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    Prepare yourself… it’s big.
    An extensive list of skills, perks and abilities have appeared on the Elder Scrolls V: Skyrim fansite TheElderScrollsSkyrim.com following a compilation effort by players at a recent public demonstration of the upcoming RPG.
    For example, if you start as a Nord you’ll get the ‘Battlecry’ ability (whatever that is) whereas Redguards get ‘Adrenaline Rush’. 
    Full list of compiled skill tree perks/abilities/upgrades as follows:
    Racial Abilities

    ORCS: Beserker
    REDGUARDS: Adrenaline Rush
    WOOD ELF: Resist poison, resisit disease, command animals
    NORD: Battlecry
    KHAJIIT: Night-eye, claw attacks
    IMPERIAL: Voice of the Emperor, find more coins when looting
    HIGH ELF: Regenerate Magicka more quickly
    DARK ELF: Ancestor’s Wrath (surround self in fire), resist fire
    BRETON: Dragonskin (absorb spells), resist shock
    ARGONIANS: Histskin (regenerate health quickly), resist disease, breathe underwater
    Note on racial stats: Each race starts off with different stats.
    Argonians start with 25 in Lockpicking, 20 in Pickpocketing, Sneak, etc…
    Orcs start with 25 in Heavy Armour, 20 in Enchanting, Smithing etc…

     
    Perk Trees:
    Speech

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

    Alchemy

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

    Illusion

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

    Conjuration

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

    Destruction

    More damage for each school (fire, frost and shock) – ranked
    Novice for 50 per cent magicka etc.
    Shock damage chance to disintegrate targets if their health is under 10per cent
    Frost damage chance to paralyse targets if health low
    Fire damage chance to make low health enemies flee
    Place runes 5x farther away

    Restoration

    Healing spells also restore stamina
    Novice for 50 per cent less magicka etc
    Healing spells do 50 per cent more healing
    Recharging healing spells
    More is recharged with each hit with healing spells (unclear)
    Spells more effective against undead
    Once a day chance to autocast 250HP restoration when health drops low
    Magicka regenerates 25 per cent faster

    Alteration

    Novice for 50 per cent less etc
    Alteration spells have greater duration (ranked)
    Absorb 30 per cent magicka that hits you

    Enchanting

    Enchants are 20 per cent stronger (ranked)
    Enchanted armour 25 per cent stronger
    “Soul gems provide extra magicka for recharging” – again, dodgy recording but that’s what I heard, even if it doesn’t make much sense
    Death blows to creatures but not people trap souls for weapon recharge
    Health, magicka and stamina enchants stronger
    Extra effect on already-enchanted weapon can be applied
    Shock, Frost and Fire enchants 25 per cent stronger (individual perks for each element)

    Heavy Armour

    Increase armour rating 20 per cent (5 ranks)
    Unarmed attacks with heavy armour gauntlets – damage increased by gauntlets’ armour rating
    Half fall damage if all in heavy armour
    Heavy armour weighs nothing and doesn’t slow you at all
    Additional 25 per cent armour if in matching set
    25per cent armour bonus if all in heavy armour (not necessarily matching)
    50per cent less stagger if all in heavy armour
    10per cent damage reflected back to enemy if all in heavy armour

    2-handed weapons

    2h weapons do 20 per cent more damage (5 ranks)
    Attacks with warhammers ignore 25per cent armour (ranked)
    Attacks with battleaxes do extra bleeding damage (ranked)
    Attacks with greatswords do extra critical damage (ranked)
    Power attacks cost 25 per cent less stamina
    Standing power attacks do 25 per cent bonus damage, chance to decapitate
    Sprinting power attacks do double (critical) damage
    Sideways power attacks hit all targets
    Backwards power attacks have 25 per cent chance of paralysis

    Archery

    Bows do 25 per cent more damage
    Zoom in
    Zooming slows time
    10 per cent crit chance
    Move faster with drawn bow
    Recover twice as many arrows from dead bodies
    50per cent chance of paralysing for few seconds
    Draw bow 30 per cent faster

    Sneak

    20 per cent harder to detect (ranked)
    Sneak attacks do 6x damage with 1h weapons
    Sneak attacks with bows do 3x damage
    Sneak attacks with daggers do 15x damage (end perk on skill tree)
    Noise from armour reduced 50 per cent
    No longer activate pressure plates
    Sprinting while sneaking performs silent forward roll
    Running does not affect detection chance
    Crouching can make hostile enemies lose sight of you and search for a target

     

    Paul Younger
    Founder and Editor of PC Invasion. Founder of the world's first gaming cafe and Veteran PC gamer of over 22 years.

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