The Elder Scrolls V: Skyrim beginner's guide

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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 Armor

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

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

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

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

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

Matching Set
Requisites: Light Armor 70, Custom Fit
Ranks: 1
Effect: Gain a 25% armor bonus while wearing a matching set of light armor. 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 Armor 100, Matching Set, Wind Walker
Ranks: 1
Effect: Character has a 10% chance of fully avoiding a melee attack while in light armor.

Note: All of these are cumulative so sticking your character in a full set of Glass armor 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 armor that weights 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 armor 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.

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