Skyrim Fan Uncovers Perks and Racial Traits

Skyrim Fan Uncovers Perks and Racial Traits

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Want to make a ninja mage in Skyrim? Then go ahead!

A dedicated Skyrim fan has posted a rough and ready guide to the game's various racial traits and skill perks which he recorded at the recent Eurogamer Expo. The fan, who goes by "Sammuthegreat" on the Bethesda forums, managed to make fairly detailed notes on 12 of the game's 18 skills, as well as all of the races.

The list isn't exhaustive however, as Sammu wasn't able to note down every perk for every skill, or whether some of them have ranks or not. It's also worth mentioning that Sammu made this list in a hurry, so there may be some mistakes. All the same, just looking at it shows that there's plenty of scope for character customization, even with the reduced number of skills.

The racial traits are:

Orc: Berserker
Redguard: Adrenaline Rush
Wood Elf: Resist Poison, Resist Disease, Command Animals
Nord: Battle Cry
Khajiit: Night Eye, Claw Attacks
Imperial: Voice of the Emperor, Find More Coins When Looting
High Elf: Regenerate Magicka More Quickly
Dark Elf: Ancestor's Wrath (surround self in fire), Resist Fire
Breton: Dragon Skin (absorb spells), Resist Shock
Argonian: Histskin (regenerate health quickly), Resist Disease 50%, Breathe Underwater

As you can see from the list, a lot of racial traits, like Voice of the Emperor or Adrenaline Rush, return from previous Elder Scrolls games. Others, likes Histskin and Battle Cry are new, and others have been tweaked, like the Argonian's resistance to diseases, which has seemingly gone down from 75% to 50%. Sammu also noted that different races get different bonuses to skills.

The skill perks are:

Speech
- Buying and selling price 10% better (5 ranks)
- 10% price buying from opposite sex
- Invest in shops and increase available gold permanently in invested stores
- Master Trader - every merchant in world gains 1000 gold for bartering
- Buy and sell from any merchant regardless of what they normally buy and sell
- Intimidation attempts twice as successful
- Persuasion attempts more likely successful

Alchemy
- Potions 20% stronger (5 ranks)
- Potions for restore health, magicka or stamina are 25% more powerful (maybe ranked)
- Poisons 25% more effective (maybe ranked)
- Poisons last for twice as many hits
- Two ingredients are gathered from plants
- 50% resistance to all poisons
- All negative effects removed from potions and all positive removed from poisons
- Two effects of an ingredient are revealed when testing it for the first time (instead of just one)

Illusion
- Dual casting overcharges effect for more powerful spell
- Cast Novice spells for 50% less magicka
- Cast Apprentice spells for 50% less magicka
- Cast Adept, Expert, Master etc spells for 50% less magicka (more levels this time around)
- Spells work on higher level animals
- Spells work on higher level people
- All spell casting (from any school) is done silently
- Spells work on undead, Daedra and automatons
- Fear spells work on higher level enemies

Conjuration
- Novice for 50% magicka etc (up to Master)
- Dual casting overcharges --> greater spell effect
- Bound weapons do more damage
- Bound weapons cast Soul Trap on target
- Bound weapons banish certain creatures
- Reanimate undead with 100 more health
- Summon 2 Atronachs or reanimated zombies
- Summon Atronachs at twice the distance
- Summoned Atronachs twice are as strong

Destruction
- More damage for each school (fire, frost and shock) - ranked
- Shock damage chance to disintegrate targets if their health is under 10%
- Frost damage chance to paralyze targets if health low
- Fire damage chance to make low health enemies flee
- Place runes 5x farther away

Restoration
- Healing spells also restore stamina
- Novice for 50% less magicka, etc.
- Healing spells do 50% more healing
- Spells more effective against undead
- Once a day chance to auto-cast 250 HP restoration when health drops low
- Magicka regenerates 25% faster

Alteration
- Novice for 50% less etc
- Alteration spells have greater duration (probably ranked)
- Absorb 30% magicka that hits you

Enchanting
- Enchantments are 20% stronger (ranked)
- Enchanted armor 25% stronger
- Death blows to creatures (but not people) trap souls for weapon recharge
- Health, magicka and stamina enchants stronger
- Extra effect can be applied to enchanted weapons
- Shock, Frost and Fire enchants 25% stronger (individual perks for each element) (probably ranked)

Heavy Armor
- Increase armor rating 20% (5 ranks)
- Unarmed damage increased by gauntlets' armor rating
- Half fall damage if all in heavy armor
- Heavy armor weighs nothing and doesn't slow you down
- 25% armor bonus if in matching set
- 25% armor bonus if all in heavy armor (not necessarily matching)
- 50% less stagger if all in heavy armor
- 10% damage reflected back to enemy if all in heavy armor

Two-Handed Weapons
- Two-handed weapons do 20% more damage (5 ranks)
- Attacks with war hammers ignore 25% armor (ranked)
- Attacks with battleaxes do extra bleeding damage (ranked)
- Attacks with great swords do extra critical damage (ranked)
- Power attacks cost 25% less stamina
- Standing power attacks do 25% bonus damage, chance to decapitate
- Sprinting power attacks do double (critical) damage
- Sideways power attacks hit all targets
- Backwards power attacks have 25% chance of paralysis

Archery
- Bows do 25% more damage
- Zoom in
- Zooming slows time
- 10% critical chance
- Move faster with drawn bow
- Recover twice as many arrows from dead bodies
- Chance of paralyzing for few seconds
- Draw bow 30% faster

Sneak
- 20% harder to detect (ranked)
- Sneak attacks do 6x damage with one-handed weapons
- Sneak attacks with bows do 3x damage
- Sneak attacks with daggers do 15x damage (last perk on the skill tree)
- Noise from armor reduced by 50%
- No longer activate pressure plates
- Sprinting while sneaking performs silent forward roll
- Running does not affect detection chance
- Crouching can make hostile enemies lose sight of you and search for a target

As I said, the list isn't complete, as there are both perks and skills missing from it, but - if nothing else - you can get a sense of what's in store in the game. Of course, as there's a while to go before Skyrim comes out, a lot of these details could change.

Skyrim comes out for PC, PS3, and Xbox 360 on November 11th.

Source: Bethesda Forums via VG247

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Very nice. Looks easier to understand than the cumbersome systems previously used, and theres much more choices!

Though, previous games let you choose ALL specs by just grinding, so it might infuriate many that you now only can choose some trees and not being great at everything :D

EDIT: "Decapitation"? So Skyrim will be a lot more gore-y? I dont mind! Thought it felt a bit wrong when slashing an enemy resulted in them flying like they were hit by a hammer (which is also awesome, just lacks the "feel" of a blade).

Wow. When I played it at Eurogamer I found I didn't have enough time to look at one skill properly let alone 12.

One thing this guide doesn't describe is how nice the weapons sound. OMG they sound perfect.

I am going to make a typical sword and shield Imperial warrior heroic type guy (maybe with a bit of restoration or destruction) then I will make a heavily armored Orc warrior type person who uses big two handed weapons and is a mean douchebag who loves to fight.

EDIT: And obviously I'll have a mage too as my second character but I don't know yet what specifics

I like the Alchemy perks. While Potions were game-breaking in morrowind, in Oblivion they were kinda pointless, without mods.

deadra and automatons? if you throw in dragons demons AND robots into one game!....i think my pc might explode from the possibilites! a demonic robot steam punk dragon?! :D

Khajiit: Night Eye, Claw Attacks

As in different stats or animations for Khajiit unarmed? Finishers where I can scratch someones eyes out? Enchanted claws????

Totally making an unarmed alchemist enchanter Khajiit if it that will be in the game. Just imagine having claws coated in poison that also electrocute people!

Holy shit, 15x sneak attack damage with daggers! That's insane!

Looks like my idea to play a dual-dagger-wielding-Bosmer-assassin-archer is going to pay off...

glad to see their keeping the magics sepperated also lol at wood elves drawing the short straw with command animals never could make use of that in oblivion

also: "Summoned Atronachs twice are as strong" is that a typo?

edit: after all this the only bad thing about skyrim that I heard of is forced third person horses
and I NEVER USE HORSES in any game besides RDR

Looks like I might be successfully able to create a true Witcher in skyrim. Alchemy, 2 handed, destruction and alteration, probably light armour and a bit of enchantment too. My attempts in Oblivion and recently in Morrowind ended with disappointing results.

Spoon E11:
Wow. When I played it at Eurogamer I found I didn't have enough time to look at one skill properly let alone 12.

One thing this guide doesn't describe is how nice the weapons sound. OMG they sound perfect.

How was it, was it any good?

Haakong:

EDIT: "Decapitation"? So Skyrim will be a lot more gore-y? I dont mind! Thought it felt a bit wrong when slashing an enemy resulted in them flying like they were hit by a hammer (which is also awesome, just lacks the "feel" of a blade).

Well... more or less. We do have them deathblows now.. right? ;P

Gonna be all happy with my daggery sneaky heavy armor person yes.
(I know the combination is weird but worked suprisingly well after I walked around half of Oblivion with no boots on.. :P )

"- Unarmed damage increased by gauntlets' armor rating"

So this is where the unarmed skill went.
Steel gloves hurt more. I like it.

I still will never accept the mentality that LESS content in a game is an improvement. I don't care if the skills weren't crucial, they were there if you wanted to use them, so why even take them out?
Eventually we'll be down to just Melee/Magic/Stealth.

Ranorak:
"- Unarmed damage increased by gauntlets' armor rating"

So this is where the unarmed skill went.
Steel gloves hurt more. I like it.

Makes you wonder why it was not implented earlier right?
I mean... would it not be logical? Gloves hurting more then fists?

Still I liiiiike :)

Superior health regeneration to my favorite race? Thanks!

Cool.
If enemies and guards aren't capable of ESP any more, I'll be a sneaky illusionist.

Okay NOW I want Skyrim.

God dammit. I'm going to have to get in now aren't i?

Seem like they favor two handed. Nothing for duel wield, Nothing for single wield, Nothing for sword and board. Seems if you want perks you better duel wield. To be honest I more ticked about nothing for shield users I like my tanks.

IceStar100:
Seem like they favor two handed. Nothing for duel wield, Nothing for single wield, Nothing for sword and board. Seems if you want perks you better duel wield. To be honest I more ticked about nothing for shield users I like my tanks.

That was an INCOMPLETE LIST up there. Read the article again. I specifically remember seeing a "Block" skill tree during the E3 demo.

Looks like there's a lot of possibilities with all these skills...less than two months till everybody's social life goes down the drain!

'Crouching can make hostile enemies lose sight of you and search for a target'

Well that doesn't sound like a game-breaking skill at all does it!

Sprint at enemy before they have a chance to attack.
Crouch in front of them in sneak mode.
Whip out dagger.
Attack with 15x Damage bonus.
Win.

I hope it doesn't work like that, but seems to sound that way...

Ooooohhh... "- Death blows to creatures (but not people) trap souls for weapon recharge"

Automatic enchantment regeneration, that's awesome.

I can't stop humming the theme. DOVAHKIIN, DOVAHKIIN!.

Doesn't Redguard's racial trait seem to be nothing but Black Rage?

Some things that aren't listed:

Smithing
Block
One-handed
Light armor

Though there are several others.

TheBobmus:
'Crouching can make hostile enemies lose sight of you and search for a target'

Well that doesn't sound like a game-breaking skill at all does it!

Sprint at enemy before they have a chance to attack.
Crouch in front of them in sneak mode.
Whip out dagger.
Attack with 15x Damage bonus.
Win.

I hope it doesn't work like that, but seems to sound that way...

This is not the actual perk decription, and even if it was there is nothing there saying that crouching will ALWAYS make enemys lose sight it can probably work only if the enemys can't see you (because you're behind a wall or something), and depands on your sneak skill, the light level ect...

Denamic:
Cool.
If enemies and guards aren't capable of ESP any more, I'll be a sneaky illusionist.

Oh for the love of the Nine, don't even get me started.

*Commits crime in middle of nowhere with no witnesses*

Guard: "STOP! YOU VIOLATED THE LAW!"

Me:

image

Ahh, it's going to be fun playing as a stealthy, stealthy, sneak. Especially that X15 bonus on dagger attacks! So...is it November yet? Please? I don't think I can wait until 11-11...

That's really nice (and quite awesome, actually, yay effective stealthing!), but when are they gonna announce the system specs?

Pat8u:

Spoon E11:
Wow. When I played it at Eurogamer I found I didn't have enough time to look at one skill properly let alone 12.

One thing this guide doesn't describe is how nice the weapons sound. OMG they sound perfect.

How was it, was it any good?

It was a lot more like fallout, it uses perk mechanics and the same lockpick minigame but A leap forward by the looks of things.

Fawxy:

Denamic:
Cool.
If enemies and guards aren't capable of ESP any more, I'll be a sneaky illusionist.

Oh for the love of the Nine, don't even get me started.

*Commits crime in middle of nowhere with no witnesses*

Guard: "STOP! YOU VIOLATED THE LAW!"

Me:

image

*accidentally shoves bolt of fuck you lighting up the ass of a guard that is supporting him in the oblivion realm*

"STOP! YOU VIOLATED THE LAW!"

HIS BODY WAS NOT RETRIEVED HOW DO YOU KNOW I FRIED HIM!?!?

So Altmer get higher magicka regen? What about higher total magicka? No? I suppose I can make do with that. It seems like the Altmer doesn't have elemental weaknesses anymore, along with disease resistance, but that's a good tradeoff seeing as it's a lot less risky. BTW Holy Shit they replaced the Dunmer Ancestor Guardian with an awesome fire blast/shield!

Pat8u:
lol at wood elves drawing the short straw with command animals never could make use of that in oblivion

Well, considering that one of the animals this time around is a wooly mammoth, I think the Bosmer have an ace up their sleeves.

The information. So golden, so beautiful. The gaming Gods are shinning on me today.

RT-Medic-with-shotgun:

Fawxy:

Denamic:
Cool.
If enemies and guards aren't capable of ESP any more, I'll be a sneaky illusionist.

Oh for the love of the Nine, don't even get me started.

*Commits crime in middle of nowhere with no witnesses*

Guard: "STOP! YOU VIOLATED THE LAW!"

Me:

image

*accidentally shoves bolt of fuck you lighting up the ass of a guard that is supporting him in the oblivion realm*

"STOP! YOU VIOLATED THE LAW!"

HIS BODY WAS NOT RETRIEVED HOW DO YOU KNOW I FRIED HIM!?!?

You dare challenge the hive mind of the imperial guard?!

 

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