Alchemical Focus: All potions you make are 15% stronger, but you can only have up to 4 potion effects at the same time.
Akaviri Roots: Akaviri weapons and armors are 25% stronger. All other weapons and armors are 25% weaker.
Arcane Warrior: Your Bound Weapons spells deal 25% more damage and cost 25% less magicka, but all other spells cost 25% more.
Aspiring Bard: Your bard abilities are 25% stronger, but you deal 25% less damage with weapons and spells.
Avid Defender: You resist 15% of all magical and physical damage when blocking with a shield. Your spells and attacks deal 15% less damage.
Backstabber: You deal 15% more physical damage while crouched, but 15% less while standing. Merchant prices are 25% worse.
Back to Basics: Weapons and armors made of iron, wood and fur are 25% stronger. Otherwise, they are 25% weaker.
Bare Barbarian: Being nude increases your Health, Magicka and Stamina by 100 points. Armor or clothing decreases this bonus by 30 points per item.
Beast Hunter: You deal 25% more damage to animals, insects, trolls and giants but 25% less to everyone else.
Blood Mage: You deal 25% more damage with Drain Health spells, but 25% less damage with other types of spells.
Bone Carver: Armors and weapons made out of bone are 25% stronger. All other weapons and armors are 25% weaker.
Bookworm: Your Magicka is increased by 50 points, but running decreases your Stamina by 2 points per second.
Bullseye: Bows and crossbows deal 15% more damage, but they draw 30% slower.
Bulwark: While standing still, your Armor Rating increases by 100 points. Running or sprinting costs 2 Stamina points per second.
Cave-Dweller: Your Stamina and Magicka are fortified by 25 points while indoors or underground, but weaken by 25 points otherwise.
Child of the Forest: Spriggans won’t attack you. You are 25% more vulnerable to fire damage.
Close Combat: You deal 15% more damage with melee weapons, but 15% less with magic or other weapons.
Combat Monk: You deal 25% more damage with quarterstaves, but 25% less with magic or other weapons.
Corpse Looter: You find more Gold in the pockets of slain enemies, but merchants offer 25% worse prices.
Craftsman: Your smithing, enchanting and alchemy skills increase 25% faster, but all other skills increase 25% slower.
Critical Strike: Your attacks are 15% more likely to be critical, but you do 30% less damage with weapons and magic.
Crowd Control: You resist 25% of damage while fighting 3 enemies or more, but suffer 25% more damage when facing fewer enemies.
Cultist: While under the effect of a cultist blessing, you gain 10% Magic Resistance. Your Restoration spells are 25% weaker.
Cutthroat: You deal 25% more damage with daggers, but 25% less with magic or other weapons.
Daedric Influence: Daedric artifacts, weapons and armors are 25% stronger. All other weapons and armors are 25% weaker.
Dark Oath: You can raise higher level corpses. Your necromancy spells cost 25% less Magicka and last 25% longer. All other spells are 25% weaker.
Dragon Ward: Your Fire, Frost and Shock resistances increase by 30% when facing a Dragon, but are 15% worse otherwise.
Dragonslayer: You deal 25% more damage to dragons, but 25% less damage to everyone else.
Duelist: Swords and rapiers swing 15% faster while your left hand is empty. Other weapons or using your left hand makes you swing 15% slower.
Dwarven Craft: Dwarven weapons and armors are 25% stronger, but all other weapons and armors are 25% weaker.
Dwemer Researcher: Dwemer constructs drop more materials and can be hacked. Your Carry Weight increases by 25, but you are 25% weaker to shock.
Electromancer: You deal 25% more damage with Shock spells, but all other spells deal 25% less damage.
Elven Supremacy: Elven and Glass weapons and armors are 25% stronger. All other weapons and armors are 25% weaker.
Faithless: Your Magic Resistance and Damage Resistance are increased by 15%, but only while you remain unblessed.
Fast Learner: Experience accumulates 25% faster and trainers cost 50% less. However, you skip a perk point every 5 levels.
Fast Shot: Bows and crossbows draw 15% faster, but they deal 30% less damage.
Flayer: You deal 25% more damage with whips, but 25% less with magic or other weapons.
Former Forsworn: While dressed as a Forsworn, you deal 15% more damage and your spells are 15% stronger. Merchants always offer 25% worse prices.
Free Strider: You move 10% faster while barefoot and 10% slower while wearing shoes. Buying and selling prices are 25% worse.
Frenzied Fury: When below 25% health, you deal and receive 25% more damage and your spells are 25% stronger.
Friend of Beasts: Wild animals you tame have their Health and Stamina fortified by 100 points. Traders offer 15% worse prices.
Frost Mage: You deal 25% more damage with Frost spells, but all other spells deal 25% less damage.
Gentle Thief: Sneaking no longer costs Stamina, but you deal 75% less damage with weapons and magic while sneaking.
Gourmet: Food benefits are 50% stronger, but potion effects are 50% weaker.
Green Pact Follower: You can harvest meat off your foes, but cannot pick up plants or chop wood. Bosmer traders offer 25% better prices, others do the opposite. You can craft bone arrows regardless of smithing perks.
Hasty Retreat: When below 25% Health, you deal 25% less damage, but you move 15% faster.
Healer: Your healing spells are 25% stronger, but all other spells are 25% weaker.
Herbalist: Consuming raw ingredients provides effects 5 times as powerful, but potions are 50% weaker.
Illusionist: Your Illusion spells are 25% stronger and last 25% longer, but other spells are 25% weaker.
Imperial Loyalist: While wearing an Imperial cuirass, your Magic Resistance increases by 15%, but your power attacks deal 15% less damage.
Impaler: You deal 25% more damage with spears and halberds, but 25% less with magic or other weapons.
Injured Knee: Arrows inflict 75% less damage against you, but sprinting consumes all your stamina.
Kinslayer: You deal 25% more damage to Men, Mer and Beastfolk, but 25% less damage to everyone else.
Known Criminal: Merchants offer 25% better prices while your bounty is higher than 1000 Gold, but 25% less otherwise. Fences offer 25% better prices.
Left Handed: Left handed attacks are 25% stronger. Equipping a weapon in your right hand makes your physical attacks 25% weaker.
Lichdom Seeker: Your health is decreased by 50 points. Becoming a lich fortifies your Magicka by 150 points.
Lone Wolf: While traveling alone, you deal 25% more damage and your Carry Weight increases by 50 points. The opposite applies otherwise.
Loud Brute: You deal 25% more damage with power attacks, but you are unable to sneak.
Marksman: You deal 15% more damage with bows and crossbows, but 15% less with magic or other weapons.
Market Dweller: All merchant prices are 25% better, but your Smithing, Alchemy and Enchanting skills advance 25% slower.
Mud Trotter: While covered in dirt, you are 75% more resistant to poison and disease, but you move 10% slower.
Mudcrab Curse: Your Armor Rating is permanently increased by 50 points. Mudcrabs will kill you in one hit.
Natural Conduit: The weather fortifies or weakens your elemental spells by 15%. Use Shock in the rain, Frost when it snows, and Fire when it's sunny.
Old Wound: You deal 10% more damage with power attacks, but you take 5 points of Health Damage per second while power attacking.
One-Eyed: You lose part of your vision. Your attacks are 10% more likely to be critical, but you do 10% less damage with ranged weapons and magic.
Pacifist: Your Stamina and Magicka are fortified by 75 points while out of combat, but reduced by 25 points during combat.
Pack Mule: Your Carry Weight is increased by 75 points, but merchants offer 25% worse prices.
Pilgrim: All restoration spells are 25% cheaper while wearing an amulet of the Divines. Equipping daedric weapons, armors or artifacts will hurt you.
Plague Weaver: You deal 25% more damage with Poison spells, but all other spells deal 25% less damage.
Poisoner: Your poisons are 25% stronger and last for twice as many hits, but you deal 25% less damage with physical attacks.
Proud Heritage: Nordic carved armors and weapons are 25% stronger. All other weapons and armors are 25% weaker.
Pugilist: Your unarmed attacks deal 10 points of extra damage, but you take 10% more damage and your Magic Resistance is reduced by 10%.
Pyromancer: You deal 25% more damage with Fire spells, but all other spells deal 25% less damage.
Raised By Orcs: Weapons and armors made of orichalchum are 25% stronger. Otherwise, they are 25% weaker.
Ranged Summoner: Conjuration spells and runes can be cast twice as far, but all spells cost 25% more Magicka.
Reveler: You deal and resist 25% more physical damage while drunk. While sober, you deal and resist 10% less damage.
Rune Warden: Runes deal 25% more damage, but cost 25% more Magicka.
Sacred Oath: You deal 25% more damage to undead, daedra and werewolves, but you deal 25% less damage to everyone else.
Scout: Your Stamina and Magicka are fortified by 25 points while outdoors, but decreased by 25 points otherwise.
Shield Brawler: You block 30% more damage with shields if you hold no weapon in your right hand. Otherwise, you block 15% less damage.
Short-Sighted: You can’t see far without glasses. Your attacks are 30% less likely to be critical, but you deal 15% more damage with weapons and spells.
Skooma Addict: While high, you resist 25% of physical damage and move 15% faster. While sober, you move 15% slower and resist 25% less damage.
Sly Merchant: Buying and selling prices are 30% better, but you deal 15% less damage with weapons and magic.
Sorcerer: Staves and scrolls are 25% stronger and their effects last for 25% longer, but other spells and weapons are 25% weaker.
Stormcloak Rebel: While wearing a Stormcloak cuirass, your power attacks deal 15% more damage, but your Magic Resistance decreases by 15%.
Street Beggar: You are 25% better at picking locks and pockets, but merchant prices are 25% worse. While diseased, you resist 10% of physical damage.
Swift Thu'um: You can shout 25% more often, but at 25% reduced effectiveness.
Tadpole: You swim 50% faster, regenerating 5 points of Health, Stamina and Magicka per second. On land, you move 10% slower.
Thalmor Agent: You deal 25% more damage against humans, khajiit, argonians and orcs, but 25% less against elves. Merchants offer 25% worse prices.
Thaumaturgist: Enchantments are 10% stronger and use 10% less charge, but your Magic Resistance decreases by 25%.
Theoretical Mage: When you cast spells outside combat, they are 25% stronger and last 25% longer. Casting spells in combat makes them 25% weaker.
Thick-Skulled: You resist and deal 15% more damage while using two-handed weapons. You struggle to read books and use magic.
Tradition Keeper: Your experience accumulates 25% slower, but you deal 10% more damage with spells and weapons.
Underachiever: Novice and Apprentice spells cost 25% less Magicka. All other spells cost 25% more.
Unshaken: You regenerate 2 points of Stamina and Magicka per second while under the effects of Critical or Severe Stress.
Unstable Portal: Your Conjuration spells are 25% cheaper, but there's a 15% chance to summon a hostile dremora when you cast a Conjuration spell.
Untamed Spirit: You deal 25% more physical damage while in Werebeast form, but 25% less physical damage otherwise.
Veilwalker: You are 25% less resistant to magic. When below 25% Health, your Magicka recovers faster and you have a 10% chance to absorb spells.
Ward Protector: Your ward spells cost 30% less Magicka, but all other spells cost 15% more.
Way Of The Voice: Your hostile shouts are 25% less powerful, but using non-hostile shouts has a 10% chance to reset the shout cooldown.
0 comments