Skyrim - Perks and Racial Powers

Dhruin

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Bethsoft forum member Sammuthegreat compiled all the info he could from a recent Skyrim hands-on experience at the Eurogamer Expo, offering the most complete list of Perks and Racial Powers currently available. There are two active threads (Part 1 and Part 2) that are well worth a look. The list of Perks is too long to post in this format but here are a couple samples:
I started the game, fiddled as quickly as possible with the character creator. The creator tells you (briefly) about each race's abilities, so without further ado:
- ORCS: Beserker
- REDGUARDS: Adrenaline Rush,
- WOOD ELF: resist poison, resisit disease, command animals
- NORD: Battlecry
- KHAJIIT: night-eye, claw attacks
- IMPERIAL: Voice of the Emperor, find more coins when looting
- HIGH ELF: regenerate Magicka more quickly
- DARK ELF: Ancestor's Wrath (surround self in fire), resist fire
- BRETON: Dragonskin (absorb spells), resist shock
- ARGONIANS: Histskin (regenerate health quickly), resist disease 50%, breathe underwater
- FIRST THING I NOTICED WAS THAT RACES HAVE DIFFERENT STATS TO START WITH. The baseline stat seems to be 15, with +5 in some stats and even +10 in others. For example:
- Argonians start with 25 in Lockpicking, 20 in Pickpocketing, Sneak, Light Amour, Restoration, Alteration
- Orcs start with 25 in Heavy Armour, 20 in Enchanting, Smithing (didn't see any more)
- Bosmer start with 20s in most of the thieving skills - Sneak, Alchemy, Pickpocket, Lockpicking - and a 25 in Archery
Thanks, CountChocula!
More information.
 
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Glad to see that they didn't get rid of spell absorption because they got rid of the birthsigns. They just shifted it into a Breton racial ability. Other birthsigns similarly preserved?
 
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Aren't those % increase perks redundant considering that's what increasing your skills was supposed to do anyway?
 
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Aren't those % increase perks redundant considering that's what increasing your skills was supposed to do anyway?

Well taking all ranks of heavy armor +% perks would result in potentially having 170% the armor rating one would get from max skill alone - so no they don't seem pointless since they aren't +skill%'s but +game-mechanic%/
 
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Well taking all ranks of heavy armor +% perks would result in potentially having 170% the armor rating one would get from max skill alone - so no they don't seem pointless since they aren't +skill%'s but +game-mechanic%/

It's not that they're not useful, it's that an armor % increase is already what you gain by raising your armor skill. A good perk gives you some lateral ability you couldn't gain just by raising your skills, ex: awareness lets you see your enemies' HPs, armor and weapon info, empathy color codes your dialog choices. Having a skill-level dependent perk that just % increases what the skill already does such as raising your armor rating for an armor skill or raising your damage with a weapon for a weapon skill is bland.
 
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It's not that they're not useful, it's that an armor % increase is already what you gain by raising your armor skill. A good perk gives you some lateral ability you couldn't gain just by raising your skills, ex: awareness lets you see your enemies' HPs, armor and weapon info, empathy color codes your dialog choices. Having a skill-level dependent perk that just % increases what the skill already does such as raising your armor rating for an armor skill or raising your damage with a weapon for a weapon skill is bland.

Well just like The Witcher 2, a good skill or perk tree will include both. There is a choice whether to put your points into potentially more interesting ability-granting perks or into passive bonuses.
 
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