Rifles-through-Tombs
Places to Go:
Things to do:
College of Winterhold
Main quest
Thane quests
Daedric quests
All standing stones
All dragon priest masks
Forgotten legend
Race: Argonian
Stat Spread: 0 Magicka/2 Health /1 Stamina
Standing Stone: Theif Stone, then Tower Stone
Alchemy
0 - Alchemy Mastery (2) - Potions and poisons you make are 20/40% stronger.
20 - Physician - You may choose a type of beneficial potion: Health, Magicka or Stamina. Potions you mix that restore or fortify the chosen attribute are 50% stronger.
20 - Stimulants - When you use a beneficial potion or ingredient, you regenerate 2% of your Magicka and Stamina per second for 30 seconds.
Enchanting
0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
40 - Gem Dust - You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25% stronger when placed upon an item of the type corresponding to the gem.
60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
80 - Twin Enchantment - Can place two enchantments upon the same item.
90 - Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can be "Disassembled" by sneaking, allowing you to upgrade another.
100 - Miracle - You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat.
Light Armor
0 - Light Armor Mastery (2) - Armor rating of Light Armor increased by 20/40%. You gain a small amount of Light Armor experience when wearing at least two pieces of Light Armor in combat.
20 - Iron Fist (3) - Increases unarmed damage by 5/15/25% of your current Stamina, and you gain Light Armor experience when using unarmed attacks in combat. Requires two free hands.
20 - Annoying Mosquitoes (2) - You take 10/20% less attack damage from enemies with full Health if wearing all Light Armor.
30 - As a Leaf - While sprinting in Light Armor, you cannot be staggered and take 50% less damage from power attacks.
30 - Light Armor Fit - Armor rating of Light Armor increased by 25% if wearing all Light Armor.
40 - Initiative (2) - When you enter combat, if wearing all Light Armor, regenerate up to 10/20% of your maximum Stamina per second. This bonus gradually diminishes over the course of 15 seconds.
40 - Keen Senses - You no longer need to wear a helmet to benefit from perks that require "wearing all Light Armor". If you are not wearing a helmet, Light Armor pieces have 20% increased armor rating.
40 - Sweeping Wind - Unarmed power attacks do 25% more damage. Additionally, if your movement speed is increased, they do 2% damage per 1% movement speed. Requires two free hands.
50 - Rushing Tide - Unarmed attacks grant 10% increased Stamina regeneration and 5% movement speed for 8 seconds. This effect stacks. Requires two free hands.
50 - Unhindered - Light Armor weighs nothing and doesn't slow you down when worn.
50 - Windrunner - Move 10% faster in combat if wearing all Light Armor.
60 - Evasive Leap - If wearing all Light Armor, jump in combat to cause all incoming attacks and spells to miss for 1 second. This effect has a 5 second cooldown.
60 - Into the Maelstrom - You take 10% less attack damage when fighting more than one enemy if wearing all Light Armor.
70 - Fight or Flight - When struck by an unblocked attack or spell in combat, an adrenaline rush regenerates 5% of your maximum Stamina per second for 6 seconds if wearing all Light Armor.
70 - Hissing Dragon - You may choose a damage type (fire, frost, shock, poison, disease or sun). Unarmed attacks unleash a shockwave that deals the chosen damage type to all targets in front of you. Requires two free hands. Does not activate while sneaking.
70 - Wardancer - Your agility enables you to strike more effectively, granting 20% more attack damage and critical damage if wearing all Light Armor. This effect is lost for 6 seconds whenever you get struck by an unblocked attack or a hostile spell in combat.
80 - Spelldancer - Wardancer also improves elemental (fire, frost and shock) spells and effects by the same amount.
80 - Survival Instinct - When you get struck by an unblocked attack or hostile spell in combat, gain 10% movement speed for 6 seconds if wearing all Light Armor.
80 - Wild and Free - While sprinting in Light Armor, you take 50% less damage from attacks.
90 - Breaking Waves - Unarmed attacks have 15% chance of a critical strike that deals critical damage equal to 40% of your current Stamina. If you are affected by Wardancer, every hit is a critical strike. Requires two free hands.
90 - Glancing Blows - You take 30% less damage from blocked attacks while Wardancer is active. When you lose the Wardancer effect due to an unblocked attack, it also deals 30% less damage.
90 - Lightning Strike - Your critical strikes deal 75% more critical damage for 10 seconds after entering combat while wearing all Light Armor.
100 - Tempting Fate - You gain 20% movement speed if you are not blocking during an enemy's power attack. If the power attack misses, the effect lasts until combat ends or until you get struck by a power attack.
Lockpicking
0 - Lockpicking Mastery (2) - Weaker/all locks are easier to pick.
20 - Bear Traps - Able to pick up Bear Traps or create them at a Forge or Anvil, and drop them from your inventory to place them. The teeth of placed Bear Traps deal 2 points of damage per level of Lockpicking. You can only pick up and carry two Bear Traps at a time.
20 - Game of Fate - There are 5 Dragons of Fate hidden in random locked containers in Skyrim. Each grants 15000 gold and a free perk point when removed from its container. The name of the container changes to indicate the treasure inside.
30 - Lockdown - Activate a hostile automaton to lockpick your way into its engine. Lock difficulty is based on its current Health. Pick its lock within 15 seconds to reduce its Health to 1 and shut it down for 60 seconds. If you fail, you can't try again for 30 seconds.
30 - Robber's Eye - When you enter a dwelling you don't own, illuminates a locked container for 120 seconds. During this time, it contains valuable items (based on your Lockpicking skill and the difficulty of its lock). This can only occur once every 12-60 ingame hours.
30 - Wax Key - Gives you a copy of a picked lock's key if it has one.
40 - Gone in Fifteen Seconds - Taking 15 seconds or less to pick the lock on a container illuminated by Robber's Eye improves the added treasure by an average of 50% based on the level of the lock and resets the cooldown of Robber's Eye.
40 - Lockjaw - Your Bear Traps stagger victims struck by the teeth, reducing their armor rating by 10 points per level of Lockpicking for 5 seconds.
40 - Locksmith - Pick starts much closer to the lock opening position.
50 - Big Game Hunter - Placed Bear Traps are 20% bigger and more likely to successfully hit small or fast moving targets. They also rearm themselves 2.5 seconds after being triggered.
50 - Hotwire - Activate an automaton under Lockdown to lockpick its brain. Succeed within 15 seconds to hack the automaton, forcing it to follow you and fight for you. If you fail, you can't try again for 30 seconds. You can only have one Hotwired Automaton at a time.
50 - Nose for Treasure - You may choose an item type (gold, jewelry, books, ingredients, potions, ingots, weapons, armor, scrolls). Containers illuminated by Robber's Eye are three times more likely to contain items of your chosen type over other types.
60 - Dungeoneer - Robber's Eye also works in dungeons and lasts three times as long.
60 - Golden Touch - Find 20-100 more gold in many dungeon chests and 2-10 more gold in some corpses, urns, etc.
70 - Bait - Grants the "Bait" power. At will, lures the nearest hostile target within 75 feet to the location of the nearest Bear Trap placed within 50 feet (not during combat or conversation). Lasts 30 seconds.
80 - Bushwhack - If the victim of your Bear Trap is not detecting you, the trap is five times as effective.
80 - The Revenge - You can pick up and carry 3 Bear Traps.
90 - Percussive Maintenance - Your Hotwired Automaton moves 30% faster and attacks 20% faster. Hitting your Hotwired Automaton with a mace or warhammer repairs it 150 points (or 300 points on a power attack) and further increases attack speed by 50% for 10 seconds.
90 - Treasure Hunter - Increases the chance of finding an additional weapon or armor item in many dungeon chests from 10% to 15%.
100 - Dragon's Teeth - When placing a Bear Trap, you may choose to add an extra effect: Poison, Drain Magicka, Drain Stamina, Slow, Banish or Turn Undead. This effect is triggered when a victim is struck by the teeth and takes damage.
100 - Seen This Before - Your skill at lockpicking is such that you may bypass locks of Expert or lower level without using a key or manually picking the lock. After picking or bypassing at least 100 locks, you gain 2 perk points.
Sneak
0 - Sneak Mastery (2) - Sneaking is 15/30% more effective. Sneak success depends on visibility (movement and light level), sound (movement and armor weight), skill level and distance.
20 - Sneak Attack - Sneak attacks with one-handed weapons deal 100% more damage. Sneak attacks with any other weapon or fists deal 25% more damage.
20 - Tripwire - Grants the "Tripwire" power. At will, places a tripwire in front of you for 120 seconds. It snaps when tripped, knocking all targets hit by it to the floor.
30 - Demolition Job - All Destruction spells and scrolls are 1% more powerful per level of Sneak if the target is not detecting the caster (2% for rune spells).
30 - Fog of War - Sneaking is 15% more effective against targets that are in combat with you, or 30% if they are in combat with someone else.
30 - Silent Roll - Sprinting while sneaking executes a silent forward roll.
30 - Spot Detection - Grants the "Spot Detection" power. At will, outlines all humanoids within 150 feet that are detecting you with a green glow. Lasts 30 seconds.
40 - Dynamic Entry - Performing a silent roll increases your weapon damage by 40% and unarmed damage by 40 points for 3 seconds.
40 - Infiltrator - Your footsteps and equipped armor make 75% less noise when sneaking.
40 - Whiplash - Tripwire also reduces armor rating by 1000 points for 5 seconds.
50 - Light Foot - You won't trigger pressure plates.
50 - Right Behind You - You are adept at hiding in your target's blind spot. Sneaking is 15% more effective within 30 feet and 30% more effective within 15 feet.
60 - Disengage - Grants the "Disengage" power. Once a day, all enemies within 100 feet who are attacking you or searching for you instantly stop and resume their normal activities.
60 - Dodge Roll - Performing a silent roll makes you ethereal for 1 second, causing all incoming attacks and spells to miss.
60 - Smokescreen - Grants the "Smokescreen" power. Once a day, creates a 35 foot cloud for 180 seconds that blinds those in the cloud, preventing them from seeing sneaking targets. Sneak attacks against them deal 50% more damage.
70 - Backup Plan - After being out of combat for at least 5 seconds, entering combat will place a Tripwire behind you for 60 seconds. This does not count against the limit of one Tripwire at a time.
70 - Clean Escape - When you stand still for 8 seconds while sneaking, enemies within 150 feet no longer search for you.
80 - Behind Enemy Lines - Sneaking is 15% more effective for each enemy within 100 feet that is not detecting you.
80 - Partystarter - When you gain invisibility, places a barrel of flammable booze at your location. When you lose invisibility, it explodes, dealing fire damage equal to 200% of your Sneak skill level and staggering targets. This effect has a 15 second cooldown.
80 - Problem Solver - Sneak attacks deal 10% more damage for each 200 points of Health the target has, up to 50% more damage.
90 - Cloak and Dagger - Breaking invisibility with a power attack is a guaranteed critical strike that deals 50% more critical damage.
90 - Greased Lightning - A hidden bottle enables you to leave a trail of grease whenever you perform a silent roll in combat. The grease lasts for 10 seconds and staggers running enemies, while sprinting enemies slip and fall to the ground.
90 - Shadow Warrior - Entering sneak mode in combat grants 2 seconds of invisibility, briefly leaving combat and forcing distant opponents to search for you. This effect has an 8 second cooldown.
100 - Laughing Ghost - Grants the "Laughing Ghost" power. At will, while sneaking, teleport through the shadows behind a target to attempt a sneak power attack with your right weapon that deals double sneak attack damage. The target must be out of combat.
Places to Go:
Things to do:
College of Winterhold
Main quest
Thane quests
Daedric quests
All standing stones
All dragon priest masks
Forgotten legend
Race: Argonian
Stat Spread: 0 Magicka/2 Health /1 Stamina
Standing Stone: Theif Stone, then Tower Stone
Alchemy
0 - Alchemy Mastery (2) - Potions and poisons you make are 20/40% stronger.
20 - Physician - You may choose a type of beneficial potion: Health, Magicka or Stamina. Potions you mix that restore or fortify the chosen attribute are 50% stronger.
20 - Stimulants - When you use a beneficial potion or ingredient, you regenerate 2% of your Magicka and Stamina per second for 30 seconds.
Enchanting
0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
40 - Gem Dust - You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25% stronger when placed upon an item of the type corresponding to the gem.
60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
80 - Twin Enchantment - Can place two enchantments upon the same item.
90 - Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can be "Disassembled" by sneaking, allowing you to upgrade another.
100 - Miracle - You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat.
Light Armor
0 - Light Armor Mastery (2) - Armor rating of Light Armor increased by 20/40%. You gain a small amount of Light Armor experience when wearing at least two pieces of Light Armor in combat.
20 - Iron Fist (3) - Increases unarmed damage by 5/15/25% of your current Stamina, and you gain Light Armor experience when using unarmed attacks in combat. Requires two free hands.
20 - Annoying Mosquitoes (2) - You take 10/20% less attack damage from enemies with full Health if wearing all Light Armor.
30 - As a Leaf - While sprinting in Light Armor, you cannot be staggered and take 50% less damage from power attacks.
30 - Light Armor Fit - Armor rating of Light Armor increased by 25% if wearing all Light Armor.
40 - Initiative (2) - When you enter combat, if wearing all Light Armor, regenerate up to 10/20% of your maximum Stamina per second. This bonus gradually diminishes over the course of 15 seconds.
40 - Keen Senses - You no longer need to wear a helmet to benefit from perks that require "wearing all Light Armor". If you are not wearing a helmet, Light Armor pieces have 20% increased armor rating.
40 - Sweeping Wind - Unarmed power attacks do 25% more damage. Additionally, if your movement speed is increased, they do 2% damage per 1% movement speed. Requires two free hands.
50 - Rushing Tide - Unarmed attacks grant 10% increased Stamina regeneration and 5% movement speed for 8 seconds. This effect stacks. Requires two free hands.
50 - Unhindered - Light Armor weighs nothing and doesn't slow you down when worn.
50 - Windrunner - Move 10% faster in combat if wearing all Light Armor.
60 - Evasive Leap - If wearing all Light Armor, jump in combat to cause all incoming attacks and spells to miss for 1 second. This effect has a 5 second cooldown.
60 - Into the Maelstrom - You take 10% less attack damage when fighting more than one enemy if wearing all Light Armor.
70 - Fight or Flight - When struck by an unblocked attack or spell in combat, an adrenaline rush regenerates 5% of your maximum Stamina per second for 6 seconds if wearing all Light Armor.
70 - Hissing Dragon - You may choose a damage type (fire, frost, shock, poison, disease or sun). Unarmed attacks unleash a shockwave that deals the chosen damage type to all targets in front of you. Requires two free hands. Does not activate while sneaking.
70 - Wardancer - Your agility enables you to strike more effectively, granting 20% more attack damage and critical damage if wearing all Light Armor. This effect is lost for 6 seconds whenever you get struck by an unblocked attack or a hostile spell in combat.
80 - Spelldancer - Wardancer also improves elemental (fire, frost and shock) spells and effects by the same amount.
80 - Survival Instinct - When you get struck by an unblocked attack or hostile spell in combat, gain 10% movement speed for 6 seconds if wearing all Light Armor.
80 - Wild and Free - While sprinting in Light Armor, you take 50% less damage from attacks.
90 - Breaking Waves - Unarmed attacks have 15% chance of a critical strike that deals critical damage equal to 40% of your current Stamina. If you are affected by Wardancer, every hit is a critical strike. Requires two free hands.
90 - Glancing Blows - You take 30% less damage from blocked attacks while Wardancer is active. When you lose the Wardancer effect due to an unblocked attack, it also deals 30% less damage.
90 - Lightning Strike - Your critical strikes deal 75% more critical damage for 10 seconds after entering combat while wearing all Light Armor.
100 - Tempting Fate - You gain 20% movement speed if you are not blocking during an enemy's power attack. If the power attack misses, the effect lasts until combat ends or until you get struck by a power attack.
Lockpicking
0 - Lockpicking Mastery (2) - Weaker/all locks are easier to pick.
20 - Bear Traps - Able to pick up Bear Traps or create them at a Forge or Anvil, and drop them from your inventory to place them. The teeth of placed Bear Traps deal 2 points of damage per level of Lockpicking. You can only pick up and carry two Bear Traps at a time.
20 - Game of Fate - There are 5 Dragons of Fate hidden in random locked containers in Skyrim. Each grants 15000 gold and a free perk point when removed from its container. The name of the container changes to indicate the treasure inside.
30 - Lockdown - Activate a hostile automaton to lockpick your way into its engine. Lock difficulty is based on its current Health. Pick its lock within 15 seconds to reduce its Health to 1 and shut it down for 60 seconds. If you fail, you can't try again for 30 seconds.
30 - Robber's Eye - When you enter a dwelling you don't own, illuminates a locked container for 120 seconds. During this time, it contains valuable items (based on your Lockpicking skill and the difficulty of its lock). This can only occur once every 12-60 ingame hours.
30 - Wax Key - Gives you a copy of a picked lock's key if it has one.
40 - Gone in Fifteen Seconds - Taking 15 seconds or less to pick the lock on a container illuminated by Robber's Eye improves the added treasure by an average of 50% based on the level of the lock and resets the cooldown of Robber's Eye.
40 - Lockjaw - Your Bear Traps stagger victims struck by the teeth, reducing their armor rating by 10 points per level of Lockpicking for 5 seconds.
40 - Locksmith - Pick starts much closer to the lock opening position.
50 - Big Game Hunter - Placed Bear Traps are 20% bigger and more likely to successfully hit small or fast moving targets. They also rearm themselves 2.5 seconds after being triggered.
50 - Hotwire - Activate an automaton under Lockdown to lockpick its brain. Succeed within 15 seconds to hack the automaton, forcing it to follow you and fight for you. If you fail, you can't try again for 30 seconds. You can only have one Hotwired Automaton at a time.
50 - Nose for Treasure - You may choose an item type (gold, jewelry, books, ingredients, potions, ingots, weapons, armor, scrolls). Containers illuminated by Robber's Eye are three times more likely to contain items of your chosen type over other types.
60 - Dungeoneer - Robber's Eye also works in dungeons and lasts three times as long.
60 - Golden Touch - Find 20-100 more gold in many dungeon chests and 2-10 more gold in some corpses, urns, etc.
70 - Bait - Grants the "Bait" power. At will, lures the nearest hostile target within 75 feet to the location of the nearest Bear Trap placed within 50 feet (not during combat or conversation). Lasts 30 seconds.
80 - Bushwhack - If the victim of your Bear Trap is not detecting you, the trap is five times as effective.
80 - The Revenge - You can pick up and carry 3 Bear Traps.
90 - Percussive Maintenance - Your Hotwired Automaton moves 30% faster and attacks 20% faster. Hitting your Hotwired Automaton with a mace or warhammer repairs it 150 points (or 300 points on a power attack) and further increases attack speed by 50% for 10 seconds.
90 - Treasure Hunter - Increases the chance of finding an additional weapon or armor item in many dungeon chests from 10% to 15%.
100 - Dragon's Teeth - When placing a Bear Trap, you may choose to add an extra effect: Poison, Drain Magicka, Drain Stamina, Slow, Banish or Turn Undead. This effect is triggered when a victim is struck by the teeth and takes damage.
100 - Seen This Before - Your skill at lockpicking is such that you may bypass locks of Expert or lower level without using a key or manually picking the lock. After picking or bypassing at least 100 locks, you gain 2 perk points.
Sneak
0 - Sneak Mastery (2) - Sneaking is 15/30% more effective. Sneak success depends on visibility (movement and light level), sound (movement and armor weight), skill level and distance.
20 - Sneak Attack - Sneak attacks with one-handed weapons deal 100% more damage. Sneak attacks with any other weapon or fists deal 25% more damage.
20 - Tripwire - Grants the "Tripwire" power. At will, places a tripwire in front of you for 120 seconds. It snaps when tripped, knocking all targets hit by it to the floor.
30 - Demolition Job - All Destruction spells and scrolls are 1% more powerful per level of Sneak if the target is not detecting the caster (2% for rune spells).
30 - Fog of War - Sneaking is 15% more effective against targets that are in combat with you, or 30% if they are in combat with someone else.
30 - Silent Roll - Sprinting while sneaking executes a silent forward roll.
30 - Spot Detection - Grants the "Spot Detection" power. At will, outlines all humanoids within 150 feet that are detecting you with a green glow. Lasts 30 seconds.
40 - Dynamic Entry - Performing a silent roll increases your weapon damage by 40% and unarmed damage by 40 points for 3 seconds.
40 - Infiltrator - Your footsteps and equipped armor make 75% less noise when sneaking.
40 - Whiplash - Tripwire also reduces armor rating by 1000 points for 5 seconds.
50 - Light Foot - You won't trigger pressure plates.
50 - Right Behind You - You are adept at hiding in your target's blind spot. Sneaking is 15% more effective within 30 feet and 30% more effective within 15 feet.
60 - Disengage - Grants the "Disengage" power. Once a day, all enemies within 100 feet who are attacking you or searching for you instantly stop and resume their normal activities.
60 - Dodge Roll - Performing a silent roll makes you ethereal for 1 second, causing all incoming attacks and spells to miss.
60 - Smokescreen - Grants the "Smokescreen" power. Once a day, creates a 35 foot cloud for 180 seconds that blinds those in the cloud, preventing them from seeing sneaking targets. Sneak attacks against them deal 50% more damage.
70 - Backup Plan - After being out of combat for at least 5 seconds, entering combat will place a Tripwire behind you for 60 seconds. This does not count against the limit of one Tripwire at a time.
70 - Clean Escape - When you stand still for 8 seconds while sneaking, enemies within 150 feet no longer search for you.
80 - Behind Enemy Lines - Sneaking is 15% more effective for each enemy within 100 feet that is not detecting you.
80 - Partystarter - When you gain invisibility, places a barrel of flammable booze at your location. When you lose invisibility, it explodes, dealing fire damage equal to 200% of your Sneak skill level and staggering targets. This effect has a 15 second cooldown.
80 - Problem Solver - Sneak attacks deal 10% more damage for each 200 points of Health the target has, up to 50% more damage.
90 - Cloak and Dagger - Breaking invisibility with a power attack is a guaranteed critical strike that deals 50% more critical damage.
90 - Greased Lightning - A hidden bottle enables you to leave a trail of grease whenever you perform a silent roll in combat. The grease lasts for 10 seconds and staggers running enemies, while sprinting enemies slip and fall to the ground.
90 - Shadow Warrior - Entering sneak mode in combat grants 2 seconds of invisibility, briefly leaving combat and forcing distant opponents to search for you. This effect has an 8 second cooldown.
100 - Laughing Ghost - Grants the "Laughing Ghost" power. At will, while sneaking, teleport through the shadows behind a target to attempt a sneak power attack with your right weapon that deals double sneak attack damage. The target must be out of combat.