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The Elder Scrolls V: Skyrim beginner's guide

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Perks

Numerous things set this game apart from previous entries in the Elder Scrolls series, but none are more important to character customization 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 Armor
Requisites: Alteration 30, Apprentice Alteration
Ranks: 3
Effect: Protection spells like Stoneflesh or Oakflesh are 2x as strong if not wearing armor. Each rank increases the multiplier by 1
Notes: Don’t bother with this unless you’re using a fully non-armor build. It’s a very powerful perk but it’s only compatible with robes or clothing. Honestly you don’t need armor when you can cast a Stoneflesh spell that grants 240 armor.

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 paralyze 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 Armor 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 armor 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 armor 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 armor are 25% stronger.

Storm Enchanter
Requisites: Enchanting 50, Frost Enchanter
Ranks: 1
Effect: Shock enchantments placed on weapons and armor 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 armor 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 paralyze 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.

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52 comments

  • nhilton - February 20, 2012 6:29 p.m.

    My character keeps turning into a vampire which makes it impossible to go on with the storyline because everyone tries to kill him. How can I fix this?
  • Gamer_Dude69 - January 6, 2012 9:04 a.m.

    Quite possibly one of the best games that i have ever played. My personal favorite race is the nord. There isn't anything wrong with this game at all. Anyone who has anything bad to say about this game has no idea what they are talking about.
  • KungFoo - January 18, 2012 9:33 a.m.

    Couldn't agree more. My only problem is that I have a job which gets in the way of more Skyrim
  • TheMasterJeef - November 23, 2011 3:52 p.m.

    Thanks to everyone who provided comments on my earlier queries. Much appreciated!
  • Seishiro - November 20, 2011 2:31 a.m.

    I'm assuming it does, but has anyone tested if Armsman and Assassin's Blade stacks, a good dagger... double chanted, with alchemy bonus poison, well... just sounds painful.
  • PieFlingingNinja - November 15, 2011 11:56 a.m.

    You guys probably already know this but, for all you thief/rouge types that prefer dual wielding. Daggers don't use stanima at all, unless you use a charged attack. Plus they don't make as much noise as swords or battle axes, adding to the stealth.
  • D0CCON - November 20, 2011 1:04 p.m.

    Isn't it true that swinging any weapon doesn't use stamina unless it's a charge attack (at least one handed weapons don't, I never use two handed).
  • TheMasterJeef - November 15, 2011 9:01 a.m.

    Personally? Im bitterly disappointed by Skyrim. I would have LOVED to buy and play this game. But having enchanted weapons needing a 'battery change' drives me insane. To the extent I just can’t play this. I only lasted one weekend with Oblivion due to this. Why Bethesda couldn’t have implemented the system from Morrowind, where weapons charge over time, beggars belief. I can’t recall any fantasy literature when the hero has to worry about how many charges his mighty flaming blade has left!! Plus has Bethesda actually made straight stealth a viable play option? In Oblivion straight stealth (no magic, or two handed weapons) was nigh on impossible. Even critical stealth shots from my bow in Oblivion would just irritate bandits, who would then call all their friends over to bludgeon me to death. It seemed to me that you could only really play as warrior, mage or a hybrid of the two. If someone can confirm if this is playable as a straight ranger/thief/assassin type character (including selling stolen items to normal merchants) and that enchanted weapons aren’t a must have, i would love to pick this up. P.S. I am not trolling, or hating Skyrim. It looks a phenomenal game. However there are elements of gameplay that make this unplayable for me.
  • Mr.Bobicus - November 15, 2011 10:36 a.m.

    I think not playing this game because of the "charge" is a big mistake, I personally love it. I agree, I was a bit annoyed at first, but you can recharge them I believe. I'm also a (more or less) straight up Wood Elf stealth ranger, and it has worked well so far, although I dabble in one-handed swords and destruction magic (trolls are a nightmare without fire magic).
  • TheMasterJeef - November 15, 2011 11:22 a.m.

    Thanks for clarifying that Mr Bobicus, seems your pretty much playing the sort of character I would (including the race). Its not so much the charges, as recharging it. I remember the cost (in gold) being quite steep, that or having to level up magic to cast soul trap & cart round shed loads of soul stones. Plus casting soul trap on someone before trying to backstab/shoot them in the eye kind of removed my stealth advantage. Does anyone know if soul trapping or paying for recharges is handled better in Skyrim?
  • Hobojedi - November 15, 2011 3:21 p.m.

    Simple - give your companion a weapon enchanted with the soul tap ability along with your empty soul gems. Then, let your companion get a little damage near the end of the fight and watch the gems fill up with soul-juice.
  • TheMasterJeef - November 16, 2011 4:36 a.m.

    Hmmmm. Thats something I never thought of. Thanks. I may pick up a used copy in the new year. I have Battlefield 3, Arkham City, and AC: Revelations to occupy me until then!
  • D0CCON - November 16, 2011 3:47 p.m.

    The Morrowind way for recharging would have been better, but I personally noticed that recharging was smoother here. Soul gems are everywhere and are sometimes even filled and I got an Axe of Whiterun very early on that was enchanted with soul trap so it was easy for me to get souls (not to mention I got access to a Soul Trap spell sooner. A lady in Solitude sells one). It's also not a requirement. Sure, shooting arrows that electrocute your enemies or something like that is awesome, but it isn't needed to beat the game. Also, I've noticed quite a few more improvements that make stealth actually work. I wear heavy armor and my sneak skill is low, so the enemy finds me a lot, but they are never instantly aware of your location when you attack and new spells and shouts let you trick enemies or set up traps (magic runes are deadly traps and a shout lets you create noise in a specific area causing people to check that area. It's range is huge and you can put it on top of traps). It's also nice that guards aren't instantly aware of your crimes and if you have a crime with witnesses, killing them all before they report you removes your bounty goes away. Bows are also way more powerful and there is a perk that lets sneak attacks with daggers do 15X damage. Combine that with a stronger dagger and you have a weapon that can one hit kill practically any non-boss human if you are stealthy.
  • theycallmegep - November 16, 2011 11:03 p.m.

    I played as straight stealth with the difficulty slider at about 65-75% in oblivion, and I'm certainly a fan of the series, I've played all 5 in the main series, plus dabbled in the side games. The charge thing is slightly irritating, and was much better in morrowind, but i think it was added for balance purposes, and regardless, it shouldn't be a deal breaker for the whole game. Anyway, straight stealth is certainly possible, as it has been in oblivion, and morrowind, and is a very easy build if you're an elder scrolls veteran. Enchanted weapons aren't required but its not terribly difficult to charge them. Stolen items cannot be sold to normal merchants but entering the thieves guild is very easy, especially with a stealth build, and the first (and only) fence I've encountered so far has 1000 gold that seems to regenerate just about every day. Overall, the arguments you provided against both oblivion and skyrim seem completely unreasonable to me, i did fine with stealth in oblivion as i am in skyrim, and weapon charge certainly shouldn't be something that significantly affects the overall quality of the game.
  • Crabhand - November 20, 2011 4:01 a.m.

    Stealth characters are 100% viable. Early on I had to use a little destruction magic to deal with some tougher enemies, but once I started getting into the mid ranges with bow and stealth I was pretty much able to take on anything without being caught. At higher levels you can completely shut down entire groups of enemies before they can even reach you. And this playstyle was fairly effective in Oblivion, not sure what problems you were having there.
  • Y2Ken - November 21, 2011 3:11 a.m.

    Don't worry too much about having to recharge - you find the gems needed for it almost constantly, it really shouldn't be an issue. And yes stealth is completely viable, a friend of mine is almost all bow and dagger stealth and he's had no real trouble. Even against Dragons his archery pulls him through, especially if you're going to be enchanting your bows.
  • manto2x - November 23, 2011 6:42 a.m.

    dude.. have you tried modding your oblivion... wait for the the construction kit to be released, the wait for the mod related to your interest, ie archery or stealth. in case you haven't try tes nexus for oblivion and skyrim nexus (still new so not so many mod released yet)
  • sabimosleh - April 14, 2012 3:03 p.m.

    would you recommend it to a newbie of the Elder Scrolls games?
  • Mamudo - November 13, 2011 7:59 p.m.

    A well written guide with some useful tips. I NEED to get my hands on Skyrim soon.

Showing 1-20 of 52 comments

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