Nightblade
Assassination
Death Stroke -> Ravage
-Increases the damage bonus against the target by 10% 5%
Assassin's Blade -> Shadowed Blade (Magicka)
-This ability now applies the bonus damage while attacking from stealth as well
Teleport Strike -> Blink
-No longer targets an enemy or deals damage, instead teleports the player to a selected location, can be used while in stealth.
Blur -> Shifting Aegis
-Grants a small damage shield upon activation
Mark Target -> Mark of Bloodthirst
-Mark applies minor life-steal on the target.
Grim Focus -> Endless Focus
-No longer applies Minor Berserk, but reapplies at no cost with each cast of Assassin's Will
Shadow
Consuming Darkness -> Sudden Darkness
-All enemies within the radius when cast are blinded for 3 seconds (miss all attacks)
Veiled Strike -> Deadly Strike
-Now deals bonus damage when attacking from stealth or while invisible
Shadow Cloak -> Elusive Cloak
- Grants Major Expedition for 2 seconds after use
Path of Darkness -> Darkened Path
- enemies damage by the path are slowed by 40% for 3 seconds
Aspect of Terror -> Painful Memories
-Converts to a single target ability, 10m range
-When the Fear ends, a shade spawns near the enemy and taunts the target
Summon Shade -> Summon Tormented Ghost
-Summon the spirit of a slain victim, whose basic attacks deal [x] damage (scales with max magicka) and will periodically throw out immobilizing whirlwinds
Siphoning
Soul Shred - >Soul Burst
Deals increased Damage but no longer stuns
Strife -> Consume
-Increases the % health conversion to 35%
Agony -> Shared Pain
-If Agony has been active for at least 10 seconds, it deals [x] damage and spreads to another nearby enemy (Max 3 occurrences)
Cripple - > Draining Grasp
-Applies minor Magickasteal on the enemy
Siphoning Strikes -> Consuming Aura
-When damaged by a magicka attack, regain [x] magicka, when damaged by a stamina attack, regain [x] stamina
Drain Power - Rend Essence
-Increases the damage done
Dragonknight
Ardent Flame
Dragonknight Standard -> Erupting Standard
-The standard now erupts from the ground, knocking enemies into the air and stunning them for 2 seconds
Lava Whip -> Caustic Whip
-Changes to a stamina based ability and deals poison damage
-Fling a caustic solution from your pores that reacts more strongly against poisoned targets
-Deals additional damage to poisoned targets (10% at rank IV)
Searing Strike -> Immolating Strike
-Increase the initial Flame Damage
Fiery Breath -> Fiery Shout
-Reduces the damage of the Damage over time but increases the Initial Damage done
Fiery Grip -> Reaching Anchor
-Immobilizes the enemy once the initial effect ends.
Inferno -> Updraft
-Grants Minor Expedition for the duration
Draconic Power
Dragon Leap -> Infernal Landing
-Creates a 6.5m radius fiery zone that deals [x] damage per second for 6 seconds
Spiked Armor -> Hardened Skin
-Changes to a Stamina based ability
-Grants minor protection for the duration
Dark Talons -> Sharp Talons
-Increases the Physical damage done
Dragon Blood -> Dragon's Constitution
-Changes to a stamina based ability
-Now heals [x] per second over 10 seconds
-increases the potency by up to 33% based on your missing health
Reflective Scales -> Absorbing Scales
-Projectiles are no longer reflected to the attacker, but you restore [x] magicka per absorbed projectile
Inhale -> Exhale
-Now longer has a channel or heals, instead just deals [x] Flame damage to nearby enemies
Earthen Heart
Magma Armor ->Molten Skin
-Now only reduces incoming damage by an additional 30%, but you deal higher AoE flame damage per sec over a larger radius
Stonefist -> Pummel
-If the target is stunned, deal an additional 50% damage
Stonefist -> Earthen Fist
-Changes to a stamina based ability
-Manifest your physical prowess into a stone sown punch
-Reduces Range
-Increases Damage
Molten Weapons -> Blazing Armaments
-No longer grants Major Sorcery, but Light and Heavy attacks deal an additional [x] Flame Damage
Obsidian Shield -> Obsidian Ward
-Allies shielded with Obsidian Ward gain Major Protection while blocking
Ash Cloud -> Enveloping Ash
-Now moves with the player, but the enemy Movespeed reduction is reduced
Templar (I don't play this class)
Aedric Spear
Radial Sweep -> Low Sweep
-Knocks down hit enemies
Puncturing Strikes -> Wide Strikes
-Deals damage in a wider conal area in front of the player
Piercing Javelin -> Pinning Javelin
-Now snares enemies by 40% when the stun ends
Focused Charge -> Trampling Charge
-No longer targets an enemy, but targets a location
-Enemies you pass by are dealt damage
Spear Shards -> Volatile Shards
-when an ally uses the synergy, one enemy near them is stunned for 2 seconds
Sun Shield -> Red Giant
-While the shield persists, deal [x] Flame damage to nearby enemies every two seconds
Dawn's Wrath
Nova -> Black Hole
-Allies can activate the Collapse Synergy, which consumes the Nova but deals a significantly increased amount of synergy damage
Sun Fire -> Firebomb
-Now deals damage to all targets within 2m of the initial target
Solar Flare -> Sun Spot
-Now Targets an AoE (5m radius)
Backlash -> Retribution
-Increases the Maximum damage, but reduces the active time
Eclipse -> Singularity
-reduces the move-speed of the enemy by 30%
Radiant Destruction -> Overflowing Destruction
-Deals 30% of the damage to two nearby enemies
Restoring Light
Rite of Passage -> Ceremonial Passage
-You have reduced movement while channeling
Rushed Ceremony -> Extended Ceremony
-Heals for an additional [x] over 8 seconds
Healing Ritual -> Expanded Ritual
-Has a larger radius (15m)
Restoring Aura -> Healing Aura
-No longer applies Minor Magickasteal, but Applies Minor Lifesteal to all enemies around you for 15 seconds
Cleansing Ritual -> Shared Ritual
-Also cleanse one harmful effect from a nearby ally when cast
Rune Focus -> Hardened Focus
-Grants you a small damage shield that refreshes every second inside the Focus
Sorcerer (Don't play this too often)
Daedric Summoning
Summon Storm Atronach -> Lesser Storm Atronach
-No longer stuns or deals AoE impact damage. Has a cast time and will stay summoned as long as it is on your bar
-This atronach's basic attacks deal [x] shock damage over 2 seconds
-Reactivate again at 150 Ultimate to call upon the Lesser Atronach to use Shocking Torrent, sending a wave of electricity along the ground dealing [x] Shock damage to enemies that are in its path.
Unstable Familiar -> Volatile Banekin
-Summons a Banekin who runs at the targeted enemy and explodes, dealing [x] shock damage in a radius
-Becomes Instant-cast
Daedric Curse -> Spreading Curse
-Infects one nearby enemy with Daedric Curse upon detonation
Summon Winged Twilight - Lesser Grievous Twilight
-Summons a smaller Grievous Twilight
-Activate to have the Grievous Twilight swap positions with you
Conjured Ward - Fractured Ward
- Has lower Scalings
- When broken deals [x] AoE Magic damage
Bound Armor -> Bound Conduit (kinda... unsure about this one)
- While active, increases the amount of Lightning and Physical Damage you do by 5%
Dark Magic
Negate Magic - Expanded Field
-Increases the Radius by 2m
Crystal Shards - Crystal Lance (Think uppercut but crystal formed around the player's arm thrust foreward)
- Stamina Morph (Uninterruptible)
- Melee Range (Cast Time)
- Applies Major Fracture (and still stuns)
Encase - Reaching Shards
-Increases the immobilization Duration to 9 seconds
Rune Prison - Crushing Prison
-Once the effect ends, the enemy is snared and dealt [x] magic damage
Dark Exchange -> Dark Pact (seems... Op)
-Toggle
-Increase your Max Magicka by [x], but decrease your Max Health by [y]
Daedric Mines -> Daedric Bomb
- Only one mine is spawned beneath you
- Deals more damage and knocks-up and stuns for 2 seconds.
Storm Calling
Overload -> Power Spike
-Instant Cast Ultimate (no 3rd bar)
-Deals [x] AoE Shock damage around you
Mage's Fury -> Mage's Rage
-No longer deals execute damage
-Has higher Base Damage
Lightning Form -> Surge of Lightning
-The initial cast deals [x] shock damage in a radius
Lightning Splash - Thunderous Lightning
-The initial Tick stuns non-player enemies for 2 seconds.
Surge -> Surging Movement
-Gain Minor Expedition for the duration
Bolt Escape -> Bolt Traversal
-extends the radius at which this skill can be cast to
Warden:
Winter's Embrace
Sleet Storm -> Conjured Storm
-Also summons an Ice Wraith for 30 seconds whose attacks chill damaged enemies.
Frost Cloak -> Glacial Cloak
-Enemies who damage you or affected allies are slowed by [x]% for 4 seconds
Impaling Shards -> Freezing Needles
-Stamina Based
-Reduced Cost
-Increased Damage
-No longer damage over time
-Flex and break forth shards of ice from your skin
Arctic Wind -> Fierce Winds
- Up to [x] melee attackers are knocked back when they damage you while this ability is active.
Crystallized Shield -> Crystallized Aegis
-No longer absorbs projectiles, but grants a damage shield and slows melee attackers by 20%
Frozen Gate - Frozen Mine
-Instead of teleporting an enemy, when an enemy runs over it, it detonates and deals [x] Frost Damage
Green Balance
Secluded Grove -> Reaching Taproot
-Summons one sprigan for the duration who heals an ally outside the radius for [x] over 6 seconds. An ally can activate the Reaching Root synergy to be pulled to the spriggan.
Fungal Growth - Fungal Spores
- Now heals for an additional [x] over [y] seconds
Healing Seed - Growing Seed
-Each second heals a small amount
Living Vines - Barbed Vines
-For 10s, any enemy who melee attacks the healed ally is dealth [x] Physical Damage
Lotus Flower -> Refreshing Lotus
-Grants the Caster Major Fortitude, Increasing Health regen for 20 seconds
Nature's Grasp -> Nature's Allure
- No longer pulls you to the ally, but the ally can activate a synergy to pull themselves to you
Animal Companion
Feral Guardian -> Ferocious Guardian
-Bear Ult is now AoE Magic Damage and fears up to two nearby enemies
Dive -> Slam
-Command a Cliff Strider to land at the targeted location, knocking up enemies
Scorch -> Prolonged Assault
-One damaged enemy has the Emerge Synergy placed on them, an ally can activate this to summon a shalk to fight for you
Swarm -> Living Hive
-Scales with Max HP
-While Slotted, Melee Attackers take [x] Magic Damage, Ranged Attackers take [y] Damage
Betty Netch - Betty Matron
-Grants Minor Vitality for the Duration
Falcon's Swiftness -> Hawk's Dive
-Gain Minor Expedition for 10 seconds as well
Undaunted
Blood Altar -> Verdant Altar
-No longer applies Minor Lifesteal, but Applies Minor Staminasteal
Trapping Webs -> Pulling Webs
-Becomes Single Target
-No Longer Deals Damage
-Pulls Target to you
-Synergy can be activated on a successful pull
Inner Fire -> Inner Weakness
-Synergy will now only apply minor Maim
Bone Shield - Bone Shatter
-If your shield breaks, deal [x] physical damage in a 5m radius around you (Where x scales with health)
Necrotic Orb -> Desecration Orb
-If an ally activates the synergy, a zombie is spawned near the explosion, loyal to you
Fighters Guild:
Dawnbreaker - Everlasting Dawn
Arm yourself with dawnbreaker, whose light attacks consume [x] ultimate and deal [y] Physical Damage. Heavy attacks deal [z] Physical Damage in a cone and consume [n] ultimate.
Silver Bolts - Holy Bolts
Deals %[x] extra damage to Undead and Daedra. (Stacks with Passive)
Circle of Protection - Last Resort
If an enemy enters the circle, it detonates, knocking back enemies and dealing [x] magic Damage in a radius.
Expert Hunter - Hidden Hunter
No longer reveals enemies, but when cast will stealth you for 4 seconds as long as there are no enemies within 6m of you.
Trap Beast - Trap Satchel
Can place up to three different Traps.
Mages Guild
Meteor -> Meteor Shower
Ground Targeted AoE with Increased Radius
Magelight -> Oppressive Light
Revealed enemies are afflicted with minor vulnerability
Entropy -> Consuming Entropy
If the enemy is killed you're restored [x] health and magicka.
Fire Rune -> Brimstone Tomb
Deals increased damage and enemies are slowed by 90%
Equilibrium -> Price of Power
While slotted gain Minor Mangle at all times, reducing your health by 10%, but increase your Max Magicka by [x]%.
Vampire:
Bat Swarm -> Fleeting Swarm
-Reduces Ultimate Cost by 25
Drain Essence -> Ravage Essence
-Increases the Magic Damage done per second
Mist Form -> Shifting Mist
-Mist form Lasts for only 1 second
-Teleported to target area (think Sorc Bolt Escape)
Hypnotic Gaze (Magicka)
- Disorient an enemy for 20 seconds
Hypnotic Gaze -> Stunning Gaze
- Stuns for 2 seconds, rather than a Disorient, and deals [x] Magic Damage
Hypnotic Gaze -> Charming Gaze
- Applies minor maim on the target for 10 seconds after the disorient ends
Hypnotic Gaze -> Fearsome Gaze
- Fears target for 4 seconds
Bloodied Ground (Magicka)
-Spawn a pool of blood at a target area, dealing [x] Disease Damage every second for 10 seconds
Bloodied Ground -> Coagulation
-Enemies in the area are slowed and take additional damage.
Bloodied Ground -> Necrotic Ground
-Changes to magic Damage
-Allies can activate the "Summon Thrall" Synergy to summon your thralled servant to attack an enemy (You control the servant)
Bloodied Ground -> Feeding Grounds
-Allies can activate the "Feast" Synergy to deal [x] Disease Damage and summon a Bloodfiend to attack an enemy (You control the bloodfiend)
Bite (Gap closer with a max range of 5m) (Stamina)
Close in and bite an enemy, dealing [x] Physical Damage
Bite -> Consume
- If the target is stunned, or this attack is from stealth, deal additional damage and heal for [x] health
Bite -> Infected Fangs
- Target Takes [x] Disease Damage over 6 seconds
Bite -> Ravenous Bites
- If Bite is cast again within 1.5s, it stuns the enemy for 2 seconds.
Werewolf:
Werewolf Transformation -> Werewolf Elder
-Gain Major Toughness while in werewolf form (Might be a bit too op, could lower to minor)
Pounce -> Leap
-Extends the max range
Hircine's Bounty -> Hircine's Hide
-Gain minor Protection for 15 seconds
Roar -> Debilitating Roar
-Nearby and feared enemies are afflicted with minor Maim for 10 seconds.
Piercing Howl -> Instigating Howl
-Taunts the target as well
Swipe (Becomes the base ability)
-Snares enemies hit
Swipe -> Infectious Claws
(regular morph)
Soul Magic (this one is a bit off the wall)
Soul Strike -> Burn Essence
A DoT is applied to the target for 6 seconds, dealing [x] magic damage over the duration.
Soul Trap -> Condemn Soul
Increases the duration (and thus, damage).
Soul Rune (channel time of 2 seconds, it and its morphs consume 1 soul gem)
Conjure a rune beneath you that grants you Major Protection while standing in it (consumes a soul gem) and lasts for [x] seconds.
Soul Rune -> Soul Ritual
Conjure a ghost to fight by your side
Soul Rune -> Soulfire Armaments (name needs work)
Empower your weapons with a soul of one slain, causing your full Light and Heavy attacks to deal [x] (Static Value?) magic damage over [y] seconds.
Soul Rune -> Volatile Soul
Inscribe a rune beneath you with enough essence to detonate for [x] (Static Value?) Oblivion Damage when crossed.
Soul Pummel (it and morphs consume a soul gem) (name needs work, and the idea itself)
Shatter a soul gem, releasing the essence inside and dealing [x] magic damage to those around you. targets nearer you take additional damage.
Soul Explosion- > Oblivion's Calling (channel time 1s, interruptible)
Targets effected by Soul Trap consume the effect and deal all damage at once. Targets will not fill a soul gem in this case(?).
Soul Explosion -> Cursed Soul (Instant, projectile, ranged)
Single Target, but now stuns the enemy.
Soul Explosion -> Soul Nova
Damaged enemies take additional damage over time.
Soul Smite.. lost at a 5th ability right now... will come back to it later.
Two Handed
Berserkerer Strike-> Bloodthristy Strike
Healed for 50% of the damage dealt.
Uppercut -> Riposte
When cast deals [x] Physical damage before beginning the
slam.
Critical Charge -> Charging Slash
Deals the same damage to enemies in a cone behind the target.
Cleave -> Cull
Initial Damage Deals up to [x]% more damage to targets above 50% health.
Reverse Slash -> Evasive Slash
No longer scales based on enemy health.
When cast, gain Major Evasion for [x] seconds.
Momentum -> Persevering Momentum
While Active, the effectiveness of slows is reduced on you by [x]%
One-hand and Shield
Shield Wall-> Shield Trample
Enemies within 1m of you are knocked down and dealt [x] Physical Damage
Puncture-> Carve
Enemy takes [x] bleed damage over 10 seconds
Low Slash-> Slash and Bash
If cast on an enemy already slowed by this ability, consumes the slow and bashes them with your shield, dealing [x] Physical Damage and setting them off-balance.
Defensive Posture-> Adaptive Posture
No longer reflects projectiles
Becomes a Toggle
While Toggled Heavy attacks restore Magicka instead of Stamina
Shield Charge-> Shield Tackle
No Longer Deals Damage. Enemy is Knocked-Down for 2 seconds. This knock-down is applied even to a blocking target.
Power Bash-> Shield Counter
If the stun is applied to a casting enemy, they are afflicted with minor vulnerability for 5 seconds.
Dual Wield
Rend -> Gouge
Changes to Single Target and reduces the ult cost
Flurry -> Rapid Blows
Chance to set off-balance, and the final hit does extra damage to off-balance targets.
Twin Slashes -> Deep Slashes
Increases the Duration of the Bleed
Whirlwind -> Cyclone
Snares and slows enemies for 4s
Blade Cloak -> Spiked Mantle
No AoE.
LA/HA deal an extra [x] physical damage and melee attackers take [x] Physical Damage
Hidden Blade -> Concealed Dagger
Melee Range
Deals extra damage while you're behind the target.
Bow
Rapid Fire -> Deft Shots
Converts to cost on use (min 100)
LA now fires two arrows
Snipe -> Full Draw
Reduced Damage and cost
No Cast Time
Volley -> Loaded Volley
Deals increased damage at the beginning and less at the end
Scatter Shot -> Bombard Shot
Deals AoE damage at a target area
Arrow Spray -> Quick Spray
Reduces the cost
Poison Arrow -> Wounding Arrow
Causes the Target to Bleed
Destruction Staff Skills
Elemental Storm -> Primeval Storm
Each damage tick deals damage split among Frost Fire and Shock and has an increased chance of causing a status effect.
Force Pulse - Force Detonation
When cast upon an enemy with an elemental status effect, consumes it and deals [x] damage of the respective type.
Wall of elements -> Pillar of elements
Significantly increases the length of the AoE and increases the damage.
Destructive Touch -> Destructive Grasp
Target takes additional damage from status effect damage while the DoT persists.
Weakness to Elements -> Overwhelming Elements
Target takes 1% additional damage for each unique elemental status effect applied
Impulse -> Elemental Impulse
Has additional effects based on damage type
-Fire Deals additional damage over time
-Frost slows enemies by [x]%
-Shock increases the radius
Restoration Staff Skills
Panacea -> Elixir of Life
Increases the duration and the cost. (125)
Grand healing -> Rejuvenating Grounds
Increases the cost, but applies a synergy that restores the lowest resource of an ally (hp,mag,stam)
Regeneration -> Patient Regeneration
Increases the duration and ticks less often, but heals more each tick.
Blessing of Protection -> Blessing of Body and Mind
No longer grants minor resolve or minor ward. Grants Minor Endurance and Minor Intellect
Steadfast Ward -> Enduring Ward
Increases the Missing Health scaling.
Siphon Spirit -> Echoing Siphon
If the target dies prior to the end of this skill, Siphon Spirit is applied to [x] nearby enemies.