The Elder Scrolls 5: Skyrim Special Edition beginner's guide

Numerous things set this game apart from previous entries in the Elder Scrolls series, but none are more important to character customisation than the perks. There are 280 different perks to choose from as you level up - one per level. Due to the loss of attributes these are the only way to improve your skills without directly improving them.

Mage Sign

Alteration

Novice Alteration
Ranks: 1
Effect: Cast Novice level Alteration spells for half magicka.

Alteration Dual Casting
Requisites: Alteration 20, Novice Alteration
Ranks: 1
Effect: Dual casting an Alteration spell overcharges the effect into a more powerful spell.

Apprentice Alteration
Requisites: Alteration 25, Novice Alteration
Ranks: 1
Effect: Cast Apprentice level Alteration spells for half magicka.

Mage Armour
Requisites: Alteration 30, Apprentice Alteration
Ranks: 3
Effect: Protection spells like Stoneflesh or Oakflesh are 2x as strong if not wearing armour. Each rank increases the multiplier by 1
Notes: Don’t bother with this unless you’re using a fully non-armour build. It’s a very powerful perk but it’s only compatible with robes or clothing. Honestly you don’t need armour when you can cast a Stoneflesh spell that grants 240 armour.

Magic Resistance
Requisites: Alteration 30, Apprentice Alteration
Ranks: 3
Effect: Blocks 10% of a spells effect, +5% per rank.

Adept Alteration
Requisites: Alteration 50, Apprentice Alteration
Ranks: 1
Effect: Cast Adept level Alteration spells for half magicka.

Stability
Requisites: Alteration 70, Adept Alteration
Ranks: 1
Effect: All Alteration spells have a greater duration.

Expert Alteration
Requisites: Alteration 75, Adept Alteration
Ranks: 1
Effect: Cast Expert Level Alteration spells for half magicka.

Atronach
Requisites: Alteration 100, Expert Alteration
Ranks: 1
Effect: Absorb 30% of the magicka from any hostile spells cast upon you.

Master Alteration
Requisites: Alteration 100, Expert Alteration
Ranks: 1
Effect: Cast Master level Alteration spells for half magicka.

Conjuration
Novice Conjuration
Ranks: 1
Effect: Cast Novice level Conjuration spells for half the magicka.

Conjuration Dual Casting
Requisites: Conjuration 20, Novice Conjuration
Ranks: 1
Effect: Dual casting Conjuration spells overcharges the effects into a stronger version of the spell.

Mystic Binding
Requisites: Conjuration 20, Novice Conjuration
Ranks: 1
Effect: Bound weapons do more damage.

Apprentice Conjuration
Requisites: Conjuration 25, Novice Conjuration
Ranks: 1
Effect: Cast Apprentice level Conjuration spells for half the magicka.

Soul Stealer
Requisites: Conjuration 30, Mystic Binding
Ranks: 1
Effect: Bound Weapons cast Soul Trap on targets on strike.

Summoner
Requisites: Conjuration 30, Novice Conjuration
Ranks: 2
Effect: Can summon Atronachs or raise undead from 2x the distance (+1 for second rank).

Atromancy
Requisites: Conjuration 40, Summoner
Ranks: 1
Effect: Summoned Atronachs last for twice as long.

Necromancy
Requisites: Conjuration 40, Novice Conjuration
Ranks: 1
Effect: Reanimated undead last for much longer.

Adept Conjuration
Requisites: Conjuration 50, Soul Stealer
Ranks: 1
Effect: Cast adept level Conjuration spells for half the magicka.

Oblivion Binding
Requisites: Conjuration 50, Soul Stealer
Ranks: 1
Effect: Bound Weapons will banish summoned creatures and turn reanimated undead.

Dark Souls
Requisites: Conjuration 70, Necromancy
Ranks: 1
Effect: Reanimated undead have 100 more hit points.

Expert Conjuration
Requisites: Conjuration 75, Adept Conjuration
Ranks: 1
Effect: Cast Expert level Conjuration spells for half the magicka cost.

Elemental Potency
Requisites: Conjuration 80, Atromancy
Ranks: 1
Effect: Conjured Atronachs are 50% more powerful.
Note: If you’re going to play a summoner character this perk is an absolute must have. Using the various Atronachs will give you an easy edge over most of the enemies in this game. Flame Atronachs are especially effective against Trolls, Frost type enemies and some dragons.

Master Conjuration
Requisites: Conjuration 100, Expert Conjuration
Ranks: 1
Effect: Cast Master level Conjuration spells for half the magicka cost.

Twin Souls
Requisites: Conjuration 100, Dark Souls, Elemental Potency
Ranks: 1
Effect: You may summon two Atronachs or reanimated zombies.
Note: Another must have. Using a pair of Atronachs will more or less let you steamroll over those enemies who are foolish enough to get in your way.

Destruction

Novice Destruction
Ranks: 1
Effect: Cast Novice level Destruction spells for half the magicka cost.

Destruction Dual Casting
Requisites: Destruction 20, Novice Destruction
Ranks: 1
Effect: Dual casting a Destruction spell overcharges the effects into an even more powerful spell.

Apprentice Destruction
Requisites: Destruction 25, Novice Destruction
Ranks: 1
Effect: Cast Apprentice level Destruction spells for half the magicka cost.

Augmented Flames
Requisites: Destruction 30, Novice Destruction
Ranks: 2
Effect: Each rank causes your fire spells to do 25% more damage.

Augmented Frost
Requisites: Destruction 30, Novice Destruction
Ranks: 2
Effect: Each rank causes your frost spells to do 25% more damage.

Augmented Shock
Requisites: Destruction 30, Novice Destruction
Ranks: 2
Effect: Each rank causes your shock spells to do 25% more damage.

Impact
Requisites: Destruction 40, Apprentice Destruction
Ranks: 1
Effect: Destruction spells may stagger an opponent when dual cast.

Rune Master
Requisites: Destruction 40, Apprentice Destruction
Ranks: 1
Effect: Cast can place spell runes down up to five times farther away.

Adept Destruction
Requisites: Destruction 50, Apprentice Destruction
Ranks: 1
Effect: Cast Adept level Destruction spells for half the magicka cost.

Intense Flames
Requisites: Destruction 50, Augmented Flames
Ranks: 1
Effect: Fire spells cause targets to flee if their health gets low.
Note: An interesting perk but fairly worthless. If their health is low you want them to stay still so you can finish them off. If this came before Augmented Flames it would possibly be worthwhile but since it comes after a damage buff it’s easily pass on.

Deep Freeze
Requisites: Destruction 60, Augmented Frost
Ranks: 1
Effect: Frost spells paralyse the target if their health is low.
Note: This perk is actually pretty effective since it locks enemies in place so you can finish them off. Watch as your spells drain their stamina so they can’t use power attacks or shield bashes then lock them in place so they can be finished off.

Disintegrate
Requisites: Destruction 70, Augmented Shock
Ranks: 1
Effect: Shock spells will disintegrate a target if their health gets low.
Note: Disintegrate is only useful when dealing with enemies that can raise the dead since all it really does is clean up the bodies. It will rarely kill off an enemy before its health gets too low but when that happens it’s pretty helpful.

Expert Destruction
Requisites: Destruction 75, Adept Destruction
Ranks: 1
Effect: Cast Expert level Destruction spells for half the magicka cost.

Master Destruction
Requisites: Destruction 100, Expert Destruction
Ranks: 1
Effect: Can cast Master level Destruction spells for half the magicka cost.

Enchanting

Enchanter
Ranks: 5
Effect: Each rank causes new enchantments to be 20% stronger.
Note: It isn’t entirely obvious what this does at first glance. The actual effect is that it modifies the equipment that you make. So if you make an Orcish Helmet with Fortify Heavy Armour and try to put in a Common Soul gem, the bonus you get might only be a +4 or +5. But with three ranks in this (+60% bonus) the helmet will provide a +6 or +7 instead. This gets incredibly helpful when you make weapons that fortify their skill with a Greater Soul Gem, leading to boosts up to +24 or higher.

Soul Squeezer
Requisites: Enchanting 20, Enchanter
Ranks: 1
Effect: Soul gems provide extra magicka when used for recharging.
Note: Recharge equipment by selecting it in your inventory and pressing RB or R1. This perk simply makes each gem provide about ten or twenty percent more energy to the equipment.

Fire Enchanter
Requisites: Enchanting 30, Enchanter
Ranks: 1
Effect: Fire enchantments placed on weapons and armour are 25% stronger. This means both offensive and defensive abilities are enhanced.

Frost Enchanter
Requisites: Enchanting 40, Enchanter
Ranks: 1
Effect: Frost enchantments placed on weapons and armour are 25% stronger. This means both offensive and defensive abilities are enhanced.

Soul Siphon
Requisites: Enchanting 40, Enchanter
Ranks: 1
Effect: Executions will trap 5% of a non-humanoid enemy's soul inside of a magic weapon thus recharging it. It’s like using a petty soul gem without needing to carry the gems around.
Note: Pair this up with the Conjuration perks Mystic Binding and Soul Stealer to keep yourself loaded up with plenty of souls. Your weapons will never run out of energy.

Insightful Enchanter
Requisites: Enchanting 50, Enchanter
Ranks: 1
Effect: Skill enchantments on armour are 25% stronger.

Storm Enchanter
Requisites: Enchanting 50, Frost Enchanter
Ranks: 1
Effect: Shock enchantments placed on weapons and armour are 25% stronger. This means both offensive and defensive abilities are enhanced.

Corpus Enchanter
Requisites: Enchanting 70, Insightful Enchanter
Ranks: 1
Effect: Health, magicka and stamina enchantments on armour are 25% stronger.

Extra Effect
Requisites: Enchanting 100, Corpus Enchanter, Storm Enchanter
Ranks: 1
Effect: Can put two enchantments onto the same item. This is incredibly powerful and if you’re attempting to seriously enchant items then you will want to invest in this.

Illusion

Novice Illusion
Ranks: 1
Effect: Cast Novice level Illusion spells for half the magicka.

Animage
Requisites: Illusion 20, Novice Illusion
Ranks: 1
Effect: Illusion spells now work on higher level animals.
Note: Unless you plan on casting spells on Mammoths this can be passed on safely. Otherwise it’s only really helpful when dealing with Sabre Cats, Mammoths and Snow Wolves. Unfortunately if you want to get the useful perks, like the ones that work on higher level people or quiet casting, then you need to take this. Lame.

Illusion Dual Casting
Requisites: Illusion 20, Novice illusion
Ranks: 1
Effect: Dual casting an Illusion spell overcharges the spell into an even more powerful one.

Apprentice Illusion
Requisites: Illusion 25, Novice Illusion
Ranks: 1
Effect: Can cast Apprentice level Illusion spells for half the magicka cost.

Hypnotic Gaze
Requisites: Illusion 30, Novice Illusion
Ranks: 1
Effect: Calm spells now work on higher level opponents.
Note: This perk is really only useful for assassin types who want to disengage enemies so that they can land a sneak attack.

Kindred Mage
Requisites: Illusion 40, Animage
Ranks: 1
Effect: Illusion spells will now work on higher level humanoid opponents.

Adept Illusion
Requisites: Illusion 50, Apprentice illusion
Ranks: 1
Effect: Can cast Adept level Illusion spells for half the magicka cost.

Aspect of Terror
Requisites: Illusion 50, Hypnotic Gaze
Ranks: 1
Effect: Fear spells will now work on higher level opponents.

Quiet Casting
Requisites: Illusion 50, Kindred Mage
Ranks: 1
Effect: All spells that you cast are now silent to others. This works with the spells from every school, not just Illusion so it’s quite useful.
Note: While you don’t need this per se it’s incredibly useful for stealthy types as it lets them summon up allies, heal themselves or paralyse opponents from the safety of stealth. Plus you need this to get to Master of the mind so you’re going to end up taking it either way.

Rage
Requisites: Illusion 70, Aspect of Terror
Ranks: 1
Effect: Frenzy spells now work on higher level opponents.
Note: When this is paired up with Quiet Casting and a good stealth rating it’s now possible to turn even the strongest enemies against one another without them even knowing you’re there. This is one of the few times that Frenzy spells are much of any use as enemies will otherwise tend to target you over other enemies regardless of what spells you cast.

Expert Illusion
Requisites: Illusion 75, Adept Illusion
Ranks: 1
Effect: Can cast Expert Illusion spells for half the magicka cost.

Master of the Mind
Requisites: Illusion 90, Rage, Quiet Casting
Ranks: 1
Effect: Illusion spells work on undead, daedra and automatons now.
Note: If you’re making constant use of Illusion magic then this is an absolute must-have perk. When you start dealing with these enemies late game they’re immune to all targeted Illusion magic so you need this perk to have any effect on them at all.

Master Illusion
Requisites: Illusion 100, Expert Illusion
Ranks: 1
Effect: Can cast Master level Illusion spells for half the magicka cost.

Restoration

Novice Restoration
Ranks: 1
Effect: Can cast Novice level Restoration spells for half the magicka cost.

Regeneration
Requisites: Restoration 20, Novice Restoration
Ranks: 1
Effect: Healing spells are now 50% more effective.

Restoration Dual Casting
Requisites: Restoration 20, Novice Restoration
Ranks: 1
Effect: Dual casting a Restoration spell overcharges it into an even more powerful version.

Apprentice Restoration
Requisites: Restoration 25, Novice Restoration
Ranks: 1
Effect: Can cast Apprentice level Restoration spells for half the magicka cost.

Recovery
Requisites: Restoration 30, Novice Restoration
Ranks: 2
Effect: Each rank causes your magicka to regenerate 25% faster.

Respite
Requisites: Restoration 40, Novice Restoration
Ranks: 1
Effect: Healing spells also restore stamina.
Note: We believe this perk stacks with the Regeneration one listed above.

Adept Restoration
Requisites: Restoration 50, Apprentice Restoration
Ranks: 1
Effect: Can cast Adept level Restoration spells for half the magicka cost.

Ward Absorb
Requisites: Restoration 60, Novice Restoration
Ranks: 1
Effect: Magicka is recharged when your ward is hit by spells.

Necromage
Requisites: Restoration 70, Regeneration
Ranks: 1
Effect: All spells are more effective when cast against the undead.

Expert Restoration
Requisites: Restoration 75, Adept Restoration
Ranks: 1
Effect: Can cast Expert level spells for half the magicka cost.

Avoid Death
Requisites: Restoration 90, Respite
Ranks: 1
Effect: Once per day you heal 250 hit points automatically when your health falls below 10%

Master Restoration
Requisites: Restoration 100, Expert Restoration
Ranks: 1
Effect: Can cast Master level Restoration spells for half the magicka cost.

Thief Sign

Alchemy

Alchemist
Ranks: 5
Effect: Each rank will make your potions and poisons 20% stronger.

Physician
Requisites: Alchemy 20, Alchemist
Ranks: 1
Effect: Potions you mix that restore your health, stamina or magicka are 25% more effective.

Benefactor
Requisites: Alchemy 30, Physician
Ranks: 1
Effect: Potions you create with beneficial effects have a 25% greater effect.

Poisoner
Requisites: Alchemy 30, Physician
Ranks: 1
Effect: Poisons you create are 25% more effective.

Note: Early on this might not seem like a terribly effective ability but when paired with three good damage health ingredients, five ranks of alchemy and Concentrated Poison you can do a surprising amount of damage. If you use these alongside the Sneak perk Assassin’s Blade a piddling little dagger will obliterate your foes.

Experimenter
Requisites: Alchemy 50, Benefactor
Ranks: 3
Effect: Eating an ingredient will reveal two effects, +1 per additional rank.

Note: This isn’t strictly necessary as simply making potions will reveal the other effects over time but if you want Snakeblood, and you probably should, this must be taken.

Concentrated Poison
Requisites: Alchemy 60, Poisoner
Ranks: 1
Effect: Poisons applied to weapons will last for two hits instead of one.

Green Thumb
Requisites: Alchemy 70, Concentrated Poison
Ranks: 1
Effect: Two ingredients are harvested from plants.

Snakeblood
Requisites: Alchemy 80, Concentrated Poison, Experimenter
Ranks: 1
Effect: Gain a 50% resistance to all poisons. This seems to be cumulative with racial bonuses.

Purity
Requisites: Alchemy 100, Snakeblood
Ranks: 1
Effect: All negative effects are removed from crafted potions and all positive effects are removed from crafted poisons. Does not have any impact on vials found or purchased.

Light Armour

Agile Defender
Ranks: 5
Effect: All light armour has its armour rating increased by 20% per rank in Agile Defender.

Note: This perk is one of the main reasons you want to specialise in one type of armour. Five ranks of this will make your armour twice as effective, bringing a moderately protective suit of Elven Armour up from a defense of 28 to a whopping 56. That’s not taking into account further perk bonuses, armour enhancements or equipment bonuses.

Custom Fit
Requisites: Light Armour 50, Agile Defender
Ranks: 1
Effect: You gain a 25% bonus to your defense while wearing a full set of light armour. A shield does not count into this.

Unhindered
Requisites: Light Armour 50, Custom Fit
Ranks: 1
Effect: Light Armour doesn’t weigh anything and doesn’t slow you down when worn.
Note: This isn’t as necessary for a light armour wearer as it is for someone using heavy armour. However it definitely helps out when dealing with carrying loot later on.

Wind Walker
Requisites: Light Armour 60, Unhindered
Ranks: 1
Effect: Your character regenerates stamina 50% faster while in a full set of light armour.

Matching Set
Requisites: Light Armour 70, Custom Fit
Ranks: 1
Effect: Gain a 25% armour bonus while wearing a matching set of light armour. This means you must wear all leather, all hide, all Elven, etc. These items may be freely enchanted so long as they are a part of the set.

Deft Movement
Requisites: Light Armour 100, Matching Set, Wind Walker
Ranks: 1
Effect: Character has a 10% chance of fully avoiding a melee attack while in light armour.

Note: All of these are cumulative so sticking your character in a full set of Glass armour with all of these perks means that you will be nigh impossible to kill for all but the toughest foes. Ever wanted a character in armour that weighs next to nothing with a defense of over 200 and with a small chance to deftly avoid all damage from melee attacks? Well you can have it now.

Lockpicking

Novice Locks
Ranks: 1
Effect: Novice rank locks can be picked much easier.

Apprentice Locks
Requisites: Lockpicking 25, Novice Locks
Ranks: 1
Effect: Apprentice rank locks can be picked much easier.

Quick Hands
Requisites: Lockpicking 40, Apprentice Locks
Ranks: 1
Effect: You may pick locks without being seen by others.

Adept Locks
Requisites: Lockpicking 50, Apprentice Locks
Ranks: 1
Effect: Adept rank locks can be picked much easier.

Wax Key
Requisites: Lockpicking 50, Quick Hands
Ranks: 1
Effect: Whenever you successfully pick a lock you automatically gain a copy of the key.

Note: This isn’t a terribly useful ability as it won’t get you much most of the time. But in a few dungeons one or two keys open up the whole place so picking one lock will get you through much of the dungeon without hunting down the keys.

Golden Touch
Requisites: Lockpicking 60, Adept Locks
Ranks: 1
Effect: Find more gold in chests.

Treasure Hunter
Requisites: Lockpicking 70, Golden Touch
Ranks: 1
Effect: You now have a 50% greater chance of finding special treasure.

Note: This seems to have the effect of causing your found loot to be magical or of higher value than it normally would. However this is basically just conjecture at this moment.

Expert Locks
Requisites: Lockpicking 75, Adept Locks
Ranks: 1
Effect: Expert ranked locks are much easier to pick.

Locksmith
Requisites: Lockpicking 80, Expert Locks
Ranks: 1
Effect: When picking locks the pick starts off closer to the opening position.

Master Locks
Requisites: Lockpicking 100, Expert Locks
Ranks: 1
Effect: Master ranked locks are much easier to pick.

Unbreakable
Requisites: Lockpicking 100, Locksmith
Ranks: 1
Effect: Your lockpicks will never break.
Note: Lockpicks are basically made of aluminum in this game so this perk is a godsend.

Pickpocket
Light Fingers
Ranks: 5
Effect: Gain a bonus to your pickpocketing of 20% per rank.

Night Thief
Requisites: Pickpocket 30, Light Fingers
Ranks: 1
Effect: +25% chance to pickpocket targets that are asleep.

Cutpurse
Requisites: Pickpocket 40, Light Figners
Ranks: 1
Effect: Pickpocketing gold is 50% easier. Stacks with other perks.

Poisoned
Requisites: Pickpocket 40, Light Fingers
Ranks: 1
Effect: Reverse pickpocketing poison onto enemies will silently cause them damage.

Extra Pockets
Requisites: Pickpocket 50, Light Fingers
Ranks: 1
Effect: Increases your carrying capacity by 100.

Keymaster
Requisites: Pickpocket 60, Cutpurse
Ranks: 1
Effect: Pickpocketing keys works most of the time.

Misdirection
Requisites: Pickpocket 70, Cutpurse
Ranks: 1
Effect: Can pickpocket equipped weapons off of the enemies.

Perfect Touch
Requisites: Pickpocket 100, Misdirection
Ranks: 1
Effect: Can pickpocket equipped items right off of your foes.

Sneak

Stealth
Ranks: 5
Effect: You are 20% harder to detect while sneaking, +20% per additional rank.

Backstab
Requisites: Sneak 30, Stealth
Ranks: 1
Effect: Sneak attacks with one-handed weapons now do six times the damage.

Muffled Movement
Requisites: Sneak 30, Stealth
Ranks: 1
Effect: Noise from your armour is reduced by 50%.

Deadly Aim
Requisites: Sneak 40, Backstab
Ranks: 1
Effect: Sneak attacks with the bow now do three times the damage instead of two times.

Light Foot
Requisites: Sneak 40, Muffled Movement
Ranks: 1
Effect: With this perk you can no longer trigger pressure plates.

Assassin's Blade
Requisites: Sneak 50, Deadly Aim
Ranks: 1
Effect: Sneak attacks with a dagger now inflict fifteen times the damage instead of two.

Note: Seriously, this ability is just ungodly in how strong it is. You might think daggers are weak weapons but they really aren’t. A good Elven or Glass dagger is almost as powerful as a weak sword before you figure in sharpening it on a grindstone and enchanting it. It’s possible to do one hundred damage in a single shot with this perk.

Silent Roll
Requisites: Sneak 50, Light Foot
Ranks: 1
Effect: While sneaking press the sprint button to perform a rapid-moving, silent, forward roll.

Silence
Requisites: Sneak 70, Silent Roll
Ranks: 1
Effect: Walking and running does not produce any extra noise.

Note: This means that you can move around rather freely without having to worry about enemies detecting you based on your movement speed.

Shadow Warrior
Requisites: Sneak 100, Silence
Ranks: 1
Effect: When in combat entering sneak mode will cause enemies to fall out of combat momentarily. Enemies at long range will also lose their target and have to search for you.

Speech

Haggling
Ranks: 5
Effect: Buying and selling price is bettered by 10% per rank in the perk.

Allure
Requisites: Speech 30, Haggling
Ranks: 1
Effect: Buying and selling prices are bettered by 10% with members of the opposite sex.

Bribery
Requisites: Speech 30, Haggling
Ranks: 1
Effect: Can bribe guards to ignore criminal actions.

Merchant
Requisites: Speech 50, Allure
Ranks: 1
Effect: Removes limitation on what merchants will purchase allowing you to sell any type of item to any merchant.

Persuasion
Requisites: Speech 50, Bribery
Ranks: 1
Effect: All persuasion attempts are now 30% easier.

Intimidation
Requisites: Speech 70, Persuasion
Ranks: 1
Effect: Your intimidation attempts are now twice as likely to succeed.

Investor
Requisites: Speech 70,
Ranks: 1
Effect: You may invest 500 gold with any shopkeeper to increase his amount of available gold permanently. This is useful if you do this with a few merchants in whatever home base you use.

Fence
Requisites: Speech 90, Investor
Ranks: 1
Effect: You can barter stolen goods with any merchant that you’ve invested in.

Master Trader
Requisites: Speech 100, Fence
Ranks: 1
Effect: Every merchant in the game world will have 1000 more gold to use for bartering.

Warrior Sign

Archery

Overdraw
Ranks: 1
Effect: Bows do +20% damage per rank in the perk.
Note: This only seems to come into play when you fully draw back the bowstring. So if you’re firing off rapid bow shots then this will really not amount to anything.

Critical Shot
Requisites: Archery 30, Overdraw
Ranks: 3
Effect: Grants a 10% chance of landing a critical hit that does extra damage, +5 per rank.

Eagle Eye
Requisites: Archery 30, Overdraw
Ranks: 1
Effect: Pressing Block while aiming will cause your view to zoom in.
Note: Landing headshots do seem to actually cause extra damage so aim for the face!

Steady Hand
Requisites: Archery 40, Eagle Eye
Ranks: 2
Effect: Zooming in with the bow causes a 25% per rank bullet time slowdown. This works very well in letting you act as a sniper.

Hunter’s Discipline
Requisites: Archery 50, Critical Shot
Ranks: 1
Effect: Recover twice as many arrows from dead bodies.

Power Shot
Requisites: Archery 50, Eagle eye
Ranks: 1
Effect: 50% of the arrows you fire will cause foes to be staggered.
Note: Most of the archery skills are very useful but this one takes the cake. If you zoom in and snipe the crap out of foes then this will let you kill most enemies from range with ease.

Ranger
Requisites: Archery 60, Hunter’s Discipline
Ranks: 1
Effect: Able to move faster with your bow drawn.

Quick Shot
Requisites: Archery 70, Power Shot
Ranks: 1
Effect: Can draw your bow string back 30% faster than normal.

Bullseye
Requisites: Archery 100, Quick Shot, Ranger
Ranks: 1
Effect: 15% chance of paralysing your targets for a few seconds with every shot.

Block

Shield Wall
Ranks: 5
Effect: Blocking is 20% more effective with a 20% boost per rank in the perk.
Note: This perk increases the amount of damage that your shield will block. Take note though that five ranks doesn’t mean your shield will block 100% of damage, it means your block will be +100% effectiveness (doubly effective). So if you can block 30% of damage it would be upped to 60% at maximum rank.

Deflect Arrows
Requisites: Block 30, Shield Wall
Ranks: 1
Effect: Arrows that hit your shield will inflict no damage to you at all.

Power Bash
Requisites: Block 30, Shield Wall
Ranks: 1
Effect: Able to do a power bash, a stronger version of the shield bash attack.

Quick Reflexes
Requisites: Block 30, Shield Wall
Ranks: 1
Effect: Time slows down if you are blocking during an enemy’s power attack. This gives you a chance to either dodge or shield bash them to stop their maneuver.

Deadly Bash
Requisites: Block 50, Power Bash
Ranks: 1
Effect: Bashing now inflicts five times more damage making it a viable offensive maneuver.

Elemental Protection
Requisites: Block 50, Elemental Protection
Ranks: 1
Effect: Blocking with the shield reduces fire, frost and shock damage by 50%

Block Runner
Requisites: Block 70, Elemental Protection
Ranks: 1
Effect: May now move much faster while your shield is raised.

Disarming Bash

Requisites: Block 70, Deadly Bash
Ranks: 1
Effect: When power bashing there is a chance to disarm your opponents.
Note: Seriously once you have all the bash upgrades your enemies are going to spend their time getting knocked around, being disarmed and just generally miserable.

Shield Charge
Requisites: Block 100, Block Runner, Disarming Bash
Ranks: 1
Effect: Sprinting with your shield raised will knock down targets in your path.

Heavy Armour

Juggernaut
Ranks: 5
Effect: Increases the armour rating of all heavy armours by 20% per rank.

Fists of Steel
Requisites: Heavy Armour 30, Juggernaut
Ranks: 1
Effect: Unarmed attacks with heavy gauntlets inflict their armour rating as extra damage.
Note: This is the only thing related to the Unarmed skill from the older games. So if you want to create an unarmed warrior slap on the heaviest armour possible and start punching people. Otherwise this is a perk you only take to get to the higher-level skills.

Well Fitted
Requisites: Heavy Armour 30, Juggernaut
Ranks: 1
Effect: Gain a 25% armour bonus if wearing a full set of heavy armour.

Cushioned
Requisites: Heavy Armour 50, Fists of Steel
Ranks: 1
Effect: You only take half damage from falling while you’re wearing a full set of heavy armour.

Tower of Strength
Requisites: Heavy Armour 50, Well Fitted
Ranks: 1
Effect: You stagger 50% less of the time when wearing only heavy armour.

Conditioning
Requisites: Heavy Armour 70, Cushioned
Ranks: 1
Effect: Heavy armour no longer weighs anything and doesn’t slow you down at all.

Matching Set
Requisites: Heavy Armour 70, Tower of Strength
Ranks: 1
Effect: Gain an additional 25% armour bonus when wearing a matched set of heavy armour (stacks with Well Fitted).

Reflect Blows
Requisites: Heavy Armour 100, Matching Set
Ranks: 1
Effect: You have a 10% chance to reflect all melee damage back to the enemy while you’re wearing only heavy armour.

One-Handed

Armsman
Ranks: 5
Effect: One-handed weapons inflict 20% more damage per rank in this skill.

Fighting Stance
Requisites: One-Handed 20, Armsman
Ranks: 1
Effect: Power attacks with one-handed weapons cost 20% less stamina.

Bladesman
Requisites: One-Handed 30, Armsman
Ranks: 3
Effect: Attacks with swords cause a critical hit 10% of the time, +5 per rank.

Bone Breaker
Requisites: One-Handed 30, Armsman
Ranks: 3
Effect: Attacks with maces ignore 25% of the target's armour, +25% per rank.

Dual Flurry
Requisites: One-Handed 30, Armsman
Ranks: 2
Effect: Dual-wielding attacks are 20% faster, 25% at rank 2.

Hack and Slash
Requisites: One-Handed 30, Armsman
Ranks: 3
Effect: Attacks with war axes cause bleeding damage, causing more at higher ranks.

Critical Charge
Requisites: One-Handed 50, Fighting Stance
Ranks: 1
Effect: Can now do a power attack while sprinting that does double critical damage.

Savage Strike
Requisites: One-Handed 50, Fighting Stance
Ranks: 1
Effect: Standing power attacks to +25 damage with a chance to decapitate your foes.

Dual Savagery
Requisites: One-Handed 70, Dual Flurry
Ranks: 1
Effect: Dual wielding power attacks do +50% damage.

Paralysing Strike
Requisites: One-Handed 100, Critical Charge, Savage Strike
Ranks: 1
Effect: Backward power attacks have a 25% chance to paralyse the target.

Smithing

Steel Smithing
Ranks: 1
Effect: Can create Steel armour and weapons at forges and improve them twice as much.

Dwarven Smithing
Requisites: Smithing 30, Steel Smithing
Ranks: 1
Effect: Can create Dwarven armour and weapons at forges and improve them twice as much.

Elven Smithing
Requisites: Smithing 30, Steel Smithing
Ranks: 1
Effect: Can create Elven armour and weapons at forges and improve them twice as much.

Advanced Armours
Requisites: Smithing 50, Elven Smithing
Ranks: 1
Effect: Can create Scaled and Plate armour at forges and improve them twice as much.

Orcish Smithing
Requisites: Smithing 50, Dwarven Smithing
Ranks: 1
Effect: Can create Orcish armour and weapons at forges and improve them twice as much.

Arcane Smithing
Requisites: Smithing 60, Steel Smithing
Ranks: 1
Effect: Can improve magic armour and weapons at forges.

Glass Smithing
Requisites: Smithing 70, Elven Smithing
Ranks: 1
Effect: Can create Glass armour and weapons at forges and improve them twice as much.

Ebony Smithing
Requisites: Smithing 80, Orcish Smithing
Ranks: 1
Effect: Can create Ebony armour and weapons at forges and improve them twice as much.

Daedric Smithing
Requisites: Smithing 90, Ebony Smithing
Ranks: 1
Effect: Can create daedric armour and weapons at forges and improve them twice as much.

Dragon Smithing
Requisites: Smithing 100, Daedric Smithing or Glass Smithing
Ranks: 1
Effect: Can create Dragon armour at forges and improve them twice as much.

Two-Handed

Barbarian
Ranks: 5
Effect: Two-Handed weapons do 20% more damage per rank in this perk.

Champion’s Stance
Requisites: Two-Handed 20, Barbarian
Ranks: 1
Effect: Power attacks with two-handed weapons cost 25% less stamina to use.

Deep Wounds
Requisites: Two-Handed 30, Barbarian
Ranks: 3
Effect: Attacks with greatswords have a 10% chance of doing critical damage, +5% per rank.

Limbsplitter
Requisites: Two-Handed 30, Barbarian
Ranks: 3
Effect: Attacks with battle axes cause bleeding damage, additional ranks increase the damage.

Skull Crusher
Requisites: Two-Handed 30, Barbarian
Ranks: 3
Effect: Attacks with warhammers ignore 25% of a targets’ armour per rank.

Devastating Blow
Requisites: Two-Handed 50, Champion’s Stance
Ranks: 1
Effect: Standing power attacks do +25% damage and have a chance to decapitate the target.

Great Critical Charge
Requisites: Two-Handed 50, Champion’s Stance
Ranks: 1
Effect: Can do a two-handed power attack while sprinting that does double critical damage.

Sweep
Requisites: Two-Handed 70, Devastating Blow, Great Critical Charge
Ranks: 1
Effect: Sideways power attacks with two-handed weapons hit all targets in front of you.

Warmaster
Requisites: Two-Handed 100, Sweep
Ranks: 1
Effect: Backward power attacks have a 25% chance to paralyse the target.

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