Perks are a new feature introduced in The Elder Scrolls V: Skyrim.[1]
A Destruction skill tree with some perks activated.
Added by Chompskylor
Every time you level up, you get a point to spend on a perk. However, you
don't have to use it immediately; you can save the point to use later. Each perk
will have certain requirements before it can be chosen - for instance, perks
after Shield Wall require a Block level of 20, and higher-level perks, such
as Shield Charge, require a Block level of 100.[2] Examples of perks include:
There are 251 perks in Skyrim.[3] Players can choose one perk
per level. Since there are only 81 levels in Skyrim, it is impossible to get all
of the perks without modding or the use of console commands.
There are also other perks obtained from certain quests, such as Sailor's
Repose which gives you a permanent 10% healing increase. See Quest Abilities for a complete list.
(Note: One incorrect assumption about perks is once you reach the ending perk
of a class, you can get the perk next to the last one (such as getting the Daedric Smithing perk after the Dragon Armor perk, which you got from coming up
the Elven Smithingside). You cannot do this, so plan
accordingly. Once a perk is selected, it cannot be deselected, so choose them
wisely. Perks are listed in the player menu under the skills section.(With the
dragonborn add-on you can deselect the perks after the boss fight against
Miraak.)
Contents [show]
The WarriorEdit
Skill
Perk (Ranks)
Requirements
Description
Archery (16)
Overdraw (5)
None. Increments 20 after this.
Bows do 20% more damage.(+20% per additional rank)
Eagle Eye
Archery 30, Overdraw
Pressing Block while aiming will zoom in your view
Critical Shot (3)
Archery 30, Overdraw. Increments 30 after this.
10% chance of a critical hit that does extra damage (+5% per additional
rank, +10% / +15% / +20% critical damage for the 1st / 2nd / 3rd rank)
Steady Hand (2)
Archery 40, Eagle Eye
Zooming in with a bow slows time by 25% (50% for second rank)
Power Shot
Archery 50, Eagle Eye
Arrows stagger all but the largest opponents 50% of the time
Hunter's Discipline
Archery 50, Critical Shot
Recover twice as many arrows from dead bodies
Ranger
Archery 60, Hunter's Discipline
Able to move faster with a drawn bow
Quick Shot
Archery 70, Power Shot
Can draw a bow 30% faster
Bullseye
Archery 100, Quick Shot, Ranger
15% chance of paralyzing the target for a few seconds
Skill
Perk (Ranks)
Requirements
Description
Block
(13)
Shield Wall (5)
None. Increments 20 after this
Blocking is 20% more effective (+5% per additional rank)
Deflect Arrows
Block 30, Shield Wall
Arrows that hit the shield do no damage
Quick Reflexes
Block 30, Shield Wall
Time slows down if you are blocking during an enemy's power attack
Power Bash
Block 30, Shield Wall
Able to do a power bash
Elemental Protection
Block 50, Deflect Arrows
Blocking with a shield reduces incoming fire, frost and shock damage by
50%
Deadly Bash
Block 50, Power Bash
Bashing does five times more damage
Block Runner
Block 70, Elemental Protection
Able to move faster with a shield raised
Disarming Bash
Block 70, Deadly Bash
Chance to disarm when power bashing
Shield Charge
Block 100, Block Runner, Disarming Bash
Sprinting with a raised shield knocks down most targets
Skill
Perk (Ranks)
Requirements
Description
Heavy
Armor (12)
Juggernaut (5)
None. Increments 20 after this
Increases armor rating for Heavy Armor by 20% (+20% per additional
rank)
Fists of Steel
Heavy Armor 30, Juggernaut
Unarmed attacks with Heavy Armor gaunlets do their armor rating in extra
damage
Well Fitted
Heavy Armor 30, Juggernaut
25% armor bonus if wearing all Heavy Armor: head, chest, hands,
feet
Cushioned
Heavy Armor 50, Fists of Steel
Half damage from falling if wearing all Heavy Armor: head, chest, hands,
feet
Tower of Strength
Heavy Armor 50, Well Fitted
50% less stagger time when wearing only Heavy Armor
Conditioning
Heavy Armor 70, Cushioned
Heavy Armor weighs nothing and doesn't slow you down when worn
Matching Set
Heavy Armor 70, Tower of Strength
Additional 25% armor bonus if wearing a matched set of Heavy Armor
Reflect Blows
Heavy Armor 100, Matching Set
10% chance to reflect melee damage back to the enemy while wearing all Heavy
Armor: head, chest, hands, feet
Skill
Perk (Ranks)
Requirements
Description
One Handed (21)
Armsman (5)
None. Increments 20 after this
One-Handed weapons do 20% more damage (+20% per additional rank)
Fighting Stance
One-Handed 20, Armsman
Power attacks with one-handed weapons cost 25% less stamina
Hack and Slash (3)
One-Handed 30, Armsman
Attacks with war axes cause extra bleeding damage (Additional ranks raise
the bleeding damage)
Bone Breaker (3)
One-Handed 30, Armsman
Attacks with maces ignore 25% of armor (+25% per additional rank)
Bladesman (3)
One-Handed 30, Armsman
Attacks with swords have a 10% chance of doing critical damage (+5% per
additional rank)
Dual Flurry (2)
One-Handed 30, Armsman
Dual wielding attacks are 20% faster (35% for second rank)
Savage Strike
One-Handed 50, Fighting Stance
Standing power attacks do 25% bonus damage with a chance to decapitate your
enemies
Critical Charge
One-Handed 50, Fighting Stance
Can do a one-handed power attack while sprinting that deals double critical
damage
Dual Savagery
One-Handed 70, Dual Flurry
Dual wielding power attacks do 50% bonus damage
Paralyzing Strike
One-Handed 100, Savage Strike, Critical Charge
Backwards power attacks have a 25% chance to paralyze the target
Skill
Perk (Ranks)
Requirements
Description
Two Handed (19)
Barbarian (5)
None. Increments 20 after this
Two-Handed weapons do 20% more damage (+20% per additional rank)
Champion's Stance
Two-Handed 20, Barbarian
Power attacks with two-handed weapons cost 25% less stamina
Limbsplitter (3)
Two-Handed 30, Barbarian
Attacks with battle axes cause extra bleeding damage (Additional ranks
increase the bleeding damage)
Deep Wounds (3)
Two-Handed 30, Barbarian
Attacks with greatswords have a 10% chance of doing critical damage (+5% per
additional rank)
Skullcrusher (3)
Two-Handed 30, Barbarian
Attacks with warhammers ignore 25% of armor (+25% per additional
rank)
Devastating Blow
Two-Handed 50, Champion's Stance
Standing power attacks do 25% bonus damage with a chance to decapitate your
enemies
Great Critical Charge
Two-Handed 50, Champion's Stance
Can do a two-handed power attack while sprinting that does double critical
damage
Sweep
Two-Handed 70, Devastating Blow, Great Critical Charge
Sideways power attacks with two-handed weapons hit all targets in front of
you
Warmaster
Two-Handed 100, Sweep
Backwards power attack has a 25% chance to paralyze the target
Skill
Perk (Ranks)
Requirements
Description
Smithing (10)
Steel Smithing
None
Can create Steel armor and weapons at forges, and improve them twice as
much
Elven Smithing
Smithing 30, Steel Smithing
Can create Elven armor and weapons at forges, and improve them twice as
much
Dwarven Smithing
Smithing 30, Steel Smithing
Can create Dwarven armor and weapons at forges, and improve them twice as
much
Advanced Armors
Smithing 50, Elven Smithing
Can create Scaled and Plate armor at forges, and improve them twice as
much
Orcish Smithing
Smithing 50, Dwarven Smithing
Can create Orcish armor and weapons at forges, and improve them twice as
much
Arcane Blacksmith
Smithing 60, Steel Smithing
You can improve magical weapons and armor
Glass Smithing
Smithing 70, Advanced Armors
Can create Glass armor and weapons at forges, and improve them twice as
much
Ebony Smithing
Smithing 80, Orcish Smithing
Can create Ebony armor and weapons at forges, and improve them twice as
much
Daedric Smithing
Smithing 90, Ebony Smithing
Can create Daedric armor and weapons at forges, and improve them twice as
much
Dragon Armor
Smithing 100, Daedric Smithing or Glass Smithing
Can create Dragon armor and weapons at forges, and improve them twice as
much (Light and Heavy Dragon Armor)
The
MageEdit
Skill
Perk (Ranks)
Requirements
Description
Alteration
(14)
Novice Alteration
None
Cast Novice level Alteration spells for half magicka
Alteration Dual Casting
Alteration 20, Novice Alteration
Dual casting an Alteration spell overcharges the effects into an even more
powerful version
Apprentice Alteration
Alteration 25, Novice Alteration
Cast Apprentice level Alteration spells for half magicka
Mage Armor (3)
Alteration 30, Apprentice Alteration
Protection spells like Stoneflesh are 2x as strong if not wearing armor
(+.5x per additional rank)
Magic Resistance (3)
Alteration 30, Apprentice Alteration
Blocks 10% of a spells effect (+10% per additional rank)
Adept Alteration
Alteration 50, Apprentice Alteration
Cast Adept level Alteration spells for half magicka
Stability
Alteration 70, Adept Alteration
Alteration spells have greater duration
Expert Alteration
Alteration 75, Adept Alteration
Cast Expert level Alteration spells for half magicka
Atronach
Alteration 100, Expert Alteration
Absorb 30% of the magicka of any spells that hit you
Master Alteration
Alteration 100, Expert Alteration
Cast Master level Alteration spells for half magicka
Skill
Perk (Ranks)
Requirements
Description
Conjuration
(16)
Novice Conjuration
None
Cast Novice level Conjuration spells for half magicka
Conjuration Dual Casting
Conjuration 20, Novice Conjuration
Dual casting a Conjuration spell overcharges the effects into an even more
powerful version (Cannot conjure two summons/reanimations)
Mystic Binding
Conjuration 20, Novice Conjuration
Bound weapons do more damage
Apprentice Conjuration
Conjuration 25, Novice Conjuration
Cast Apprentice level Conjuration spells for half magicka
Summoner (2)
Conjuration 30, Novice Conjuration
Can summon atronachs or raise undead 2x as far away (3x for second
rank)
Soul Stealer
Conjuration 30, Mystic Binding
Bound weapons cast Soul Trap on targets
Necromancy
Conjuration 40, Novice Conjuration
Greater duration for reanimated undead
Atromancy
Conjuration 40, Summoner
Double duration for conjured atronachs
Oblivion Binding
Conjuration 50, Soul Stealer
Bound weapons will banish summoned creatures and turn raised ones
Adept Conjuration
Conjuration 50, Apprentice Conjuration
Cast Adept level Conjuration spells for half magicka
Dark Souls
Conjuration 70, Necromancy
Reanimated undead have 100 points more health
Expert Conjuration
Conjuration 75, Adept Conjuration
Cast Expert level Conjuration spells for half magicka
Elemental Potency
Conjuration 80, Atromancy
Conjured atronachs are 50% more powerful
Twin Souls
Conjuration 100, Elemental Potency, Dark Souls
You can have two atronachs or reanimated zombies
Master Conjuration
Conjuration 100, Expert Conjuration
Cast Master level Conjuration spells for half magicka
Skill
Perk (Ranks)
Requirements
Description
Destruction
(17)
Novice Destruction
None
Cast Novice level Destruction spells for half magicka
Destruction Dual Casting
Destruction 20, Novice Destruction
Dual casting a Destruction spell overcharges the effects into an even more
powerful version
Apprentice Destruction
Destruction 25, Novice Destruction
Cast Apprentice level Destruction spells for half magicka
Augmented Flames (2)
Destruction 30 (60 for second rank), Novice Destruction
Fire spells do 25% more damage (50% for second rank)
Augmented Frost (2)
Destruction 30 (60 for second rank), Novice Destruction
Frost spells do 25% more damage (50% for second rank)
Augmented Shock (2)
Destruction 30 (60 for second rank), Novice Destruction
Shock spells do 25% more damage (50% for second rank)
Impact
Destruction 40, Destruction Dual Casting
Most destruction spells will stagger an opponent when dual cast
Rune Master
Destruction 40, Apprentice Destruction
Can place runes five times farther away
Adept Destruction
Destruction 50, Apprentice Destruction
Cast Adept level Destruction spells for half magicka
Intense Flames
Destruction 50, Augmented Flames
Fire damage causes targets to flee if their health is low
Deep Freeze
Destruction 60, Augmented Frost
Frost damage paralyzes targets if their health is low
Disintegrate
Destruction 70, Augmented Shock
Shock damage disintegrates targets if their health is low
Expert Destruction
Destruction 75, Adept Destruction
Cast Expert level Destruction spells for half magicka
Master Destruction
Destruction 100, Expert Destruction
Cast Master level Destruction spells for half magicka
Skill
Perk (Ranks)
Requirements
Description
Illusion
(13)
Novice Illusion
None
Cast Novice level Illusion spells for half magicka
Illusion Dual Casting
Illusion 20, Novice Illusion
Dual casting an Illusion spell overcharges the effects into an even more
powerful version
Animage
Illusion 20, Novice Illusion
Illusion spells now work on higher level animals
Apprentice Illusion
Illusion 25, Novice Illusion
Cast Apprentice level Illusion spells for half magicka
Hypnotic Gaze
Illusion 30, Novice Illusion
Calm spells now work on higher level opponents
Kindred Mage
Illusion 40, Animage
All Illusion spells work on higher level people
Adept Illusion
Illusion 50, Apprentice Illusion
Cast Adept level Illusion spells for half magicka
Aspect of Terror
Illusion 50, Hypnotic Gaze
Fear spells work on higher level opponents
Quiet Casting
Illusion 50, Kindred Mage
All spells you cast from any school of magic are silent to others
Rage
Illusion 70, Aspect of Terror
Frenzy spells work on higher level opponents
Expert Illusion
Illusion 75, Adept Illusion
Cast Expert level Illusion spells for half magicka
Master of the Mind
Illusion 90, Rage, Quiet Casting
Illusion spells work on undead, daedra and automatons
Master Illusion
Illusion 100, Expert Illusion
Cast Master level Illusion spells for half magicka
Skill
Perk (Ranks)
Requirements
Description
Restoration
(13)
Novice Restoration
None
Cast Novice level Restoration spells for half magicka
Restoration Dual Casting
Restoration 20, Novice Restoration
Dual casting a Restoration spell overcharges the effects into an even more
powerful version
Regeneration
Restoration 20, Novice Restoration
Healing spells cure 50% more
Apprentice Restoration
Restoration 25, Novice Restoration
Cast Apprentice level Restoration spells for half magicka
Recovery (2)
Restoration 30, Novice Restoration
Magicka regenerates 25% faster (50% for second rank)
Respite
Restoration 40, Novice Restoration
Healing spells also restore stamina
Adept Restoration
Restoration 50, Apprentice Restoration
Cast Adept level Restoration spells for half magicka
Ward Absorb
Restoration 60, Novice Restoration
Ward recharge your magicka when hit with spells
Necromage
Restoration 70, Regeneration
All spells are more effective against undead
Expert Restoration
Restoration 75, Adept Restoration
Cast Expert level Restoration spells for half magicka
Avoid Death
Restoration 90, Recovery
Once a day, heals 250 points automatically if you fall below 10%
health
Master Restoration
Restoration 100, Expert Restoration
Cast Master level Restoration spells for half magicka
Skill
Perk (Ranks)
Requirements
Description
Enchanting
(13)
Enchanter (5)
None. Increments 20 Skill points for each rank.
New enchantments are 20% stronger (+20% per additional rank)
Soul Squeezer
Enchanting 20, Enchanter
Soul gems provide extra magicka for recharging
Fire Enchanter
Enchanting 30, Enchanter
Fire enchantments on weapons and armor are 25% stronger
Soul Siphon
Enchanting 40, Soul Squeezer
Death blows to creatures, but not people, trap 5% of the victim's soul,
recharging the weapon
Frost Enchanter
Enchanting 40, Fire Enchanter
Frost enchantments on weapons and armor are 25% stronger
Insightful Enchanter
Enchanting 50, Enchanter
Skill enchantments on armor are 25% stronger
Storm Enchanter
Enchanting 50, Frost Enchanter
Shock enchantments on weapons and armor are 25% stronger
Corpus Enchanter
Enchanting 70, Insightful Enchanter
Health, magicka and stamina enchantments on armor are 25% stronger
Extra Effect
Enchanting 100, Storm Enchanter or Corpus Enchanter
Can put two enchantments on the same item
The
ThiefEdit
Skill
Perk (Ranks)
Requirements
Description
Alchemy
(15)
Alchemist (5)
None initially; increments 20 skill points per rank.
Potions and poisons are 20% stronger (+20% per additional rank)
Physician
Alchemy 20, Alchemist
Potions you mix that restore health, magicka or stamina are 25% more
powerful
Poisoner
Alchemy 30, Physician
Poisons you mix are 25% more effective
Benefactor
Alchemy 30, Physician
Potions you mix with beneficial effects have an additional 25% greater
magnitude
Experimenter (3)
Alchemy 50 (plus 20 per rank), Benefactor
Eating an ingredient reveals first two effects (+1 effect per additional
rank)
Concentrated Poison
Alchemy 60, Poisoner
Poisons applied to weapons last for twice as many hits
Green Thumb
Alchemy 70, Concentrated Poison
Two ingredients are gathered from plants
Snakeblood
Alchemy 80, Concentrated Poison, Experimenter
50% resistance to poison
Purity
Alchemy 100, Snakeblood
All negative effects are removed from created potions, and all positive
effects are removed from created poisons
Skill
Perk (Ranks)
Requirements
Description
Light
Armor (10)
Agile Defender (5)
Increase armor rating for Light Armor by 20% (+20% per additional
rank)
Custom Fit
Light Armor 30, Agile Defender
25% armor bonus if wearing all Light Armor: head, chest, hands,
feet
Unhindered
Light Armor 50, Custom Fit
Light Armor weighs nothing and doesn't slow you down when worn
Wind Walker
Light Armor 60, Unhindered
Stamina regenerates 50% faster in all Light Armor: head, chest, hands,
feet
Matching Set
Light Armor 70, Custom Fit
Additional 25% Armor bonus if wearing a matched set of Light Armor (for
example, only Elven armor)
Deft Movement
Light Armor 100, Wind Walker, Matching Set
10% of avoiding all damage from a melee attack while wearing all Light
Armor: head, chest, hands, feet
Skill
Perk (Ranks)
Requirements
Description
Lockpicking
(11)
Novice Locks
Novice locks are much easier to pick
Apprentice Locks
Lockpicking 25, Novice Locks
Apprentice locks are much easier to pick
Quick Hands
Lockpicking 40, Apprentice Locks
Able to pick locks without being noticed
Wax Key
Lockpicking 50, Quick Hands
Automatically gives you a copy of a picked lock's key if it has
one
Adept Locks
Lockpicking 50, Apprentice Locks
Adept locks are much easier to pick
Golden Touch
Lockpicking 60, Adept Locks
Find more gold in chests
Treasure Hunter
Lockpicking 70, Golden Touch
50% greater chance of finding special treasure
Expert Locks
Lockpicking 75, Adept Locks
Expert locks are much easier to pick
Locksmith
Lockpicking 80, Expert Locks
Pick starts close to the lock opening position
Unbreakable
Lockpicking 100, Locksmith
Lockpicks never break
Master Locks
Lockpicking 100, Expert Locks
Master locks are much easier to pick
Skill
Perk (Ranks)
Requirements
Description
Pickpocket (12)
Light Fingers (5)
Pickpocketing bonus of 20%. Item weight and value reduce pickpocketing odds
(+20% per additional rank)
Night Thief
Pickpocket 30, Light Fingers
+25% chance to pickpocket if the target is asleep
Poisoned
Pickpocket 40, Night Thief
You can silently harm enemies by placing poisons in their
pockets
Cutpurse
Pickpocket 40, Night Thief
Pickpocketing gold is 50% easier
Extra pockets
Pickpocket 50, Night Thief
Carrying capacity is increased by 100
Keymaster
Pickpocket 60, Cutpurse
Pickpocketing keys almost always works
Misdirection
Pickpocket 70, Cutpurse
Can pickpocket equipped weapons
Perfect Touch
Pickpocket 100, Misdirection
Can pickpocket equipped items
Skill
Perk (Ranks)
Requirements
Description
Sneak
(13)
Stealth (5)
You are 20% harder to detect when sneaking (+5% per additional
rank)
Muffled Movement
Sneak 30, Stealth
Noise from armor is reduced by 50%
Backstab
Sneak 30, Stealth
Sneak attacks with one-handed weapons now do six times damage
Light Foot
Sneak 40, Muffled Movement
You won't trigger pressure plates
Deadly Aim
Sneak 40, Backstab
Sneak attacks with bows now do three times damage
Silent Roll
Sneak 50, Light Foot
Sprinting while sneaking executes a silent forward roll
Assassin's Blade
Sneak 50, Deadly Aim
Sneak attacks with daggers now do a total of fifteen times damage
Silence
Sneak 70, Silent Roll
Walking and running doesn't affect detection
Shadow Warrior
Sneak 100, Silence
Crouching stops combat for a moment and forces distant opponents to search
for a target
Skill
Perk (Ranks)
Requirements
Description
Speech
(13)
Haggling (5)
Buying and selling prices are 10% better (+5% per additional rank)
Allure
Speech 30, Haggling
10% better prices with the opposite sex
Bribery
Speech 30, Haggling
Can bribe guards to ignore crimes
Merchant
Speech 50, Allure
Can sell any type of item to any kind of merchant
Persuasion
Speech 50, Bribery
Persuasion attempts are 30% easier
Investor
Speech 70, Merchant
Can invest 500 gold with a shopkeeper to increase his available gold
permanently
Intimidation
Speech 70, Persuasion
Intimidation is twice as successful
Fence
Speech 90, Investor
Can barter stolen goods with any merchant you have invested in
Master Trader
Speech 100, Fence
Every merchant in the world gains 1000 gold for
bartering
A Destruction skill tree with some perks activated.
Added by Chompskylor
Every time you level up, you get a point to spend on a perk. However, you
don't have to use it immediately; you can save the point to use later. Each perk
will have certain requirements before it can be chosen - for instance, perks
after Shield Wall require a Block level of 20, and higher-level perks, such
as Shield Charge, require a Block level of 100.[2] Examples of perks include:
- Allowing your mace to ignore armor.
- Allowing for greater critical hits with a sword.
- Allowing a chance to decapitate an enemy with a killing blow
- Allowing bleeding damage for axes.
- Causing your dagger to deal greater damage during stealth attacks.
- Allowing you to zoom in when aiming with a bow.
- Allowing you to slow time when zooming in with bows.
- Allowing you to pickpocket items more easily.
- Allow "overcharging" of spells if the same spell is wielded in both
hands - Causing certain types of spells to require less Magicka to be performed.
There are 251 perks in Skyrim.[3] Players can choose one perk
per level. Since there are only 81 levels in Skyrim, it is impossible to get all
of the perks without modding or the use of console commands.
There are also other perks obtained from certain quests, such as Sailor's
Repose which gives you a permanent 10% healing increase. See Quest Abilities for a complete list.
(Note: One incorrect assumption about perks is once you reach the ending perk
of a class, you can get the perk next to the last one (such as getting the Daedric Smithing perk after the Dragon Armor perk, which you got from coming up
the Elven Smithingside). You cannot do this, so plan
accordingly. Once a perk is selected, it cannot be deselected, so choose them
wisely. Perks are listed in the player menu under the skills section.(With the
dragonborn add-on you can deselect the perks after the boss fight against
Miraak.)
Contents [show]
The WarriorEdit
Skill
Perk (Ranks)
Requirements
Description
Archery (16)
Overdraw (5)
None. Increments 20 after this.
Bows do 20% more damage.(+20% per additional rank)
Eagle Eye
Archery 30, Overdraw
Pressing Block while aiming will zoom in your view
Critical Shot (3)
Archery 30, Overdraw. Increments 30 after this.
10% chance of a critical hit that does extra damage (+5% per additional
rank, +10% / +15% / +20% critical damage for the 1st / 2nd / 3rd rank)
Steady Hand (2)
Archery 40, Eagle Eye
Zooming in with a bow slows time by 25% (50% for second rank)
Power Shot
Archery 50, Eagle Eye
Arrows stagger all but the largest opponents 50% of the time
Hunter's Discipline
Archery 50, Critical Shot
Recover twice as many arrows from dead bodies
Ranger
Archery 60, Hunter's Discipline
Able to move faster with a drawn bow
Quick Shot
Archery 70, Power Shot
Can draw a bow 30% faster
Bullseye
Archery 100, Quick Shot, Ranger
15% chance of paralyzing the target for a few seconds
Skill
Perk (Ranks)
Requirements
Description
Block
(13)
Shield Wall (5)
None. Increments 20 after this
Blocking is 20% more effective (+5% per additional rank)
Deflect Arrows
Block 30, Shield Wall
Arrows that hit the shield do no damage
Quick Reflexes
Block 30, Shield Wall
Time slows down if you are blocking during an enemy's power attack
Power Bash
Block 30, Shield Wall
Able to do a power bash
Elemental Protection
Block 50, Deflect Arrows
Blocking with a shield reduces incoming fire, frost and shock damage by
50%
Deadly Bash
Block 50, Power Bash
Bashing does five times more damage
Block Runner
Block 70, Elemental Protection
Able to move faster with a shield raised
Disarming Bash
Block 70, Deadly Bash
Chance to disarm when power bashing
Shield Charge
Block 100, Block Runner, Disarming Bash
Sprinting with a raised shield knocks down most targets
Skill
Perk (Ranks)
Requirements
Description
Heavy
Armor (12)
Juggernaut (5)
None. Increments 20 after this
Increases armor rating for Heavy Armor by 20% (+20% per additional
rank)
Fists of Steel
Heavy Armor 30, Juggernaut
Unarmed attacks with Heavy Armor gaunlets do their armor rating in extra
damage
Well Fitted
Heavy Armor 30, Juggernaut
25% armor bonus if wearing all Heavy Armor: head, chest, hands,
feet
Cushioned
Heavy Armor 50, Fists of Steel
Half damage from falling if wearing all Heavy Armor: head, chest, hands,
feet
Tower of Strength
Heavy Armor 50, Well Fitted
50% less stagger time when wearing only Heavy Armor
Conditioning
Heavy Armor 70, Cushioned
Heavy Armor weighs nothing and doesn't slow you down when worn
Matching Set
Heavy Armor 70, Tower of Strength
Additional 25% armor bonus if wearing a matched set of Heavy Armor
Reflect Blows
Heavy Armor 100, Matching Set
10% chance to reflect melee damage back to the enemy while wearing all Heavy
Armor: head, chest, hands, feet
Skill
Perk (Ranks)
Requirements
Description
One Handed (21)
Armsman (5)
None. Increments 20 after this
One-Handed weapons do 20% more damage (+20% per additional rank)
Fighting Stance
One-Handed 20, Armsman
Power attacks with one-handed weapons cost 25% less stamina
Hack and Slash (3)
One-Handed 30, Armsman
Attacks with war axes cause extra bleeding damage (Additional ranks raise
the bleeding damage)
Bone Breaker (3)
One-Handed 30, Armsman
Attacks with maces ignore 25% of armor (+25% per additional rank)
Bladesman (3)
One-Handed 30, Armsman
Attacks with swords have a 10% chance of doing critical damage (+5% per
additional rank)
Dual Flurry (2)
One-Handed 30, Armsman
Dual wielding attacks are 20% faster (35% for second rank)
Savage Strike
One-Handed 50, Fighting Stance
Standing power attacks do 25% bonus damage with a chance to decapitate your
enemies
Critical Charge
One-Handed 50, Fighting Stance
Can do a one-handed power attack while sprinting that deals double critical
damage
Dual Savagery
One-Handed 70, Dual Flurry
Dual wielding power attacks do 50% bonus damage
Paralyzing Strike
One-Handed 100, Savage Strike, Critical Charge
Backwards power attacks have a 25% chance to paralyze the target
Skill
Perk (Ranks)
Requirements
Description
Two Handed (19)
Barbarian (5)
None. Increments 20 after this
Two-Handed weapons do 20% more damage (+20% per additional rank)
Champion's Stance
Two-Handed 20, Barbarian
Power attacks with two-handed weapons cost 25% less stamina
Limbsplitter (3)
Two-Handed 30, Barbarian
Attacks with battle axes cause extra bleeding damage (Additional ranks
increase the bleeding damage)
Deep Wounds (3)
Two-Handed 30, Barbarian
Attacks with greatswords have a 10% chance of doing critical damage (+5% per
additional rank)
Skullcrusher (3)
Two-Handed 30, Barbarian
Attacks with warhammers ignore 25% of armor (+25% per additional
rank)
Devastating Blow
Two-Handed 50, Champion's Stance
Standing power attacks do 25% bonus damage with a chance to decapitate your
enemies
Great Critical Charge
Two-Handed 50, Champion's Stance
Can do a two-handed power attack while sprinting that does double critical
damage
Sweep
Two-Handed 70, Devastating Blow, Great Critical Charge
Sideways power attacks with two-handed weapons hit all targets in front of
you
Warmaster
Two-Handed 100, Sweep
Backwards power attack has a 25% chance to paralyze the target
Skill
Perk (Ranks)
Requirements
Description
Smithing (10)
Steel Smithing
None
Can create Steel armor and weapons at forges, and improve them twice as
much
Elven Smithing
Smithing 30, Steel Smithing
Can create Elven armor and weapons at forges, and improve them twice as
much
Dwarven Smithing
Smithing 30, Steel Smithing
Can create Dwarven armor and weapons at forges, and improve them twice as
much
Advanced Armors
Smithing 50, Elven Smithing
Can create Scaled and Plate armor at forges, and improve them twice as
much
Orcish Smithing
Smithing 50, Dwarven Smithing
Can create Orcish armor and weapons at forges, and improve them twice as
much
Arcane Blacksmith
Smithing 60, Steel Smithing
You can improve magical weapons and armor
Glass Smithing
Smithing 70, Advanced Armors
Can create Glass armor and weapons at forges, and improve them twice as
much
Ebony Smithing
Smithing 80, Orcish Smithing
Can create Ebony armor and weapons at forges, and improve them twice as
much
Daedric Smithing
Smithing 90, Ebony Smithing
Can create Daedric armor and weapons at forges, and improve them twice as
much
Dragon Armor
Smithing 100, Daedric Smithing or Glass Smithing
Can create Dragon armor and weapons at forges, and improve them twice as
much (Light and Heavy Dragon Armor)
The
MageEdit
Skill
Perk (Ranks)
Requirements
Description
Alteration
(14)
Novice Alteration
None
Cast Novice level Alteration spells for half magicka
Alteration Dual Casting
Alteration 20, Novice Alteration
Dual casting an Alteration spell overcharges the effects into an even more
powerful version
Apprentice Alteration
Alteration 25, Novice Alteration
Cast Apprentice level Alteration spells for half magicka
Mage Armor (3)
Alteration 30, Apprentice Alteration
Protection spells like Stoneflesh are 2x as strong if not wearing armor
(+.5x per additional rank)
Magic Resistance (3)
Alteration 30, Apprentice Alteration
Blocks 10% of a spells effect (+10% per additional rank)
Adept Alteration
Alteration 50, Apprentice Alteration
Cast Adept level Alteration spells for half magicka
Stability
Alteration 70, Adept Alteration
Alteration spells have greater duration
Expert Alteration
Alteration 75, Adept Alteration
Cast Expert level Alteration spells for half magicka
Atronach
Alteration 100, Expert Alteration
Absorb 30% of the magicka of any spells that hit you
Master Alteration
Alteration 100, Expert Alteration
Cast Master level Alteration spells for half magicka
Skill
Perk (Ranks)
Requirements
Description
Conjuration
(16)
Novice Conjuration
None
Cast Novice level Conjuration spells for half magicka
Conjuration Dual Casting
Conjuration 20, Novice Conjuration
Dual casting a Conjuration spell overcharges the effects into an even more
powerful version (Cannot conjure two summons/reanimations)
Mystic Binding
Conjuration 20, Novice Conjuration
Bound weapons do more damage
Apprentice Conjuration
Conjuration 25, Novice Conjuration
Cast Apprentice level Conjuration spells for half magicka
Summoner (2)
Conjuration 30, Novice Conjuration
Can summon atronachs or raise undead 2x as far away (3x for second
rank)
Soul Stealer
Conjuration 30, Mystic Binding
Bound weapons cast Soul Trap on targets
Necromancy
Conjuration 40, Novice Conjuration
Greater duration for reanimated undead
Atromancy
Conjuration 40, Summoner
Double duration for conjured atronachs
Oblivion Binding
Conjuration 50, Soul Stealer
Bound weapons will banish summoned creatures and turn raised ones
Adept Conjuration
Conjuration 50, Apprentice Conjuration
Cast Adept level Conjuration spells for half magicka
Dark Souls
Conjuration 70, Necromancy
Reanimated undead have 100 points more health
Expert Conjuration
Conjuration 75, Adept Conjuration
Cast Expert level Conjuration spells for half magicka
Elemental Potency
Conjuration 80, Atromancy
Conjured atronachs are 50% more powerful
Twin Souls
Conjuration 100, Elemental Potency, Dark Souls
You can have two atronachs or reanimated zombies
Master Conjuration
Conjuration 100, Expert Conjuration
Cast Master level Conjuration spells for half magicka
Skill
Perk (Ranks)
Requirements
Description
Destruction
(17)
Novice Destruction
None
Cast Novice level Destruction spells for half magicka
Destruction Dual Casting
Destruction 20, Novice Destruction
Dual casting a Destruction spell overcharges the effects into an even more
powerful version
Apprentice Destruction
Destruction 25, Novice Destruction
Cast Apprentice level Destruction spells for half magicka
Augmented Flames (2)
Destruction 30 (60 for second rank), Novice Destruction
Fire spells do 25% more damage (50% for second rank)
Augmented Frost (2)
Destruction 30 (60 for second rank), Novice Destruction
Frost spells do 25% more damage (50% for second rank)
Augmented Shock (2)
Destruction 30 (60 for second rank), Novice Destruction
Shock spells do 25% more damage (50% for second rank)
Impact
Destruction 40, Destruction Dual Casting
Most destruction spells will stagger an opponent when dual cast
Rune Master
Destruction 40, Apprentice Destruction
Can place runes five times farther away
Adept Destruction
Destruction 50, Apprentice Destruction
Cast Adept level Destruction spells for half magicka
Intense Flames
Destruction 50, Augmented Flames
Fire damage causes targets to flee if their health is low
Deep Freeze
Destruction 60, Augmented Frost
Frost damage paralyzes targets if their health is low
Disintegrate
Destruction 70, Augmented Shock
Shock damage disintegrates targets if their health is low
Expert Destruction
Destruction 75, Adept Destruction
Cast Expert level Destruction spells for half magicka
Master Destruction
Destruction 100, Expert Destruction
Cast Master level Destruction spells for half magicka
Skill
Perk (Ranks)
Requirements
Description
Illusion
(13)
Novice Illusion
None
Cast Novice level Illusion spells for half magicka
Illusion Dual Casting
Illusion 20, Novice Illusion
Dual casting an Illusion spell overcharges the effects into an even more
powerful version
Animage
Illusion 20, Novice Illusion
Illusion spells now work on higher level animals
Apprentice Illusion
Illusion 25, Novice Illusion
Cast Apprentice level Illusion spells for half magicka
Hypnotic Gaze
Illusion 30, Novice Illusion
Calm spells now work on higher level opponents
Kindred Mage
Illusion 40, Animage
All Illusion spells work on higher level people
Adept Illusion
Illusion 50, Apprentice Illusion
Cast Adept level Illusion spells for half magicka
Aspect of Terror
Illusion 50, Hypnotic Gaze
Fear spells work on higher level opponents
Quiet Casting
Illusion 50, Kindred Mage
All spells you cast from any school of magic are silent to others
Rage
Illusion 70, Aspect of Terror
Frenzy spells work on higher level opponents
Expert Illusion
Illusion 75, Adept Illusion
Cast Expert level Illusion spells for half magicka
Master of the Mind
Illusion 90, Rage, Quiet Casting
Illusion spells work on undead, daedra and automatons
Master Illusion
Illusion 100, Expert Illusion
Cast Master level Illusion spells for half magicka
Skill
Perk (Ranks)
Requirements
Description
Restoration
(13)
Novice Restoration
None
Cast Novice level Restoration spells for half magicka
Restoration Dual Casting
Restoration 20, Novice Restoration
Dual casting a Restoration spell overcharges the effects into an even more
powerful version
Regeneration
Restoration 20, Novice Restoration
Healing spells cure 50% more
Apprentice Restoration
Restoration 25, Novice Restoration
Cast Apprentice level Restoration spells for half magicka
Recovery (2)
Restoration 30, Novice Restoration
Magicka regenerates 25% faster (50% for second rank)
Respite
Restoration 40, Novice Restoration
Healing spells also restore stamina
Adept Restoration
Restoration 50, Apprentice Restoration
Cast Adept level Restoration spells for half magicka
Ward Absorb
Restoration 60, Novice Restoration
Ward recharge your magicka when hit with spells
Necromage
Restoration 70, Regeneration
All spells are more effective against undead
Expert Restoration
Restoration 75, Adept Restoration
Cast Expert level Restoration spells for half magicka
Avoid Death
Restoration 90, Recovery
Once a day, heals 250 points automatically if you fall below 10%
health
Master Restoration
Restoration 100, Expert Restoration
Cast Master level Restoration spells for half magicka
Skill
Perk (Ranks)
Requirements
Description
Enchanting
(13)
Enchanter (5)
None. Increments 20 Skill points for each rank.
New enchantments are 20% stronger (+20% per additional rank)
Soul Squeezer
Enchanting 20, Enchanter
Soul gems provide extra magicka for recharging
Fire Enchanter
Enchanting 30, Enchanter
Fire enchantments on weapons and armor are 25% stronger
Soul Siphon
Enchanting 40, Soul Squeezer
Death blows to creatures, but not people, trap 5% of the victim's soul,
recharging the weapon
Frost Enchanter
Enchanting 40, Fire Enchanter
Frost enchantments on weapons and armor are 25% stronger
Insightful Enchanter
Enchanting 50, Enchanter
Skill enchantments on armor are 25% stronger
Storm Enchanter
Enchanting 50, Frost Enchanter
Shock enchantments on weapons and armor are 25% stronger
Corpus Enchanter
Enchanting 70, Insightful Enchanter
Health, magicka and stamina enchantments on armor are 25% stronger
Extra Effect
Enchanting 100, Storm Enchanter or Corpus Enchanter
Can put two enchantments on the same item
The
ThiefEdit
Skill
Perk (Ranks)
Requirements
Description
Alchemy
(15)
Alchemist (5)
None initially; increments 20 skill points per rank.
Potions and poisons are 20% stronger (+20% per additional rank)
Physician
Alchemy 20, Alchemist
Potions you mix that restore health, magicka or stamina are 25% more
powerful
Poisoner
Alchemy 30, Physician
Poisons you mix are 25% more effective
Benefactor
Alchemy 30, Physician
Potions you mix with beneficial effects have an additional 25% greater
magnitude
Experimenter (3)
Alchemy 50 (plus 20 per rank), Benefactor
Eating an ingredient reveals first two effects (+1 effect per additional
rank)
Concentrated Poison
Alchemy 60, Poisoner
Poisons applied to weapons last for twice as many hits
Green Thumb
Alchemy 70, Concentrated Poison
Two ingredients are gathered from plants
Snakeblood
Alchemy 80, Concentrated Poison, Experimenter
50% resistance to poison
Purity
Alchemy 100, Snakeblood
All negative effects are removed from created potions, and all positive
effects are removed from created poisons
Skill
Perk (Ranks)
Requirements
Description
Light
Armor (10)
Agile Defender (5)
Increase armor rating for Light Armor by 20% (+20% per additional
rank)
Custom Fit
Light Armor 30, Agile Defender
25% armor bonus if wearing all Light Armor: head, chest, hands,
feet
Unhindered
Light Armor 50, Custom Fit
Light Armor weighs nothing and doesn't slow you down when worn
Wind Walker
Light Armor 60, Unhindered
Stamina regenerates 50% faster in all Light Armor: head, chest, hands,
feet
Matching Set
Light Armor 70, Custom Fit
Additional 25% Armor bonus if wearing a matched set of Light Armor (for
example, only Elven armor)
Deft Movement
Light Armor 100, Wind Walker, Matching Set
10% of avoiding all damage from a melee attack while wearing all Light
Armor: head, chest, hands, feet
Skill
Perk (Ranks)
Requirements
Description
Lockpicking
(11)
Novice Locks
Novice locks are much easier to pick
Apprentice Locks
Lockpicking 25, Novice Locks
Apprentice locks are much easier to pick
Quick Hands
Lockpicking 40, Apprentice Locks
Able to pick locks without being noticed
Wax Key
Lockpicking 50, Quick Hands
Automatically gives you a copy of a picked lock's key if it has
one
Adept Locks
Lockpicking 50, Apprentice Locks
Adept locks are much easier to pick
Golden Touch
Lockpicking 60, Adept Locks
Find more gold in chests
Treasure Hunter
Lockpicking 70, Golden Touch
50% greater chance of finding special treasure
Expert Locks
Lockpicking 75, Adept Locks
Expert locks are much easier to pick
Locksmith
Lockpicking 80, Expert Locks
Pick starts close to the lock opening position
Unbreakable
Lockpicking 100, Locksmith
Lockpicks never break
Master Locks
Lockpicking 100, Expert Locks
Master locks are much easier to pick
Skill
Perk (Ranks)
Requirements
Description
Pickpocket (12)
Light Fingers (5)
Pickpocketing bonus of 20%. Item weight and value reduce pickpocketing odds
(+20% per additional rank)
Night Thief
Pickpocket 30, Light Fingers
+25% chance to pickpocket if the target is asleep
Poisoned
Pickpocket 40, Night Thief
You can silently harm enemies by placing poisons in their
pockets
Cutpurse
Pickpocket 40, Night Thief
Pickpocketing gold is 50% easier
Extra pockets
Pickpocket 50, Night Thief
Carrying capacity is increased by 100
Keymaster
Pickpocket 60, Cutpurse
Pickpocketing keys almost always works
Misdirection
Pickpocket 70, Cutpurse
Can pickpocket equipped weapons
Perfect Touch
Pickpocket 100, Misdirection
Can pickpocket equipped items
Skill
Perk (Ranks)
Requirements
Description
Sneak
(13)
Stealth (5)
You are 20% harder to detect when sneaking (+5% per additional
rank)
Muffled Movement
Sneak 30, Stealth
Noise from armor is reduced by 50%
Backstab
Sneak 30, Stealth
Sneak attacks with one-handed weapons now do six times damage
Light Foot
Sneak 40, Muffled Movement
You won't trigger pressure plates
Deadly Aim
Sneak 40, Backstab
Sneak attacks with bows now do three times damage
Silent Roll
Sneak 50, Light Foot
Sprinting while sneaking executes a silent forward roll
Assassin's Blade
Sneak 50, Deadly Aim
Sneak attacks with daggers now do a total of fifteen times damage
Silence
Sneak 70, Silent Roll
Walking and running doesn't affect detection
Shadow Warrior
Sneak 100, Silence
Crouching stops combat for a moment and forces distant opponents to search
for a target
Skill
Perk (Ranks)
Requirements
Description
Speech
(13)
Haggling (5)
Buying and selling prices are 10% better (+5% per additional rank)
Allure
Speech 30, Haggling
10% better prices with the opposite sex
Bribery
Speech 30, Haggling
Can bribe guards to ignore crimes
Merchant
Speech 50, Allure
Can sell any type of item to any kind of merchant
Persuasion
Speech 50, Bribery
Persuasion attempts are 30% easier
Investor
Speech 70, Merchant
Can invest 500 gold with a shopkeeper to increase his available gold
permanently
Intimidation
Speech 70, Persuasion
Intimidation is twice as successful
Fence
Speech 90, Investor
Can barter stolen goods with any merchant you have invested in
Master Trader
Speech 100, Fence
Every merchant in the world gains 1000 gold for
bartering