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...
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