Skyrim Abilities and Perks

The long awaited news regarding Skyrim’s race abilities and perk trees is starting to trickle in. Eurogamer Expo 2011 uncovered a plethora of new screenshots and information. Most of this can be found over on the forums. For now we have a nearly complete list, but eventually you will want to have one of these for a game of this nature. Enjoy!
Special thanks to Sammuthegreat from the Bethesda boards who has provided us with this information.
Racial Abilities
- ORCS: Beserker
- REDGUARDS: Adrenaline Rush
- WOOD ELF: Resist poison, resisit disease, command animals
- NORD: Battlecry
- KHAJIIT: Night-eye, claw attacks
- IMPERIAL: Voice of the Emperor, find more coins when looting
- HIGH ELF: Regenerate Magicka more quickly
- DARK ELF: Ancestor’s Wrath (surround self in fire), resist fire
- BRETON: Dragonskin (absorb spells), resist shock
- ARGONIANS: Histskin (regenerate health quickly), resist disease, breathe underwater
Note on racial stats: Each race starts off with different stats.
-Argonians start with 25 in Lockpicking, 20 in Pickpocketing, Sneak, etc…
-Orcs start with 25 in Heavy Armour, 20 in Enchanting, Smithing etc…
Perk Trees
Speech
- Buying and selling price 10% better (5 ranks)
- 10% price buying from opposite sex
- Invest in shops and increase available gold permanently in invested stores
- Master Trader – every merchant in world gains 1000 gold for bartering
- Buy and sell from any merchant regardless of what they normally buy and sell
- Intimidation attempts twice as successful
- Persuasion attempts more likely successful
Alchemy
- Potions 20% stronger (5 ranks)
- Potions for restore health, magicka or stamina are 25% more powerful (maybe ranked)
- Poisons 25% more effective (maybe ranked)
- Poisons last for twice as many hits
- Two ingredients are gathered from plants
- 50% resistance to all poisons
- All negative effects removed from potions and all positive removed from poisons
- 2 effects of an ingredient are revealed when testing it for the first time (instead of just one)
Illusion
- Dual casting overcharges effect for more powerful spell
- Cast Novice spells for 50% less magicka
- Cast Apprentice spells for 50% less magicka
- Cast Adept, Expert, Master etc spells for 50% less magicka (more levels this time around)
- Spells work on higher level animals
- Spells work on higher level people
- All spellcasting (from ANY school) is done silently
- Spells work on undead, daedra and automatons
- Fear spells work on higher level enemies
Conjuration
- Novice for 50% magicka etc (up to Master)
- Dual casting overcharges –> greater spell effect
- Bound weapons do more damage
- Bound weapons cast Soul Trap on target
- Bound weapons banish certain creatures
- Reanimate undead with 100 more health
- Summon 2 Atronachs or reanimated zombies
- Summon Atronachs at twice the distance
- Summoned Atronachs twice as strong
Destruction
- More damage for each school (fire, frost and shock) – ranked
- Novice for 50% magicka etc.
- Shock damage chance to disintegrate targets if their health is under 10%
- Frost damage chance to paralyse targets if health low
- Fire damage chance to make low health enemies flee
- Place runes 5x farther away
Restoration
- Healing spells also restore stamina
- Novice for 50% less magicka etc
- Healing spells do 50% more healing
- Recharging healing spells
- More is recharged with each hit with healing spells (unclear)
- Spells more effective against undead
- Once a day chance to autocast 250HP restoration when health drops low
- Magicka regenerates 25% faster
Alteration
- Novice for 50% less etc
- Alteration spells have greater duration (ranked)
- Absorb 30% magicka that hits you
Enchanting
- Enchants are 20% stronger (ranked)
- Enchanted armour 25% stronger
- “Soul gems provide extra magicka for recharging” – again, dodgy recording but that’s what I heard, even if it doesn’t make much sense
- Death blows to creatures but not people trap souls for weapon recharge
- Health, magicka and stamina enchants stronger
- Extra effect on already-enchanted weapon can be applied
- Shock, Frost and Fire enchants 25% stronger (individual perks for each element)
Heavy Armour
- Increase armour rating 20% (5 ranks)
- Unarmed attacks with heavy armour gauntlets – damage increased by gauntlets’ armour rating
- Half fall damage if all in heavy armour
- Heavy armour weighs nothing and doesn’t slow you at all
- Additional 25% armour if in matching set
- 25% armour bonus if all in heavy armour (not necessarily matching)
- 50% less stagger if all in heavy armour
- 10% damage reflected back to enemy if all in heavy armour
2-handed weapons
- 2h weapons do 20% more damage (5 ranks)
- Attacks with warhammers ignore 25% armour (ranked)
- Attacks with battleaxes do extra bleeding damage (ranked)
- Attacks with greatswords do extra critical damage (ranked)
- Power attacks cost 25% less stamina
- Standing power attacks do 25% bonus damage, chance to decapitate
- Sprinting power attacks do double (critical) damage
- Sideways power attacks hit all targets
- Backwards power attacks have 25% chance of paralysis
Archery
- Bows do 25% more damage
- Zoom in
- Zooming slows time
- 10% crit chance
- Move faster with drawn bow
- Recover twice as many arrows from dead bodies
- 50% chance of paralysing for few seconds
- Draw bow 30% faster
Sneak
- 20% harder to detect (ranked)
- Sneak attacks do 6x damage with 1h weapons
- Sneak attacks with bows do 3x damage
- Sneak attacks with daggers do 15x damage (end perk on skill tree)
- Noise from armour reduced 50%
- No longer activate pressure plates
- Sprinting while sneaking performs silent forward roll
- Running does not affect detection chance
- Crouching can make hostile enemies lose sight of you and search for a target



I came.
Thanks very much for the credit, much appreciated.
Woot! Good to see source gatherers recognized. =)
*TESS earned a fishy stick.*
Couple of things I noticed:
1. Are they combining speechcraft and mercantile? All the perks seem to be for mercantile except the last two which I think are traditionally associated with speech craft.
2. The “buy anything from any merchant” perk could be problematic if you have to sort through hundreds of items every time you want to buy something.
3. Apparently you have to test ingredients to learn their effects first, this sounds awesome.
4. The soul gem perk probably means that each soul gem recharges an item for more than it normally would. For instance a common soul gem might fully recharge an item when it would have normally taken a grand soul gem.
FatsChicago, I think the buy anything from any merchant isn’t going to be such a problem, you can most likely filter whatever you’re browsing. And you will be only selling 90% of the time anyways, I rarely bought anything but repair hammers, houses, horses and lockpicks in Oblivion.
Regarding the article, this new Elder Scrolls is looking promising. I’m just worried about the radiant AI and the generated quests, but I’m still keeping my fingers crossed.
You misunderstood, its not that you can buy anything from any merchant, its that, for example, if a particular person only sells swords (and thus would only buy similar items), you can now sell him an onion, or a robe, and thus buy them back from him. They wont instantly acquire every item in the game or anything.
Are you referring to “Buy and sell from any merchant regardless of what they normally buy and sell?”
I don’t believe that means that every merchant will have every item available for purchase. I think it means if a merchant normally only buys weapons, they will also buy your armor. I doubt they’d give every merchant every item available for purchase as that would make no sense.
M’aiq finds the ability of Imperials to find more coins while’st looting interesting. M’aiq thinks the Imperials must be Jewish.
dude69 thinks m’aiq is a genious
Zack thinks m’aiq is a **** bigot.
hahha zack is a jew, or british
OWNED
Money boner!!!! 1 septum, 2 septum…. uhh, grunt, uhhh, yeeeah, grunt! 3 septum…What? Don’t U judge me!
No info on 1-handed weapons? Darn. Also, this much has probably been cleared up but what about unarmed combat?
No unarmed combat as such, only “in barfights”. So it would seem you can initiate such an event, I believe Todd Howard also said you can be challanged to duals in the street. So these event will most likely work in a similar way.
But, under the races the Khajit have “claw attacks”, maybe they will be treated as a 1-handed weapon
It looks as though unarmed combat incorporates the gauntlets and is governed under its respective armour class. The perk under heavy armour above led me to that conclusion
(my name is my PSN ID if anyone is interested in adding me go right ahead)
Looking good I can’t wait for 11/11/11 I am pre-ordering tomorrow. I don’t care what the fanboys Skyrim gets my game of the year vote. skyrim owns all.
Are there any cliffracers to be slain in skyrim?
By Akatosh I hope so!
- IMPERIAL: Voice of the Emperor, find more coins when looting
So the Imperials are becoming the Jews of Tamriel?
On a side-note: I’m going to rap the shut out of the Archery tree. Looks AWESOME.
Yea i might actually play with archery in skyrim.. never felt worth using in oblivion just felt weak.. but im going to make a High Elf Wizard & max out all magic perks & then try to get perks for Archery, heavy armor, enchanting & smithing.. that along side with the dragon shouts.. i will have some fun casting spells and runes everywere & setting traps.. would be really cool to enchant bows and arrows! id have an electric bow & flamed arrows.. i picture using runes alot when fighting a dragon.. i mean you could possibly paralyze it or just cause an explosion under its throat when its walking towards you…. and then dragon shout at him.. melt its eyes out with some flame arrows.. be easy
You cant enchant arrows I dont think, as in oblivion enchanted arrows could only be looted or bought not created by the player
at least bound bow will cast soul trap so i wont have to worry about that spell or enchant.
Im really liking the perk system so far. Its gonna add plenty of excitment to the game. Im a big conjuration fan so I wish there was perk that was conjured or bound items would last 25% longer or 50% longer. I hope theres tons of new conjuration spells that are not daedra based.
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