Magicka to maintain.
40 - False Light - While in combat, you may cast targeted healing spells and effects on enemies to inflict damage equal to 75% of the heal amount.
40 - Respite - Healing spells also restore Stamina equal to their power.
50 - Antimagic Field - Staying within 8 feet of an enemy while maintaining a ward prevents them from casting spells. No effect on massive targets.
50 - Overflowing Cup - Receiving a healing spell or effect when you are already at full Health overheals you, fortifying Health by 1 point per level of Restoration for 20 seconds.
60 - Forbidden Sanctuary - When your ward blocks a spell, you gain Magicka equal to 25% of that spell's cost (or 100% if you are blessed by Warrior's Flame).
70 - Bastion Ward - Wards reduce incoming attack damage by 40% (or 20% for wards generated by Spellbreaker and Mage Ward).
70 - Wheel of Life - In combat, gradually accumulates ambient lifeforce from the environment and releases it in periodic bursts, healing you 100 points every 30 seconds. Becoming affected by a different healing spell or effect restarts the cycle from the beginning.
80 - Mage Ward - Casting a spell also raises a ward that increases armor rating by 100 and negates up to 100 points of spell damage and effects.
90 - Enduring Ideal - Wheel of Life heals 25% more and each new cycle is 5 seconds faster than the last.
90 - Tome of Many Pages - Teaches 18 different Restoration spells. Each fortifies a single skill by 15 levels for 120 seconds.
Speech
0 - Speech Mastery (2) - Sell items for 10/20% more. Your intimidation attempts are twice/four times as likely to succeed.
30 - Bribery - Can bribe guards to ignore crimes.
30 - Kinship - Buy items for 15% less when trading with the same race.
30 - Irresistible Dance - Can Perform in combat to force the two nearest enemy people within 100 feet to dance spellbound, preventing them from acting and
40 - Business Relation - Create a bond with the next merchant you speak with. Buy items for 30% less from that specific merchant.
50 - Salesman - Can sell any type of item to any kind of merchant.
60 - Investor - Can invest 500 gold with a shopkeeper to increase his or her available gold by 500 permanently.
70 - Fence - Can barter stolen goods with any merchant.
90 - Trade Prince - Every merchant in the world gains 1000 gold for bartering.