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In-Depth Look At Skyrim Race and Skill Perks

Bethesda forum poster Sammutehgreat has done some yeoman's work for us all.  At the Eurogamer Expo hands-on session, Sammu was able to catalog many of Skyrim's race and skill perks.  The list is pretty extensive, and while it's not complete, those of you who are fans of The Elder Scrolls, this is the equivalent of looking at porn in text form.  Without further ado, here's the list of what Sammu was able to confirm.  Enjoy!

Racial Abilities:

ORCS: Berserker
REDGUARDS: Adrenaline rush
WOOD ELF: Resist poison, resist 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

Skill Perks:

Speech
- Buying and selling price 10% better (5 ranks)
- 10% price buying from opposite sex
- 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)
- Another (unclear recording, sorry!)

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
- One I genuinely didn't understand, and it wasn't clear on the recording either - something about "Kindred Mage" or something.
- 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 (and I think summon creature in their place, not 100% on that though, dodgy recording)
- 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 paralyze 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
- Something about recharging healing spells (sorry about poor recording quality, it was in my pocket!)
- More is recharged with each hit with healing spells (again, sorry not 100% sure what this means!)
- 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 (probably ranked)
- Absorb 30% magicka that hits you
- Another couple - bad recording again

Enchanting
- Enchants are 20% stronger (ranked)
- Enchanted armor 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) (probably ranked)

Heavy Armor
- Increase armor rating 20% (5 ranks)
- Unarmed attacks with heavy armor gauntlets - damage increased by gauntlets' armor rating
- Half fall damage if all in heavy armor
- Heavy armor weighs nothing and doesn't slow you at all
- Additional 25% armor if in matching set
- 25% armor bonus if all in heavy armor (not necessarily matching)
- 50% less stagger if all in heavy armor
- 10% damage reflected back to enemy if all in heavy armor

Two-handed weapons
- Two-handed weapons do 20% more damage (5 ranks)
- Attacks with warhammers ignore 25% armor (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 paralyzing for few seconds (might be 15%, can't really hear...)
- Draw bow 30% faster
- Another about arrows - can't hear

Sneak
- 20% harder to detect (ranked)
- Sneak attacks do 6x damage with one-handed weapons
- Sneak attacks with bows do 3x damage
- Sneak attacks with daggers do 15x damage (end perk on skill tree)
- Noise from armor 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

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