Vault Dweller said:
Backstab Apprentice – a successful rear attack upon an unaware opponent will bypass his armor
Backstab Expert – the Character may backstab with swords and axes as well as daggers
Backstab Master – the Character gains an enormous increase to his chance of scoring a critical success
This is very similar to Oblivion's Sneak:
* A Novice gains a 4x damage bonus for one-handed weapon and hand-to-hand attacks, and a 2x damage for marksman attacks, when undetected.
* An Apprentice gains a 6x damage bonus for one-handed weapon and hand-to-hand attacks, and a 3x damage bonus for marksman attacks, when undetected.
* A Journeyman receives no penalty to his chance of detection while sneaking for the weight of his boots.
* An Expert receives no penalty to his chance of detection for running while sneaking.
* The attack of a Master on an opponent ignores the opponent's armor rating as long as the player is undetected.
Also, a few more:
Mercantile:
# The gold received by a Novice for goods is reduced because of wear.
# An Apprentice no longer has prices reduced due to wear.
# A Journeyman can sell any goods to any vendor.
# An Expert can invest money in a shop to permanently increase the shop's available gold by 500.
# For a Master:
* All shops in the world have 500 more gold for barter (this is independent of investing in a shop).
* All transactions with all shopkeepers can be done at a glorious 100/100 ratio (buy and sell items at base cost);
Armorer:
# A Novice (armorer < 25) cannot repair magic items.
# For an Apprentice (armorer 25-49), repair hammers last twice as long. An apprentice of Armorer still cannot repair magic items.
# A Journeyman (armorer 50-74) can now repair magic items.
# An Expert (armorer 75-99) can repair items beyond their highest condition (to 125%). Expert-improved weapons do extra damage, and Expert-improved armor protects more.
# A Master (armorer 100) never breaks repair hammers; one hammer lasts a lifetime.
Block:
* A Novice is fatigued by blocking, and hand-to-hand blocking against weapons has no effect
* An Apprentice is no longer fatigued by blocking
* A Journeyman's shield or weapon is no longer damaged when he/she blocks, and opponents may recoil when blocking with hand-to-hand
* An Expert blocking with shield has a 25% chance to do a knockback counterattack, staggering the enemy if the shield blow connects
* A Master blocking with a shield has an additional 5% chance of disarming the enemy with a successful knockback counterattack