The Elder Scrolls V: Skyrim (8 Viewers)

OP
ßöмßäяðîëя
Apr 12, 2004
77,165
  • Thread Starter
  • Thread Starter #223
    Perk Trees and Racial Abilities


    Elder Scrolls fans had a chance to get some hands on time with The Elder Scrolls V: Skyrim recently at the Eurogamer Expo, and have collated a big old list of information on most of Skyrim’s Perks over on The Elder Scrolls Skyrim fan site. These extra abilities can boost your major skills. One will cause your lightning bolt spell to outright evaporate your enemy if their health is low enough. Another will make items cheaper when you buy from the opposite sex you charming rogue, you.

    There will be more pronounced racial differences in Skyrim, too. A scaly Argonian will have different baseline stats to a sturdy Orc. They’re more adept at picking locks, but can’t take a punch quite as well. As with Oblivion, each race will start with a racial ability of which the most impressive is surely the Dark Elf’s Ancestor’s Wrath, which surround him in wreaths of flame. In Oblivion, these abilities could often only be used once every 24 hours. A bit of Ancestor’s Wrath after breakfast would be a great way to start the day, don’t you think? Read on for the full list of perks discovered so far.

    Perk Trees
    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)

    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
    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
    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% faster

    Alteration

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

    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)

    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

    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

    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
     

    Paid-off-Ref

    Senior Member
    Dec 16, 2004
    4,102
    Hmmm....I don't know about this game.

    I bought Oblivion in 2007 and played it a bit. It had a really typical videogame medieval storyline (king has been killed, darkness coming to the land yadayadayada) so I got pretty disinterested before I even finished it.
    Without giving any spoilers, can anyone confirm that this game brings something else to the table storyline-wise?
     

    CaesarCod

    Senior Member
    Mar 13, 2008
    1,852
    Hmmm....I don't know about this game.

    I bought Oblivion in 2007 and played it a bit. It had a really typical videogame medieval storyline (king has been killed, darkness coming to the land yadayadayada) so I got pretty disinterested before I even finished it.
    Without giving any spoilers, can anyone confirm that this game brings something else to the table storyline-wise?
    Its not all about the main Quest. There are fantastic side quests - if you just do the main one it will get boring. Me, i played heaps of hours and didn't even touch the main quest in Oblivion. That poor Kvatch still has a Gate open haha.
     

    Salvo

    J
    Moderator
    Dec 17, 2007
    62,797
    I avoid the main quest for as long as possible, I like good games to last. I seriously immersed myself into Oblivion.
     

    Users Who Are Viewing This Thread (Users: 0, Guests: 8)