"The long awaited news regarding Skyrim’s race abilities and perk trees is starting to trickle in. Eurogamer Expo 2011 uncovered a plethora of new screenshots and information. Most of this can be found over on the forums. For now we have a nearly complete list, but eventually you will want to have one of these for a game of this nature. Enjoy!
Special thanks to Sammuthegreat from the Bethesda boards who has provided us with this information.
- 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, breathe underwater
Note on racial stats: Each race starts off with different stats.
-Argonians start with 25 in Lockpicking, 20 in Pickpocketing, Sneak, etc…-Orcs start with 25 in Heavy Armour, 20 in Enchanting, Smithing etc…
Speech- Buying and selling price 10% better (5 ranks)- 10% price buying from opposite ***- Invest in shops and increase available gold permanently in invested stores- Master Trader – every merchant in world gains 1000 gold for bartering- Buy and sell from any merchant regardless of what they normally buy and sell- Intimidation attempts twice as successful- Persuasion attempts more likely successful
Alchemy- Potions 20% stronger (5 ranks)- Potions for restore health, magicka or stamina are 25% more powerful (maybe ranked)- Poisons 25% more effective (maybe ranked)- Poisons last for twice as many hits- Two ingredients are gathered from plants- 50% resistance to all poisons- All negative effects removed from potions and all positive removed from poisons- 2 effects of an ingredient are revealed when testing it for the first time (instead of just one)
Illusion- Dual casting overcharges effect for more powerful spell- Cast Novice spells for 50% less magicka- Cast Apprentice spells for 50% less magicka- Cast Adept, Expert, Master etc spells for 50% less magicka (more levels this time around)- Spells work on higher level animals- Spells work on higher level people- All spellcasting (from ANY school) is done silently- Spells work on undead, daedra and automatons- Fear spells work on higher level enemies
Conjuration- Novice for 50% magicka etc (up to Master)- Dual casting overcharges –> greater spell effect- Bound weapons do more damage- Bound weapons cast Soul Trap on target- Bound weapons banish certain creatures- Reanimate undead with 100 more health- Summon 2 Atronachs or reanimated zombies- Summon Atronachs at twice the distance- Summoned Atronachs twice as strong
Destruction- More damage for each school (fire, frost and shock) – ranked- Novice for 50% magicka etc.- Shock damage chance to disintegrate targets if their health is under 10%- Frost damage chance to paralyse targets if health low- Fire damage chance to make low health enemies flee- Place runes 5x farther away
Restoration- Healing spells also restore stamina- Novice for 50% less magicka etc- Healing spells do 50% more healing- Recharging healing spells- More is recharged with each hit with healing spells (unclear)- Spells more effective against undead- Once a day chance to autocast 250HP restoration when health drops low- Magicka regenerates 25% faster
Alteration- Novice for 50% less etc- Alteration spells have greater duration (ranked)- Absorb 30% magicka that hits you
Enchanting- Enchants are 20% stronger (ranked)- Enchanted armour 25% stronger- “Soul gems provide extra magicka for recharging” – again, dodgy recording but that’s what I heard, even if it doesn’t make much sense- Death blows to creatures but not people trap souls for weapon recharge- Health, magicka and stamina enchants stronger- Extra effect on already-enchanted weapon can be applied- Shock, Frost and Fire enchants 25% stronger (individual perks for each element)
Heavy Armour- Increase armour rating 20% (5 ranks)- Unarmed attacks with heavy armour gauntlets – damage increased by gauntlets’ armour rating- Half fall damage if all in heavy armour- Heavy armour weighs nothing and doesn’t slow you at all- Additional 25% armour if in matching set- 25% armour bonus if all in heavy armour (not necessarily matching)- 50% less stagger if all in heavy armour- 10% damage reflected back to enemy if all in heavy armour
2-handed weapons- 2h weapons do 20% more damage (5 ranks)- Attacks with warhammers ignore 25% armour (ranked)- Attacks with battleaxes do extra bleeding damage (ranked)- Attacks with greatswords do extra critical damage (ranked)- Power attacks cost 25% less stamina- Standing power attacks do 25% bonus damage, chance to decapitate- Sprinting power attacks do double (critical) damage- Sideways power attacks hit all targets- Backwards power attacks have 25% chance of paralysis
Archery- Bows do 25% more damage- Zoom in- Zooming slows time- 10% crit chance- Move faster with drawn bow- Recover twice as many arrows from dead bodies- 50% chance of paralysing for few seconds- Draw bow 30% faster
Sneak- 20% harder to detect (ranked)- Sneak attacks do 6x damage with 1h weapons- Sneak attacks with bows do 3x damage- Sneak attacks with daggers do 15x damage (end perk on skill tree)- Noise from armour reduced 50%- No longer activate pressure plates- Sprinting while sneaking performs silent forward roll- Running does not affect detection chance- Crouching can make hostile enemies lose sight of you and search for a target."
I already spoiled it for myself watching the 20+ min full demo. I am so excited for this game and don't want to diminish that any more. I'm sure a lot of people will be interested in this though, Elite. Nice post. *thumbs up*