Perks are a feature introduced in The Elder Scrolls V: Skyrim. Every
time a level is gained, a point is granted to spend on a perk. However,
points do not need to be used immediately; they can be saved for use
later if the Dragonborn does not have the Skill Level required to have
that perk. Most perks will have certain requirements before they can be
chosen—for instance, perks after the first point in Shield Wall require
a Block level of 20 or higher. High-end perks, such as Shield Charge,
require a Block level of 100. Skill prerequisites aside, most perks for
a given skill depend upon a previously obtained perk. The exception
being the starting perk, that must be obtained first in order to obtain
any other perks for that skill. The skills of Destruction, Restoration,
Alteration, Heavy Armor, Sneak, Lockpicking, Pickpocket, and Speech all
have a perk dependency structure that is similar to a rooted tree. Hence
the term, perk tree. Some perks in a tree cannot be obtained by looping
around another path, after reaching the end of the tree. An example of
this is on the Smithing tree. The Daedric Smithing perk, which comes
before the Dragon Armor perk, cannot be obtained from the left side of
the tree, despite the Dragon Armor perk being visibly joined to the
Glass Armor perk. Perks are detailed on the individual skill pages,
along with their requirements.
Perk limit
There are 251 perks in the game. Originally, there was a level cap of
81, which meant a maximum of 80 perks could be acquired. As of patch
1.9, this limit has been lifted with the addition of Legendary Skills.
This addition grants the ability to level up past 81 by resetting skills
trees back to level 15. Doing this gives back perk points spent on the
skill to use on other locked perks while also letting the Dragonborn
level up and upgrade their health, magicka, or stamina indefinitely. One
can have all two-hundred and fifty-one perks by level 252.
Perk points refund
With the addition of Dragonborn add-on, and after completing the quest
"At the Summit of Apocrypha" the player is granted the option to refund
all the perks points in any Skill tree at the cost of one Dragon Soul.
The perks are returned and can be spent elsewhere. This can be done to
each skill tree as many times as liked so long as the player has Dragon
Souls to spend. The player can return to the area any time they want by
reading the Black Book: Waking Dreams anywhere on Solstheim.
The Mage
Illusion
-
Novice Illusion
- Cast Novice level Illusion spells for half magicka.
-
Illusion Dual Casting
-
Dual casting an Illusion spell overcharges the effects into an
even more powerful version.
-
Animage
-
Illusion spells now work on higher level animals (+8 levels).
Conjuration
-
Novice Conjuration
- Cast Novice level Conjuration spells for half magicka
-
Conjuration Dual Casting
-
Dual casting a Conjuration spell overcharges the effects into a
longer lasting version
-
Mystic Binding
- Bound weapons do more damage
Destruction
-
Novice Destruction
- Cast Novice level Destruction spells for half magicka
-
Destruction Dual Casting
-
Dual casting a Destruction spell overcharges the effects into an
even more powerful version
-
Apprentice Destruction
- Cast Apprentice level Destruction spells for half magicka
Restoration
-
Novice Restoration
- Cast Novice level Restoration spells for half magicka
-
Restoration Dual Casting
-
Dual casting a Restoration spell overcharges the effects into an
even more powerful version
-
Regeneration
- Healing spells cure 50% more
Alteration
-
Novice Alteration
- Cast Novice level Alteration spells for half magicka
-
Alteration Dual Casting
-
Dual casting a Alteration spell overcharges the effects into an
even more powerful version
-
Apprentice Alteration
- Cast Apprentice level Alteration spells for half magicka
Enchanting
-
Enchanter
-
New enchantments are 20/40/60/80/100% stronger (+20% per rank)
-
Fire Enchanter
- Fire enchantments on weapons and armor are 25% stronger
-
Soul Squeezer
- Soul gems provide extra magicka for recharging
The Warrior
Smithing
-
Steel Smithing
-
Can create steel armor and weapons at forges, and improve them
twice as much.
-
Arcane Blacksmith
- Magical weapons and armor can now be improved.
-
Elven Smithing
-
Can create Elven armor and weapons at forges, and improve them
twice as much.
Heavy Armor
-
Juggernaut
-
Increases armor rating for Heavy Armor by 20% (+20% per
additional rank)
-
Fists of Steel
-
Unarmed attacks with Heavy Armor gauntlets do their base armor
rating in extra damage. Sneak attack bonus is two times the
damage. Khajiit and Argonians gain bonus unarmed damage from
their claws, which stacks with this perk. Gloves of the Pugilist
provides the Fortify Unarmed enchantment for further damage.
-
Well Fitted
-
25% armor bonus if wearing all Heavy Armor: head, chest, hands,
feet
Block
-
Shield Wall
- Blocking is 20% more effective (+5% per additional rank)
-
Deflect Arrows
- Arrows that hit the shield do no damage
-
Quick Reflexes
-
Time slows down if you are blocking during an enemy's power
attack
Two-Handed
-
Barbarian
-
Two-Handed weapons do 20% more damage (+20% per additional rank)
-
Champion's Stance
-
Power attacks with two-handed weapons cost 25% less stamina
-
Limbsplitter
-
Attacks with battle axes cause extra bleeding damage (Additional
ranks raise the bleeding damage)
One-Handed
-
Armsman
-
One-handed weapons do 20% more damage (+20% per additional rank)
-
Fighting Stance
-
Power attacks with one-handed weapons cost 25% less stamina
-
Hack and Slash
-
Attacks with war axes cause extra bleeding damage (additional
ranks raise the bleeding damage)
Archery
-
Overdraw
- Bows do 20% more damage (+20% per additional rank)
-
Eagle Eye
- Pressing Block while aiming will zoom in your view
-
Critical Shot
-
10% chance of a critical hit that does extra damage (+5% chance
and +25% critical damage per additional rank)
The Thief
Light Armor
-
Agile Defender
-
Increase armor rating for Light Armor by 20% (+20% per
additional rank)
-
Custom Fit
-
25% armor bonus if wearing all Light Armor: head, chest, hands,
feet
-
Unhindered
-
Light Armor weighs nothing and doesn't slow you down when worn
Sneak
-
Stealth
-
You are 20% harder to detect when sneaking (+5% per additional
rank, max 40% with 5/5)
-
Muffled Movement
- Noise from armor is reduced by 50%
-
Backstab
-
Sneak attacks with one-handed weapons now do six times damage.
This bonus stacks with the Shrouded Gloves enchantment, giving
12 times normal damage. It can also apply to the Berserker Rage
power, offering 12 times normal damage, or 24 times normal
damage with both Shrouded Gloves and the race power active.
Lockpicking
-
Novice Locks
- Novice locks are much easier to pick
-
Quick Hands
- Able to pick locks without being noticed
-
Wax Key
-
Automatically gives you a copy of a picked lock's key if it has
one
Pickpocket
-
Light Fingers
-
Pickpocketing bonus of 20%. Item weight and value reduce
pickpocketing odds (+20% per additional rank)
-
Night Thief
- +25% chance to pickpocket if the target is asleep
-
Poisoned
- Silently harm enemies by placing poisons in their pockets
Speech
-
Haggling
-
Buying and selling prices are 10% better (+5% per additional
rank)
-
Allure
- 10% better prices with the opposite sex
-
Bribery
- Can bribe guards to ignore crimes
Alchemy
-
Alchemist
-
Potions and poisons are 20% / 40% / 60% / 80% / 100% stronger.
-
Physician
-
Potions you mix that restore health or stamina are 25% more
powerful.
-
Poisoner
- Poisons you mix are 25% more effective.