Perk List
Spirit of Grit uses Vokriinator as a base, but it modifies and rebalances many perks while also adding a lot of new custom ones, some of which are VR-specific. This is a full listing of the perks available to characters in the list :
| Perk | Skill | Description |
|---|---|---|
| Alchemy Mastery | Alchemy 20 | Potions and poisons you make are 20% stronger. You may combine multiple potions into one stronger potion at a cookpot. Only some non-crafted potions can be combined and efficiency depends on your skill level. |
| * Alchemy Mastery | Alchemy 40 | Potions and poisons you make are 40% stronger. You may combine multiple potions into one stronger potion at a cookpot. Only some non-crafted potions can be combined and efficiency depends on your skill level. |
| Physician | Alchemy 20 | You may choose a type of beneficial potion: Health, Magicka or Stamina. Potions you mix that restore or fortify the chosen attribute are 50% stronger. |
| Advanced Lab | Alchemy 30 | You may choose to upgrade one alchemy lab to an Advanced version for 2500 gold. Potions you mix are 25% stronger at an Advanced Lab. Can be “Disassembled” by sneaking, allowing you to upgrade another. |
| Experimenter | Alchemy 30 | Eating an ingredient reveals all effects. Learn the “Harvest Ingredients” spell to gather ingredients in an area. |
| Poisoner | Alchemy 30 | Poisons you mix are 1% more powerful per level of Alchemy. |
| Bottomless Cup | Alchemy 40 | Poisons applied to weapons last for one additional hit per 10 levels of Alchemy. |
| Elemental Oil | Alchemy 40 | You may choose a power: “Fire Oil”, “Frost Oil” or “Shock Oil”. At will, create a pool of oil that lasts 20 seconds. It reacts violently when struck by a projectile or explosion, exploding and dealing damage equal to twice your Alchemy skill level. |
| Stimulants | Alchemy 40 | Regenerate an extra 2% of your total Magicka and Stamina per second under the effects of a beneficial potion or food. |
| Adrenaline | Alchemy 50 | Move 15% faster under the effects of a beneficial potion or food. |
| Lab Skeever | Alchemy 50 | For 20 seconds after using any alchemy lab, beneficial potions you drink last 15 times longer and are 10% stronger. |
| Alkahest | Alchemy 50 | Your poisons are highly corrosive, enabling you to ignore 40% of the armor rating of an affected target for their duration. |
| Maenad | Alchemy 60 | Magicka and Stamina are increased by 50 points when you are under the effect of a beneficial potion or ingredient, but reduced by 25 points when you are not. |
| Green Thumb | Alchemy 60 | Twice as many ingredients are gathered from plants. |
| The Alchemist’s Cookbook | Alchemy 60 | You may choose a second Elemental Oil power. In addition to “Fire Oil”, “Frost Oil” and “Shock Oil”, you may also choose “Calming Oil”, “Frenzy Oil”, “Paralysis Oil” or “Hallowed Oil”. |
| Slow Metabolism | Alchemy 60 | All potions and food with beneficial effects last twice as long. |
| * Slow Metabolism | Alchemy 90 | All potions and food with beneficial effects last three times as long. |
| Pure Mixture | Alchemy 70 | All negative effects are removed from created potions, and all positive effects are removed from created poisons. |
| Double Toil and Trouble | Alchemy 70 | You mix twice as many potions at your Advanced Lab. |
| Amplify Lethality | Alchemy 80 | Grants the “Amplify Lethality” power. Once a day, point at a victim to silently reduce their poison resistance by 250% for 10 seconds. |
| Witchmaster | Alchemy 80 | When you use a beneficial potion or ingredient, 50% chance to receive a powerful side effect, randomly chosen from a range of 40 side effects. |
| World Serpent | Alchemy 90 | When you shout, your blood turns poisonous for 15 seconds. The next time you get hit with a weapon, retaliate with a powerful poisonous strike that deals 50 points of poison damage per second for 10 seconds. |
| Chymical Wedding | Alchemy 90 | Witchmaster side effects have 50% chance to cause side effects themselves. |
| Walking Disaster | Alchemy 90 | In combat, periodically spill a random oil puddle on the ground. Puddles last 60 seconds. |
| Gourmet | Alchemy 90 | Vendors of rare alchemical ingredients may sell Jarrin Root, used to make deadly poisons. |
| That Which Does Not Kill You… | Alchemy 100 | Upon learning this perk, you imbibe a deadly toxin, taking 150 damage per second. If you survive for 60 seconds, you receive 3 perk points and a permanent 25% bonus to all potions and poisons you make. |
| Perk | Skill | Description |
|---|---|---|
| Alteration Mastery | Alteration 20 | Cast Alteration spells for 35% less Magicka, and Alteration spells last 0.5% longer per level of Alteration. |
| * Alteration Mastery | Alteration 40 | Cast Alteration spells for 50% less Magicka, and Alteration spells last 1% longer per level of Alteration. |
| Mage Armor | Alteration 20 | Protection spells like Stoneflesh are 100% stronger if not wearing armor. |
| * Mage Armor | Alteration 50 | Protection spells like Stoneflesh are 150% stronger if not wearing armor. |
| ** Mage Armor | Alteration 80 | Protection spells like Stoneflesh are 200% stronger if not wearing armor. |
| Alteration Dual Casting | Alteration 20 | Dual casting an Alteration spell empowers it, increasing effectiveness and cost. |
| Wild Shrines | Alteration 30 | Five shrines dedicated to nature’s mysteries can be found in Skyrim. Each shrine grants a permanent bonus to one school of magic, making all spells from that school 15% more powerful or last 30% longer. |
| Geomancer | Alteration 30 | If wearing robes or clothing and no light or heavy armor, you take 30% less damage from attacks while charging or concentrating on a spell. |
| Philosopher’s Stone | Alteration 30 | Once a day, generates gold equal to four times your Alteration skill level. |
| Vancian Magic | Alteration 30 | Cast magic like the wizards of old. Your next 20 spells do not use Magicka and are 50% more effective. When you run out of spells, you are unable to cast spells until you rest by sleeping at an inn or in your home. |
| Ocato’s Recital | Alteration 30 | Teaches the “Ocato’s Recital” spell. Cast 1 spell for no cost whenever you enter combat. |
| * Ocato’s Recital | Alteration 70 | Teaches the “Ocato’s Recital” spell. Cast up to 2 spells for no cost whenever you enter combat. |
| ** Ocato’s Recital | Alteration 100 | Teaches the “Ocato’s Recital” spell. Cast up to 3 spells for no cost whenever you enter combat. |
| Distorted Shape | Alteration 40 | When you gain an armor spell in combat (or enter combat with an active armor spell), you become intangible and unable to be affected by spells or attacks for 10 seconds or until you perform an offensive or defensive action. |
| Spellblade | Alteration 40 | Whenever you cast a spell with one hand, you deal 20% more attack damage for 4 seconds. |
| Command Lock | Alteration 40 | Once every 6 ingame hours, you can weaken an Expert or lower lock, reducing its difficulty to zero. |
| Alter Self: Resistances | Alteration 40 | You may choose two resistances to increase by 25%. |
| Alteration Sorcerer | Alteration 40 | Alteration spells last 15% longer and are 15% more effective if not wearing armor. |
| Quadratic Wizard | Alteration 50 | Whenever you recharge your Vancian Magic spells, you gain 1 additional Vancian Magic spell for each 10 points of base Magicka. |
| Intuitive Magic | Alteration 50 | Novice spells of any school for which you have a Mastery perk cost 100% less Magicka to cast. |
| * Intuitive Magic | Alteration 80 | Novice and apprentice spells of any school for which you have a Mastery perk cost 100% less Magicka to cast. |
| Stability | Alteration 50 | Alteration spells and effects last 25% longer. |
| Telekinetic Force | Alteration 50 | Objects thrown with Telekinesis deal an extra 250 points of damage. |
| * Telekinetic Force | Alteration 80 | Objects thrown with Telekinesis deal an extra 500 points of damage. |
| Energy Shield | Alteration 60 | If wearing robes or clothing and no light or heavy armor, reduces incoming attack and elemental damage by 35% but you lose Magicka equal to the amount of Health lost. The damage reduction gradually diminishes as Magicka falls below half. The energy shield is disabled when your hands are lowered. |
| Welloc’s Dormant Arcana | Alteration 60 | Choose a spell type (Armor, Cloak, Conjure Daedra, Conjure Undead, Invisibility) and 3 magic effects (Fortify, Regenerate, Waterwalking, …). The chosen magic effects will activate when you are affected by the chosen spell type. |
| Home Mythal | Alteration 60 | Summons a permanent magical field at the location where you learn this perk. Alteration spells gain x2 duration if cast within 5000 feet, and x20 duration if cast within 250 feet. Additionally, Vancian Magic can be recharged by sleeping within 250 feet. |
| Alter Self: Attributes | Alteration 60 | You may choose an attribute (Health, Magicka, Stamina) to increase by 50 points. |
| Energy Roil | Alteration 70 | Whenever you cast a spell with one hand, reduces the armor of nearby enemies within 10 feet by 150 points for 4 seconds. |
| The Monarch | Alteration 70 | You cannot regenerate Magicka and lose 10 points of Magicka per second but absorb 25 points of Magicka per second from living creatures within 20 feet, whether friend or foe. |
| Arcane Guidance | Alteration 70 | Detection spells reveal targets from much farther away. |
| Dungeon Master | Alteration 70 | Whenever you recharge your Vancian Magic spells, you may choose less or more spells in exchange for increased or decreased spell effectiveness, and/or choose one of three metamagic enhancements. Your choice remains in effect until your next rest. |
| Aurification | Alteration 80 | Once every 12 ingame hours, activate a paralyzed target below half Health to transmute its body into gold worth 100 times its level, killing the target. Has a 50% chance of creating gold ore. No effect on essential targets. |
| Dimension Door | Alteration 80 | Grants the “Dimension Door” power. At will, creates a magical doorway that teleports you to the location of your Home Mythal. |
| Atronach | Alteration 80 | 30% chance to absorb incoming spells, replenishing your Magicka. |
| Rend Resistances | Alteration 90 | Whenever you attack with a weapon, reduces the magic resistance of nearby enemies within 10 feet by 15% for 4 seconds. |
| Emergency Teleport | Alteration 90 | When you fall below 15% Health due to combat damage, you briefly turn invulnerable and teleport back to the location where you entered combat. |
| Nullifier | Alteration 90 | You radiate a dampening field, preventing enemies within 25 feet from regenerating Magicka and Stamina. |
| Hethoth’s Escape | Alteration 90 | Once every 10 minutes, paralyzes a melee attacker that is about to deal lethal damage to you. |
| Ritualist | Alteration 100 | Two-handed spells can be cast while moving, at 25% reduced strength. |
| Arcane Thesis | Alteration 100 | Grants the “Arcane Thesis” power: use it to master the spell you are dual casting. A mastered spell is 20% more powerful or lasts 40% longer. Only one spell can be mastered. |
| Perk | Skill | Description |
|---|---|---|
| Archery Mastery | Archery 20 | Bows and crossbows do 25% more damage. |
| * Archery Mastery | Archery 40 | Bows and crossbows do 50% more damage, and critical strikes with bows and crossbows do 2% more critical damage per level of Archery. |
| Clean Kill | Archery 20 | Bows and crossbows deal 20% more damage to a target at full Health. |
| Wingstrike | Archery 20 | Bashing with a bow or crossbow staggers the target. Bows and crossbows deal 20% more damage to that target for 10 seconds. |
| * Wingstrike | Archery 50 | Bashing with a bow or crossbow always staggers the target. Bows and crossbows deal 40% more damage to that target for 10 seconds. |
| Point Blank Shot | Archery 25 | Ranged weapons do up to 20% more damage to targets within 20 feet, based on proximity. |
| * Point Blank Shot | Archery 50 | Ranged weapons do up to 40% more damage to targets within 20 feet, based on proximity. |
| Long Shot | Archery 30 | Bows and crossbows deal up to 40% more damage to targets beyond 50 feet. The damage bonus increases as distance increases. |
| * Long Shot | Archery 60 | Bows and crossbows deal up to 60% more damage to targets beyond 50 feet. The damage bonus increases as distance increases. |
| ** Long Shot | Archery 90 | Bows and crossbows deal up to 80% more damage to targets beyond 50 feet. The damage bonus increases as distance increases. |
| Steady Hand | Archery 30 | Pressing Block while aiming will zoom in your view. |
| * Steady Hand | Archery 60 | Pressing Block while aiming will zoom in your view and slow time by 25%. |
| ** Steady Hand | Archery 90 | Pressing Block while aiming will zoom in your view and slow time by 50%. |
| Thread the Needle | Archery 40 | Bows and crossbows ignore 25% armor if the target is not moving. |
| * Thread the Needle | Archery 70 | Bows and crossbows ignore 50% armor if the target is not moving. |
| Crippling Shot | Archery 40 | Arrows and bolts slow a target within 25 feet by 10% for 20 seconds. This effect stacks. |
| Breaching Shot | Archery 40 | Ranged weapons knock the shield out of an opponent’s hands if they are blocking, inflicting a critical strike. |
| Impaling Shot | Archery 40 | Ranged weapons wound the living for 15 seconds, causing them to bleed while running. |
| Ranger | Archery 50 | Can move at full speed with a drawn bow. (Do not take this perk while sneaking.) |
| Pinning Shot | Archery 50 | Arrows and bolts have a chance to stagger a target within 50 feet. More effective against targets with a lower remaining Health percentage. No effect on massive targets. |
| Defensive Stance | Archery 60 | Reduces damage taken by 10% while a bow or crossbow is equipped. |
| Snipe | Archery 60 | Shooting targets you haven’t shot within the past 10 seconds inflicts a critical strike that deals three times critical damage, and any weapon enchantments applied by the shot are twice as effective. |
| Ambush Predator | Archery 70 | After standing still for 6 seconds with a bow or crossbow out, it does 25% more damage until you move. |
| Beak and Talon | Archery 70 | Your shots disrupt targets within 25 feet, disarming them if they are power attacking and knocking them down if they are staggered. |
| Hailstorm | Archery 80 | Gain 4% increased damage with bows and crossbows for 10 seconds after shooting a fully drawn bow or crossbow in combat. This effect stacks. |
| Hawkeye | Archery 80 | Grants the “Hawkeye” power. Once a day, slow time and focus on your foes for 10 seconds, looking for opportunities for a killing shot. Finding their vulnerability takes 1 second per 125 Health. Once you do, you may shoot them for an instant kill. |
| Trick Arrows | Archery 80 | Able to upgrade many types of arrows at a forge or anvil, adding a bonus effect (Force, Immolation, Freezing, Grounding, Maze or Death) based on its material. |
| Arrow to the Knee | Archery 80 | Ranged weapons knock targets down if they are sprinting, inflicting a critical strike for 2 times critical damage. |
| Three Crows | Archery 90 | Shooting a target beyond 25 feet three times in rapid succession, leaving less than 2.75 seconds between each hit, deals bonus damage equal to 15% of the target’s current Health (max. 150 damage) and knocks the target to the ground. |
| Lion’s Arrow | Archery 90 | Grants the “Lion’s Arrow” power: use it to store the spell you are dual casting. Hitting an enemy in combat with an arrow also releases the stored spell in the direction of that enemy. Only works with spells that affect other targets. |
| Hunt Together | Archery 90 | When fighting only one enemy, hitting the target with a bow or crossbow manifests a Spirit Wolf for 30 seconds. The wolf deals damage equal to 15% of your current Stamina. This effect has a 30 second cooldown per target. |
| Perfect Aim | Archery 100 | Bows deal 25% more damage if the shot strikes a target within 2 seconds after the bow is fully drawn. Crossbows deal triple damage to targets with 20% or less Health remaining. |
| Perk | Skill | Description |
|---|---|---|
| Block Mastery | Block 20 | Block 10% more damage with a shield. Recover 10 Stamina after every successful weapon parry (but not shield blocks). |
| * Block Mastery | Block 40 | Block 20% more damage with a shield. Recover 20 Stamina after every successful weapon parry (but not shield blocks). |
| Timed Block | Block 20 | Assume a defensive position for 1 second after raising your shield or weapon, blocking 30% more damage and staggering attackers in melee range. (If you do not block an attack during this time, you cannot attempt another Timed Block for 2 seconds.) |
| * Timed Block | Block 50 | Assume a defensive position for 1 second after raising your shield or weapon, blocking 30% more damage and staggering attackers in melee range. (If you do not block an attack during this time, you cannot attempt another Timed Block for 1 second.) |
| Poke the Dragon | Block 30 | After a successful Timed Block within 8 feet, you may retaliate with increased strength, increasing your attack damage and critical strike damage against the attacker by 25% for 5 seconds. |
| Deflect Arrows | Block 30 | While blocking with a shield or weapon, arrows do half damage. Arrows that hit the shield do no damage. |
| Apocalypse Proof | Block 40 | Perform a Timed Block to mitigate incoming fire, frost and shock spells and effects, reducing their damage by 50%. |
| * Apocalypse Proof | Block 70 | Perform a Timed Block to mitigate incoming fire, frost and shock spells and effects, reducing their damage to zero. |
| Power Bash | Block 40 | Able to do a power bash by holding down Attack while blocking. |
| Unwavering Defense | Block 40 | Blocking an attack damages the attacker’s Stamina by 15 points. |
| Quick Reflexes | Block 40 | Time slows down if you are blocking during an enemy’s power attack. |
| Torch Bash | Block 40 | Bashing with a torch deals ten times as much fire damage and causes living opponents to flee in panic. |
| Whirlwind Shield | Block 40 | Power attack or Bash to create a whirlwind, reducing strike and arrow damage by 40% and negating spells for 2s. Getting hit within the first 0.4s will stagger the attacker. |
| * Whirlwind Shield | Block 70 | Power attack or Bash to create a whirlwind, reducing strike and arrow damage by 80% and negating spells for 2s. Getting hit within the first 0.4s will stagger the attacker. |
| Dominion | Block 50 | Take 25% less attack damage from any direction when blocking in combat. |
| Skull Rattler | Block 50 | Bashing deals 3% more damage per point of Stamina. |
| Dragon Tail | Block 60 | After a successful Timed Block, bashing the attacker within 5 seconds deals double damage. |
| Timing Streak | Block 60 | Performing 3 successful Timed Blocks in a row completes a Timing Streak, restoring 75 points of Stamina. (Taking an unblocked attack or blocking an attack outside the timed block window breaks the combo.) |
| Block Runner | Block 70 | Can move at full speed while blocking. |
| Mocking Blow | Block 70 | Power bashing with a weapon infuriates living targets for 30 seconds. They won’t flee from combat but can’t regenerate Stamina, lose 15 points of Stamina per second and you take no damage from their attacks during a Timed Block. |
| Break Their Teeth | Block 80 | Completing a Timing Streak violently disarms the last attacker, staggering all within an 8 foot radius. |
| Cast Aside | Block 80 | Interrupting an attack with a power bash with a shield knocks the attacker to the ground. Targets can only be affected once every 30 seconds. |
| Deliverance | Block 90 | Completing a Timing Streak grants 10% extra attack damage for 90 seconds. This effect stacks. |
| Hold the Line | Block 90 | During a Timed Block, allies within 10 feet gain 250 points of armor rating. |
| Unstoppable Force | Block 90 | Able to sprint with a shield raised. This knocks enemies in your path to the ground, but costs 10 points of Stamina per second. Enemies can only be affected once every 10 seconds. |
| Dragon Scales | Block 100 | You take no damage from attacks during a Timed Block as long as you have Stamina remaining. |
| Stoneheart | Block 100 | Can’t be staggered by power attacks and bashes while blocking. |
| Perk | Skill | Description |
|---|---|---|
| Conjuration Mastery | Conjuration 20 | Cast Conjuration spells for 35% less Magicka, and Conjuration spells last 0.5% longer per level of Conjuration. |
| * Conjuration Mastery | Conjuration 40 | Cast Conjuration spells for 50% less Magicka, and Conjuration spells last 1% longer per level of Conjuration. |
| Conjuration Dual Casting | Conjuration 20 | Dual casting a Conjuration spell empowers it, increasing effectiveness and cost. |
| Mystic Binding | Conjuration 20 | Bound Weapon spells now summon Mystic Weapons which deal more damage. |
| Bone Collector | Conjuration 20 | Find 11 types of bones on humanoid corpses. Bone Altars are marked on the map. At Bone Altars, convert 1 of each bone into a Skeleton Warrior that does not count against your summon limit and cannot be permanently destroyed by enemies. Grants the “Call Minions” and “Halt Skeletons” powers. |
| Druidic Pact | Conjuration 20 | The Conjure Spectral Wolf, Dire Wolf, Sabre Cat, Bear and Manbeast spells now call more resilient druidic versions of the creatures. Necromancy spell costs are tripled. Cannot take along with the Bone Collector or Rat King perks. |
| Bestial Wrath | Conjuration 20 | Summoned druidic creatures and bonded familiars deal 15 more damage per attack. |
| * Bestial Wrath | Conjuration 60 | Summoned druidic creatures and bonded familiars deal 30 more damage per attack. |
| ** Bestial Wrath | Conjuration 90 | Summoned druidic creatures and bonded familiars deal 50 more damage per attack. |
| Soul Raider | Conjuration 30 | Bound weapons cast Soul Trap on targets for 5 seconds. After trapping 250 souls, all bound weapon perks last twice as long. |
| Rift Summoner | Conjuration 30 | Summon range increased by 25 feet. |
| * Rift Summoner | Conjuration 70 | Summon range increased by 50 feet. |
| Ravenous Dead | Conjuration 30 | Reanimated minions receive a brief burst of strength, dealing 200% extra attack damage for 20 seconds after being reanimated. The level cap of reanimation spells and effects is increased by 1% per level of Conjuration. |
| Dead Tide | Conjuration 30 | Maximum number of Skeletons increased by 1 for each 75 points of base Magicka. |
| * Dead Tide | Conjuration 60 | Maximum number of Skeletons increased by 1 for each 50 points of base Magicka. |
| Rend From This World | Conjuration 40 | Bound weapons banish conjured Daedra, turn reanimated undead and deal 100 extra damage to non-conjured Daedra. |
| Atromancy | Conjuration 40 | Summoned Daedra and other non-undead minions last three times as long (or five times at night). |
| Signed in Blood | Conjuration 40 | When a friendly conjured Daedra within 15 feet is below full Health, it absorbs your lifeforce to heal itself, preventing you from regenerating Health but regenerating 10 points per second (increased by 4% of its maximum Health when out of combat). |
| Preservation | Conjuration 40 | Summoned and reanimated undead last three times as long (or twenty times if you place Hagraven Feathers into their inventory or use the Dread Zombie or Dead Thrall spells). Reanimated undead also gain 500 armor for 60 seconds after being reanimated. |
| Barrow Lord | Conjuration 40 | You may give commands to all Skeletons within 150 feet at once, instead of one at a time. Skeletons take 30% less damage from attacks. |
| Rat King | Conjuration 40 | When entering combat, creates 3 undead Skeevers under your control. Their corpses can be raised, but they dissipate when combat ends. Use the “Merciful King” power to temporarily prevent this ability from activating. |
| Conjuration Sorcerer | Conjuration 40 | Conjuration spells last 15% longer and are 15% more effective if not wearing armor. |
| Familiar Bond | Conjuration 40 | Grants the Familiar Bond power. While active, when entering combat, automatically calls a Druidic Dire Wolf Familiar. This familiar does not count as a summoned creature for the purpose of your summoning limit or other perks. It disappears when combat ends. Use the power again to toggle off the ability. |
| * Familiar Bond | Conjuration 70 | Grants the Familiar Bond power. While active, when entering combat, automatically calls a Druidic Sabre Cat Familiar. This familiar does not count as a summoned creature for the purpose of your summoning limit or other perks. It disappears when combat ends. Use the power again to toggle off the ability. |
| Void Burn | Conjuration 50 | Bound weapons brand victims with unholy energy for 5 seconds, halting Magicka and Stamina regeneration while draining 15 points per second. When both are depleted, the energy starts devouring their flesh, dealing 15 points of magic damage per second. |
| Pact Magic | Conjuration 50 | Destruction spells and effects are 10% more effective for each friendly conjured Daedra within 30 feet. |
| Undead Crown | Conjuration 50 | Restores 10 points of Health and Magicka per second to summoned or reanimated undead within 20 feet. |
| Skeleton Mages | Conjuration 50 | Able to create Skeleton Mages (Fire, Frost, Shock) at a Bone Altar. |
| * Skeleton Mages | Conjuration 80 | Able to create Skeleton Mages (Fire, Frost, Shock, Poison, Drain Armor, Stagger) at a Bone Altar. You may choose their element at the time of creation. |
| Lord of the Beasts | Conjuration 50 | While in combat, if a druidic creature is currently summoned or a Familiar Bond is active, you emit an aura every 10 seconds that turns most animals into allies in a large area around you. |
| Edge of Oblivion | Conjuration 50 | Grants the Edge of Oblivion power. While active, you can summon or reanimate 1 additional minion and they last 30% longer but you lose 150 points of armor and 30% magic resistance. Use again to deactivate. |
| Hollow Binding | Conjuration 60 | Bound weapons cut through flesh and spirit, reducing magic resistance by 30% for 5 seconds. |
| Maelstrom | Conjuration 60 | While you charge or concentrate on a spell, friendly conjured Daedra within 30 feet gain 30% extra attack damage. |
| A Plague Upon Thee | Conjuration 60 | If a reanimated undead is destroyed within 20 seconds, the attacker is stricken with a Daedric disease that deals 15 damage per second for 20 seconds. Those who have this perk are immune. |
| Conjure Altar | Conjuration 60 | Grants the “Conjure Altar” power. At will, summons a Bone Altar for 60 seconds. |
| Grand Conjurer | Conjuration 60 | Can reanimate, banish or command targets up to 15 levels higher. |
| * Grand Conjurer | Conjuration 90 | Can reanimate, banish or command targets of any level. |
| Dark Whispers | Conjuration 70 | Bound weapons induce a battle rage in their wielder, granting 20% extra attack damage and 100 points of armor rating for 5 seconds when a target is struck. |
| Elemental Potency | Conjuration 70 | Atronach conjurations now call Potent Atronachs that are higher level and more powerful. |
| Blood Zombie | Conjuration 70 | Summoned and raised undead absorb 10 points of Health per second from opponents in melee range. |
| Puppet Master | Conjuration 70 | Your created Skeletons take 25% less damage when you are blocking, deal 25% more attack damage when you are attacking, and their spells are 25% more powerful when you are casting a spell. |
| Corpse Gas | Conjuration 70 | If your reanimated undead is destroyed while on fire within 30 seconds, it explodes, dealing up to 300 points of fire damage to targets without this perk. You deal five times as much fire damage to your reanimated undead. |
| Brand of the Necromancer | Conjuration 80 | Brand a corpse by striking it with a bound weapon or by delivering the killing blow with a bound weapon attack. The brand grants 25% attack damage and 100 points of Health when reanimated or resurrected. Undead and automatons cannot be branded. |
| Unleash Hell | Conjuration 80 | Conjured Daedra within 75 feet gain additional spells on a 30 second cooldown (Flame Atronach: fire explosion. Frost Atronach: reduced armor/magic resistance curse. Storm Atronach: magnetic knockdown. Dremora: increased attack damage and movement speed). |
| Necromaster | Conjuration 80 | Creatures reanimated with powerful reanimation spells (Dread Zombie, Dead Thrall) are empowered and have their inventory able to be manipulated and equip items (if they are humanoid) and they emit a glow when slain that can be seen through walls. |
| Covenant of Coldharbour | Conjuration 90 | Hollow Binding reduces magic resistance by an additional 30% if you control a summoned Daedra or other non-undead minion. |
| Summon Resist | Conjuration 90 | Friendly conjured Daedra and other non-undead minions within 75 feet gain 50% magic resistance and 300 points of armor. |
| Shocked to Life | Conjuration 90 | If your reanimated minion is struck by a shock spell within 30 seconds after reanimation completes, it attacks 250% faster and moves 50% faster for 10 seconds. You deal no damage to your reanimated minions with shock spells. |
| Feed the Monster | Conjuration 90 | Able to feed Human Flesh to summoned or reanimated creatures, healing them and increasing Health, Magicka and Stamina by 200 points for 600 seconds. This effect stacks. |
| Elemental Conflux | Conjuration 90 | While near an allied atronach, gain a 20% bonus to matching elemental spells and effects, and 50 matching elemental damage to bound weapons. |
| March of Oblivion | Conjuration 100 | You can summon or reanimate 1 additional minion per 250 points of base Magicka, up to 3 additional minions. |
| King of Bones | Conjuration 100 | Assume Control of a Skeleton while becoming invulnerable. The Skeleton does quadruple damage and takes half damage. Unless commanded to remain passive, it automatically attacks foes in range. Lasts up to 45 seconds. |
| Perk | Skill | Description |
|---|---|---|
| Destruction Mastery | Destruction 20 | Destruction spells cost 35% less Magicka, and Destruction spells are 0.25% more powerful per level of Destruction. |
| * Destruction Mastery | Destruction 40 | Destruction spells cost 50% less Magicka, and Destruction spells are 0.5% more powerful per level of Destruction. |
| Destruction Dual Casting | Destruction 20 | Dual casting a Destruction spell empowers it, increasing effectiveness and cost. |
| Merciless Cold | Destruction 20 | Frost spells and effects cast on others are up to 20% more powerful, based on the target’s missing Stamina percentage. |
| * Merciless Cold | Destruction 50 | Frost spells and effects cast on others are up to 30% more powerful, based on the target’s missing Stamina percentage. |
| Combustion | Destruction 20 | Fire spells and effects cast on others are up to 20% more powerful, based on the target’s missing Health percentage. |
| * Combustion | Destruction 50 | Fire spells and effects cast on others are up to 30% more powerful, based on the target’s missing Health percentage. |
| Ionized Path | Destruction 20 | Shock spells and effects cast on others are up to 20% more powerful, based on the target’s missing Magicka percentage. |
| * Ionized Path | Destruction 50 | Shock spells and effects cast on others are up to 30% more powerful, based on the target’s missing Magicka percentage. |
| Force of Nature | Destruction 30 | Elemental spells and effects cost 30% less Magicka to cast in favorable weather: fire spells in sunlight, frost spells during snowfall, shock spells in the rain. |
| Frostfall | Destruction 30 | Frost spells reduce the attack damage of their targets by 25% for 5 seconds. |
| Scarring Burns | Destruction 30 | Fire spells reduce the fire resistance of their targets by 20% for 5 seconds. |
| Static Field | Destruction 30 | Shock spells that would leave their target above 85% Health deal enough additional damage to make up the difference. |
| Raw Power | Destruction 30 | Destruction spells that do not deal fire, frost or shock damage are 10% more powerful. |
| * Raw Power | Destruction 60 | Destruction spells that do not deal fire, frost or shock damage are 20% more powerful. |
| ** Raw Power | Destruction 90 | Destruction spells that do not deal fire, frost or shock damage are 30% more powerful. |
| Rune Master | Destruction 40 | Can place runes 75 feet farther away, and place three times as many runes at a time. |
| * Rune Master | Destruction 70 | Can place runes at any distance, and runes are 20% more powerful. |
| Harsh Lesson | Destruction 40 | Projectile based Destruction spells have 30% chance to stagger their targets when dual cast. |
| Crystalize | Destruction 40 | Frost spells freeze the blood of their targets, halting Stamina regeneration for 5 seconds. If the targets are not resistant to frost, frost spells also reduce armor by 125 points for 5 seconds. |
| Conflagration | Destruction 40 | Fire spells ignite the ground underneath their targets for 30 seconds. The burning ground deals 8 points of damage per second for 3 seconds on contact. |
| Arc Burn | Destruction 40 | Shock spells hitting targets that are not fire resistant cause a plasma that deals 5 points of unresistable fire damage per second for 4 seconds. |
| Destruction Sorcerer | Destruction 40 | Destruction spells last 15% longer and are 15% more effective if not wearing armor. |
| Shatter | Destruction 50 | Frost spells that hit a frost resistant target fragment and explode in a 15 foot area, reducing frost resistance by 25% for 10 seconds. This effect stacks. |
| Flash Fire | Destruction 50 | Fire spells have 15% chance to ignite the target for 2 seconds. The next instance of fire damage that hits an ignited target (except burning ground) detonates, dealing 100% more damage and causing a living target to flee the flames for 4 seconds. |
| Magnetize | Destruction 50 | Shock spells have 15% chance to lift the target into the air for 2 seconds, preventing movement. |
| Iced Earth | Destruction 60 | Dual casting frost spells freezes the earth under your feet. The frozen ground deals 40 points of damage per second to Health and Stamina for 4 seconds on contact. Frost spells and effects are 50% more powerful against affected targets. |
| Pyromancer Ascension | Destruction 60 | Dual casting 6 fire spells in combat unleashes your power for 20 seconds: fire spells and effects are 50% more powerful and cost half Magicka, and you leave burning ground in your wake that deals 30 damage per second. This can only occur once per battle. |
| Nova Charge | Destruction 60 | Dual casting 6 shock spells in combat triggers a shock nova that deals 150 points of shock damage to nearby enemies and staggers them. This can only occur once per battle. |
| Hethoth’s Disjunction | Destruction 60 | All opponents affected by a Destruction cloak get 25% weakness to that element. |
| Ancient Seals | Destruction 70 | Destruction runes no longer deal instant damage, but inflict a stacking 10 second elemental burn that deals 15% damage per second. |
| War of the Elements | Destruction 70 | You deal 40% more attack damage to targets that are taking damage from the burning ground created by Conflagration, Scorched Earth or Pyromancer Ascension or are being affected by Electroconvulsions or Hypothermia. |
| Hypothermia | Destruction 70 | Frost spells paralyze living targets below 25% Health if they are not frost resistant. |
| Scorched Earth | Destruction 70 | Fire spells (except concentration spells) burn corpses to cinders, creating a pyre that burns for 30 seconds. The burning ground deals 50 points of damage per second for 5 seconds on contact. |
| Electroconvulsions | Destruction 70 | Shock spells incapacitate living targets below 25% Health if they are not shock resistant. |
| Elemental Specialization | Destruction 80 | You may choose one element (fire, frost, shock). Spells and effects of that element are 15% more powerful, while spells and effects of the other two elements are 15% weaker. |
| Exhaust | Destruction 80 | Frost spells and effects drain 50% more Stamina. |
| World in Flames | Destruction 80 | The burning ground created by Conflagration, Scorched Earth and Pyromancer Ascension deals 25% more damage. Additionally, other fire spells and effects are 25% more powerful against targets affected by burning ground. |
| Show Them All | Destruction 80 | Shock spells and effects drain 50% more Magicka. |
| Elemental Barrier | Destruction 80 | Destruction walls and cloaks deal 25% more damage, and the damage persists for 5 seconds. |
| Elemental Shield | Destruction 80 | Destruction cloaks grant 50% resistance to their element. |
| Winter’s Majesty | Destruction 90 | You radiate freezing cold, reducing the frost resistance of enemies within 25 feet by 50%. This penalty is applied on top of Shatter. |
| Outburst | Destruction 90 | When you fall below 75 points of Health, the fiery energy within you explodes and ignites nearby enemies, dealing 30 points of fire damage per second for 4 seconds and applying fire spell perks. This effect has a 180 second cooldown. |
| Stormblast | Destruction 90 | You accumulate static energy from the ambient air. Every 6-12 seconds in combat, your next shock spell triggers a ground discharge that radiates outward from the target. All enemies in the area take 60 points of shock damage to Health and Magicka. |
| Glacial Prison | Destruction 100 | Frost spells immobilize (non-essential) targets in a block of ice for 6 seconds, reducing magic resistance by 25%. This effect has a 120 second cooldown, but killing a victim affected by Glacial Prison or Hypothermia immediately ends the cooldown. |
| Cataclysm | Destruction 100 | Fire spells that hit targets affected by burning ground explode for 20% of their current Health (max. 250 damage), blasting them into the air and reducing magic resistance by 25% for 6 seconds. This effect has a 45 second cooldown. |
| Absolute Power | Destruction 100 | Aiming a Sparks, Lightning Bolt, Chain Lightning, Thunderbolt or Lightning Storm spell directly at a target will magnetically levitate them in front of you for 6 seconds, reducing magic resistance by 25%. This effect has a 45 second cooldown. |
| Perk | Skill | Description |
|---|---|---|
| Enchanting Mastery | Enchanting 20 | New enchantments are 25% stronger. Soul gems provide 2 extra weapon charge points per level of Enchanting. |
| * Enchanting Mastery | Enchanting 40 | New enchantments are 50% stronger. Soul gems provide 4 extra weapon charge points per level of Enchanting. |
| Soul Siphon | Enchanting 20 | Killing blows with enchanted weapons trap 15% of the victim’s soul, regenerating some of their lost charge. Does not apply to staves. |
| Last Word | Enchanting 20 | Scrolls are 50% more powerful or last 100% longer. |
| * Last Word | Enchanting 50 | Scrolls are 100% more powerful or last 200% longer. |
| ** Last Word | Enchanting 80 | Scrolls are 150% more powerful or last 300% longer. |
| Thunderstruck | Enchanting 30 | Weapon enchantments are 25% more effective when delivered by a power attack (or 50% for a two-handed power attack). |
| Staff Channeler | Enchanting 30 | When a staff is equipped, all weapon enchantments drain 25% less charge and you gain a small amount of Enchanting experience in combat. |
| Spellscribe | Enchanting 40 | Grants the “Spellscribe” power: use it to store the spell you are dual casting. Your power attacks and power bashes unleash the stored spell for free, with a cooldown based on Enchanting skill. Only works with spells that affect other targets. |
| Gem Dust | Enchanting 40 | You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25% stronger when placed upon an item of the type corresponding to the gem. |
| Preserver | Enchanting 40 | Learning an item’s enchantment does not destroy it. Grants the ability to fill a soulgem by reducing your magicka by 10 points per level of the soulgem for a day. |
| Secretkeeper | Enchanting 40 | When a staff is equipped in your left hand, your attacks deal 25% more damage and critical damage. When a staff is equipped in your right hand, your spells and scrolls are 25% more effective. |
| Staff Recharge | Enchanting 40 | Equipped staves regenerate 1 point of charge per second. |
| * Staff Recharge | Enchanting 70 | Equipped staves regenerate 10 points of charge per second. |
| Power Stone | Enchanting 40 | Staves are 20% stronger, and an equipped staff improves other weapon enchantments by 20%. |
| * Power Stone | Enchanting 60 | Staves are 35% stronger, and an equipped staff improves other weapon enchantments by 35%. |
| ** Power Stone | Enchanting 80 | Staves are 50% stronger, and an equipped staff improves other weapon enchantments by 50%. |
| Power Glyphs | Enchanting 40 | You may create Power Glyphs at a Smellter. They count as clothing and can be enchanted but do not use an existing armor slot. When using the Gem Dust perk, any type of gem will work on Power Glyphs. |
| Flame of Magnus | Enchanting 50 | While casting or concentrating on a staff or spell in your left hand, you may attack with your right hand, dealing 50% more damage and critical damage. |
| Scroll Hunter | Enchanting 50 | 10% chance to find a random scroll on the corpses of people you kill. |
| Might and Magic | Enchanting 60 | You are adept at weaving blade and magic. Spells cast with your left hand are 10% more effective if you are wielding a weapon in your right hand. Attacks with a weapon in your right hand deal 10% more damage if you are holding a spell in your left hand. |
| Regalia | Enchanting 60 | New enchantments placed upon robes, circlets, hoods, necklaces and power glyphs are 30% stronger. |
| Soul Enchanter | Enchanting 60 | New enchantments placed on weapons have 1000 extra charge. |
| Power Echoes | Enchanting 70 | Spellscribe activates twice before going on cooldown. |
| Attunement | Enchanting 70 | All enchantments on equipped weapons and armor are 10% more powerful and last 10% longer. |
| Charge Tap | Enchanting 70 | Grants the “Charge Tap” power. At will, drains a quarter of your current weapon charge to restore Health by 15% of the amount drained and Magicka and Stamina by 25% of the amount drained. (If you have two enchanted weapons equipped, the drain is split.) |
| Mana Shield | Enchanting 70 | Take 25% less damage from attacks if you have a staff equipped and no shield. |
| Twin Enchantment | Enchanting 80 | Can place two enchantments upon the same item. |
| Heart of the Sun | Enchanting 80 | Use an equipped staff as an energy source, causing it to lose charge at a rate of 15 points per second but making your weapon enchantments 1% more effective per 50 points of charge remaining in the staff. (This effect stacks if more than one staff is equipped.) Sheathe to cancel. |
| Arcane Nexus | Enchanting 90 | You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can be “Disassembled” by sneaking, allowing you to upgrade another. |
| You Shall Not Pass | Enchanting 90 | Simultaneously (within 1 second) using an enchanted staff in your left hand and striking with an enchanted weapon in your right hand releases a flash of light that staggers enemies and deals damage equal to half your Enchanting skill level. |
| Spider Hunter | Enchanting 90 | 5% chance to find a random imbued spider on the corpses of people you kill. |
| Miracle | Enchanting 100 | You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat. |
| Perk | Skill | Description |
|---|---|---|
| Heavy Armor Mastery | Heavy Armor 20 | Armor rating of Heavy Armor increased by 20%. You gain a small amount of Heavy Armor experience when wearing at least two pieces of Heavy Armor in combat. |
| * Heavy Armor Mastery | Heavy Armor 40 | Armor rating of Heavy Armor increased by 40%. You gain a small amount of Heavy Armor experience when wearing at least two pieces of Heavy Armor in combat. |
| Cushioned | Heavy Armor 20 | You take half damage from falling if wearing all Heavy Armor. |
| * Cushioned | Heavy Armor 50 | You take no damage from falling if wearing all Heavy Armor. |
| Antimagic Shell | Heavy Armor 20 | If wearing all Heavy Armor, increases Magic Resistance by 10%. |
| * Antimagic Shell | Heavy Armor 50 | If wearing all Heavy Armor, increases Magic Resistance by 20%. |
| ** Antimagic Shell | Heavy Armor 80 | If wearing all Heavy Armor, increases Magic Resistance by 30%. |
| Mighty Grip | Heavy Armor 20 | Grabbing a character under 60 Health while your weapons are unsheathed will ragdoll them. |
| * Mighty Grip | Heavy Armor 60 | Grabbing a character under 140 Health while your weapons are unsheathed will ragdoll them. |
| ** Mighty Grip | Heavy Armor 100 | Grabbing a character under 250 Health while your weapons are unsheathed will ragdoll them. |
| Steel Fist | Heavy Armor 20 | Increases unarmed damage by 5% of your current Stamina when using unarmed attacks in combat while wearing heavy gauntlets. Requires two free hands. |
| * Steel Fist | Heavy Armor 50 | Increases unarmed damage by 15% of your current Stamina when using unarmed attacks in combat while wearing heavy gauntlets. Requires two free hands. |
| ** Steel Fist | Heavy Armor 80 | Increases unarmed damage by 25% of your current Stamina when using unarmed attacks in combat while wearing heavy gauntlets. Requires two free hands. |
| Heavy Armor Fit | Heavy Armor 30 | Armor rating of Heavy Armor increased by 25% if wearing all Heavy Armor. |
| Battle Weary | Heavy Armor 30 | Tired enemies have a harder time defeating your armor. You take up to 20% less attack damage from enemies with half or less Stamina, if wearing all Heavy Armor. The lower their Stamina, the less damage you take. |
| Heavy Rider | Heavy Armor 30 | Horses you ride move 50% faster and regenerate Stamina faster. Does not stack with Light Rider |
| Face of Death | Heavy Armor 40 | You no longer need to wear a helmet to benefit from perks that require “wearing all Heavy Armor”. If you are not wearing a helmet, Heavy Armor pieces have 20% increased armor rating. |
| Rallying Standard | Heavy Armor 40 | Grants the “Rallying Standard” power. Once a day, place a banner that grants 150 points of armor and 25% melee damage to allies within 25 feet wearing all Heavy Armor (including you) and prevents them from fleeing. Lasts 60 seconds. |
| Defiance | Heavy Armor 40 | You are trained to deflect incoming attacks while wearing all Heavy Armor. Whenever an enemy attacks you, you gain 15 points of armor rating for 10 seconds. This effect stacks. |
| Off Balance | Heavy Armor 40 | Taking an incoming hit in all Heavy Armor has 10% chance to stagger the attacker. |
| Wrestler | Heavy Armor 40 | Stamina cost for grabbing enemies is reduced by 70%. Characters ragdolled through yanking or Mighty Grip can be looted with gravity glove if they are under 90% health instead of 50%. Can loot for twice as long after ragdolling. |
| Tireless March | Heavy Armor 40 | Regenerate 2% of your maximum stamina per second when standing still or walking (but not running or sprinting) while wearing all Heavy Armor. |
| * Tireless March | Heavy Armor 70 | Regenerate 4% of your maximum stamina per second when standing still or walking (but not running or sprinting) while wearing all Heavy Armor. |
| Revel in Battle | Heavy Armor 50 | Defiance also increases melee weapon damage by 3% for 10 seconds. This effect stacks. |
| Born to Fight | Heavy Armor 50 | Heavy Armor weighs half as much and slows you down half as much when worn. |
| Never Kneel | Heavy Armor 60 | Take 25% less damage from power attacks and bashes if wearing all Heavy Armor. |
| Break Upon Me | Heavy Armor 60 | You are immune to basic melee weapon perks (Clash of Champions/Heroes, Denting/Crushing Blows, Bleed Like a Lamb/Dog, Bite Marks). If wearing all Heavy Armor, you take 10% less attack damage from enemies affected by one or more of these perks. |
| Lead the Tempest | Heavy Armor 70 | Sprinting in combat increases the armor of allied people within 20 feet by 25% of your own armor, and the armor of allied Skeletons created by Bone Collector within 20 feet by 15% of your own armor. Lasts 30 seconds. |
| Reap the Whirlwind | Heavy Armor 70 | When struck by a power attack or power bash, your attacks deal 125% more damage to the attacker for 5 seconds if wearing all Heavy Armor. |
| Out of the Inferno | Heavy Armor 80 | Incoming fire, frost and shock damage reduced by 0.02% per point of armor if wearing all Heavy Armor. |
| Warbringer | Heavy Armor 80 | Raising your hands (to draw a weapon or spell) places a Rallying Standard at your location for 120 seconds. This does not count against the limit of one Rallying Standard at a time. |
| Rise Above | Heavy Armor 80 | If wearing all Heavy Armor, you intimidate enemies within 15 feet. They lose 5% attack damage and you gain 5% attack damage for each enemy affected. |
| Immortal | Heavy Armor 90 | If wearing all Heavy Armor, take 75% less damage from attacks below 15% Health (or 20% Health if you are affected by Rallying Standard). |
| Doombringer | Heavy Armor 90 | Rallying Standard also improves Destruction spells and effects by 15%. |
| Sovereign | Heavy Armor 90 | When struck by an attack, subsequent attacks are deflected if wearing all Heavy Armor. You take 75% reduced damage from attacks for 1 second. |
| Primal Fear | Heavy Armor 90 | If wearing all Heavy Armor, walking (but not running) towards living enemies within 30 feet in front of you may break their confidence, causing them to flee for 8 seconds. |
| Face of the Mountain | Heavy Armor 100 | When struck by a power attack or power bash, the attacker’s strike rebounds forcefully as if striking solid rock, staggering them and potentially knocking them to the ground if wearing all Heavy Armor. |
| Perk | Skill | Description |
|---|---|---|
| Illusion Mastery | Illusion 20 | Illusion spells cost 35% less Magicka, Illusion spells last 0.5% longer per level of Illusion, and mind affecting Illusion spells (Calm, Fear, Frenzy, Rally) are 0.1 points stronger per level of Illusion. |
| * Illusion Mastery | Illusion 40 | Illusion spells cost 50% less Magicka, Illusion spells last 1% longer per level of Illusion, and mind affecting Illusion spells (Calm, Fear, Frenzy, Rally) are 0.2 points stronger per level of Illusion. |
| Dream Thief | Illusion 20 | Activate sleeping victims to steal their dream, increasing the effectiveness of your Illusion spells by 50% for 3600 seconds. Chance to fail and alert the victim, based on Illusion skill. |
| Illusion Dual Casting | Illusion 20 | Dual casting an Illusion spell empowers it, increasing effectiveness and cost. |
| Commanding Presence | Illusion 30 | In combat, you radiate an aura of mystical nobility that touches allied creatures and people within 40 feet. Those affected gain 20% extra attack damage and have 20% chance of a critical strike. |
| Imposing Presence | Illusion 30 | You radiate an aura of mystical charisma that touches all within 40 feet. Any Illusion spell you cast on those affected is 25% more powerful and lasts 30% longer. |
| Entice Barter | Illusion 30 | Can Activate any target under the effect of a Calm spell to initiate trade. Prices are 0.15% better per level of Illusion when a trader is calmed. |
| Iron Maiden | Illusion 35 | Fury spells inflict 20 damage whenever the target attacks. Can only take one between this, Lotus Charm, and Paralyzing Fear. |
| Kindred Mage | Illusion 40 | Mind affecting spells and effects are 15 points stronger (or 30 points if you are the same race as the target). |
| Crown of the False King | Illusion 40 | Commanding Presence also increases armor by 80 points and magic resistance by 20%. |
| Wilting | Illusion 40 | Those affected by a Calm spell or effect within the radius of Imposing Presence lose 200 points of armor and 50% magic resistance. |
| Silent Storm | Illusion 40 | All spells you cast from any school of magic are silent to others. |
| * Silent Storm | Illusion 70 | All spells you cast from any school of magic, as well as all shouts, are silent to others. |
| Illusion Sorcerer | Illusion 40 | Illusion spells last 15% longer and are 15% more effective if not wearing armor. |
| Fickle Fate | Illusion 50 | Mind affecting spells and effects cast on others are between 1 and 40 points stronger, chosen at random. |
| Terror | Illusion 50 | Those affected by a Fear spell or effect within the radius of Imposing Presence drop their weapon. |
| Nemesis | Illusion 50 | Activate any hostile creature or humanoid in combat to summon an illusion of the target with 1% extra attack damage per Illusion level. The illusion relentlessly attacks the target for 30 seconds. This effect has a 180 second cooldown. |
| Imperious Splendor | Illusion 60 | Commanding Presence and Crown of the False King are twice as powerful as long as you remain above 75% Health. |
| Pandemonium | Illusion 60 | Those affected by a Frenzy spell or effect do less damage to the caster, and gain 50% extra attack damage if within the radius of Imposing Presence. |
| Paralyzing Fear | Illusion 60 | Fear spells have 25% chance to compel their targets to remain motionless. Can only take one between this, Lotus Charm, and Iron Maiden. |
| Master of the Mind | Illusion 70 | Mind affecting spells work on undead, daedra and automatons at half duration. |
| * Master of the Mind | Illusion 100 | Mind affecting spells work on on undead, daedra and automatons at full duration. |
| Dream Charm | Illusion 70 | Activate sleeping victims to project yourself into their dream, improving their disposition towards you. High disposition may earn you quests, discounts and gifts. Chance to fail and alert the victim, based on Illusion skill. |
| The Reaper Comes | Illusion 70 | Activate any non-essential humanoid (only) under the effect of a Calm spell to send a wraith to slay the target within 15 seconds. This counts as an assault, if you get seen. This effect has a 180 second cooldown and can only affect one target at a time. |
| Neverworld | Illusion 70 | Those affected by a Calm spell or effect within the radius of Imposing Presence are enraptured by a lotus dream from which they may refuse to return to reality. When the Calm is broken due to an attack, they may become Calmed again for 30 seconds. |
| Shadow Refuge | Illusion 70 | While affected by an invisibility spell or effect, you take 35% less damage from attacks and sneaking is 15% better. |
| Protect Your God | Illusion 80 | When struck by a weapon, may compel a nearby ally affected by Commanding Presence to engage your attacker, dealing 250% extra attack damage for 5 seconds. |
| Soulcrusher | Illusion 80 | Feast upon the minds of those affected by a Fear spell or effect within the radius of Imposing Presence, absorbing 25 points of Magicka per second. |
| Lamb to the Slaughter | Illusion 80 | Activate any humanoid (only) under the effect of a Fear spell to compel the target to stand motionless for 30 seconds. Your attacks against this target ignore armor. This effect has a 180 second cooldown and can only affect one target at a time. |
| Lotus Charm | Illusion 80 | Calm spells have 50% chance to persist for 15 seconds when broken. Can only take one between this, Iron Maiden, and Paralyzing Fear. |
| Dream Geas | Illusion 90 | Activate sleeping victims to send a dream that compels them to fight at your side until released. You can only have one Dream Thrall at a time. Chance to fail and alert the victim, based on Illusion skill. |
| Nightfall | Illusion 90 | Those affected by a Frenzy spell or effect within the radius of Imposing Presence are consumed by battle hunger when there are no other enemies remaining, taking 40 points of damage per second. |
| Heavy Weighs the Tapestry | Illusion 90 | Activate any humanoid (only) under the effect of a Frenzy spell to incapacitate the target with magical exhaustion for 30 seconds and drain 500 points of Magicka and Stamina. This effect has a 180 second cooldown and can only affect one target at a time. |
| Blind Guardian | Illusion 90 | Activate any non-hostile creature or humanoid in combat to summon an illusion of the target. The illusion fights for the target for 60 seconds and the target won’t flee for its duration. This effect has a 300 second cooldown. |
| Spirit of War | Illusion 90 | Rally spells manifest spectral images of allied targets in combat. The illusions have 40% Health and fight for you until the spell wears off. |
| Blur | Illusion 90 | Move 15% faster while invisible. |
| Wraithwalker | Illusion 100 | After using an Activate perk (Blind Guardian, Heavy Weighs the Tapestry, Lamb to the Slaughter, Nemesis, The Reaper Comes), Illusion spells are 50% more powerful and last 50% longer for 10 seconds. The cooldown of Activate perks ends after 8 seconds out of combat. |
| Mind Thrall | Illusion 100 | Can activate a person under a mind affecting spell or effect to take control, forcing them to follow you and fight for you until released. |
| Perk | Skill | Description |
|---|---|---|
| Light Armor Mastery | Light Armor 20 | Armor rating of Light Armor increased by 20%. You gain a small amount of Light Armor experience when wearing at least two pieces of Light Armor in combat. |
| * Light Armor Mastery | Light Armor 40 | Armor rating of Light Armor increased by 40%. You gain a small amount of Light Armor experience when wearing at least two pieces of Light Armor in combat. |
| Annoying Mosquitoes | Light Armor 20 | You take 10% less attack damage from enemies with full Health if wearing all Light Armor. |
| * Annoying Mosquitoes | Light Armor 50 | You take 20% less attack damage from enemies with full Health if wearing all Light Armor. |
| Iron Fist | Light Armor 20 | Increases unarmed damage by 5% of your current Stamina, and you gain Light Armor experience when using unarmed attacks in combat. Requires two free hands and no heavy gauntlets. |
| * Iron Fist | Light Armor 50 | Increases unarmed damage by 15% of your current Stamina, and you gain Light Armor experience when using unarmed attacks in combat. Requires two free hands and no heavy gauntlets. |
| ** Iron Fist | Light Armor 80 | Increases unarmed damage by 25% of your current Stamina, and you gain Light Armor experience when using unarmed attacks in combat. Requires two free hands and no heavy gauntlets. |
| Body Toss | Light Armor 20 | Stamina cost of yanking and foot yanking is reduced by 50%. |
| * Body Toss | Light Armor 80 | Stamina cost of yanking and foot yanking is reduced by 90%. |
| Unarmored Defense | Light Armor 20 | When not wearing any armor, regenerate an extra 1% of your maximum Stamina per second and gain Armor Rating depending on your current Stamina, up to 60 Armor for 110 Stamina. Light Armor Mastery improves this rating but not other perks. Doesn’t stack with protection spells. |
| * Unarmored Defense | Light Armor 50 | When not wearing any armor, regenerate an extra 2% of your maximum Stamina per second and gain Armor Rating depending on your current Stamina, up to 120 Armor for 200 Stamina. Light Armor Mastery improves this rating but not other perks. Doesn’t stack with protection spells. |
| ** Unarmored Defense | Light Armor 80 | When not wearing any armor, regenerate an extra 3% of your maximum Stamina per second and gain Armor Rating depending on your current Stamina, up to 180 Armor for 260 Stamina. Light Armor Mastery improves this rating but not other perks. Doesn’t stack with protection spells. |
| *** Unarmored Defense | Light Armor 100 | When not wearing any armor, regenerate an extra 5% of your maximum Stamina per second and gain Armor Rating depending on your current Stamina, up to 280 Armor for 350 Stamina. Light Armor Mastery improves this rating but not other perks. Doesn’t stack with protection spells. |
| Light Armor Fit | Light Armor 30 | Armor rating of Light Armor increased by 25% if wearing all Light Armor. |
| Light Rider | Light Armor 30 | Horses you ride move 50% faster and regenerate Stamina faster. Does not stack with Heavy Rider |
| As a Leaf | Light Armor 30 | Movement speed increased by 10% when not wearing Heavy Armor. Unlocks Double Jump. |
| * As a Leaf | Light Armor 70 | Movement speed increased by 25% when not wearing Heavy Armor. Unlocks Double Jump. |
| Keen Senses | Light Armor 40 | You no longer need to wear a helmet to benefit from perks that require “wearing all Light Armor”. If you are not wearing a helmet, Light Armor pieces have 20% increased armor rating. |
| Initiative | Light Armor 40 | When you enter combat, if wearing all Light Armor, regenerate up to 10% of your maximum Stamina per second. This bonus gradually diminishes over the course of 15 seconds. |
| * Initiative | Light Armor 70 | When you enter combat, if wearing all Light Armor, regenerate up to 20% of your maximum Stamina per second. This bonus gradually diminishes over the course of 15 seconds. |
| Sweeping Wind | Light Armor 40 | Unarmed power attacks do 25% more damage. Additionally, if your movement speed is increased, they do 2% damage per 1% movement speed. Requires two free hands. |
| Marathon Runner | Light Armor 40 | Sprinting doesn’t cost any stamina when outside of combat if not wearing Heavy Armor |
| Wrestler | Light Armor 40 | Stamina cost for grabbing enemies is reduced by 70%. Characters ragdolled through yanking or Mighty Grip can be looted with gravity glove if they are under 90% health instead of 50%. Can loot for twice as long after ragdolling. |
| Unhindered | Light Armor 50 | Light Armor weighs nothing and doesn’t slow you down when worn. |
| Windrunner | Light Armor 50 | Move 15% faster in combat if wearing all Light Armor. |
| Rushing Tide | Light Armor 50 | Unarmed attacks grant 10% increased Stamina regeneration and 5% movement speed for 8 seconds. This effect stacks. Requires two free hands. |
| Evasive Leap | Light Armor 60 | If wearing all Light Armor, jump in combat to cause all incoming attacks and spells to miss for 1 second. This effect has a 5 second cooldown. |
| Into the Maelstrom | Light Armor 60 | You take 10% less attack damage when fighting more than one enemy if wearing all Light Armor. |
| Flurry of Blows | Light Armor 60 | Power attacks with two empty hands cost 50% less Stamina and have a 50% chance to stagger opponents, potentially disarming them. |
| * Flurry of Blows | Light Armor 90 | Power attacks with two empty hands cost 75% less Stamina and have a 50% chance to stagger opponents, potentially disarming them. |
| Foe Flinger | Light Armor 60 | You may throw others by yanking with only one hand. |
| Wardancer | Light Armor 70 | Your agility enables you to strike more effectively, granting 20% more attack damage and critical damage if wearing all Light Armor. This effect is lost for 6 seconds whenever you get struck by an unblocked attack or a hostile spell in combat. |
| Fight or Flight | Light Armor 70 | When you get struck by an unblocked attack or hostile spell in combat, an adrenaline rush regenerates 5% of your maximum Stamina per second for 6 seconds if wearing all Light Armor. |
| Hissing Dragon | Light Armor 70 | You may choose a damage type (fire, frost, shock, poison, disease or sun). Unarmed attacks unleash a shockwave that deals the chosen damage type to all targets in front of you. Requires two free hands. Does not activate while sneaking. |
| Spelldancer | Light Armor 80 | Wardancer also improves elemental (fire, frost and shock) spells and effects by the same amount. |
| Survival Instinct | Light Armor 80 | When you get struck by an unblocked attack or hostile spell in combat, gain 10% movement speed for 6 seconds if wearing all Light Armor. |
| Tough Hide | Light Armor 80 | Wearing all Light Armor grants 40% Poison Resist and Disease Resist. |
| Glancing Blows | Light Armor 90 | You take 30% less damage from blocked attacks while Wardancer is active. When you lose the Wardancer effect due to an unblocked attack, it also deals 30% less damage. |
| Lightning Strike | Light Armor 90 | Your critical strikes deal 75% more critical damage for 10 seconds after entering combat while wearing all Light Armor. |
| Breaking Waves | Light Armor 90 | Unarmed attacks have 15% chance of a critical strike that deals critical damage equal to 40% of your current Stamina. If you are affected by Wardancer, every hit is a critical strike. Requires two free hands. |
| Wild and Free | Light Armor 95 | While sprinting in all Light Armor, take 50% less attack damage and weight does not affect Stamina drain. |
| Tempting Fate | Light Armor 100 | You gain 20% movement speed if you are not blocking during an enemy’s power attack. If the power attack misses, the effect lasts until combat ends or until you get struck by a power attack. |
| Perk | Skill | Description |
|---|---|---|
| Lockpicking Mastery | Lockpicking 20 | Locks are 50% easier to pick. Receiving training in Lockpicking also increases the Pickpocket skill if it is lower. |
| * Lockpicking Mastery | Lockpicking 40 | Locks are 100% easier to pick. Receiving training in Lockpicking also increases the Pickpocket skill if it is lower. Find 20-100 more gold in many dungeon chests and 2-10 more gold in some corpses, urns, etc. |
| Bear Traps | Lockpicking 20 | Able to pick up Bear Traps or create them at a Forge or Anvil, and drop them from your inventory to place them. The teeth of placed Bear Traps deal 2 points of damage per level of Lockpicking. You can only pick up and carry two Bear Traps at a time. |
| Game of Fate | Lockpicking 20 | There are 5 Dragons of Fate hidden in random locked containers in Skyrim. Each grants 15000 gold and a free perk point when removed from its container. The name of the container changes to indicate the treasure inside. |
| Lockdown | Lockpicking 30 | Activate a hostile automaton to lockpick your way into its engine. Lock difficulty is based on its current Health. Pick its lock within 15 seconds to reduce its Health to 1 and shut it down for 60 seconds. If you fail, you can’t try again for 30 seconds. |
| Robber’s Eye | Lockpicking 30 | When you enter a dwelling you don’t own, illuminates a locked container for 120 seconds. During this time, it contains valuable items (based on your Lockpicking skill and the difficulty of its lock). This can only occur once every 12-24 ingame hours. |
| Wax Key | Lockpicking 30 | Gives you a copy of a picked lock’s key if it has one. |
| Quick Hands | Lockpicking 30 | Able to pick locks without being noticed. |
| Lockjaw | Lockpicking 40 | Your Bear Traps stagger victims struck by the teeth, reducing their armor rating by 10 points per level of Lockpicking for 5 seconds. |
| Gone in Fifteen Seconds | Lockpicking 40 | Taking 15 seconds or less to pick the lock on a container illuminated by Robber’s Eye improves the added treasure by an average of 50% based on the level of the lock and resets the cooldown of Robber’s Eye. |
| Locksmith | Lockpicking 40 | Pick starts much closer to the lock opening position. |
| Big Game Hunter | Lockpicking 50 | Placed Bear Traps are 20% bigger and more likely to successfully hit small or fast moving targets. They also rearm themselves 2.5 seconds after being triggered. |
| Hotwire | Lockpicking 50 | Activate an automaton under Lockdown to lockpick its brain. Succeed within 15 seconds to hack the automaton, forcing it to follow you and fight for you. If you fail, you can’t try again for 30 seconds. You can only have one Hotwired Automaton at a time. Grants the “Call Minions” power. |
| Nose for Treasure | Lockpicking 50 | You may choose an item type (gold, jewelry, books, ingredients, potions, ingots, weapons, armor, scrolls). Containers illuminated by Robber’s Eye are three times more likely to contain items of your chosen type over other types. |
| Dungeoneer | Lockpicking 60 | Robber’s Eye also works in dungeons and lasts five times as long. |
| Bait | Lockpicking 70 | Grants the “Bait” power. At will, lures the nearest hostile target within 75 feet to the location of the nearest Bear Trap placed within 50 feet (not during combat or conversation). Lasts 30 seconds. |
| Dungeon Delver | Lockpicking 70 | Most traps deal half damage to you, and five times as much damage to others. |
| Treasure Hunter | Lockpicking 75 | 50% greater chance of finding special treasure. |
| Bushwhack | Lockpicking 80 | If the victim of your Bear Trap is not detecting you, the trap is five times as effective. |
| The Revenge | Lockpicking 80 | You can pick up and carry 3 Bear Traps. |
| Percussive Maintenance | Lockpicking 90 | Your Hotwired Automaton moves 30% faster and attacks 20% faster. Hitting your Hotwired Automaton with a mace or warhammer repairs it 150 points (or 300 points on a power attack) and further increases attack speed by 50% for 10 seconds. |
| Archaeologist | Lockpicking 90 | In most dungeons, special chests contain six additional weapons or armor pieces. |
| Dragon’s Teeth | Lockpicking 100 | When placing a Bear Trap, you may choose to add an extra effect: Poison, Drain Magicka, Drain Stamina, Slow, Banish or Turn Undead. This effect is triggered when a victim is struck by the teeth and takes damage. |
| Seen This Before | Lockpicking 100 | Your skill at lockpicking is such that you may bypass locks of Expert or lower level without using a key or manually picking the lock. After picking or bypassing at least 100 locks, you gain 2 perk points. |
| Perk | Skill | Description |
|---|---|---|
| One-Handed Mastery | One-handed 20 | One-handed weapons do 25% more damage. |
| * One-Handed Mastery | One-handed 40 | One-handed weapons do 50% more damage, and critical strikes with one-handed weapons do 2% more critical damage per level of One-Handed. |
| Disciplined Fighter | One-handed 20 | Reduces the Stamina cost of power attacks with one-handed weapons by 15 points. |
| Clash of Champions | One-handed 30 | Attacks with swords reduce the target’s attack damage by 10% for 3 seconds. |
| * Clash of Champions | One-handed 60 | Attacks with swords reduce the target’s attack damage by 15% for 3 seconds. |
| ** Clash of Champions | One-handed 90 | Attacks with swords reduce the target’s attack damage by 20% for 3 seconds. |
| Bleed Like a Lamb | One-handed 30 | Attacks with war axes deal an additional 1 point of damage per second for 3 seconds to living targets. When the bleeding stops, they take damage equal to 15% of the Health they lost while bleeding. |
| * Bleed Like a Lamb | One-handed 60 | Attacks with war axes deal an additional 2 points of damage per second for 3 seconds to living targets. When the bleeding stops, they take damage equal to 20% of the Health they lost while bleeding. |
| ** Bleed Like a Lamb | One-handed 90 | Attacks with war axes deal an additional 3 points of damage per second for 3 seconds to living targets. When the bleeding stops, they take damage equal to 25% of the Health they lost while bleeding. |
| Denting Blows | One-handed 30 | Attacks with maces reduce the armor rating of armored enemies by 50 points for 15 seconds. |
| * Denting Blows | One-handed 60 | Attacks with maces reduce the armor rating of armored enemies by 75 points for 15 seconds. |
| ** Denting Blows | One-handed 90 | Attacks with maces reduce the armor rating of armored enemies by 100 points for 15 seconds. |
| Ravage | One-handed 30 | Dual wielding attacks have a 10% chance to critically strike. |
| * Ravage | One-handed 60 | Dual wielding attacks have a 20% chance to critically strike. |
| Bite Marks | One-handed 30 | Unblocked attacks with daggers deal an additional 1 point of bleed damage per second for 30 seconds to living targets. This effect stacks. |
| * Bite Marks | One-handed 60 | Unblocked attacks with daggers deal an additional 2 points of bleed damage per second for 45 seconds to living targets. This effect stacks. |
| ** Bite Marks | One-handed 90 | Unblocked attacks with daggers deal an additional 3 points of bleed damage per second for 60 seconds to living targets. This effect stacks. |
| Cross Cut | One-handed 40 | Unblocked regular attacks with a sword increase the damage of your power attacks against the target by 25% for 4 seconds. |
| * Cross Cut | One-handed 70 | Unblocked regular attacks with a sword increase the damage of your power attacks against the target by 50% for 4 seconds. |
| Mangle | One-handed 40 | Attacks with a war axe ignore 25% armor if the target is staggered. |
| * Mangle | One-handed 70 | Attacks with a war axe ignore 50% armor if the target is staggered. |
| Smite | One-handed 40 | Power attacks with a mace deliver a critical strike that deals three times critical damage (four times against the undead). Targets can only be struck by Smite once every 30 seconds. |
| * Smite | One-handed 70 | Power attacks with a mace deliver a critical strike that deals six times critical damage (eight times against the undead). Targets can only be struck by Smite once every 30 seconds. |
| Savage | One-handed 40 | Attacks with a dagger deal 25% more damage if you rapidly hit the target three or more times. Resets when 2 seconds pass between hits. |
| * Savage | One-handed 70 | Attacks with a dagger deal 50% more damage if you rapidly hit the target three or more times. Resets when 2 seconds pass between hits. |
| Furious Strength | One-handed 40 | Power attack damage with one-handed weapons increased by 15% plus 0.1% per point of Stamina. Unlocks decapitations. |
| Light Weapon Throw | One-handed 40 | You can throw any one-handed weapon, dealing 120% of their regular melee damage. They will return to your hand automatically. |
| Falling Sword | One-handed 50 | Forwards power attacks with a sword cause targets to bleed for 20 seconds. When a bleeding target falls below 25% Health, your attacks against that target are critical strikes that deals ten times critical damage. |
| Shieldbiter | One-handed 50 | Forwards power attacks with a war axe smash through a block, causing the target to drop their shield and take a critical strike that deals five times critical damage. |
| Rise Kinsmen | One-handed 50 | Forwards power attacks with a mace inspire nearby allies, granting them 20% extra attack damage for 15 seconds. This effect stacks. |
| Rogue’s Parry | One-handed 50 | When wielding a one-handed weapon and an empty other hand, attacking with the weapon while the opponent is winding up their attack or drawing a bow deals 40% more damage and delivers a critical strike. |
| Twin Fang | One-handed 50 | Forwards power attacks with a dagger impale the target, dealing double Bite Marks damage, whether or not the attack is blocked. |
| Overrun | One-handed 50 | Can perform a one-handed sprinting power attack that deals up to 50% more damage and critical damage to a target above half Health. The higher its remaining Health percentage, the more damage and critical damage is dealt. |
| Windswept | One-handed 60 | Sideways power attacks with a sword fling targets backwards up to 6 feet, dealing up to 40% more damage based on distance traveled. |
| Wolfstooth | One-handed 60 | Sideways power attacks with a war axe grant 15% extra attack damage for 30 seconds. This effect stacks. |
| Toll the Bell | One-handed 60 | Sideways power attacks with a mace deplete all of your Stamina on impact, dealing 1% more damage per point of Stamina depleted and doing a critical strike. |
| Man O’War | One-handed 60 | While dual wielding in combat, build up a battle rage with each attack, gaining 1.5% extra attack damage and 2% bonus critical damage for 20 seconds. This effect stacks. |
| Swaying Cobra | One-handed 60 | Sideways power attacks with a dagger inflict distracting wounds, draining 100 points of Magicka and Stamina and halting regeneration for 5 seconds. |
| Crater Maker | One-handed 60 | One-handed forwards power attacks have 25% chance to knock targets down, inflicting a critical strike for 2 times critical damage. |
| Into the Dust | One-handed 70 | Repeated standing power attacks with a sword against a target do escalating damage if no more than 3 seconds pass between each. This effect stacks up to three times, each doing 15% more damage. Reaching four stacks knocks the target off their feet. |
| Go for the Throat | One-handed 70 | Standing power attacks with a war axe remove all active instances of Wolfstooth on the user, dealing 50% bonus damage and a critical strike for 250% bonus critical damage for each instance consumed. |
| Meteor Storm | One-handed 70 | Each standing power attack with a mace that hits a target empowers subsequent standing power attacks with a mace within 20 seconds, increasing their damage and Stamina cost by 15%. This effect stacks. |
| Thundering Blow | One-handed 70 | Whenever you perform a total of 8 or more one-handed regular attacks in combat, your next one-handed power attack is a Thundering Blow that deals double damage and costs no Stamina, resetting the counter. |
| Death Adder | One-handed 70 | Standing power attacks with a dagger ignore armor. |
| Judgment | One-handed 80 | Slaying an enemy under the effect of Clash of Champions restores 100 points of Stamina. |
| Apex Predator | One-handed 80 | Attacks with war axes deal bonus damage to living targets equal to 4% of their current Health (max. 40 damage). |
| Skull Crack | One-handed 80 | Attacks with maces interrupt spellcasting. Does not work on massive targets. |
| Coiling Python | One-handed 80 | Hitting a target with a forwards, sideways and backwards power attack with a dagger within 30 seconds paralyzes the target for 20 seconds. Your attacks against the paralyzed target are critical strikes that deal nine times critical damage. |
| Bladedancer | One-handed 80 | Take 30% less attack damage while power attacking with two weapons. |
| Unleash the Beast | One-handed 90 | While dual wielding in combat, enter a murderous frenzy every 20 to 40 seconds. For 8 seconds, dual wield power attacks deal 50% more damage and 100% more critical damage. |
| Aftershock | One-handed 90 | After a Thundering Blow, weapon damage is increased by 75% for 3 seconds. |
| Disarming Slash | One-handed 90 | One-handed sideways power attacks have 25% chance to disarm targets, inflicting a critical strike for 2 times critical damage. |
| Wandering Warrior | One-handed 100 | Whenever you defeat at least 4 humanoids and/or animals in a single battle, you gain a permanent +1% bonus to one-handed damage. This effect stacks up to +20%. |
| Perk | Skill | Description |
|---|---|---|
| Pickpocket Mastery | Pickpocket 20 | Adds 20% to your pickpocket chance and increases carry weight by 50 points. Can craft Disguise Masks at tanning racks. Receiving training in Pickpocket also increases the Lockpicking skill if it is lower. |
| * Pickpocket Mastery | Pickpocket 40 | Adds 40% to your pickpocket chance and increases carry weight by 100 points. Can craft Disguise Masks at tanning racks. Receiving training in Pickpocket also increases the Lockpicking skill if it is lower. Can pickpocket any race of creature. |
| Trained Rabbit | Pickpocket 20 | Grants the “Trained Rabbit” power. At will, silently sends out a trained rabbit to lead you to the nearest loose valuable item (armor, weapon, key, book, soul gem, ingredient). It then returns to you. |
| Blood Money | Pickpocket 20 | You find 10-100 more gold when looting humanoid corpses slain in an especially violent fashion (with an attack that dealt at least 100 more damage than their remaining Health or a killmove). |
| Cutpurse | Pickpocket 30 | Odds of pickpocketing gold, keys, gems and jewelry increased by 50%. |
| Lawless World | Pickpocket 30 | Petty crimes are slowly forgotten, allowing your bounties for non-violent crimes to decay at a rate of 20% of your Pickpocket skill level each hour. |
| Thief’s Eye | Pickpocket 30 | When you enter a major city, illuminates a random citizen on the streets for 300 seconds. If you interact with the target during this time, they will carry valuable items (based on your Pickpocket skill). This can only occur once every 12-24 ingame hours. |
| Brotherhood Cocktail | Pickpocket 40 | Silently harm enemies by placing poisons in their pockets while pickpocketing. |
| On the Run | Pickpocket 40 | After you successfully pickpocket someone, sneaking is 200% more effective and movement speed is increased by 25% for 10 seconds. |
| Death’s Emperor | Pickpocket 40 | A cursed septim appears in your inventory. When someone else is in possession of the coin, your attacks deal 100% more damage and critical damage to them. You may craft more cursed coins at a Smelter. |
| * Death’s Emperor | Pickpocket 70 | A cursed septim appears in your inventory. When someone else is in possession of the coin, your attacks deal 200% more damage and critical damage to them. You may craft more cursed coins at a Smelter. |
| Payday | Pickpocket 40 | Most citizens carry 100 more gold on average. |
| Thief’s Luck | Pickpocket 50 | You may choose an item type (gold, jewelry, books, ingredients, potions, ingots, scrolls). Those illuminated by Thief’s Eye are three times more likely to carry items of your chosen type over other types. |
| Oblivious | Pickpocket 50 | Pickpocketing odds increased by 25% if the target is not detecting you. |
| Stalk the Prey | Pickpocket 60 | Preparing to pickpocket (sneaking behind a victim with the pickpocket message displayed) for at least 10 seconds adds 20% to your chance to pickpocket any item. |
| Method Actor | Pickpocket 60 | You are half as likely to be discovered when disguised. |
| * Method Actor | Pickpocket 100 | You are 99% less likely to be discovered when disguised. |
| Trickster | Pickpocket 70 | Can pickpocket equipped weapons, necklaces and rings. |
| Doomed to Plunder | Pickpocket 70 | Killing a victim in possession of the Death’s Emperor grants 100-300 more gold. |
| You Saw Nothing | Pickpocket 80 | Grants the “You Saw Nothing” power. Once a day, distract a target and others in a 40 foot radius around the target. For 45 seconds, you will not receive a bounty if they are the only witness of your crimes. Does not prevent them from defending themselves. |
| Crime Wave | Pickpocket 80 | Shortly after you pickpocket or speak with the target illuminated by Thief’s Eye, a new victim is illuminated, up to 4 times in a row. |
| Robbed Blind | Pickpocket 90 | Adds the Thief’s Eye effect to You Saw Nothing. |
| Mutiny | Pickpocket 90 | Grants the “Mutiny” power. At will, activates the curse of the Death’s Emperor, causing whoever is in possession of the coin to attack randomly for 30 seconds. Any deaths resulting from this can’t be traced back to you. |
| Master Thief | Pickpocket 90 | Pickpocketing a character automatically steals all of their gold, with no chance of detection. |
| Dragon Hoard | Pickpocket 100 | Whenever you sleep with 50000 or more gold in your inventory, you may choose to spend it to purchase a perk point. |
| Perfect Touch | Pickpocket 100 | Can pickpocket equipped items. |
| Perk | Skill | Description |
|---|---|---|
| Restoration Mastery | Restoration 20 | Cast Restoration spells for 35% less Magicka, and Restoration spells are 0.25% more powerful per level of Restoration. |
| * Restoration Mastery | Restoration 40 | Cast Restoration spells for 50% less Magicka, and Restoration spells are 0.5% more powerful per level of Restoration. |
| Restoration Dual Casting | Restoration 20 | Dual casting a Restoration spell empowers it, increasing effectiveness and cost. |
| Descending Light | Restoration 20 | When you enter combat, rapidly regenerate points of Magicka equal to half of your Restoration skill level per second. This effect gradually diminishes over the course of 15 seconds. The regeneration does not stop while casting. |
| Spirit Tutors | Restoration 30 | Two spirit tutors roam Skyrim. Find them and speak with them to receive a permanent blessing that makes Restoration spells 1% stronger per 20 points of Magicka. Each spirit tutor grants one blessing. |
| Hallowed Burial | Restoration 30 | Your attacks and Restoration spells and effects are 20% more powerful against undead enemies. |
| * Hallowed Burial | Restoration 60 | Your attacks and Restoration spells and effects are 30% more powerful against undead enemies. |
| Vigilant | Restoration 30 | Ward spells cost 50% less Magicka. The first ward you cast in combat costs no Magicka to maintain. |
| Edgewalker | Restoration 30 | Restoration spells are up to 30% more powerful if the recipient is below half Health. The bonus increases as Health decreases. |
| Inspire | Restoration 30 | Nearby living allies are healed 5 points per second. |
| * Inspire | Restoration 60 | Nearby living allies are healed 10 points per second. |
| Inner Light | Restoration 30 | Regenerate an extra 1% of your total Magicka per second. |
| * Inner Light | Restoration 60 | Regenerate an extra 2% of your total Magicka per second. |
| Exorcist | Restoration 40 | Study the arts of destroying the undead, learning the “Sunblast” spell. When your Restoration skill reaches 50, you learn “Holy Hands”. When your Restoration skill reaches 75, you learn “Stellar Core”. These spells deal damage to the undead. |
| Respite | Restoration 40 | Healing spells also restore Stamina equal to their power. |
| False Light | Restoration 40 | While in combat, you may cast targeted healing spells and effects on enemies to inflict damage equal to 40% of the heal amount. |
| Necromanticon | Restoration 40 | Study the arts of disease, learning the “Putrefy” spell. When your Restoration skill reaches 50, you learn “Death Cloud”. When your Restoration skill reaches 75, you learn “Carrion Wind”. These spells deal disease damage to nonmechanical targets. |
| Restoration Sorcerer | Restoration 40 | Restoration spells last 15% longer and are 15% more effective if not wearing armor. |
| Pilgrim | Restoration 50 | Shrine blessings you receive are 1% stronger per level of Restoration. |
| Warrior’s Flame | Restoration 50 | In combat, the Warrior’s Flame periodically touches a random target within 100 feet (including you). Friendly targets are blessed, restoring 15 points of Magicka and Stamina for 5 seconds. Hostile targets are cursed, draining the same amount instead. |
| Antimagic Field | Restoration 50 | Staying within 8 feet of an enemy while maintaining a ward prevents them from casting spells. No effect on massive targets. |
| Overflowing Cup | Restoration 50 | Receiving a healing spell or effect when you are already at full Health overheals you, regenerating 2% Health per second for 30 seconds. |
| Ashes to Ashes | Restoration 60 | Your Warrior’s Flame carries the essence of death. Hostile undead cursed by Warrior’s Flame take 20 points of damage per second. |
| Forbidden Sanctuary | Restoration 60 | When your ward blocks a spell, you gain Magicka equal to 25% of that spell’s cost (or 100% if you are blessed by Warrior’s Flame). |
| Sacred Flame | Restoration 60 | Your Warrior’s Flame carries the essence of life. Living allies blessed by Warrior’s Flame are healed 20 points per second. |
| Crusader’s Fire | Restoration 60 | In combat, targets within 30 feet affected by a Turn Undead spell or effect burn with divine fire, taking 10 points of damage per second for 10 seconds. Your attacks and critical strikes deal 25% more damage to targets affected by Crusader’s Fire. |
| Lightwielder | Restoration 60 | Increases False Light damage by 10% and allows the perks Sacred Guardian and Under my Wings to hit and damage enemies. |
| Sun’s Judgment | Restoration 60 | Sun spells deal 75% damage to the living, daedra, automatons and dragons. |
| * Sun’s Judgment | Restoration 90 | Sun spells deal full damage to the living, daedra, automatons and dragons. |
| Wheel of Life | Restoration 70 | In combat, gradually accumulates ambient lifeforce from the environment and releases it in periodic bursts, healing you 100 points every 30 seconds. Becoming affected by a different healing spell or effect restarts the cycle from the beginning. |
| Bastion Ward | Restoration 70 | Wards reduce incoming attack damage by 40% (or 20% for wards generated by Spellbreaker and Mage Ward). |
| Under my Wings | Restoration 70 | Dual casting a healing spell on yourself also casts it on nearby nonmechanical allies within 20 feet. Does not apply to concentration spells. |
| Chalice of Tears | Restoration 70 | If you are diseased or undead, your Restoration spells are 15% stronger and last 50% longer. |
| Plague Doctor | Restoration 70 | Nearby opponents get 25% weakness to poison and disease. |
| Sacred Guardian | Restoration 80 | Emanate a 20 foot aura of protection. Any living allies within range who fall below 30% Health are automatically healed 150 points. This effect has a 30 second cooldown per target. |
| Battle Cleric | Restoration 80 | When Warrior’s Flame blesses or curses a target, it also increases or reduces armor by 200 points and magic resistance by 25% for its duration. |
| Mage Ward | Restoration 80 | Casting a spell also raises a ward that increases armor rating by 100 and negates up to 100 points of spell damage and effects. |
| In Thy Name | Restoration 80 | Increases False Light damage by 15% when you are affected by a shrine blessing. |
| Enduring Ideal | Restoration 90 | Wheel of Life heals 25% more and each new cycle is 5 seconds faster than the last. |
| Gods and Mortals | Restoration 90 | Shrine blessings last 50% longer, and the blessings of the Divines (Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr, Talos, Zenithar) confer powerful additional effects. |
| Eternal Flame | Restoration 90 | Warrior’s Flame lasts twice as long. |
| Tome of Many Pages | Restoration 90 | Teaches 18 different Restoration spells. Each fortifies a single skill by 15 levels for 120 seconds. |
| Lingering Devotion | Restoration 90 | Healing spells linger, healing the original amount again over the course of 20 seconds. |
| Apotheosis | Restoration 100 | Grants the “Apotheosis” power. Once a day, casts Warrior’s Flame on all nearby for 20 seconds. Costs 250 Magicka. |
| Intervention | Restoration 100 | Once every 30 minutes, a higher power brings you back with full Health upon death. |
| Perk | Skill | Description |
|---|---|---|
| Smithing Mastery | Smithing 20 | Can create Steel/Bonemold items at a forge, and improve them twice as much. Can use each Repair Hammer and Whetstone twice. All items can be improved 5% more. |
| * Smithing Mastery | Smithing 40 | Can create Steel/Bonemold items at a forge, and improve them twice as much. Can use each Repair Hammer and Whetstone three times. All items can be improved 15% more. |
| Dwarven Autocannon | Smithing 20 | You can create Dwemer Autocannons at a forge or anvil. Use the “Dwarven Autocannon” power to deploy them. Cannons fire parallel to your crosshair for 30 seconds, dealing damage equal to 30% of your Smithing skill |
| * Dwarven Autocannon | Smithing 50 | You can create Dwemer Autocannons at a forge or anvil. Use the “Dwarven Autocannon” power to deploy them. Cannons fire parallel to your crosshair for 60 seconds, dealing damage equal to 40% of your Smithing skill, if you are within 12 feet. |
| Dwarven Smithing | Smithing 30 | Can create Dwarven armor and weapons at forges, and improve them twice as much. Dwarven equipment you wield is 5% more effective. |
| Advanced Workshop | Smithing 30 | You may choose to upgrade one grindstone or workbench to an Advanced version for 2500 gold. It improves items one tier higher (items can be improved beyond Legendary). Can be “Disassembled” by sneaking, allowing you to upgrade another of the same type. |
| Elven Smithing | Smithing 30 | Can create Elven armor and weapons at forges, and improve them twice as much. Elven equipment you wield is 5% more effective. |
| Arcane Blacksmith | Smithing 40 | You can improve enchanted weapons and armor and repair enchanted clothing. You do not need this perk to repair enchanted clothing if your Enchanting skill is 50 or higher. |
| Dwarven Engineering | Smithing 40 | Can create Dwarven Automata at forges, which require a Control Rod (non-craftable, found in Dwarven ruins) to command. New types of craftable automata are unlocked at Smithing 60, 80 and 100. Can also create Dwarven Repair Staves. |
| Recycle Materials | Smithing 40 | 50% chance to retain any materials you spend at an Advanced Grindstone or Advanced Workbench. |
| Electrobolt | Smithing 40 | Every fifth Dwarven Autocannon shot is an electromagnetic blast that moves slower than a regular shell but deals shock damage to Health and Magicka equal to 80% of your Smithing skill level. |
| * Electrobolt | Smithing 70 | Every fifth Dwarven Autocannon shot is an electromagnetic blast that moves slower than a regular shell but deals shock damage to Health and Magicka equal to 240% of your Smithing skill level. |
| Armor Padding | Smithing 40 | Can create and temper Linen and Leather padding at a tanning rack. They are clothing or Light Armor, function as body armor, and can be enchanted at 25% strength. |
| Layered Plates | Smithing 40 | Can create and temper Steel, Dwarven and Orichalcum armor plates at forges. They are Heavy Armor, function as body armor and can be enchanted at 25% strength. |
| Orcish Smithing | Smithing 50 | Can create Orcish armor and weapons at forges, and improve them twice as much. Orcish equipment you wield is 10% more effective. |
| Remote Control | Smithing 50 | Your Dwarven Autocannon now fires regardless of the distance between it and you. |
| Advanced Armors | Smithing 50 | Can create Scaled and Plate armor and Nordic weapons at forges, and improve them twice as much. Scaled, Plate and Nordic equipment you wield is 10% more effective. |
| Smithing Specialization | Smithing 60 | You may choose an item type: One-Handed, Two-Handed, Light Armor, Heavy Armor or Archery. Items of the chosen type can be improved 20% better at a grindstone or workbench. |
| Field Forge | Smithing 60 | Your carry weight is increased by 50. You can create a Field Forge kit at a forge. Use it once every 180 seconds to create a bridge, bed or crafting station of your choice, which crumbles after 180 seconds or upon entering combat. |
| Sandstone Sheath | Smithing 60 | When you draw a weapon, it is automatically sharpened, granting 25% extra attack damage for 10 seconds. This can only occur once every 30 seconds. |
| Ebony Smithing | Smithing 70 | Can create Ebony armor and weapons at forges, and improve them twice as much. Ebony equipment you wield is 15% more effective. |
| Firing Line | Smithing 70 | Your Dwarven Autocannon now deploys two cannons side by side. |
| Glass Smithing | Smithing 70 | Can create Glass armor and weapons at forges, and improve them twice as much. Glass equipment you wield is 15% more effective. |
| Iron Lore | Smithing 80 | If you Specialized in an armor type, your attacks ignore 15% of the armor rating of enemies wearing items of the chosen type. If you Specialized in a weapon type, you take 10% less damage from weapons of the chosen type. |
| Spin Up | Smithing 80 | Your Dwarven Autocannon gradually shoots faster over time, gaining 2% firing speed per shot, up to 200%. |
| High Yield Mining | Smithing 80 | Ore veins produce twice as much ore when mined. |
| Daedric Smithing | Smithing 90 | Can create Daedric armor and weapons at forges, and improve them twice as much. Daedric equipment you wield is 20% more effective. |
| Fuel the Inferno | Smithing 90 | When activating an Advanced Grindstone or Advanced Workbench, you may choose to sacrifice a Dragon Soul to improve items by a further one tier during that session. |
| Hidden Enchantments | Smithing 90 | Can now enchant padding and armor plates at 50% strength. |
| Dragon Smithing | Smithing 90 | Can create Dragon armor and Dragonbone weapons at forges, and improve them twice as much. Dragon equipment you wield is 20% more effective. |
| Heart of Creation | Smithing 100 | Pour your Dragonborn blood into the fire at one forge. Forging an item in this forge empowers you, increasing attack damage and critical strike damage by 15% and reducing attack damage taken by 15% for 1800 seconds. |
| Perk | Skill | Description |
|---|---|---|
| Sneak Mastery | Sneak 20 | Sneaking is 20% more effective. Sneak success depends on visibility (movement and light level), sound (movement and armor weight), skill level and distance. |
| * Sneak Mastery | Sneak 40 | Sneaking is 40% more effective. Sneak success depends on visibility (movement and light level), sound (movement and armor weight), skill level and distance. |
| Sneak Attack | Sneak 20 | Sneak attacks with one-handed weapons deal 100% more damage. Sneak attacks with any other weapon or fists deal 25% more damage. |
| Tripwire | Sneak 20 | Grants the “Tripwire” power. At will, places a tripwire in front of you for 120 seconds. It snaps when tripped, knocking all targets hit by it to the floor. |
| Silent Roll | Sneak 30 | Sprinting while sneaking executes a silent forward roll. |
| * Silent Roll | Sneak 60 | Sprinting while sneaking executes a silent forward roll for 15 Stamina. You are 100% harder to detect while rolling. |
| Sharp Eye | Sneak 30 | Grants the at-will powers “Spot Detection” which outlines humanoids within 150 feet detecting you for 30 seconds, and “Night Eye” which grants improved night vision for 120 seconds. |
| Demolition Job | Sneak 30 | All Destruction spells and scrolls are 1% more powerful per level of Sneak if the target is not detecting the caster (2% for rune spells). |
| Fog of War | Sneak 30 | Sneaking is 15% more effective against targets that are in combat with you, or 30% if they are in combat with someone else. |
| Silent Movement | Sneak 30 | Movement noise is reduced by 50%. |
| * Silent Movement | Sneak 60 | Movement noise is reduced by 100%. |
| Assassin’s Blade | Sneak 40 | Sneak attacks with daggers deal 1% more damage per level of Sneak. |
| Dynamic Entry | Sneak 40 | Performing a silent roll increases your weapon damage by 50% and unarmed damage by 40 points for 3 seconds. |
| Whiplash | Sneak 40 | Tripwire also reduces armor rating by 1000 points for 5 seconds. |
| Backstab | Sneak 50 | You deal 25% more damage and critical damage with daggers when striking a target from behind. |
| * Backstab | Sneak 80 | You deal 50% more damage and critical damage with daggers when striking a target from behind. |
| Light Foot | Sneak 50 | You won’t trigger pressure plates. |
| Right Behind You | Sneak 50 | You are adept at hiding in your target’s blind spot. Sneaking is 15% more effective within 30 feet and 30% more effective within 15 feet. |
| Dodge Roll | Sneak 60 | Performing a silent roll makes you ethereal for 1 second, causing all incoming attacks and spells to miss. |
| Smokescreen | Sneak 60 | Grants the “Smokescreen” power. Once a day, creates a 35 foot cloud for 180 seconds that blinds those in the cloud, preventing them from seeing sneaking targets. Sneak attacks against them deal 50% more damage. |
| Disengage | Sneak 60 | Grants the “Disengage” power. Once a day, all enemies within 100 feet who are attacking you or searching for you instantly stop and resume their normal activities. |
| Backup Plan | Sneak 70 | After being out of combat for at least 5 seconds, entering combat will place a Tripwire behind you for 60 seconds. This does not count against the limit of one Tripwire at a time. |
| Clean Escape | Sneak 70 | When you stand still for 8 seconds while sneaking, enemies within 150 feet no longer search for you. |
| Problem Solver | Sneak 80 | Sneak attacks deal 10% more damage for each 200 points of Health the target has, up to 50% more damage. |
| Behind Enemy Lines | Sneak 80 | Sneaking is 15% more effective for each enemy within 100 feet that is not detecting you. |
| Partystarter | Sneak 80 | When you gain invisibility, places a barrel of flammable booze at your location. When you lose invisibility, it explodes, dealing fire damage equal to twice your Sneak skill level and staggering targets. This effect has a 15 second cooldown and only activates in combat. |
| Cloak and Dagger | Sneak 90 | Breaking invisibility with a power attack is a guaranteed critical strike that deals 50% more critical damage. |
| Shadow Warrior | Sneak 90 | Entering sneak mode (5 second cooldown) or performing a silent roll in combat briefly makes you invisible, forcing opponents to search for you. |
| Greased Lightning | Sneak 90 | A hidden bottle enables you to leave a trail of grease whenever you perform a silent roll in combat. The grease lasts for 10 seconds and staggers running enemies, while sprinting enemies slip and fall to the ground. |
| Laughing Ghost | Sneak 100 | Grants the “Laughing Ghost” power. At will, while sneaking, teleport through the shadows behind a target to attempt a sneak power attack with your right weapon that deals double sneak attack damage. The target must be out of combat. |
| Escape Artist | Sneak 100 | Entering sneak mode causes all opponents who are searching for you to abandon their search. |
| Perk | Skill | Description |
|---|---|---|
| Speech Mastery | Speech 20 | Sell items for 10% more. Your intimidation attempts are twice as likely to succeed. |
| * Speech Mastery | Speech 40 | Sell items for 20% more. Your intimidation attempts are four times as likely to succeed. |
| And the Universe Listens | Speech 20 | Shouting restores points of Health, Magicka and Stamina equal to your shout cooldown in seconds. You gain Speech experience when shouting based on your shout cooldown. |
| Performer | Speech 20 | Grants the “Perform” power. Once a day, play a song to entertain up to five people within 50 feet and collect a donation from each, based on your Speech skill and the amount of gold they are carrying. |
| Leadership | Speech 20 | One of your followers does not count towards XP penalties for having multiple followers |
| * Leadership | Speech 40 | Two of your followers do not count towards XP penalties for having multiple followers |
| Dragon Tongue | Speech 20 | Learn a random word of power and gain 1 dragon soul. For every 20 points in your Speech skill, you will obtain one more dragon soul and unlock one more random word of power. |
| Time to Duel | Speech 20 | Once every 24 ingame hours, when you start a Triple Triad duel, your opponent will have stronger cards but also more gold to bet depending on his cards’ strength. |
| Kinship | Speech 30 | Buy items for 15% less when trading with the same race. |
| Bribery | Speech 30 | Can bribe guards to ignore crimes. |
| Serenade | Speech 30 | Performing to members of the opposite sex yields twice as much gold and potentially small items. |
| Business Relation | Speech 40 | Create a permanent bond with the next merchant you speak with. Buy items for 30% less from that specific merchant. |
| Windborne | Speech 40 | Shouting summons up a divine wind, granting 30% extra attack damage and 15% increased movement speed for 15 seconds. This effect stacks. |
| Screw The Rules | Speech 40 | At the beginning of a Triple Triad match, if you dislike the rules being used, you may choose to randomize them. |
| Salesman | Speech 50 | Can sell any type of item to any kind of merchant. |
| Force Redoubled | Speech 50 | 25% chance to reduce the cooldown of any shout to 3 seconds. |
| * Force Redoubled | Speech 80 | 50% chance to reduce the cooldown of any shout to 3 seconds. |
| Irresistible Dance | Speech 50 | Can Perform in combat to force the two nearest enemy people within 100 feet to dance spellbound, preventing them from acting and reducing their armor skills by 50 levels. Use again to stop. |
| Speak With Animals | Speech 50 | Can Activate animals to tame them, forcing them to follow you anywhere you go and fight for you until released. You can only have one Wild Companion at a time. Use the “Release Companion” power to release your Wild Companion. Grants the “Call Minions” power. |
| Investor | Speech 60 | Can invest 500 gold with a shopkeeper to increase his or her available gold by 500 permanently. |
| Hurricane Force | Speech 60 | Shouts that affect others are 1% more powerful per level of Speech. |
| Encore | Speech 60 | Able to Perform once per minute. |
| Earthquake Drum | Speech 60 | Can Perform in combat to unleash shockwaves. Each drumbeat deals 50 points of damage to nearby enemies within 30 feet. Use again to stop. |
| Skald | Speech 60 | Power attacks reduce the remaining duration of your shout cooldown by 5 seconds. |
| Shadow Realm | Speech 60 | At will, challenge any humanoid up to 10 levels above your own to a Triple Triad duel. They will have stronger cards than usual. The loser is left on the verge of death and paralyzed for 30 seconds. |
| Fence | Speech 70 | Can barter stolen goods with any merchant. |
| Thu’um of War | Speech 70 | Your shouts stagger nearby enemies within 25 feet, reducing armor rating by 300 points for 10 seconds and knocking enemies below 25% Health to the ground. |
| Horn of Sovngarde | Speech 70 | Grants the “Horn of Sovngarde” power. Once a day, blow a horn to call the nearest three friendly people (except followers) within 200 feet to follow you for 600 seconds. |
| * Horn of Sovngarde | Speech 100 | Grants the “Horn of Sovngarde” power. Once a day, blow a horn to call the nearest three friendly people (except followers) within 200 feet to follow you for one ingame day. |
| Merciless Storm | Speech 80 | Grants the “Merciless Storm” power. At will, spend stamina equal to 5 times your current shout cooldown to cancel it, allowing you to shout again immediately afterwards. |
| Witching Rhythm | Speech 80 | Earthquake Drum deals 50% more damage. Each beat of Earthquake Drum also briefly reduces the magic resistance of affected enemies by 200% for 0.4 seconds. |
| Golden Fiddle | Speech 80 | Irresistible Dance now also forces daedra, undead and animals to listen spellbound. |
| Gift of Kynareth | Speech 80 | Improves your Wild Companion. Wolves gain 100% extra attack damage. Spiders gain magic immunity. Bears gain 150 points of Health. Chaurus gain 300 points of armor. Saber cats gain 40% movement speed and move silently. |
| Private Stock | Speech 80 | Shopkeepers you have invested in sell additional enchanted weapons, armor pieces, jewelry, spell tomes and alchemy ingredients. |
| Duel The Monsters | Speech 80 | You may use the Shadow Realm power on undead, daedra and automatons. |
| Trade Prince | Speech 90 | Every merchant in the world gains 1000 gold for bartering. |
| War Drummer | Speech 90 | Each beat of Earthquake Drum also heals nearby allies by up to 20 points based on their missing Health percentage, and grants them 100% extra attack damage for 0.4 seconds. |
| Beastmaster | Speech 95 | Tamed animals get 25% increased attack damage, 150 points of Health, and move 25% faster. |
| Dovahzulaan | Speech 100 | For 20 seconds after using Merciless Storm, any shout you use also carries the previous shout. |
| Lord of the Dance | Speech 100 | Irresistible Dance can affect up to five enemies. |
| Perk | Skill | Description |
|---|---|---|
| Two-Handed Mastery | Two-handed 20 | Two-handed weapons do 25% more damage. |
| * Two-Handed Mastery | Two-handed 40 | Two-handed weapons do 50% more damage, and critical strikes with two-handed weapons do 2% more critical damage per level of Two-Handed. |
| Trained Fighter | Two-handed 20 | Reduces the Stamina cost of power attacks with two-handed weapons by 20 points. |
| Bleed Like a Dog | Two-handed 30 | Attacks with battle axes deal an additional 2 points of damage per second for 3 seconds to living targets. When the bleeding stops, they take damage equal to 20% of the Health they lost while bleeding. |
| * Bleed Like a Dog | Two-handed 60 | Attacks with battle axes deal an additional 3 points of damage per second for 3 seconds to living targets. When the bleeding stops, they take damage equal to 25% of the Health they lost while bleeding. |
| ** Bleed Like a Dog | Two-handed 90 | Attacks with battle axes deal an additional 4 points of damage per second for 3 seconds to living targets. When the bleeding stops, they take damage equal to 30% of the Health they lost while bleeding. |
| Crushing Blows | Two-handed 30 | Attacks with warhammers reduce the armor rating of armored enemies by 75 points for 15 seconds. |
| * Crushing Blows | Two-handed 60 | Attacks with warhammers reduce the armor rating of armored enemies by 100 points for 15 seconds. |
| ** Crushing Blows | Two-handed 90 | Attacks with warhammers reduce the armor rating of armored enemies by 125 points for 15 seconds. |
| Clash of Heroes | Two-handed 30 | Attacks with greatswords reduce the target’s attack damage by 15% for 3 seconds. |
| * Clash of Heroes | Two-handed 60 | Attacks with greatswords reduce the target’s attack damage by 20% for 3 seconds. |
| ** Clash of Heroes | Two-handed 90 | Attacks with greatswords reduce the target’s attack damage by 25% for 3 seconds. |
| Rive | Two-handed 40 | Power attacks with a battle axe ignore 25% armor. |
| * Rive | Two-handed 70 | Power attacks with a battle axe ignore 50% armor. |
| Batter | Two-handed 40 | Power attacks with a warhammer have 15% chance of a critical strike. All critical strikes with a warhammer deal double critical damage. |
| * Batter | Two-handed 70 | Power attacks with a warhammer have 25% chance of a critical strike. All critical strikes with a warhammer deal double critical damage. |
| Maul | Two-handed 40 | Power attacks with a greatsword destabilize a target, increasing the damage of your regular attacks against the target by 25% for 5 seconds. |
| * Maul | Two-handed 70 | Power attacks with a greatsword destabilize a target, increasing the damage of your regular attacks against the target by 50% for 5 seconds. |
| Ferocious Strength | Two-handed 40 | Power attack damage with two-handed weapons increased by 15% plus 0.1% per point of Stamina. Unlocks decapitations. |
| Heavy Weapon Throw | Two-handed 40 | You can throw any two-handed weapon, dealing 120% of their regular melee damage. They will return to your hand automatically. |
| Execute | Two-handed 50 | Forwards power attacks with a battle axe execute targets below 30% Health, delivering a critical strike that deals twenty times critical damage. |
| Avalanche | Two-handed 50 | Forwards power attacks with a warhammer daze a target for 8 seconds, causing it to stagger when struck by any unblocked attack. |
| Breach the Wall | Two-handed 50 | Forwards power attacks with a greatsword that would leave the target above 70% Health deal enough additional damage to make up the difference. |
| Ramming Speed | Two-handed 50 | Can perform a two-handed sprinting power attack that deals up to 50% more damage and critical damage to a target above half Health. The higher its remaining Health percentage, the more damage and critical damage is dealt. |
| Death or Glory | Two-handed 60 | Two-handed power attacks deal up to 100% more damage below half Health. The damage bonus increases as your Health decreases. |
| Decimate | Two-handed 60 | Sideways power attacks with a battle axe hit all targets in front of you. This deals 20% more damage for each enemy within 8 feet. |
| The Pendulum | Two-handed 60 | Sideways power attacks with a warhammer hit all targets in front of you. When this hits a target twice within 10 seconds, the second hit knocks the target to the ground, dealing 50% more damage and a critical strike that does double critical damage. |
| Subjugate | Two-handed 60 | Sideways power attacks with a greatsword hit all targets in front of you, lowering attack speed to 50% for 10 seconds. This effect has a 20 second cooldown per target. |
| Warmaster | Two-handed 60 | Two-handed forwards power attacks have 25% chance to paralyze targets, inflicting a critical strike for 2 times critical damage. |
| Bisect | Two-handed 70 | Standing power attacks with a battleaxe deal bonus damage equal to 15% of a target’s current Health. |
| Grand Slam | Two-handed 70 | Whenever a standing power attack with a warhammer inflicts a critical strike, it deals 3% more critical damage per point of Stamina. |
| Humiliate | Two-handed 70 | Standing power attacks with a greatsword fatigue a target, draining 150 points of Magicka and Stamina and halting regeneration for 5 seconds. |
| Massacre | Two-handed 70 | In combat, swinging a two-handed weapon has 10% chance to increase weapon damage by 175% for 3 seconds. |
| Staggering Impact | Two-handed 70 | While wielding a two-handed weapon, you stagger enemies 50% longer. |
| Wolfkin | Two-handed 80 | After performing 2 or more consecutive two-handed power attacks in combat, your next two-handed regular attack manifests a Spirit Wolf for 30 seconds that deals 15 bonus damage for each power attack. |
| Ram’s Head | Two-handed 80 | Bashing with a battle axe to interrupt an attack before it hits allows you to follow up with a power attack within 2 seconds to knock them to the ground. |
| Deadfall | Two-handed 80 | Bashing with a warhammer to interrupt an attack before it hits allows you to follow up with a power attack within 2 seconds to crush the attacker, reducing their armor by 500 points for 5 seconds. |
| Overthrow | Two-handed 80 | Bashing with a greatsword to interrupt an attack before it hits allows you to follow up with a power attack within 2 seconds to deliver a critical strike that deals three times critical damage and disarms them. |
| Rolling Charge | Two-handed 80 | Build up speed during a long distance sprinting power attack, inflicting a critical strike for 4 times critical damage if enough speed is accumulated. |
| Voice of Rage and Ruin | Two-handed 90 | In combat, swinging a two-handed weapon has 4% chance to activate your currently equipped power. |
| Enter the Arena | Two-handed 90 | Massacre always activates when you take your first two-handed swing in combat. This effect has a 30 second cooldown. |
| Bear Hide | Two-handed 90 | You take half damage from enemy attacks while power attacking with a two-handed weapon. |
| Slayer of a Thousand Sons | Two-handed 100 | In combat, two-handed weapons deal 5% more damage for each humanoid or animal you have slain in the previous battle, up to 40%. |
Arcane Research Manual
Besides the regular perks, you may also unlock abilities through the Arcane Research Manual in your inventory :
| Ability | Prerequisites | Cost | Description |
|---|---|---|---|
| Conduit | Enchanting 15, One-handed 20, Any spellcasting skill 25 | - | Unlocks short term weapon infusions (Conduit). |
| Spellsiphon | Restoration 25 and either Destruction 20 or Conjuration 20 | - | Absorption of external energies for use in various forms (Spellsiphon). |
| Draconic Transportation | - | 3 Dragon Souls | Unlocks 1/day fast travel |
| Rites of Worship | Favor 40 with any god | 1 Perk Point | Allows you to rise above Initiate rank in your chosen religion and gain new abilities by increasing your divine favor. (Gods and Worship). |