We can’t talk about the amazing Skyrim leveling system without talking about Skyrim Perks. Skyrim Perks are awesome, and basically represent a character’s skill improvement and knowledge gained as he or she progresses throughout the game. Practically speaking, Skyrim Perks are a special reward you receive in addition to an increase in Magicka, Health, or Stamina gained from leveling up. There are many Perks, and each are represented beneath the color coded Skill Constellations (red for Warrior, blue for Mage, and green for Thief).
Skyrim Perks
There are numerous Skyrim Perks made available to players. Choice is obviously a good thing, but the sheer number of Perks can at times be overwhelming. To help player’s make wise choices when leveling up and to help see the big picture, the Skyrim Fansite has put together a list of every Perk made available beneath the Skill Constellations:
Warrior: The Path of Might
Mage: The Path of Sorcery
Thief: The Path of Shadow
Through the earning of Perks, player’s immerse themselves into the role playing aspects of Skyrim and the game truly becomes unique and a cut above other games in the fantasy genre. The accumulation of Skyrim Perks is addicting, for the more Perks you receive the stronger and more knowledgable your character becomes. Selecting different Perks will shape a character in a unique fashion, giving players the ability to create a character different from any other.
Warrior: The Path of Might
Archery
Overdraw-Bows do 25% more dame (5 ranks. +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 (3 Ranks. +5% per additional rank)
Steady Hand – Zooming in with the bow slows time by 25% (2 ranks. 50% for rank 2)
Power Shot – Arrows stagger all but the largest opponents 50% of the time
Hunter’s Discipline – Recover twice as many arrows from dead bodies
Ranger – Able to move faster with a drawn bow
Quick Shot – Can draw a bow 30% faster
Bull’s eye – 15% chance of paralyzing the target for a few seconds
Block
Shield Wall (5) – Blocking is 20% more effective (+20% per additional rank) (Requirements: Increments 20 per rank)
Deflect Arrows – Arrows that hit the shield do no damage (Requirements: Block 30, Shield Wall)
Quick Reflexes – Time slows down if you are blocking during an enemy’s power attack (Requirements: Block 30, Shield Wall)
Power Bash – Able to do a power bash (Requirements: Block 30, Shield Wall)
Elemental Protection – Blocking with a shield reduces incoming fire, frost and shock damage by 50% (Requirements: Block 50, Deflect Arrows)
Deadly Bash – Bashing does five times more damage (Requirements: Block 50, Power Bash)
Block Runner – Able to move faster with a shield raised (Requirements: Block 70, Elemental Protection)
Disarming Bash – Chance to disarm when power bashing (Requirements: Block 70, Deadly Bash)
Shield Charge – Sprinting with a shield raised knocks down most targets (Requirements: Block 100, Block Runner, Disarming Bash)
Heavy Armor
Juggernaut (5) – Increases armor rating for Heavy Armor by 20% (+20% per additional rank) (Requirements: Increments 20 per rank)
Fists of Steel – Unarmed attacks with Heavy Armor gaunlets do their armor rating in extra damage (Requirements: Heavy Armor 30, Juggernaut)
Well Fitted – 25% armor bonus if wearing all Heavy Armor: head, chest, hands, feet (Requirements: Heavy Armor 30, Juggernaut)
Cushioned – Half damage from falling if wearing all Heavy Armor: head, chest, hands, feet (Requirements: Heavy Armor 50, Fists of Steel)
Tower of Strength – 50% less stagger when wearing only Heavy Armor (Requirements: Heavy Armor 50, Well Fitted)
Conditioning – Heavy Armor weighs nothing and doesn’t slow you down when worn (Requirements: Heavy Armor 70, Cushioned)
Matching Set – Additional 25% armor bonus if wearing a matched set of Heavy Armor (Requirements: Heavy Armor 70, Tower of Strength)
Reflect Blows – 10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet (Requirements: Heavy Armor 100, Matching Set)
One Handed
Armsman (5) – One-Handed weapons do 20% more damage (+20% per additional rank) (Requirements: Increments 20 per rank)
Fighting Stance – Power attacks with one-handed weapons cost 20% less stamina (Requirements: One-Handed 20, Armsman)
Hack and Slash (3) – Attacks with war axes cause extra bleeding damage (Additional ranks raise the bleeding damage) (Requirements: One-Handed 30, Armsman)
Bone Breaker (3) – Attacks with maces ignore 25% of armor (+25% per additional rank) (Requirements: One-Handed 30, Armsman)
Bladesman (3) – Attacks with swords have a 10% chance of doing critical damage (+5% per additional rank) (Requirements: One-Handed 30, Armsman)
Dual Flurry (2) – Dual wielding attacks are 20% faster (35% for second rank) (Requirements: One-Handed 30, Armsman)
Savage Strike – Standing power attacks do 25 bonus damage with a chance to decapitate your enemies (Requirements: One-Handed 50, Fighting Stance)
Critical Charge – Can do a one-handed power attack while sprinting that does double critical damage (Requirements: One-Handed 50, Fighting Stance)
Dual Savagery – Dual wielding power attacks do 50% bonus damage (Requirements: One-Handed 70, Dual Flurry)
Paralyzing Strike – Backwards power attack has a 25% chance to paralyze the target (Requirements: One-Handed 100, Savage Strike, Critical Charge)
Two Handed
Barbarian (5) – Two-Handed weapons do 20% more damage (+20% per additional rank) (Requirements: Increments 20 per rank)
Champion’s Stance – Power attacks with two-handed weapons cost 25% less stamina (Requirements: Two-Handed 20, Barbarian)
Limbsplitter (3) – Attacks with battle axes cause extra bleeding damage (Additional ranks raise the bleeding damage) (Requirements: Two-Handed 30, Barbarian)
Deep Wounds (3) – Attacks with greatswords have a 10% chance of doing critical damage (+5% per additional rank) (Requirements: Two-Handed 30, Barbarian)
Skull Crusher (3) – Attacks with warhammers ignore 25% of armor (+25% per additional rank) (Requirements: Two-Handed 30, Barbarian)
Devastating Blow – Standing power attacks do 25% bonus damage with a chance to decapitate your enemies (Requirements: Two-Handed 50, Champion’s Stance)
Great Critical Charge – Can do a two-handed power attack while sprinting that does double critical damage (Requirements: Two-Handed 50, Champion’s Stance)
Sweep – Sideways power attacks with two-handed weapons hit all targets in front of you (Requirements: Two-Handed 70, Devastating Blow, Great Critical Charge)
Warmaster – Backwards power attack has a 25% chance to paralyze the target (Requirements: Two-Handed 100, Sweep)
Smithing
Steel Smithing – Can create Steel armor and weapons at forges, and improve them twice as much (Requirements: Smithing 20)
Elven Smithing – Can create Elven armor and weapons at forges, and improve them twice as much (Requirements: Smithing 30, Steel Smithing)
Dwarven Smithing – Can create Dwarven armor and weapons at forges, and improve them twice as much (Requirements: Smithing 30, Steel Smithing)
Advanced Armors – Can create Scaled and Plate armor at forges, and improve them twice as much (Requirements: Smithing 50, Elven Smithing)
Orcish Smithing – Can create Orcish armor and weapons at forges, and improve them twice as much (Requirements: Smithing 50, Dwarven Smithing)
Arcane Blacksmith – You can improve magical weapons and armor (Requirements: Smithing 60, Steel Smithing)
Glass Smithing – Can create Glass armor and weapons at forges, and improve them twice as much (Requirements: Smithing 70, Elven Smithing)
Ebony Smithing – Can create Ebony armor and weapons at forges, and improve them twice as much (Requirements: Smithing 80, Orcish Smithing)
Daedric Smithing – Can create Daedric armor and weapons at forges, and improve them twice as much (Requirements: Smithing 90, Ebony Smithing)
Dragon Smithing – Can create Dragon armor at forges, and improve them twice as much (Requirements: Smithing 100, Glass Smithing, Daedric Smithing)
Alteration Dual Casting – Dual casting an Alteration spell overcharges the effects into an even more powerful version (Requirements: Alteration 20, Novice Alteration)
Mage Armor (3) – Protection spells like Stoneflesh are 2x as strong if not wearing armor (+1x per additional rank) (Requirements: Alteration 30, Apprentice Alteration)
Magic Resistance (3) – Blocks 10% of a spells effect (+5% per additional rank) (Requirements: Alteration 30, Apprentice Alteration)
Conjuration Dual Casting – Dual casting a Conjuration spell overcharges the effects into an even more powerful version (Requirements: Conjuration 20, Novice Conjuration)
Mystic Binding – Bound weapons do more damage (Requirements: Conjuration 20, Novice Conjuration)
Destruction Dual Casting – Dual casting a Destruction spell overcharges the effects into an even more powerful version (Requirements: Destruction 20, Novice Destruction)
Illusion Dual Casting – Dual casting an Illusion spell overcharges the effects into an even more powerful version (Requirements: Illusion 20, Novice Illusion)
Animage – Illusion spells now work on higher level animals (Requirements: Illusion 20, Novice Illusion)
Restoration Dual Casting – Dual casting a Restoration spell overcharges the effects into an even more powerful version (Requirements: Restoration 20, Novice Restoration)
Enchanter (5) – New enchantments are 20% stronger (+20% per additional rank) (Requirements: Increments 20 Skill points for each rank.)
Soul Squeezer – Soul gems provide extra magicka for recharging (Requirements: Enchanting 20, Enchanter)
Fire Enchanter – Fire enchantments on weapons and armor are 25% stronger (Requirements: Enchanting 30, Enchanter)
Soul Siphon – Death blows to creatures, but not people, trap 5% of the victim’s soul, recharging the weapon (Requirements: Enchanting 40, Soul Squeezer)
Frost Enchanter – Frost enchantments on weapons and armor are 25% stronger (Requirements: Enchanting 40, Fire Enchanter)
Insightful Enchanter – Skill enchantments on armor are 25% stronger (Requirements: Enchanting 50, Enchanter)
Storm Enchanter – Shock enchantments on weapons and armor are 25% stronger (Requirements: Enchanting 50, Frost Enchanter)
Corpus Enchanter – Health, magicka and stamina enchantments on armor are 25% stronger (Requirements: Enchanting 70, Insightful Enchanter)
Extra Effect – Can put two enchantments on the same item (Requirements: Enchanting 100, Storm Enchanter, Corpus Enchanter)
Thief: The Path of Shadow
Alchemy
Alchemist (5) – Potions and poisons are 20% stronger (+20% per additional rank) (Requirements: None)
Physician – Potions you mix that restore health, magicka or stamina are 25% more powerful (Requirements: Alchemy 20, Alchemist)
Poisoner – Poisons you mix are 25% more effective (Requirements: Alchemy 30, Physician)
Benefactor – Potions you mix with beneficial effects have an additional 25% greater magnitude (Requirements: Alchemy 30, Physician)
Experimenter (3) – Eating an ingredient reveals first two effects (+1 effect per additional rank) (Requirements: Alchemy 50, Benefactor)
Concentrated Poison – Poisons applied to weapons last for twice as many hits (Requirements: Alchemy 60, Poisoner)
Green Thumb – Two ingredients are gathered from plants (Requirements: Alchemy 70, Concentrated Poison)
Snakeblood – 50% resistance to all poisons (Requirements: Alchemy 80, Concentrated Poison, Experimenter)
Purity – All negative effects are removed from created potions, and all positive effects are removed from created poisons (Requirements: Alchemy 100, Snakeblood)
Light Armor
Agile Defender (5) – Increase armor rating for Light Armor by 20% (+20% per additional rank) (Requirements: None)
Custom Fit – 25% armor bonus if wearing all Light Armor: head, chest, hands, feet (Requirements: Light Armor 30, Agile Defender)
Unhindered – Light Armor weighs nothing and doesn’t slow you down when worn (Requirements: Light Armor 50, Custom Fit)
Wind Walker – Stamina regenerates 50% faster in all Light Armor: head, chest, hands, feet (Requirements: Light Armor 60, Unhindered)
Matching Set – Additional 25% Armor bonus if wearing a matched set of Light Armor (Requirements: Light Armor 70, Custom Fit)
Deft Movement – 10% of avoiding all damage from a melee attack while wearing all Light Armor: head, chest, hands, feet (Requirements: Light Armor 100, Wind Walker, Matching Set)
Lockpicking
Novice Locks – Novice locks are much easier to pick (Requirements: None)
Apprentice Locks – Apprentice locks are much easier to pick (Requirements: Lockpicking 25, Novice Locks)
Quick Hands – Able to pick locks without being noticed (Requirements: Lockpicking 40, Apprentice Locks)
Wax Key – Automatically gives you a copy of a picked lock’s key if it has one (Requirements: Lockpicking 50, Quick Hands)
Adept Locks – Adept locks are much easier to pick (Requirements: Lockpicking 50, Apprentice Locks)
Golden Touch – Find more gold in chests (Requirements: Lockpicking 60, Adept Locks)
Treasure Hunter – 50% greater chance of finding special treasure (Requirements: Lockpicking 70, Golden Touch)
Expert Locks – Expert locks are much easier to pick (Requirements: Lockpicking 75, Adept Locks)
Locksmith – Pick starts close to the lock opening position (Requirements: Lockpicking 80, Expert Locks)
Unbreakable – Lockpicks never break (Requirements: Lockpicking 100, Locksmith)
Master Locks – Master locks are much easier to pick (Requirements: Lockpicking 100, Expert Locks)
Pickpocket
Light Fingers (5) – Pickpocketing bonus of 20%. Item weight and value reduce pickpocketing odds (+20% per additional rank) (Requirements: None)
Night Thief – +25% chance to pickpocket if the target is asleep (Requirements: Pickpocket 30, Light Fingers)
Poisoned – Silently harm enemies by placing poisons in their pockets (Requirements: Pickpocket 40, Light Fingers)
Investor – Can invest 500 gold with a shopkeeper to increase his available gold permanently (Requirements: Speech 70, Merchant)
Intimidation – Intimidation is twice as successful (Requirements: Speech 70, Persuasion)
Fence – Can barter stolen goods with any merchant you have invested in (Requirements: Speech 90, Investor)
Master Trader – Every merchant in the world gains 1000 gold for bartering (Requirements: Speech 100, Fence)
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Shane Scarbrough
Shane Scarbrough is the founder of the Skyrim Fansite. He's a business owner, video game journalist, and role playing game aficionado. When he's not working he enjoys reading, writing, and playing video games. He's currently on his third playthrough of Skyrim, and is playing as a Templar in The Elder Scrolls Online. You can find Shane on Google+ and FaceBook.
Good point. Besides the occasional tavern brawl there really isn’t a lot of opportunity for fisticuffs/MMA takedowns. Have you found the Gloves of the Pugilist yet? Short of having a dedicated skill tree, this magic item is a lot fun (boosts damage from unarmed attacks). I wouldn’t go up against a Giant wearing the gloves, but they’re good for going all ninja on Skeevers and the like.
Nope, not found the gloves yet. I am still lost in the mountains, fighting off bears and trolls. Maybe when i start with a Khajit, i will combine the gloves enchantment with fists of steel perk and make him a Kung Fu master.
Sounds like a great idea. When I looted the Gloves my first thought was “lame!” and I almost sold them off. Glad I didn’t though — they’re fun to use are the only item with the fortify unarmed enchantment (might destroy them later and enchant a magic ring or two).
Bryan Kazun
10 years ago
Hey Shane, this has nothing to do with your post, though this is interesting I have another thing on my mind. I was doing the dawnguard questline and i became a vampire lord, which got me to thinking, is ther a possible way to become a hybrid, half vampire, half werewolf, and if so, how do you do it?
I think they should have put a skill tree for unarmed combat or martial arts, that would have really made the game more awesome.
Good point. Besides the occasional tavern brawl there really isn’t a lot of opportunity for fisticuffs/MMA takedowns. Have you found the Gloves of the Pugilist yet? Short of having a dedicated skill tree, this magic item is a lot fun (boosts damage from unarmed attacks). I wouldn’t go up against a Giant wearing the gloves, but they’re good for going all ninja on Skeevers and the like.
Nope, not found the gloves yet. I am still lost in the mountains, fighting off bears and trolls. Maybe when i start with a Khajit, i will combine the gloves enchantment with fists of steel perk and make him a Kung Fu master.
Sounds like a great idea. When I looted the Gloves my first thought was “lame!” and I almost sold them off. Glad I didn’t though — they’re fun to use are the only item with the fortify unarmed enchantment (might destroy them later and enchant a magic ring or two).
Hey Shane, this has nothing to do with your post, though this is interesting I have another thing on my mind. I was doing the dawnguard questline and i became a vampire lord, which got me to thinking, is ther a possible way to become a hybrid, half vampire, half werewolf, and if so, how do you do it?