A different person in a different world. These words still ring true when it comes to Skyrim. The character you create can be a fearless warrior, a cunning mage, or a conniving thief. The choice is yours. But which character best suits your tastes? What kind of class should you pursue and which perks are the best for YOU?
The Elder Scrolls V: Skyrim
Written by Dalton “Horror Spooky” Cooper
Copyright 2011 CheatMasters
Contact Information
E-mail: [email protected]
Looking for a walkthrough of the main quest? Have a look:
The Elder Scrolls V: Skyrim FAQ / Walkthrough
What about Daedric Quests?:
The Elder Scrolls V: Skyrim – Daedric Quests
Oh, and those Side Quests:
The Elder Scrolls V: Skyrim – Side Quests
And finally…Guild Quests:
The Elder Scrolls V: Skyrim – Guild Quests
——————-
TABLE OF CONTENTS
——————-
1. Races
A. Argonian
B. Breton
C. Dark Elf
D. High Elf
E. Imperial
F. Khajiit
G. Nord
H. Orc
I. Redguard
J. Wood Elf
2. Classes
A. Warrior
B. Mage
C. Thief
D. Combination
3. Skill Trees
A. Warrior Skills
B. Mage Skills
C. Thief Skills
4. Conclusion
- – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - -
1. Races
- – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - -
Populating the land of Tamriel are a wide variety of humanoid races that
interact with one another with varying levels of respect and hatred. From the
lizard-like Argonian to the brutish Orcs to the mystical Elves, there’s a race
for every type of player. Which race will you be?
===========
A. ARGONIAN
===========
Description: This reptilian race, well-suited for the treacherous swamps of
their Black Marsh homeland, has developed a natural resistance to diseases and
the ability to breathe underwater. They can call upon the Histskin to
regenerate health very quickly.
Perks:
-Resistant to disease
-Breathe underwater
-Regenerate health fast
To Top
=========
B. BRETON
=========
Description: In addition to their quick and perceptive grasp of spellcraft,
even the humblest of High Rock’s Bretons can boast a resistance to magic.
Bretons can call upon the Dragonskin power to absorb spells.
Perks:
-Magic boosts
-Resistant to magic damage
-Ability to absorb spells
===========
C. DARK ELF
===========
Description: Also known as “Dunmer” in their homeland of Morrowind, dark elves
are noted for their stealth and magic skills. They are naturally resistant to
fire and can call upon their Ancestor’s Wrath to surround themselves in fire.
Perks:
-Stealth boost
-Magic boost
-Resistant to fire damage
-Can surround themselves with fire for offense and protection
===========
D. HIGH ELF
===========
Description: Also known as “Altmer” in their homeland of Summerset Isle, the
high elves are the most strongly gifted in the arcane arts of all the races.
They can call upon their Highborn power to regenerate Magicka quickly.
Perks:
-Best race for magic
-Regenerates magicka quickly
To Top
===========
E. IMPERIAL
===========
Description: Natvies of Cyrodiil, they have proved to be shrewd diplomats and
traders. they are skilled with combat and magic. Anywhere gold coins might be
found, Imperials always seem to find a few more. They can call upon the Voice
of the Emperor to calm an enemy.
Perks:
-Speechcraft boost
-Gold found bonus
-Can calm an enemy and stop them from attacking
==========
F. KHAJIIT
==========
Description: Hailing from the province of Elsweyr, they are intelligent, quick,
and agile. They make excellent theives due to their natural stealthiness. All
Khajiit can see in the dark at will and have unarmed claw attacks.
Perks:
-High intelligence
-Stealth boost
-Can see in the dark
=======
G.NORD
=======
Description: Citizens of Skyrim, they are a tall and fair-haired people. Strong
and hardy, Nords are famous for their resistance to cold and their talent as
warriors. They can use a Battlecry to make opponents flee.
Perks:
-Resistant to freeze magic
-Can make opponents flee
To Top
======
H. ORC
======
Description: The people of the Wrothgarian and Dragontail Mountains, Orcish
smiths are prized for their craftsmanship. Orc troops in Heavy Armor are among
the finest in the Empire, and are fearsome when using their Berserker Rage.
Perks:
-Craftsmanship boost
-Heavy armor boost
===========
I. REDGUARD
===========
The most naturally talented warriors in Tamriel, the Redguards of Hammerfell
have a hardy constitution and a natural resistance to poison. They can call
upon an Adrenaline Rush in combat.
Perks:
-Resistant to poison
===========
J. WOOD ELF
===========
Description: The clanfolk of the Western Valenwood forests, also known as
“Bosmer.” Wood elves make good scouts and thieves, and there are no finer
archers in all of Tamriel. They have natural resistances to both poisons and
diseases. They can Command Animals to fight for them.
Perks:
-Archery boost
-Resistant to poison
-Resistant to disease
-Can make animals battle for them
To Top
- – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - -
2. Classes
- – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - -
Skryim is unique to the Elder Scrolls series in the sense that you don’t really
pick a set “class” at the beginning of the game. Rather, you can choose from
all the different skills available to each class as you level up and earn
experience points in the game. This way you can build the character that YOU
want. You can have a thief that is extremely capable in the skills of heavy
armor that also is a badass at healing spells. This sense of freedom is
extraordinary, but it can also be daunting. Hopefully this guide will help out
those that are left scratching their heads.
When you level up, go to your Skills menu. This will cause your character to
look upward into the constellations to see all the various perks that can be
purchased and what category they fall under. The perks are separated by three
different colors and images.
Blue = Mage
Green = Thief
Red = Warrior
Each category has five trees of perks, and then one perk that falls in between
two different categories, which would benefit someone playing either class.
To Top
==========
A. WARRIOR
==========
Recommended Races: Argonian, Imperial, Khajiit, Nord, Orc, Redguard
Recommended Questlines: The Companions, The Dark Brotherhood, Civil War,
Daedric Quests, Main Quest
TIPS: If you want to play as a Warrior Class, you’ll have a couple of decisions
to make. For one, the Warrior class is based on defensive ability with armor,
as well as melee attacks with weapons. They are essentially tanks in the Elder
Scrolls, if you level them up only focusing on the Warrior skilltree, mind you.
Because the Warrior relies heavily on armor to succeed, you need to be aware of
the two armor types. There is Heavy Armor, which slows you down and makes you
unable to jump as high as normal, but it has quite the defensive bonus. Then
there is Light Armor, which allows more agility, but less defense.
The second decision Warriors will need to make is whether or not they will be
using dual-wielded weapons, or single-handed weapons in battle. Dual-wielding
lends itself to blending classes, as your character could have a sword in one
hand and a spell in the other. However, it can also be very beneficial to
Warriors. They could have a shield in one hand and a weapon in the other,
allowing them to block while also delivering hellish blows to opponents.
The Red Guard is the class most geared towards Warriors.
To Top
=======
B. MAGE
=======
Recommended Races: Breton, Dark Elf, High Elf, Imperial, Wood Elf
Recommended Questlines: The College of Winterhold, The Dark Brotherhood,
Daedric Quests, Main Quest, The Companions
TIPS: Mages have a large variety of spells available to them, ranging from
spells that have healing properties to ones that cause absolute and total
destruction. Mages can benefit greatly from using dual-wielding, as one hand
can be casting a Destruction Spell while the other hand is constantly healing
the user.
This common strategy, of course, requires an insane amount of magicka in order
to pull off properly. This is why you need to choose carefully in regards to
what race you pick at the beginning of the game so you wind up with someone
that has a lot of Magicka.
The High Elf is the class most geared towards Mages.
To Top
========
C. THIEF
========
Recommended Races: Argonian, Dark Elf, Khajiit, Wood Elf
Recommended Questlines: The Thieves’ Guild, The Dark Brotherhood, Daedric
Quests, Main Quest
TIPS: Thieves are probably one of the more harder classes to play effectively
as many quests in the game don’t even give you the opportunity to be stealthy
and sneak up on your enemies. However, the Thief class has some of the best
Perks available.
The Khajiit is the class most geared towards thieves.
To Top
==============
D. COMBINATION
==============
Recommended Races: All
Recommended Questlines: All
TIPS: Skyrim is made for just this. Instead of shoehorning players into a
specific class, Skyrim leaves the option open for players to explore just what
type of character they are, and level up and spend experience points to take
advantage of their strengths and retard their weaknesses.
However, Bethesda also left the option open to play a strictly Warrior, Mage,
or Thief class. However you want to play is up to you!
To Top
- – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - -
3. Skill Trees
- – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - -
==========
A. WARRIOR SKILLS
==========
**********
ENCHANTING
**********
Enchanter (0/5) – New enchantments are stronger
—>
Fire Enchanter (REQ: 30) – Fire enchantments on weapons and armor are 25%
stronger
Insightful Enchanter (REQ: 50) – Skill enchantments on armor are 25% stronger
Soul Squeezer (REQ: 20) – Soul gems provide extra magicka for recharging
—>
Frost Enchanter (REQ: 40) – Frost enchantments on weapons and armor are 25%
stronger
Corpus Enchanter (REQ: 70) – Health, magicka, and stamina enchantments on armor
are 25% stronger
—>
Storm Enchanter (REQ: 50) – Shock enchantments on weapons and armor are 25%
stronger
Soul Siphon (REQ: 40) – Death blows to creatures, but not peopole, trap 5% of
the victim’s soul, recharging the weapon
—>
Extra Effect (REQ: 100) – Can put two enchantments on the same item
********
SMITHING
********
Steel Smithing – Can create Steel armor and weapons at forges, and improve them
twice as much
—>
Elven Smithing (REQ: 30) – Can create Elven armor and weapons at forges, and
improve them twice as much
Arcane Blacksmith (REQ: 60) – You can improve magical weapons and armor
Dwarven Smithing (REQ: 30) – Can create Dwarven armor and weaopns at forges,
and improve them twice as much
—>
Advanced Armors (REQ: 50) – Can create Scaled and Plate armor at forges, and
improve them twice as much
Orcish Smithing (REQ: 50) – Can create Orcish armor and weapons at forges, and
improve them twice as much
—>
Glass Smithing (REQ: 70) – Can create Glass armor and weapons at forges, and
improve them twice as much
Ebony Smithing (REQ: 80) – Can create Ebony armor and weapons at forges, and
improve them twice as much
Daedric Smithing (REQ: 90) – Can create Daedric armor and weapons at forges,
and improve them twice as much
Dragon Armor (REQ: 100) – Can create Dragon armor at forges, and improve them
twice as much
To Top
***********
HEAVY ARMOR
***********
Juggernaut (0/5) – Increases armor rating for Heavy Armor
—>
Fists of Steel (REQ: 30) – Unarmed attacks with Heavy Armor gauntlets do their
armor rating in extra damage
Well Fitted (REQ: 30) – 25% Armor bonus if wearing all Heavy Armor: head,
chest, hands, feet
—>
Cushioned (REQ: 50) – Half damage from falling if wearing all Heavy Armor:
head, chest, hands, feet
Tower of Strength (REQ: 50) – 50% less stagger when wearing only Heavy Armor
—>
Matching Set (REQ: 70) – Additional 25% Armor bonus if wearing a matched set
of Heavy Armor
Conditioning (REQ: 70) – Heavy Armor weighs nothing and doesn’t slow you down
when you run
—>
Reflect Blows (REQ: 100) – 10% chance to reflect melee damage back to the
enemy while wearing all Heavy Armor: head, chest, hands, feet
*****
BLOCK
*****
Shield Wall (0/5) – Blocking is more effective
—>
Deflect Arrows (REQ: 30) – Arrows that hit the shield do no damage
Quick Reflexes (REQ: 30) – Time slows down if you are blcoking during an
enemy’s power attack
Power Bash (REQ: 30) – Able to do a power bash
—>
Elemental Protection (REQ: 50) – Blocking with a shield reduces incoming fire,
frost, and shock damage by 50%
Deadly Bash (REQ: 50) – Bashing does five times more damage
—>
Block Runner (REQ: 70) – Able to move faster with a shield raised
Disarming Bash (REQ: 70) – Chance to disarm when power bashing
—>
Shield Charge (REQ: 100) – Sprinting with a shield raised knocks down most
targets
To Top
**********
TWO-HANDED
**********
Barbarian (0/5) – Two-Handed Weapons do more damage
—>
Champion’s Stance (REQ: 20) – Power attacks with two-handed weaopns cost 25%
less stamina
—>
Limbsplitter (0/3) – Attacks with battle axes cause extra bleeding damage
Deep Wounds (0/3) – Attacks with greatswords have more chance to do critical
damage
Skullcrusher (0/3) – Attacks with warhammers ignore armor
—>
Great Critical Charge (REQ: 50) – Can do a two-handed power attack while
sprinting that does double critical damage
Devastating Blow (REQ: 50) – Standing power attacks do a 25% bonus damage with
a chance to decaptitate your enemies
—>
Sweep (REQ: 70) – Sideways power attacks with two-handed weapons hit all
targets in front of you
—>
Warmaster (REQ: 100) – Backwards power attack has a 25% chance to paralyze the
target
**********
ONE-HANDED
**********
Armsman (0/5) – One-Handed weapons do 20% more damage
—>
Dual Flurry (0/2) – Dual wielding attacks are 20% faster
—>
Fighting Stance (REQ: 20) – Power attacks with one-handed weapons cost 25% less
stamina
—>
Hack and Slash (0/3) – Attacks with war axes cause extra bleeding damage
Bone Breaker (0/3) – Attacks with maces ignore armor
Bladesman (0/3) – Attacks with swords have a 10% chance of doing critical
damage
—>
Savage Strike (REQ: 50) – Standing power attacks do 25% bonus damage with a
chance to decapitate your enemies
Critical Charge (REQ: 50) – Can do a one-handed power attack while sprinting
that does double critical damage
—>
Paralyzing Strike (REQ: 100) – Backwards power attack has a 25% chance to
paralyze the target
To Top
*******
ARCHERY
*******
Overdraw (0/5) – Bows do more damage
—>
Eagle Eye (REQ: 30) – Pressing Block while aiming will zoom in your view
—>
Steady Hand (0/2) – Zooming in with a bow slows time
Critical Shot (0/3) – Chance of a critical hit that does extra damage
—>
Power Shot (REQ: 50) – Arrows stagger all but the largest opponents 50% of the
time
—>
Hunter’s Discipline (REQ: 50) – Recover twice as many arrows from dead bodies
—>
Ranger (REQ: 60) – Able to move faster with a drawn bow
—>
Quick Shot (REQ: 70) – Can draw a bow 30% faster
—>
Bullseye (REQ: 100) – 15% chance of paralyzing the target for a few seconds
To Top
=======
B. MAGE SKILLS
=======
*******
ALCHEMY
*******
Alchemist (0/5) – Potions and poisons you make are stronger
—>
Physician (REQ: 20) – Potions you mix that restore Health, Magicka, or Stamina
are 25% more powerful
—>
Benefactor (REQ: 30) – Potions you mix with beneficial effects have an
additional 25% greater magnitude
Poisoner (REQ: 30) – Poisons you mix are 25% more effective
—>
Concentrated Poison (REQ: 60) – Poisons applied tow eaopns last for twice as
many hits
Experimenter (0/3) – Eating an ingredient reveals first two effects
—>
Green Thumb (REQ: 70) – Two ingredients are gathered from plants
—>
Snakeblood (REQ: 80) – 50% resistance to all poisons
—>
Purity (REQ: 100) – All negative effects are removed from created potions, and
all positive effects are removed from created poisons
To Top
********
ILLUSION
********
Novice Illusion – Cast Novice level Illusion spells for half magicka
—>
Illusion dual Casting (REQ: 20) – Dual casting an Illusion spell overcharges
the effects into an even more powerful version
—>
Animage (REQ: 20) – Illusion spells now work on higher level animals
—>
Apprentice Illusion (REQ: 25) – Cast Apprentice level Illusion spells for half
magicka
—>
Hypnotic Gaze (REQ: 30) – Calm spells now work on higher level opponents.
Cumulative with Kindred Mage and Animage
—>
Kindred Mage (REQ: 40) – All Illusion spells work on higher level people
—>
Adept Illusion (REQ: 50) – Cast Adept level Illusion spells for half magicka
—>
Aspect of Terror (REQ: 50) – Fear spells work on higher level opponents.
Cumulative with Kindred Mage and Animage
—>
Expert Illusion (REQ: 75) – Cast Expert level Illusion spells for half magicka
Rage (REQ: 70) – Frenzy spells work on higher level opponents. Cumulative with
Kindred Mage and Animage
Quiest Casting (REQ: 50) – All spells you cast from any school of magic are
silent to others
—>
Master of the Mind (REQ: 90) – Illusion spells work on undead, daedra and
automatons
—>
Master Illusion (REQ: 100) – Cast Master level Illusion spells for half magicka
To Top
***********
CONJURATION
***********
Novice Conjuration – Cast Novice level Conjuration spells for half magicka
—>
Conjuration Dual Casting (REQ: 20) – Dual casting a Conjuration spell
overcharges the spell, allowing it to last longer
Mystic Binding (REQ: 20) – Bound weaopns do more damage
—>
Summoner (0/2) – Can summon atronarchs or raise undead twice as far away
Apprentice Conjuration (REQ: 25) – Cast Apprentice level Conjuration spells for
half magicka
—>
Adept Conjuration (REQ: 50) – Cast Adept level Conjuration spells for half
magicka
—>
Soul Stealer (REQ: 30) – Bound weapons cast Soul Trap on targets
—>
Necromancy (REQ: 40) – Greater duration for reanimated undead
Atromancy (REQ: 40) – Double duration for conjured Atronarchs
—>
Oblivion Binding (REQ: 50) – Bound weapons will banish summoned creatures and
turn raised ones
Expert Conjuration (REQ: 75) – Cast Expert level Conjuration spells for half
magicka
—>
Elemental Potency (REQ: 80) – Conjured Atronarchs are 50% more powerful
Dark Souls (REQ: 70) – Reanimated undead have 100 poitns more health
—>
Master Conjuration (REQ: 100) – Cast Master level Conjuration spells for half
magicka
Twin Souls (REQ: 100) – You can have two atronarchs or reanimated zombies
To Top
***********
DESTRUCTION
***********
Novice Destruction – Cast Novice level Destruction spells for half magicka
—>
Destruction Dual Casting (REQ: 20) – Dual casting a Destruction spell
overcharges the effects into an even more powerful version
—>
Impact (REQ: 40) – Most destruction spells will stagger an opponent when dual
cast
Apprentice Destruction (REQ: 25) – Cast Apprentice level Destruction spells for
half magicka
—>
Augmented Flames (0/2) – Fire spells do more damage
—>
Augmented Frost (0/2) – Frost spells do more damage
Augmented Shock (0/2) – Shock spells do more damage
Rune Master (REQ: 40) – Can place runes five times farther away
—>
Intense Flames (REQ: 50) – Fire damage causes targets to flee if their health
is low
Adept Destruction (REQ: 50) – Cast Adept level Destruction spells for half
magicka
—>
Deep Freeze (REQ: 60) – Forst damage paralyzes targets if their health is low
—>
Disintegrate (REQ: 70) – Shock damage disintegrates targets if their health is
low
Expert Destruction (REQ: 75) – Cast Expert level Destruction spells for half
magicka
—>
Master Destruction (REQ: 100) – Cast Master level Destruction spells for half
magicka
To Top
***********
RESTORATION
***********
Novice Restoration – Cast Novice level Restoration spells for half magicka
—>
Restoration Dual Casting (REQ: 20) – Dual casting a Restoration spell
overcharges the effects into an even more powerful version
—>
Regeneration (REQ: 20) – Healing spells cure 50% more
Apprentice Restoration (REQ: 25) – Cast Apprentice level Restoration spells for
half magicka
—>
Respite (REQ: 40) – Healing spells also store Stamina
—>
Recovery (0/2) – Magicka regenerates 25% faster
—>
Avoid Death (REQ: 90) – Once a day, heals 250 points automatically if you fall
below 10% health
Adept Restoration (REQ: 50) – Cast Adept level Restoration spells for half
magicka
—>
Necromage (REQ: 70) – All spells are more effective against undead
Ward Absorb (REQ: 60) – Wards recharge your magicka when hit with spells
—>
Expert Restoration (REQ: 75) – Cast Expert level Restoration spells for half
magicka
—>
Master Restoration (REQ: 100) – Cast Master level Restoration spells for half
magicka
To Top
**********
ALTERATION
**********
Novice Alteration – Cast Novice level Alteration spells for half magicka
—>
Alteration Dual Casting (REQ: 20) – Dual casting an Alteration spell
overcharges the effects into an even more powerful version
—>
Apprentice Alteration (REQ: 25) – Cast Apprentice level Alteration spells for
half magicka
—>
Mage Armor (0/3) – Protection spells like Stoneflesh are twice as strong if not
wearing armor
Magic Resistance (0/3) – Blocks 10% of a spell’s effects
—>
Adept Alteration (REQ: 50) – Cast Adept level Alteration spells for half
magicka
—>
Stability (REQ: 70) – Alteration spells have greater duration
Expert Alteration (REQ: 75) – Cast Expert level Alteration spells for half
magicka
—>
Atronach (REQ: 100) – Absorb 30% of the magicka of any spells that hit you
Master Alteration (REQ: 100) – Cast Master level Alteration spells for half
magicka
To Top
**********
ENCHANTING
**********
Enchanter (0/5) – New enchantments are stronger
—>
Fire Enchanter (REQ: 30) – Fire enchantments on weapons and armor are 25%
stronger
Insightful Enchanter (REQ: 50) – Skill enchantments on armor are 25% stronger
Soul Squeezer (REQ: 20) – Soul gems provide extra magicka for recharging
—>
Frost Enchanter (REQ: 40) – Frost enchantments on weapons and armor are 25%
stronger
Corpus Enchanter (REQ: 70) – Health, magicka, and stamina enchantments on armor
are 25% stronger
—>
Storm Enchanter (REQ: 50) – Shock enchantments on weapons and armor are 25%
stronger
Soul Siphon (REQ: 40) – Death blows to creatures, but not peopole, trap 5% of
the victim’s soul, recharging the weapon
—>
Extra Effect (REQ: 100) – Can put two enchantments on the same item
To Top
========
C. THIEF SKILLS
========
*******
ARCHERY
*******
Overdraw (0/5) – Bows do more damage
—>
Eagle Eye (REQ: 30) – Pressing Block while aiming will zoom in your view
—>
Steady Hand (0/2) – Zooming in with a bow slows time
Critical Shot (0/3) – Chance of a critical hit that does extra damage
—>
Power Shot (REQ: 50) – Arrows stagger all but the largest opponents 50% of the
time
—>
Hunter’s Discipline (REQ: 50) – Recover twice as many arrows from dead bodies
—>
Ranger (REQ: 60) – Able to move faster with a drawn bow
—>
Quick Shot (REQ: 70) – Can draw a bow 30% faster
—>
Bullseye (REQ: 100) – 15% chance of paralyzing the target for a few seconds
To Top
***********
LIGHT ARMOR
***********
Agile Defender (0/5) – Increase armor rating for Light armor by 20%
—>
Custom Fit (REQ: 30) – 25% Armor bonus if wearing all Light Armor: head, chest,
hands, feet
—>
Unhindered (REQ: 50) – Light Armor weighs nothing and doesn’t slow you down
when won
—>
Wind Walker (REQ: 60) – Stamina regenerates 50% faster in all Light Armor:
head, chest, hands, feet
—>
Matching Set (REQ: 70) – Additional 25% Armor bonus if wearing a matched set of
Light Armor
Deft Movement (REQ: 100) – 10% chance of avoiding all damage from a melee
attack while wearing all Light Armor: head, chest, hands, feet
To Top
*****
SNEAK
*****
Stealth (0/5) – You are harder to detect when sneakign
—>
Muffled Movement (REQ: 30) – Noise from armor is reduced 50%
Backstab (REQ: 30) – Sneak attacks with one-handed weapons now do six times
damage
—>
Deadly Aim (REQ: 40) – Sneak attacks with bows now do three times damage
Light Foot (REQ: 40) – You won’t trigger pressure plates
—>
Assassin’s Blade (REQ: 50) – Sneak attacks with daggers now do a total of
fifteen times normal damage
—>
Silent Roll (REQ: 50) – Sprinting while sneaking executes a silent forward roll
—>
Silence (REQ: 70) – Walking and running does not affect detection
—>
Shadow Warrior (REQ: 100) – Crouching stops combat for a moment and forces
distant opponents to search for a target
To Top
***********
LOCKPICKING
***********
Novice Locks – Novice locks are much easier to pick
—>
Apprentice Locks (REQ: 25) – Apprentice locks are much easier to pick
—>
Quick Hands (REQ: 40) – Able to pick locks without being noticed
—>
Wax Key (REQ: 50) – Auotmatically gives you a copy of a picked lock’s key if it
has one
—>
Adept Locks (REQ: 50) – Adept locks are much easier to pick
—>
Golden Touch (REQ: 60) – Find more gold in chests
—>
Treasure Hunter (REQ: 70) – 50% greater chance of finding special treasure
—>
Expert Locks (REQ: 75) – Expert locks are much easier to pick
—>
Locksmith (REQ: 80) – Pick starts close to the lock opening position
—>
Unbreakable (REQ: 100) – Lockpicks never break
—>
Master Locks (REQ: 100) – Master locks are much easier to pick
To Top
**********
PICKPOCKET
**********
Light Fingers (0/5) – Pickpocketing bonus of 20%. Item weight and value reduce
pickpocketing odds
—>
Night Thief (REQ: 30) – +25% chance to pickpocket if the target is asleep
—>
Poisoned (REQ: 40) – Silently harm enemies by placing poisons in their pockets
Cutpurse (REQ: 40) – Pickpocketing gold is 50% easier
Extra Pockets (REQ: 50) – Carrying capacity is increased by 100
—>
Keymaster (REQ: 60) – Pickpocketing keys almost always works
—>
Misdirection (REQ: 70) – Can pickpocket equipped weapons
—>
Perfect Touch (REQ: 100) – Can pickpocket equipped items
To Top
******
SPEECH
******
Hagglnig (0/5) – Buying and selling prices are 10% better
—>
Allure (REQ: 30) – 10% better prices with the opposite sex
Bribery (REQ: 30) – Can bribe guards to ignore crimes
—>
Merchant (REQ: 50) – Can sell any type of item to any kind of merchant
Persuasion (REQ: 50) – Persuasion attempts are 30% easier
—>
Investor (REQ: 70) – Can invest 500 gold with a shopkeeper to increase his
available gold permanently
Intimidation (REQ: 70) – Intimidation is twice as successful
—>
Fence (REQ: 90) – Can barter stolen goods with any merchant you have invested
in
—>
Master Trader (REQ: 100) – Every merchant in the world gains 1000 gold for
bartering
To Top
*******
ALCHEMY
*******
Alchemist (0/5) – Potions and poisons you make are stronger
—>
Physician (REQ: 20) – Potions you mix that restore Health, Magicka, or Stamina
are 25% more powerful
—>
Benefactor (REQ: 30) – Potions you mix with beneficial effects have an
additional 25% greater magnitude
Poisoner (REQ: 30) – Poisons you mix are 25% more effective
—>
Concentrated Poison (REQ: 60) – Poisons applied tow eaopns last for twice as
many hits
Experimenter (0/3) – Eating an ingredient reveals first two effects
—>
Green Thumb (REQ: 70) – Two ingredients are gathered from plants
—>
Snakeblood (REQ: 80) – 50% resistance to all poisons
—>
Purity (REQ: 100) – All negative effects are removed from created potions, and
all positive effects are removed from created poisons
To Top
- – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - -
4. Conclusion
- – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - -
I hope this guide helped you create the character YOU want to create in The
Elder Scrolls V: Skyrim!
Special thanks to Jeremy Wise and everyone at CheatMasters! Without them, this
guide wouldn’t have been possible!
I can be reached via e-mail at:
[email protected]
Feel free to check out my other guides, walkthroughs, and reviews on
CheatMasters!
Legal Information
- – - – - – - – -
This may not be reproduced under any circumstances except for personal, private
use. It may not be placed on any web site or otherwise distributed publicly
without advance written permission. Use of this guide on any other web site or
as a part of any public display is strictly prohibited, and a violation of
copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
To Top