The Elder Scrolls V: Skyrim perk tree and racial abilities detailed
Fans who had a chance to play Bethesda's latest epic at Eurogamer Expo this year have compiled a vast list of racial abilities and perk tree skills which will be at your disposal in The Elder Scrolls V: Skyrim.
The entire list, as published on a Skyrim fansite called TheElderScrollsSkyrim among other detailed information, is reproduced below. It's not clear if this is the full list to be available in the final game.
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
- 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 ten percent better (five ranks)
- Ten percent 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 percent stronger (five ranks)
- Potions for restore health, magicka or stamina are 25 percent more powerful (may be ranked)
- Poisons 25 percent more effective (may be ranked)
- Poisons last for twice as many hits
- Two ingredients are gathered from plants
- 50 percent resistance to all poisons
- All negative effects removed from potions and all positive removed from poisons
- Two 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 percent less magicka
- Cast Apprentice spells for 50 percent less magicka
- Cast Adept, Expert, Master etc spells for 50 percent 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 percent less magicka
- Cast Apprentice spells for 50 percent less magicka
- Cast Adept, Expert, Master etc spells for 50 percent less magicka (more levels this time around)
- 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 two 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 rank spells for 50 percent less magicka.
- Cast Apprentice spells for 50 percent less magicka
- Cast Adept, Expert, Master etc spells for 50 percent less magicka (more levels this time around)
- Shock damage chance to disintegrate targets if their health is under ten percent
- Frost damage chance to paralyse targets if health low
- Fire damage chance to make low health enemies flee
- Place runes five times farther away
Restoration
- Healing spells also restore stamina
- Novice rank spells for 50 percent less magicka
- Cast Apprentice spells for 50 percent less magicka
- Cast Adept, Expert, Master etc spells for 50 percent less magicka (more levels this time around)
- Healing spells do 50 percent 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 250 HP restoration when health drops low
- Magicka regenerates 25 percent faster
Alteration
- Novice rank spells for 50 percent less magicka
- Cast Apprentice spells for 50 percent less magicka
- Cast Adept, Expert, Master etc spells for 50 percent less magicka (more levels this time around)
- Alteration spells have greater duration (ranked)
- Absorb 30 percent of magicka that hits you
Enchanting
- Enchants are 20 percent stronger (ranked)
- Enchanted armour 25 percent stronger
- Soul gems provide extra magicka for recharging
- 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 percent stronger (individual perks for each element)
Heavy Armour
- Increase armour rating 20 percent (five 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 percent armour if in matching set
- 25 percent armour bonus if all in heavy armour (not necessarily matching)
- 50 percent less stagger if all in heavy armour
- Ten percent damage reflected back to enemy if all in heavy armour
Two-handed weapons
- Two-handed weapons do 20 percent more damage (5 ranks)
- Attacks with warhammers ignore 25 percent armour (ranked)
- Attacks with battleaxes do extra bleeding damage (ranked)
- Attacks with greatswords do extra critical damage (ranked)
- Power attacks cost 25 percent less stamina
- Standing power attacks do 25 percent bonus damage, chance to decapitate
- Sprinting power attacks do double (critical) damage
- Sideways power attacks hit all targets
- Backwards power attacks have 25 percent chance of paralysis
Archery
- Bows do 25 percent more damage
- Zoom in
- Zooming slows time
- Ten percent critical chance
- Move faster with drawn bow
- Recover twice as many arrows from dead bodies
- 50 percent chance of paralysing for few seconds
- Draw bow 30 percent faster
Sneak
- 20 percent harder to detect (ranked)
- Sneak attacks do six times damage with one-handed weapons
- Sneak attacks with bows do three times damage
- Sneak attacks with daggers do 15x damage
- Noise from armour reduced 50 percent
- 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
Skyrim releases on November 11 for PC, PlayStation 3, and Xbox 360.