Perks in Skyrim are a feature regarding Skills that allow players a great amount of flexibility and focus in creating builds and playstyles. Perks grant great bonuses and varied effects to a players skill when unlocked, some becoming the cornerstone of a build and some adding greatly to the gameplay options and ideas that a player can add to their gameplay and experience. Players have a limited number of perk points in general and so have to consider where the invest their points into early into the game where they are not yet at their strongest. Perks are unlocked under each skill tree and give various bonuses and benefits to the player by improving the player's use of the skill.

Perk Points in Skyrim

Players gain 1 perk point every time they level up their character. A player will need 251 perk points to get every perk to the maximum level which is achieved at level 252.

Before spending perk points to get the bonuses from the perk, the player must first unlock the perk. Perks can be unlocked on their respective skill trees by having enough levels in the skill as well as the prerequisite perks leading to the perk. All skills have their base perks unlocked with perks further into the tree being unlocked as points are invested and levels gained. 

Perks can have multiple levels to them giving increasing bonuses with more perk points invested in them. Different skill trees will need different number of perk points to fully unlock all the perks in each tree. Players may want to check and consider the number of perk points they need for their builds and at what level they will need to be to unlock everything they want to have.

 

Reclaiming perk points in Skyrim

There are 2 ways that players can reclaim the spent perk points in Skyrim that are quite difficult to get to so players do still want to be careful with their perk points. At level 100 players can set the skill to be Legendary. This will refund all perks invested into that tree as well as set the skill back to level 15. This will also allows players to increase the skill experience once again and gain new levels and more perk points.

Alternatively players who have completed the Dragonborn main questline will be able to reclaim points repeatedly by using the Black Book: Waking Dreams. This will require them to have a dragon's soul from hunting a dragon.

 

Skyrim Perks to add to any build

With the open world nature and choose your own playstyle game that is Skyrim, there isn't any single most important perk or skill to level up. However there are a few perks that players might want to consider that while not essential for all build can be good to have for most, in no particular order listed below.

  • Haggling:Make better trades, up to a 30% bonus
  • Deadly Aim:Sneaking bow shot damage increased by 3 times
  • Magic Resistance:Reduces spell effects that you receive by up to 30%
  • Atronach:30% chance to absorb magic spells you receive.
  • Quiet Casting:All spells you cast are silent, does not grant stealth bonuses
  • Recovery:Improved Magickaregeneration up to 50%
  • Extra Effect:Put two enchantments on the same item
  • Necromage: All spell damage to undead is increased by 25%

 

All Perks in Skyrim

 

Magic Skill Perks
Warrior Skill Perks
Thief Skill Perks

Skyrim All Magic Skills Perks

The Skill Level and Requirements for the following perks listed in the table are relevant to the Magic Skill, such as the following schools: Alteration, Conjuration, Destruction, Illusion, Restoration, and Enchanting spells.

Quick Search of All Magic Skills Perks

  Click the header to sort the table. 

Perk Description
Novice Alteration Cast Novice level Alteration spells for half Magicka.
Alteration Dual Casting Dual casting an Alteration spell overcharges the effects into an even more powerful version.
Apprentice Alteration Cast Apprentice level Alteration spells for half Magicka.
Magic Resistance (1) Blocks 10% of a spell's effects.
Magic Resistance (2) Blocks 20% of a spell's effects.
Magic Resistance (3) Blocks 30% of a spell's effects.
Adept Alteration Cast Adept level Alteration spells for half Magicka.
Expert Alteration Cast Expert level Alteration spells for half Magicka.
Atronach Absorb 30% of the Magicka of any spells that hit you.
Master Alteration Cast Master level Alteration spells for half Magicka.
Stability Alteration spells have 50% greater duration.
Mage Armor (1) Protection spells like Stoneflesh are twice as strong if not wearing armor.
Mage Armor (2) Protection spells like Stoneflesh are 2.5 times as strong if not wearing armor.
Mage Armor (3) Protection spells like Stoneflesh are three times as strong if not wearing armor.
Novice Conjuration Cast Novice level Conjuration spells for half Magicka.
Conjuration Dual Casting Dual casting a Conjuration spell overcharges the spell, allowing it to last longer.
Mystic Binding Bound weapons do more damage.
Apprentice Conjuration Cast Apprentice level Conjuration spells for half Magicka.
Soul Stealer Bound weapons cast Soul Trap on targets.
Summoner (1) Can summon atronachs or raise undead twice as far away.
Summoner (2) Can summon atronachs or raise undead three times as far away.
Necromancy Greater duration for reanimated undead.
Atromancy Double duration for conjured Atronachs.
Adept Conjuration Cast Adept level Conjuration spells for half Magicka.
Oblivion Binding Bound weapons will banish summoned creatures and turn raised ones.
Dark Souls Reanimated undead have 100 points more Health.
Expert Conjuration Cast Expert level Conjuration spells for half Magicka.
Elemental Potency Conjured Atronachs are 50% more powerful.
Master Conjuration Cast Master level Conjuration spells for half Magicka.
Twin Souls You can have two atronachs or reanimated zombies.
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.
Augmented Flames (1) Fire spells do 25% more damage.
Augmented Flames (2) Fire spells do 50% more damage.
Augmented Frost (1) Frost spells do 25% more damage.
Augmented Frost (2) Frost spells do 50% more damage.
Augmented Shock (1) Shock spells do 25% more damage.
Augmented Shock (2) Shock spells do 50% more damage.
Rune Master Can place runes five times farther away.
Impact Most destruction spells will stagger an opponent when dual cast.
Adept Destruction Cast Adept level Destruction spells for half Magicka.
Intense Flames Fire damage causes targets to flee if their Health is low (under 20%).
Deep Freeze Frost damage paralyzes targets if their Health is low (under 20%).
Disintegrate Shock spells disintegrate targets if their Health is low (under 15%).
Expert Destruction Cast Expert level Destruction spells for half Magicka.
Master Destruction Cast Master level Destruction spells for half Magicka.
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.
Apprentice Illusion Cast Apprentice level Illusion spells for half Magicka.
Hypnotic Gaze Calm spells now work on higher level opponents. Cumulative with Kindred Mage and Animage.
Kindred Mage All Illusion spells work on higher level people.
Quiet Casting All spells you cast from any school of magic are silent to others.
Aspect of Terror Fear spells work on higher level opponents. Cumulative with Kindred Mage and Animage.
Adept Illusion Cast Adept level Illusion spells for half Magicka.
Rage Frenzy spells work on higher level opponents. Cumulative with Kindred Mage and Animage.
Expert Illusion Cast Expert level Illusion spells for half Magicka.
Master of the Mind Illusion spells work on undead, daedra and automatons.
Master Illusion Cast Master level Illusion spells for half Magicka.
Novice Restoration Cast Novice level Restoration spells for half Magicka.
Regeneration Healing spells cure 50% more.
Restoration Dual Casting Dual casting a Restoration spell overcharges the effects into an even more powerful version. (220% spell effect for 280% Magicka cost)
Apprentice Restoration Cast Apprentice level Restoration spells for half Magicka.
Recovery (1) Magicka regenerates 25% faster.
Recovery (2) Magicka regenerates 50% faster.
Respite Healing spells also restore Stamina.
Adept Restoration Cast Adept level Restoration spells for half Magicka.
Ward Absorb Wards recharge your Magicka when hit with spells.
Necromage All spells are more effective against undead. (+25% effect and +50% effect duration)
Expert Restoration Cast Expert level Restoration spells for half Magicka.
Avoid Death Once a day, heals 250 points automatically if you fall below 10% Health. (Only if the damage does not kill you.)
Master Restoration Cast Master level Restoration spells for half Magicka.
Enchanter (1) New enchantments are 20% stronger.
Enchanter (2) New enchantments are 40% stronger.
Enchanter (3) New enchantments are 60% stronger.
Enchanter (4) New enchantments are 80% stronger.
Enchanter (5) New enchantments are 100% stronger.
Soul Squeezer Soul gems provide extra Magicka for recharging.
Fire Enchanter Fire enchantments on weapons and armor are 25% stronger.
Frost Enchanter Frost enchantments on weapons and armor are 25% stronger.
Soul Siphon Death blows to creatures, but not people, trap 5% of the victim's soul, recharging the weapon.
Storm Enchanter Shock enchantments on weapons and armor are 25% stronger.
Insightful Enchanter Skill enchantments on armor are 25% stronger.
Corpus Enchanter Health, Magicka, and Stamina enchantments on armor are 25% stronger.
Extra Effect Can put two enchantments on the same item.

 

Skyrim All Warrior Perks

The Skill Level and Requirements for the following perks listed in the table are relevant to the Warrior Skill, such as the following One-handed, Two-handed, Archery, Block, Heavy Armor and Smithing.

Quick Search of All Warrior Skill Perks

  Click the header to sort the table. 

Perk Description
Armsman (1) One-Handed weapons do 20% more damage.
Armsman (2) One-Handed weapons do 40% more damage.
Armsman (3) One-Handed weapons do 60% more damage.
Armsman (4) One-Handed weapons do 80% more damage.
Armsman (5) One-Handed weapons do twice as much damage.
Bladesman (1) Attacks with swords have a 10% chance of doing critical damage (+0% crit damage).
Bladesman (2) Attacks with swords have a 15% chance of doing more critical damage (+25% crit damage).
Bladesman (3) Attacks with swords have a 20% chance of doing even more critical damage (+50% crit damage).
Bone Breaker (1) Attacks with maces ignore 25% of armor.
Bone Breaker (2) Attacks with maces ignore 50% of armor.
Bone Breaker (3) Attacks with maces ignore 75% of armor.
Hack and Slash (1) Attacks with war axes cause extra bleeding damage.
Hack and Slash (2) Attacks with war axes cause more bleeding damage.
Hack and Slash (3) Attacks with war axes cause even more bleeding damage.
Dual Flurry (1) Dual wielding attacks are 20% faster.
Dual Flurry (2) Dual wielding attacks are 35% faster.
Dual Savagery Dual wielding power attacks do 50% bonus damage.
Fighting Stance Power attacks with one-handed weapons cost 25% less Stamina.
Critical Charge Can do a one-handed power attack while sprinting that does double critical damage.
Savage Strike Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.
Paralyzing Strike Backwards power attack has a 25% chance to paralyze the target.
Barbarian (1) Two-Handed weapons do 20% more damage.
Barbarian (2) Two-Handed weapons do 40% more damage.
Barbarian (3) Two-Handed weapons do 60% more damage.
Barbarian (4) Two-Handed weapons do 80% more damage.
Barbarian (5) Two-Handed weapons do twice as much damage.
Deep Wounds (1) Attacks with greatswords have a 10% chance of doing critical damage.
Deep Wounds (2) Attacks with greatswords have a 15% chance of doing more critical damage.
Deep Wounds (3) Attacks with greatswords have a 20% chance of doing even more critical damage.
Skullcrusher (1) Attacks with warhammers ignore 25% of armor.
Skullcrusher (2) Attacks with warhammers ignore 50% of armor.
Skullcrusher (3) Attacks with warhammers ignore 75% of armor.
Limbsplitter (1) Attacks with battle axes cause extra bleeding damage.
Limbsplitter (2) Attacks with battle axes cause more bleeding damage.
Limbsplitter (3) Attacks with battle axes cause even more bleeding damage.
Champion's Stance Power attacks with two-handed weapons cost 25% less Stamina.
Devastating Blow Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.
Great Critical Charge Can do a two-handed power attack while sprinting that does double critical damage.
Sweep Sideways power attacks with two-handed weapons hit all targets in front of you.
Warmaster Backwards power attack has a 25% chance to paralyze the target.
Overdraw (1) Bows do 20% more damage.
Overdraw (2) Bows do 40% more damage.
Overdraw (3) Bows do 60% more damage.
Overdraw (4) Bows do 80% more damage.
Overdraw (5) Bows do twice as much damage.
Critical Shot (1) 10% chance of a critical hit that does extra damage.
Critical Shot (2) 15% chance of a critical hit that does 25% more critical damage.
Critical Shot (3) 20% chance of a critical hit that does 50% more critical damage.
Eagle Eye Pressing Block while aiming will zoom in your view.
Steady Hand (1) Zooming in with a bow slows time by 25%.
Steady Hand (2) Zooming in with a bow slows time by 50%.
Hunter's Discipline Recover twice as many arrows from dead bodies.
Ranger Able to move faster with a drawn bow.
Power Shot Arrows stagger all but the largest opponents 50% of the time.
Quick Shot Can draw a bow 30% faster.
Bullseye 15% chance of paralyzing the target for a few seconds.
Shield Wall (1) Blocking is 20% more effective. (Actually 10%)
Shield Wall (2) Blocking is 25% more effective. (Actually 20%)
Shield Wall (3) Blocking is 30% more effective.
Shield Wall (4) Blocking is 35% more effective. (Actually 40%)
Shield Wall (5) Blocking is 40% more effective. (Actually 50%)
Quick Reflexes Time slows down if you are blocking during an enemy's power attack.
Deflect Arrows Arrows that hit the shield do no damage.
Elemental Protection Blocking with a shield reduces incoming fire, frost, and shock damage by 50%.
Block Runner Able to move faster with a shield or weapon raised.
Power Bash Able to do a power bash.
Deadly Bash Bashing does five times more damage.
Disarming Bash Chance to disarm when power bashing.
Shield Charge Sprinting with a shield raised knocks down most targets.
Juggernaut (1) Increases armor rating for Heavy Armor by 20%.
Juggernaut (2) Increases armor rating for Heavy Armor by 40%.
Juggernaut (3) Increases armor rating for Heavy Armor by 60%.
Juggernaut (4) Increases armor rating for Heavy Armor by 80%.
Juggernaut (5) Increases armor rating for Heavy Armor by 100%.
Fists of Steel Unarmed attacks with Heavy Armor gauntlets do their armor rating in extra damage.
Cushioned Half damage from falling if wearing all Heavy Armor: head, chest, hands, feet.
Conditioning Heavy Armor weighs nothing and doesn't slow you down when worn.
Well Fitted 25% Armor bonus if wearing all Heavy Armor: head, chest, hands, feet.
Tower of Strength 50% less stagger when wearing only Heavy Armor.
Matching Set Additional 25% Armor bonus if wearing a matched set of Heavy Armor.
Reflect Blows 10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet.
Steel Smithing Can create Steel armor and weapons at forges, and improve them twice as much.
Can also create Bonemold armor.
Arcane Blacksmith You can improve magical weapons and armor.
Dwarven Smithing Can create Dwarven armor and weapons at forges, and improve them twice as much.
Orcish Smithing Can create Orcish armor and weapons at forges, and improve them twice as much.
Ebony Smithing

Can create Ebony armor and weapons at forges, and improve them twice as much.
Can also create Stalhrim armor and weapons.

Daedric Smithing Can create Daedric armor and weapons at forges, and improve them twice as much.
Elven Smithing Can create Elven armor and weapons at forges, and improve them twice as much.
Can also create Chitin armor.
Advanced Armors Can create Scaled and Plate armor at forges, and improve them twice as much.
Can also create Nordic armor and weapons.
Glass Smithing Can create Glass armor and weapons at forges, and improve them twice as much.
Dragon Armor Can create Dragon armor at forges, and improve them twice as much.
Can also create Dragonbone weapons.

 

Skyrim All Thief Perks

The Skill Level and Requirements for the following perks listed in the table are relevant to the Thief Skill, such as the following LockpickingLight ArmorSneakPickpocketSpeech and Alchemy.

Quick Search of All Thief Skill Perks

  Click the header to sort the table. 

Perk Description
Novice Locks Novice locks are much easier to pick.
Apprentice Locks Apprentice 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.
Adept Locks Adept locks are much easier to pick.
Expert Locks Expert locks are much easier to pick.
Golden Touch Find more gold in chests.
Treasure Hunter 50% greater chance of finding special treasure.
Locksmith Pick starts close to the lock opening position.
Unbreakable Lockpicks never break.
Master Locks Master locks are much easier to pick.
Agile Defender (1) Increase armor rating for Light armor by 20%.
Agile Defender (2) Increase armor rating for Light armor by 40%.
Agile Defender (3) Increase armor rating for Light armor by 60%.
Agile Defender (4) Increase armor rating for Light armor by 80%.
Agile Defender (5) Increase armor rating for Light armor by 100%.
Custom Fit 25% Armor bonus if wearing all Light Armor: head, chest, hands, feet.
Matching Set Additional 25% Armor bonus if wearing a matched set of Light Armor.
Unhindered Light Armor weighs nothing and doesn't slow you down when worn.
Wind Walker Stamina regenerates 50% faster in all Light Armor: head, chest, hands, feet.
Deft Movement 10% chance of avoiding all damage from a melee attack while wearing all Light Armor: head, chest, hands, feet.
Stealth (1) You are 20% harder to detect when sneaking.
Stealth (2) You are 25% harder to detect when sneaking.
Stealth (3) You are 30% harder to detect when sneaking.
Stealth (4) You are 35% harder to detect when sneaking.
Stealth (5) You are 40% harder to detect when sneaking.
Backstab Sneak attacks with one-handed weapons now do six times damage.
Deadly Aim Sneak attacks with bows now do three times damage.
Assassin's Blade Sneak attacks with daggers now do a total of fifteen times normal damage.
Muffled Movement Wearing armor makes half as much noise when you move (see muffle).
Light Foot You won't trigger pressure plates.
Silent Roll Sprinting while sneaking executes a silent forward roll
Silence Walking and running does not affect detection.
Shadow Warrior Crouching stops combat for a moment and forces distant opponents to search for a target.
Light Fingers (1) Pickpocketing bonus of 20%. Item weight and value reduce pickpocketing odds.
Light Fingers (2) Pickpocketing bonus of 40%. Item weight and value reduce pickpocketing odds.
Light Fingers (3) Pickpocketing bonus of 60%. Item weight and value reduce pickpocketing odds.
Light Fingers (4) Pickpocketing bonus of 80%. Item weight and value reduce pickpocketing odds.
Light Fingers (5) Pickpocketing bonus of 100%. Item weight and value reduce pickpocketing odds.
Night Thief +25% chance to pickpocket if the target is asleep.
Poisoned Silently harm enemies by placing poisons in their pockets.
Extra Pockets Carrying capacity is increased by 100.
Cutpurse Pickpocketing gold is 50% easier.
Keymaster Pickpocketing keys almost always works.
Misdirection Can pickpocket equipped weapons.
Perfect Touch Can pickpocket equipped items and armor.
Haggling (1) Buying and selling prices are 10% better.
Haggling (2) Buying and selling prices are 15% better.
Haggling (3) Buying and selling prices are 20% better.
Haggling (4) Buying and selling prices are 25% better.
Haggling (5) Buying and selling prices are 30% better.
Bribery Can bribe guards to ignore crimes.
Persuasion Persuasion attempts are 30% easier.
Intimidation Intimidation is twice as likely to be successful.
Allure 10% better prices with the opposite sex.
Merchant Can sell any type of item to any kind of merchant.
Investor Can invest 500 gold with a shopkeeper to increase his available gold permanently.
Fence Can barter stolen goods with any merchant you have invested in.
Master Trader Every merchant in the world gains 1000 gold for bartering.
Alchemist (1) Potions and poisons you make are 20% stronger.
Alchemist (2) Potions and poisons you make are 40% stronger.
Alchemist (3) Potions and poisons you make are 60% stronger.
Alchemist (4) Potions and poisons you make are 80% stronger.
Alchemist (5) Potions and poisons you make are twice as strong.
Physician Potions you mix that restore Health, Magicka or Stamina are 25% more powerful.
Benefactor Potions you mix with beneficial effects have an additional 25% greater magnitude.
Experimenter (1) Eating an ingredient reveals first two effects.
Experimenter (2) Eating an ingredient reveals first three effects.
Experimenter (3) Eating an ingredient reveals all its effects.
Poisoner Poisons you mix are 25% more effective.
Concentrated Poison Poisons applied to weapons last for twice as many hits.
Green Thumb

Two ingredients are gathered from plants.

Snakeblood 50% resistance to all poisons.
Purity All negative effects are removed from created potions, and all positive effects are removed from created poisons.

 




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