Elder Scrolls: Skyrim perk tree revealed

Stem your excitement.

A vast list of racial abilities and perk tree skills available in The Elder Scrolls 5: Skyrim has hit the net.

The detailed feature log was compiled by fans following hands-on time with the fantasy role-playing game at Eurogamer Expo 2011.

Did you know, for example, that Argonians can breathe underwater and start with a stat of 25 in picking people's pockets? Well, now you do.

The full list, as posted on fansite TheElderScrollsSkyrim.com, lies below:

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...

Skyrim gameplay.

Perk Trees:

Speech

  • Buying and selling price 10 per cent better (5 ranks)
  • 10 per cent 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 per cent stronger (5 ranks)
  • Potions for restore health, magicka or stamina are 25per cent more powerful (maybe ranked)
  • Poisons 25 per cent more effective (maybe ranked)
  • Poisons last for twice as many hits
  • Two ingredients are gathered from plants
  • 50per cent 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 per cent less magicka
  • Cast Apprentice spells for 50per cent less magicka
  • Cast Adept, Expert, Master etc spells for 50per cent 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 50per cent 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 per cent magicka etc.
  • Shock damage chance to disintegrate targets if their health is under 10per cent
  • 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 per cent less magicka etc
  • Healing spells do 50 per cent 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 per cent faster

Alteration

  • Novice for 50 per cent less etc
  • Alteration spells have greater duration (ranked)
  • Absorb 30 per cent magicka that hits you

Enchanting

  • Enchants are 20 per cent stronger (ranked)
  • Enchanted armour 25 per cent 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 per cent stronger (individual perks for each element)

Heavy Armour

  • Increase armour rating 20 per cent (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 per cent armour if in matching set
  • 25per cent armour bonus if all in heavy armour (not necessarily matching)
  • 50per cent less stagger if all in heavy armour
  • 10per cent damage reflected back to enemy if all in heavy armour

2-handed weapons

  • 2h weapons do 20 per cent more damage (5 ranks)
  • Attacks with warhammers ignore 25per cent armour (ranked)
  • Attacks with battleaxes do extra bleeding damage (ranked)
  • Attacks with greatswords do extra critical damage (ranked)
  • Power attacks cost 25 per cent less stamina
  • Standing power attacks do 25 per cent bonus damage, chance to decapitate
  • Sprinting power attacks do double (critical) damage
  • Sideways power attacks hit all targets
  • Backwards power attacks have 25 per cent chance of paralysis

Archery

  • Bows do 25 per cent more damage
  • Zoom in
  • Zooming slows time
  • 10 per cent crit chance
  • Move faster with drawn bow
  • Recover twice as many arrows from dead bodies
  • 50per cent chance of paralysing for few seconds
  • Draw bow 30 per cent faster

Sneak

  • 20 per cent 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 per cent
  • 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

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