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SUGGESTIONS:

Feats & Perks

FEATS:

Feats relieve the perk system of its more mundane options, such as “bows do x% damage” or “potions are x% better”, which seem superfluous. Instead, more specific bonuses are automatically unlocked as the player gains the relevant experience. Feats could be considered ‘levelling up’ in activities that do not fall under one’s traditional skill-set.

 

Feats include:

Combat:

  • Hunter (Wolf Hunter, Dragon Slayer etc): Kill 50 specific creature types to upgrade. Each rank grants a 5% damage bonus against specific creature types, up to an additional 50% by killing 500. By reaching a certain amount of Hunter feats, the player is challenged by Hircine to survive his Hunting Grounds. Given the Deadric Prince's Spear of Bitter Mercy and Cuirass of the Saviour's Hide, the player must survive Hircine's hunters and escape back to Tamriel.

  • Warlord: Killing 1000 humanoid enemies provides additional intimidation and boasting choices in dialogue, and improves disposition with Nords, Orcs and Redguards.

  • Predator- [Weapon]: Perform 250 Stealth attacks to upgrade. Each rank provides a damage bonus for undetected attacks, up to 100% with bows, 200% with light weapons, 500% with daggers and 50% with heavy weapons.

  • Flanker: Strike a target in the side during open combat 250 times to upgrade. Each rank increases side attack damage by 5% (initially at 125%), up to a maximum 150%.

  • Tactician: Strike a target in the back in open combat 250 times to upgrade. Each rank increases back attack damage by 5% (initially at 150%), up to a maximum 200%.

  • Dominator: Performing 100 power blows with heavy / light weapons increases the chances of staggering / toppling a target by 5% / 2.5%, up to a maximum of 50% / 25%. Chances are halved if the target is blocking.

  • Snake blood: The player must be poisoned 25 times for a 5% resistance to all poisons, up to a maximum of 50%.

Magic:

  • Necromancer: Reanimating 100 dead raises the damage output of reanimated corpses by 5%, up to a maximum 50%.

  • Necromage: Dispatching 100 undead with spells increases damage caused by spells to undead by 5%, up to a maximum 50%.

  • Atromancer: Conjuring 100 Atronachs or Dremora raises their damage output by 5%, up to a maximum 50%.

  • Atromage: Dispatching 100 Atronachs with spells increases damage caused by spells to Atronachs by 5%, up to a maximum 50%.

Exploration:

  • Explorer: Discovering 100 locations raises your disposition with Cartographers.

  • One-Man / One-Woman Army: Clearing 50 hostile locations improves disposition with Nords, Orcs and Redguards.

  • Champion of [Daedric Prince]: Completing a Daedric Quest greatly improves disposition with followers of the relevant Deadric Prince, but negatively impacts your disposition with anti-Daedra groups.

  • Hero of the Common Folk- [Region]: Completing ten miscellaneous objectives raises your disposition with the “Common Folk” in that region.

Crime:

  • Thief- [Region] Picking 25 locks and / or 25 pockets and / or stealing 25 items in the settlements of a region results in sterner security measures. All locks' difficulty level increase by one permanently.

  • Intruder: After trespassing 50 times, the player becomes twice as difficult to detect when trespassing.

  • Probation- [Region]: Gaining a bounty of 2000 gold in one region means you can only frequent settlements in that region under escort of a guard.

Miscellaneous:

  • Loremaster: Acquire knowledge of Tamrielic lore to unlock this Feat. Each rank provides additional dialogue options and disposition boosts. Reaching Level 10 (75% of the game's lore) unlocks Hermaeus Mora's Daedric quest for the Oghma Infinium.

  • Silver Tongue- [Region]. By successfully persuading or bribing 25 NPCs in a region, the player earns a reputation that slightly affects starting disposition with certain townsfolk. Guards begin to make comment. Certain dignitaries won't entertain someone who does not have a silver tongue.

  • Haggler: Buying and selling 1000 items improves buying and selling prices by 10%, up to a maximum of 50%.

  • Merchant: Buying or selling in 250 stores allows the player sell any type of legally acquired items to any merchant.

  • Toughened Hide: Prolonged time in hot, arid regions decreases the deleterious effects of the sun.

  • Refined Palette: Cooking or eating 1000 items of food or alchemical ingredients increases food's nutritional value by 50%.

  • Dozer: Sleeping for 250 hours increases the duration of Well-Rested and Rested bonuses.

  • Equestrian: Spending time on horseback increases speed and stamina of steeds.

  • Well-travelled: Fast travelling a certain overall distance lowers merchant's fast travel fees.

  • Stable Master: Owning five steeds improves disposition with all stable hands and similar NPCs.

  • Dogsbody- [Region]: Performing a certain number of odd jobs (Examples: chopping wood, mining ore) improves your disposition with relevant merchants (innkeepers, mine foremen etc) and the guards in that region.

Semi-permanent / reversible Feats:

  • Well-to-do: Carrying 50,000 gold on your person or in a container owned by you for a month earns you the reputation of being well-off, meaning buying and selling prices are negatively impacted by 10% until your value is below 50,000. Your disposition with upper-class NPCs in increased and your disposition with common folk decreased.

  • Pauper: Carrying less than 250 gold on your person or in a container owned by you for a month earns you the reputation of being impoverished. Merchants take pity on you, and buying and selling prices are 10% better until your value is 500+. Your disposition with upper-class NPCs in decreased and your disposition with common folk increased.

Achievements as they are on the Steam and XBox live networks are all well and good, but ultimately pointless. Feats in the TES VI carry added incentive by directly benefiting the player in-game.

 

Feats are viewable as one of two tabs in the level up / statistics screen, as is the players' progress towards achieving them. Once a Feat is unlocked, the player will be cited to view its benefits (pressing START on a controller within 5 seconds will automatically take you to the Feats page).

PERKS:

The perk tree features unique abilities relating to skills, and their subsequent upgrades. When highlighting a perk, all stages of the perk are displayed to the right so the player can see the ultimate reward before investing.

 

Strength:

Block:

  • Power Bash: By charging the bash button, the player can perform a powerful, arcing bash that damages an opponent, with a 10% chance to disarm. This move leaves the player momentarily exposed. Requirement: STR 40.

  • Advanced Parry: The window of time for a successful parry increases slightly, and 25% of parried damage from a power blow is reflected back onto the attacker, with a 10% chance of disarming the weapon. Requirement: STR 50.

  • Backlash: Each blocked attack boosts damage output by 1%, stacking up to 50%, for the duration of combat. Requirement: STR 60.

  • Demoralise: An enemy deals 1% less damage with each blocked attack, stacking up to 50%, for the duration of combat. Requirement: STR 60.

  • Elemental Defender: Reduces blocked elemental damage by 50% (including enchanted weapons). Requirement: STR 60, INT 40.

  • Mobile Defence: The player walks and jogs at normal speed with a raised shield. Requirement: STR 70.

  • Bulwark: A blocked arrow or bolt that is not explosive will cause no damage. Requirement: STR 80.

  • Juggernaut [Stage 1]: Stagger or knock over one target (not blocking) by sprinting with a raised shield. Consumes 25% stamina per hit. Requirement: STR 90.

  • Juggernaut [Stage 2]: Can batter multiple targets (not blocking) with a charging block. Requirement: STR 100.

 

Marksman (Incorporates Heavy and Light Bows. Shared Perks can be unlocked with either STR or DEX):

  • Eagle Eye [Stage 1]: Zoom in by holding the secondary attack button with the bow drawn. Requirement: STR or DEX 30.

  • Eagle Eye [Stage 2]: Zoom in further, and slow time perception by 50%, while halving stamina drain. Requirement: STR or DEX 60.

  • Hunter's Discipline: Retrieve twice as many arrows and bolts from corpses. Requirement: STR or DEX 40.

  • Mark [Stage 1]: When undetected and within ten metres, the player can mark a target (special ability with cool-down). The following shot will automatically aim for the mark with 75% chance of striking. Requirement: STR or DEX 50.

  • Mark [Stage 2]: The player can mark up to two targets at once from a maximum of 20 metres. Requirement: STR or DEX 75.

  • Mark [Stage 3]: The player can mark up to three targets at once from a maximum of 30 metres, and can mark when detected. Requirement: STR or DEX 100.

  • Power Bash: A power bash with a Heavy Bow/ Arbalest provides a 10% chance to disarm an opponent's shield or blocking weapon. Requirement: STR 70.

  • Blood Lust [Stage 1]: Killing a target with a projectile weapon boosts the player's damage output with projectile weapons and draw speed by 25% for 5 seconds. Requirement: STR or DEX 70.

  • Blood Lust [Stage 2]: The effect of killing multiple targets is stacked if performed within 5 seconds, up to a maximum 100%. Requirement: STR or DEX 90.

  • Piercing: All ranged weapons ignore twice as many armour points. Requirement: STR or DEX 90.

  • Keen Marksman: Increases damage using all ranged weapons by 50% from further than 30 metres. Requirement: STR 90.

  • Bullseye: 15% chance of paralyzing the target for a few seconds (30% if striking the head). Requirement: STR or DEX 100.

  • Coup de grace: If undetected and with a ranged weapon drawn, the player's target will glow red to indicate if the shot will be fatal.

  • Composure: A 50% chance of staggering / toppling a charging enemy with a long bow / Arbalest.

  • Overdraw: Drawing a Heavy bow for 5 seconds more increases damage output by 20%. Requirement: STR 75.

  • Mobile Marksman [Stage 1]: Move at normal speed with a drawn bow or crossbow.

  • Mobile Marksman [Stage 2]: Can sprint at reduced speed with a drawn bow or crossbow.

 

Heavy Weapons:

  • Disarm: A chance to disarm an opponent's shield or blocking weapon with a power blow. Stage 2: A chance to knock off an opponent's helmet with a power blow.

  • Adrenaline: The player receives no damage while performing a power blow.

  • Blood Lust [Stage 1]: Killing a target with a heavy weapon boosts the player's damage output, armour rating and strike speed by 25% for 5 seconds.

  • Blood Lust [Stage 2]:  The effect of killing multiple targets is stacked if performed within 5 seconds, up to a maximum 100%.

  • Puncture: Thrusting attacks now cause bleeding damage.

  • Charge: Can perform a sprinting power attack that deals twice as much damage.

  • Sweep: Sideways power attacks hit all targets in front of you.

  • Piercing: Heavy thrusting attacks ignore twice as many armour points. Requirement: STR 90.

  • Colossal Blow: A backwards power attack has a 25% chance to paralyze the target.

 

Smithing (Hide, Iron and basic miscellaneous items are available by default. Perks can be unlocked with either STR or INT):

  • Leather: Can create and repair basic leather items at a blacksmith's forge and tan leather at a tanning rack.

  • Steel: Can create and repair basic steel items at a blacksmith's forge.

  • Craftsman: Can create jewelry and more expensive miscellaneous items at a forge.

  • Deconstruct: Can deconstruct / melt objects down into their base materials.

  • Arcane Smith: Can repair enchanted gear.

  • Daedric: Can repair Daedric gear, including that bestowed by Daedric princes.

  • Orcish (only if the player is an Orc): Can create basic Orcish items at a blacksmith's forge. Non-Orcish players must discover these designs elsewhere.

  • Elven (only if the player is an Elf): Can create basic Elvish items at a blacksmith's forge. Non-Elven players must discover these designs elsewhere.

  • Nordic (only if the player is an Nord): Can create basic Nordic items at a blacksmith's forge. Non-Nordic players must discover these designs elsewhere.

  • Khajiit (only if the player is an Khajiit): Can create basic Khajiiti items at a blacksmith's forge. Non-Khajiit players must discover these designs elsewhere.

  • Redguard (only if the player is a Redguard): Can create basic Redguard items at a blacksmith's forge. Non-Redguard players must discover Redguard designs elsewhere.

 

Unarmed:

  • Parry [Stage 1]: By grappling an opponent just as a power blow lands, the player can knock the attacker off balance.

  • Parry [Stage 2]: A parry become a hip toss that sends an opponent crashing to the ground.

  • Disarm [Stage 1]: In the split second after parrying a power attack, grappling again gives the player a chance of disarming the opponent.

  • Disarm [Stage 2]: The player can disarm the target and simultaneously cripple the weapon arm.

  • Iron Fist: Turns all Heavy gauntlets into Unarmed attack gauntlets (such as the Cestus) that inflicts its armor rating in damage. Stealth attack damage is 200%.

  • Adrenaline: The player receives no damage while performing a power blow.

  • Blood Lust [Stage 1]: Killing a target with your bare hands boosts the player's damage output, armour rating and strike speed by 25% for 5 seconds.

  • Blood Lust [Stage 2]: The effect of killing multiple targets is stacked if performed within 5 seconds, up to a maximum 100%.

  • Puncture: A knife-edge blow that can cause bleeding damage.

  • Leg Sweep: Sideways power attacks hit all targets in front of you with a chance to knock over multiple targets.

  • Rabbit Punch: A power attack to the back of a target's head has a 50% chance to paralyze.

  • Lariat: Can perform a sprinting power attack that deals twice as much damage and knocks over the target. Minimum Strength of 50.

  • Double Axe Handle: Can perform a sprinting dual power attack that deals twice as much damage and knocks over the target. Requirement: STR 75.

 

Intellect:

 

Alchemy (Perks can be unlocked with either INT or DEX):

  • Experimenter [Stages 1-4]: Eating an ingredient reveals 2 / 3 / 4 of its effects, while halving deleterious effects upon consumption.

  • Alembic [Stage 1]: Unlocks the alembic, a new item that allows the player to create potions and poisons wherever they may roam, at 50% efficiency. Alembics can now be created at a blacksmith's forge.

  • Alembic [Stage 2]: Alembics are equally as effective as alchemy stations.

  • Concentrated Poison: Poisons applied to melee weapons last for two hits.

  • Snakebite: The player can apply poison to spiked-style traps.

  • Explosive Projectiles: Can now create explosive arrowheads and bolts that produce fire damage upon impact. Arrow weight and flight path are affected.

  • Efficiency [Stage 1]: Two ingredients are gathered from plants.

  • Efficiency [Stage 2]: There is a 25% chance the player will create two potions / poisons with one set of ingredients, as long as there are three ingredients involved.

  • Focused Alchemist: Potions are purged of negative side effects and vice-versa.

 

Alteration (needs expansion):

  • Overcharge: Dual casting an Alteration spell overcharges the effects so to be 50% more powerful than two individually cast spells.

  • Wizard: While wielding a staff, any spells cast in the opposite hand are 25% more effective.

  • Magic Resistance [Stages 1-3]: Blocks 10 / 20 / 30% of a spell's effect. Magic resistance does not stop friendly spells from affecting the caster.

  • Osmosis: Being struck by hostile spells regenerates active spells' cool-down.

 

Conjuration:

  • Overcharge: Dual casting a Conjuration spell overcharges the effects so to last 250% as long.

  • Summoner [Stages 1-3]: Can summon Atronachs, raise undead or Dremora lords twice / three / unlimited times as far away.

  • Soul Stealer: Bound weapons cast Soul Trap on targets.

  • Mystic Binding: Bound Weapons are x% stronger, x being your Conjuration skill.

  • Oblivion Binding: Bound weapons will banish summoned creatures and turn raised ones.

  • Twin Souls: The player can summon two Atronachs, reanimated zombies or Dremora Lords at once.

  • Bone Master [Stage 1]: The player can reanimate a skeletal corpse. Not exclusive to humanoids.

  • Bone Master [Stage 2]: The player can turn an ash pile into an ash spawn.

  • Focused Conjurer: Summons are indefinite, or until the summon is killed or banished (or the bound weapon in question is sheathed or disarmed), but the cool-down period is longer.

  • Daedric Potential [Stages 1-3]: Summoned Dremora and Atronachs are at 50 / 75 / 100% of your current level.

 

Destruction:

  • Overcharge: Dual casting a Destruction spell overcharges the effects so to be 50% more powerful than two individually cast spells.

  • Impact: Most destruction spells will stagger an opponent when dual cast.

  • Rune Master: Can place runes five times farther away.

  • Mystical Stratagem: Can place two runes at once.

  • Elemental Onslaught: Elemental missile spells become 5% more powerful if cast within three seconds of the previous missile spell, stacking up to 50%.

  • Elemental Extremes: When striking a target with an elemental missile spell, a follow up spell from the opposing element (fire then ice or vice versa) will be 50% stronger if cast within 3 seconds. Does not stack.

  • Pyromancy [Stage 1]: Fire damage causes targets to flee if their health is below 25%, with a 25% chance the target will explode, causing area damage to hostiles within ten feet.

  • Pyromancy [Stage 2]: Dual cast flames now have a chance of toppling a target.

  • Cryomancy [Stage 1]: The slowing effect of ice spells is doubled, and a snap frozen target with health below 25% will shatter when struck.

  • Cryomancy [Stage 2]: It is still possible to loot a shattered corpse.

  • Electromancy [Stage 1]: Shock damage has a 3% chance of disintegrating a target whose health is above 25%, but a 33% chance if the target's health is below 25%.

  • Electromancy [Stage 2]: Electricity from a disintegrated target will leap to the nearest hostile target within ten feet, with the same circumstances as before.

  • Flash Fire: There is a 20% chance a fire spell will catch the nearest hostile target within six feet. Can chain up to three times.

  • Mana Blast: There is a 20% chance a shock spell will completely drain the target's active spells.

  • Torpor: There is a 20% chance a frost spell will completely drain the target's stamina.

  • Focused Destroyer: Removes the deleterious effects of area spells on non-hostile actors.

 

Enchanting (needs expansion):

  • Soul Squeezer: Soul gems recharge enchanted objects with double efficiency.

  • Soul Siphon: Death blows with an enchanted weapon to non-NPCs trap 5% of the victim's soul, slightly recharging the weapon.

  • Bolster [Stages 1-2]: Defensive enchantments (those that boost armour and resistance) are 25 / 50% better.

  • Elemental Enchanting [Stages 1-2]: Elemental enchantments on weapons are 25 / 50% stronger.

  • Elemental Traps: The player can enchant traps with elemental damage lasting one hit.

  • Extra Effect [Stages 1-2]: Can put two enchantments on the same item. Enchantments are 50 / 0% weaker.

 

Illusion (needs expansion):

  • Overcharge: Dual casting an Illusion spell overcharges the effects so to be 50% more powerful than two individually cast spells.

  • Silent Spellcaster: Spells cast from all schools of magic are silent to others.

  • Master of the Mind: Illusion spells work on undead and Daedra.

 

Restoration:

  • Overcharge: Dual casting a Restoration spell overcharges the effects so to be 50% more powerful than two individually cast spells.

  • Respite: Healing spells also restore stamina, relative to the Restoration skill (example: a Restoration spell curing 75 HP at level 47 Restoration would restore 47% of 75 stamina points, 35).

  • Convalescence: Health regenerates twice as quickly.

  • Immunised: The player is immune to all but the most severe diseases.

  • Arcane Shield: Ethereal Armour spells are augmented so that the first blow received in a combat situation does not damage the player at all. Does not renew until entering combat at a later time.

  • Arcane Armour [Stages 1-2]: Ethereal Armour spells are 150 / 200% as effective and durable if not wearing any physical armour.

  • Ethereal Endurance: Any Ethereal Armour spell cast just before or during combat lasts at least until combat is over.

  • Ward Absorption: Wards reduce the cool-down of the player's active spells..

  • Absorb Essence: A death blow absorbs some of the victim's life energy, restoring 20% health, spell cool-down and stamina.

  • Second Wind: Once a day, fully heals the player automatically if health falls to 0%.

Dexterity:

 

Light Armour:

  • Purist: Wearing a full set of light armour boosts overall armour rating by 25%.

  • Steadfast: Stagger / Topple rate is reduced by 25% when wearing a full set of light armour.

  • Resolute: While wearing a full Light Armour set, the player is immune to any Ignore Armour based attacks.

  • Fully Protected [Stages 1-2]: 10 / 20% chance of avoiding all damage from a melee attack while wearing a full Light Armour set.

  • Unhindered: Light Armor no longer impacts upon Stamina, Dexterity and Stealth.

 

Light Weapons:

  • Disarm [Stage 1]: A chance to disarm an opponent's shield or blocking weapon with a power blow (50% of the equivalent perk in heavy weaponry).

  • Disarm [Stage 2]: A chance to knock off an opponent's helmet with a power blow (50% of the equivalent perk in heavy weaponry).

  • Dual Expertise [Stage 1]: Attacking with two similar light weapons (slashing / thrusting / chopping / blunt) grants an additional 20% damage bonus and 20% faster swings.

  • Dual Expertise [Stage 2]: Dual power blows with matching weapon types deal 50% more damage, and strike multiple enemies in front of you.

  • Adrenaline: The player receives no damage while performing a power blow.

  • Blood Lust [Stage 1]: Killing a target with a light weapon boosts the player's damage output, armour rating and strike speed by 25% for 5 seconds.

  • Blood Lust [Stage 2]: The effect of killing multiple targets is stacked if performed within 5 seconds, up to a maximum 100%.

  • Puncture: Thrusting attacks now cause bleeding damage.

  • Piercing: Light thrusting attacks ignore twice as many armour points. Requirement: DEX 90.

  • Charge [Stage 1]: Can perform a sprinting power attack that deals twice as much damage.

  • Charge [Stage 2]: Can perform a sprinting dual power attack that deals twice as much damage.

  • Sting in the Tail: Backwards power attack has a 25% chance to paralyze the target.

 

Lockpicking:

  • Sleight of Hand: The player becomes harder to detect while picking locks.

  • Locksmith: Automatically creates a copy of a picked lock's key if it has one.

  • Golden Touch: Find more gold in chests.

  • Treasure Hunter: 50% greater chance of finding special treasure.

  • Natural Aptitude: Pick starts within 45 degrees of the lock's sweet spot.

  • Misunderstanding: Picking locks is no longer viewed as a crime.

  • Unbreakable: Lockpicks don't break.

 

Stealth:

  • Muffled Movement: Noise from light armour is reduced by 50%.

  • Furtive Warlock [Stage 1]: Undetected attacks with spells cause 200% damage.

  • Furtive Warlock [Stage 2]: Undetected touch-based spells cause 400% damage.

  • Vault: Master sneaks can hang from ceiling vaults at the expense of stamina.

  • Night Prowler: The player emits much less noise when in complete darkness.
  • Chameleon: Your current visibility is shown as a percentage beneath the stealth reticule. Affected by lighting and clothing.

  • Gargoyle: The player becomes harder to detect when remaining perfectly still.

  • Silent Roll: Dodging in stealth mode will produce a silent roll at the expense of some stamina.

  • One-Two: When throwing dual daggers at a completely unaware target, the second impact also renders the relevant stealth damage bonus if within 0.5 of a second.

  • Incapacitate: An undetected cosh attack will render a target unconscious indefinitely.

  • Assassin [Stage 1]: An undetected attack on a sleeping NPC is an instant kill.

  • Assassin [Stage 2]: An undetected attack directly from behind with any light blade will kill any NPC instantly. Requirement: DEX 100.

  • Bump and Rush: Bumping into an isolated target from behind or the side gives you a split second in which your rate of a successful pickpocket attempt increases by 25%.

  • Dextrous Fingers: Pickpocketing items weighing no more than 0.5 is nearly guaranteed. Useful for stealing coin purses and keys especially.

 

Survivalist:

  • Clairvoyance: Your survival instincts guide you towards your quest target (special ability, concentration, no cool-down).

  • Insight [Stage 1]: Gain health, magic and stamina statistics on the target when undetected.

  • Insight [Stage 2]: Gain armour and weapon statistics and increase range.

  • Tracker: Footsteps and blood trails are illuminated on the ground, including the disturbances of foliage.

  • Spotter [Stages 1-3]: Mark a target (up to three with additional perks) and they will remain illuminated up to a certain distance (special ability).

  • Nutritionist: Doubles the stamina recovery of food.

  • Light sleeper: Less sleep is required to achieve a well rested bonus. The player awakens and automatically enters stealth mode when enemies are nearby.

  • Veteran Healer: Infections caused by mud and tree sap are eliminated.

  • Opportunist: Once manually activating a portable trap (e. g.- a bear trap), a Survivalist can collect it for re-use.

  • Inventive: Unlocks basic traps (such as bear traps or spiked traps) for crafting at a blacksmith's forge.

  • Perception [Stage 1]: Pressure plate or portable traps are illuminated.

  • Perception [Stage 2]: All traps in close range are illuminated.

  • Piercing Traps: Traps ignore 50 / 100% of armour.

  • Hoarder [Stage 1]: The player can move slowly with excessive carry weight, up to double their maximum.

  • Hoarder [Stage 2]: The player can fast travel when over encumbered.

 

Special:

 

Special / Racial Perks (Stage 1 of all character-relevant racial perks automatically unlocked):

  • Instinct [Stages 1-2]: Slows the player's perception of time by 50 / 100% when facing an incoming power blow. Effective when used in conjunction with dodging or parries. Requirement: DEX 50 / 75.

  • Tackle: 'Dodging' into an NPC can stagger them or knock them over. Requirement: STR and DEX 50.

  • Ancestor's Wrath: Dunmer can summon the spirit of their ancestors to aid them in battle. 24 hour cool-down.

  • Animal Allegiance [Stage 1]: Bosmer have developed a kinship with the animals of the wild, who are less inclined to attack them.

  • Animal Allegiance [Stage 2]: Bosmers can draw nearby animals of the wild to fight on their behalf. 24 cool-down. Requirement: level 50.

  • Highborn: Altmer's spell cool-down is halved.

  • Histskin [Stage 1]: Argonians naturally recover health twice as quickly.

  • Histskin [Stage 2]: Special ability that charges Argonian health regeneration ten times faster for one minute. 24 hour cool-down. Requirement: level 50.

  • Imperial Luck: Imperials always find more gold in chests.

  • Last Stand [Stage 1]: Warrior Races (Nords, Orcs, Redguards) whose health is below 25% deal 25% more damage, take 25% less damage and lose 25% less stamina.

  • Last Stand [Stage 2]: Once a day, Warrior Races will recover 50% health if reduced to zero, with a damage bonus of 50%, damage reduction and stamina drain reduction of 50% for one minute. Requirement: level 50.

  • Night Eye [Stage 1]: Khajiit can naturally see in the dark. Concentration-style ability. No cool-down.

  • Night Eye [Stage 2]: Night Eye is upgraded so that movements are illuminated within a certain range, even through walls. Requirement: level 50.

  • Resist Disease: Argonians and Bosmer naturally have 50% disease resistance.

  • Resist Fire: Dunmer have a natural 50% resistance to fire damage.

  • Resist Frost: Nords have a natural 50% resistance to frost damage.

  • Resist Poison: Bosmer and Redguards naturally have 50% poison resistance.

  • Voice of Diplomacy: Imperials can calm nearby hostiles for one minute. 24 hour cool-down.

  • Waterbreathing: Argonians can breathe underwater without drowning.

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