Skyrim's skills and perks detailed
An enterprising fan has sussed out a bunch of details about Skyrim's perks and racial bonuses, based on his time with the game at 2011 Eurogamer Expo.
The Elder Scrolls V: Skyrim was recently playable at the Eurogamer Expo, letting some fans get their hands on Bethesda's upcoming RPG and its character creator for the first time. A wealth of new information about the games Perks (skill-related boosts), and information about race-specific bonuses were cobbled together by an enterprising fan at the event.
With the help of an audio recorder, Bethesda forum member "Sammuthegreat" posted an impressive list of Skyrim's Perks, which was later reposted on the Skyrim Forums. Sammuthegreat says that due the poor audio quality of some of his recorded notes, a few perks are missing from the list. "I only missed 2 or 3," he posted, also clarifying that the listed perks aren't necessarily listed in the correct order either. Instances where he wasn't clear about a Perk have been noted as well.
In any event, the info below serves as a decent early primer for those of us who have already started imagining what characters we might play.
The Elder Scrolls V: Skyrim - Racial Bonuses
- 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 50%, breathe underwater
The Elder Scrolls V: Skyrim - Skills and Perks (incomplete list)
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
- 2 effects of an ingredient are revealed when testing it for the first time (instead of just one)
Another (unclear recording, sorry!)
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 spellcasting (from ANY school) is done silently
- Spells work on undead, daedra and automatons
- One I genuinely didn't understand, and it wasn't clear on the recording either - something about "Kindred Mage" or something.
- 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 (and I think summon creature in their place, not 100% on that though, dodgy recording)
- 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% magicka etc.
- Shock damage chance to disintegrate targets if their health is under 10%
- 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% less magicka etc
- Healing spells do 50% more healing
- Something about recharging healing spells (sorry about poor recording quality, it was in my pocket!)
- More is recharged with each hit with healing spells (again, sorry not 100% sure what this means!)
- Spells more effective against undead
- Once a day chance to autocast 250HP 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
- Another couple - bad recording again
Enchanting
- Enchants are 20% stronger (ranked)
- Enchanted armour 25% 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% stronger (individual perks for each element) (probably ranked)
Heavy Armour
- Increase armour rating 20% (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% armour if in matching set
- 25% armour bonus if all in heavy armour (not necessarily matching)
- 50% less stagger if all in heavy armour
- 10% damage reflected back to enemy if all in heavy armour
2-handed weapons
- 2h weapons do 20% more damage (5 ranks)
- Attacks with warhammers ignore 25% armour (ranked)
- Attacks with battleaxes do extra bleeding damage (ranked)
- Attacks with greatswords 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% crit chance
- Move faster with drawn bow
- Recover twice as many arrows from dead bodies
- 50% chance of paralysing for few seconds (might be 15%, can't really hear...)
- Draw bow 30% faster
- Another about arrows - can't hear
Sneak
- 20% 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%
- 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
The Elder Scrolls V: Skyrim hits PC, Xbox 360, and PlayStation 3 on November 11.
(via PC Gamer)
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Jeff Mattas posted a new article, Skyrim's skills and perks detailed.
An enterprising fan has sussed out a bunch of details about Skyrim's perks and racial bonuses, based on his time with the game at 2011 Eurogamer Expo.-
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You equip the same as you equip any other item. Go to your inventory, highlight the torch, press the key you want to quick slot it to, then press that key in game to whip it out.
There are mods out there that let you drop lit torches too for extra light, I think vanilla snuffs them out when you drop them.-
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Then you... put it away? It's not like every dungeon is 100% combat.
I just used them when exploring, and dropped them when I needed some extra light in an area thanks to that mod. I hope they chose a better night vision effect in Skyrim for all our sakes. If you want the spell to last longer that's probably a simple mod you can do on your own if someone hasn't already done it for you. -
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Give yourself one of these next time you start the game! http://elderscrolls.wikia.com/wiki/Ring_of_Nighteye
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http://www.tesnexus.com/downloads/file.php?id=1797
You're welcome.
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