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Skill: Acrobatics Governing Attribute:

Speed Specialization:

Stealth

Acrobatics allows your character to jump higher and fall greater distances without taking damage. Acrobatics also affects your ability to maneuver in midair. At high levels, you can actually jump one direction and completely change directions mid-jump. At higher levels, jumping can be incorporated into combat.

In-game Description: Jump long distances and avoid damage when falling great distances.

Mastery [ edit ]

Mastery Perks [ edit ]

A Novice cannot attack when jumping or falling

cannot attack when jumping or falling An Apprentice can perform normal attacks -- not power attacks -- when jumping or falling

can perform normal attacks -- not power attacks -- when jumping or falling A Journeyman gains the Dodge ability: while holding block, you can jump in any direction to do a quick avoidance roll. You can also perform power attacks when jumping or falling

gains the Dodge ability: while holding block, you can jump in any direction to do a quick avoidance roll. You can also perform power attacks when jumping or falling An Expert suffers 50% less Fatigue loss when jumping

suffers 50% less Fatigue loss when jumping A Master gains the Water Jump ability, and, with precise timing, can jump off the surface of water

Skill Benefits [ edit ]

As your Acrobatics skill increases, you can jump higher, according to the following formula:

JumpHeight = 64 + AcrobaticsSkill

The value of AcrobaticsSkill is not limited to a maximum value of 100; fortifying your skill past 100 will continue to increase your jumping height.

The damage taken by a fall also decreases as your skill increases, although the decrease is barely noticeable. Fall damage is adjusted according to:

FinalDamage = BaseDamage * (1.25 - AcrobaticsSkill/10000)

This equation seemingly contains a bug; as the FinalDamage at 100 skill is 1.24 times the base damage, while at 0 skill it is 1.25, the small difference (0.8%) likely means that the divisor (10000, a fixed in-game setting) is set too high. See the notes section for more details.

Skill Increases [ edit ]

Your Acrobatics skill increases 0.3 experience points each time you jump (including each time you dodge), but only if the jump is started while you are fully "level with the ground". In particular, when jumping while stationary, you are not considered to be level with the ground until the "recoil" animation finishes, making repeatedly jumping while stationary fairly ineffective as a way of gaining Acrobatics skill. When jumping while moving in any direction, you are generally level with the ground the instant that you land, although this is not the case when moving up slopes or stairs.

Your Acrobatics skill also increases 3.0 experience points each time you take damage from falling. The fall does not have to be the result of a jump, and it does not matter how much damage you take, only that you take some amount of damage--thus, it is more useful to have many slightly damaging falls than one huge, nearly-fatal fall.

Because you gain experience whenever your character jumps, you will tend to constantly (but slowly) gain Acrobatics skill. One implication is that it is difficult to control Acrobatics skill increases.

Tricks to increase your Acrobatics skill somewhat more artificially include:

If you just bunny hop everywhere you go, you'll level up Acrobatics pretty quickly. You waste fatigue that way though, so avoid it if there's a risk of a battle. Once you achieve Journeyman level, instead of bunny hopping, dodge everywhere you go (see notes).

The rise of Acrobatics is also affected by taking damage on landing. However, it does not matter how much damage you take; you will always get a set amount of experience. Any location at the top of a steep hill (Dive Rock for example) is a good place to train Acrobatics. Take small, barely damaging falls down the hill, and use fast travel to return to the top.

There are some corners where your character's head is exactly touching the ceiling. If you jump when standing in one of these spots, the jump takes no time, so you can level Acrobatics as quickly as you can press the jump key. Keep in mind that you must be pushing forward (moving into the wall) while doing this in order to get experience. Additionally, if you are casting spells or sweeping with your weapon during the process stated above, your Acrobatics skill will increase faster. Such places in or near the major cities include, but are not limited to, the following examples: In The Lonely Suitor Lodge in Bravil, on the bar. In the Mages Guild in Chorrol, there is a bookcase in the southeast room of the ground floor. Stand on top of it. In the little pond in Anvil, stand under the dock. In a corner of the shed behind the Colovian Traders building in Skingrad, there are two boxes stacked together. Jump on top of them and keep jumping while running toward the corner. Outside the Imperial Prison Sewers, where you finish the tutorial quest, there is a dock that you can repeatedly jump under. As this location is literally the first location you discover, and is easy to quick travel to, it is perhaps the most easily accessible location to train Acrobatics.



See also:

Dialogue [ edit ]

When your skill reaches 70 or higher, NPCs will start saying: "You've got a real bounce to your step. I'll bet you're quite the acrobat."

Character Creation [ edit ]

The following races provide initial skill bonuses in Acrobatics:

The following standard classes include Acrobatics as a major skill:

Messages [ edit ]

The following table provides the messages that are displayed when your Acrobatics skill levels up.

Level Message Apprentice After long, arduous hours of practicing jumping and controlling your falls, you have become an Apprentice of Acrobatics. You can now attack while jumping or falling. However, you cannot use power attacks while in mid-jump or mid-fall, only regular attacks. Journeyman After long, arduous hours of practicing jumping and controlling your falls, you have become a Journeyman of Acrobatics. You now have the Dodge ability. Blocking while jumping makes you dodge in the direction of the jump. You will do a tumbling roll and possibly avoid an attack. Expert After long, arduous hours of practicing jumping and controlling your falls, you have become an Expert of Acrobatics. Now it costs half as much fatigue to jump. Master You have become a Master of Acrobatics. You gain the Water Jump ability. Jump just as you touch the water, and you can jump again as if it were a solid surface. Miss your timing... and fall into the water. With practice, you can jump several times in a row all the way across a body of water.

Notes [ edit ]