Nord-Loving Altmer build
[DRAFT]
Arthedain
Places to Go:
Whiterun
Sightless Pit
Kjenstag Ruins
Forelhorst
Guardian Stones
Helgen
Things to do:
Companions Quest
Main quest
Civil War - Nord
Forgotten legend
Roleplaying Hooks:
Worship Talos
Revere the Nords and ancient Nords
Oppose the Thalmor
Prefer Nordic equipment over other, better equipment
Race: Altmer
Stat Spread: 0 Magicka/2 Health /1 Stamina
Standing Stone: Warrior Stone
Complete perks (92)
Archery (22)
0 - Archery Mastery (2) - Bows and crossbows deal 25/50% more damage./, and critical strikes with bows and crossbows do 2% more critical damage per level of Archery.
20 - Clean Kill - Bows and crossbows deal 20% more damage to a target at full Health.
30 - Long Shot (3) - Bows and crossbows deal up to 40/60/80% more damage to targets beyond 50 feet. The damage bonus increases as distance increases.
30 - Steady Hand (2) - Pressing Block while aiming will zoom in your view/ and slow time by 25/50%.
40 - Crippling Shot - Arrows and bolts slow a target within 25 feet by 10% for 20 seconds. This effect stacks.
40 - Hunter's Discipline - Recover twice as many arrows and bolts from dead bodies.
40 - Thread the Needle (1) - Bows and crossbows ignore 25/50% armor if the target is not moving.
50 - Pinning Shot - Arrows and bolts have a chance to stagger a target within 50 feet. More effective against targets with a lower remaining Health percentage. No effect on massive targets.
50 - Ranger - Can move at full speed with a drawn bow.
70 - Focus on the Prey - Cannot be staggered while holding a drawn bow or reloading a crossbow.
60 - Quick Shot - Can draw a bow or reload a crossbow 30% faster.
70 - Ambush Predator - After standing still for 6 seconds with a bow or crossbow out, it does 25% more damage until you move.
70 - Beak and Talon - Your shots disrupt targets within 25 feet, disarming them if they are power attacking and knocking them down if they are staggered.
80 - Hailstorm - Attack 8% faster with bows and crossbows for 10 seconds after shooting a fully drawn bow or crossbow in combat. This effect stacks.
80 - Hawkeye - Grants the "Hawkeye" power. Once a day, slow time and focus on your foes for 10 seconds, looking for opportunities for a killing shot. Finding their vulnerability takes 1 second per 125 Health. Once you do, you may shoot them for an instant kill.
90 - Hunt Together - When fighting only one enemy, hitting the target with a bow or crossbow manifests a Spirit Wolf for 30 seconds. The wolf deals damage equal to 15% of your current Stamina. This effect has a 30 second cooldown per target.
90 - Three Crows - Shooting a target beyond 25 feet three times in rapid succession, leaving less than 2.75 seconds between each hit, deals bonus damage equal to 15% of the target's current Health (max. 150 damage) and knocks the target to the ground.
100 - Perfect Aim - Bows deal 25% more damage if the shot strikes a target within 2 seconds after the bow is fully drawn. Crossbows deal triple damage to targets with 20% or less Health remaining.
Block (22)
0 - Block Mastery (2) - Block 10/20% more damage.
20 - Timed Block (2) - Assume a defensive position for 1 second after raising your shield or weapon, blocking 30% more damage and staggering attackers in melee range. (If you do not block an attack during this time, you cannot attempt another Timed Block for 2 seconds/1 second.)
30 - Deflect Arrows - While blocking with a shield or weapon, arrows do half damage. Arrows that hit the shield do no damage.
30 - Poke the Dragon - After a successful Timed Block within 8 feet, you may retaliate with increased strength, increasing your attack damage and critical strike damage against the attacker by 25% for 5 seconds.
40 - Apocalypse Proof (2) - Perform a Timed Block to mitigate incoming fire, frost and shock spells and effects, reducing their damage by 50%/to zero.
40 - Power Bash - Able to do a power bash by holding down Attack while blocking.
40 - Quick Reflexes - Time slows down if you are blocking during an enemy's power attack.
50 - Dominion - Take 25% less attack damage from any direction when blocking in combat.
50 - Skull Rattler - Bashing deals 3% more damage per point of Stamina.
60 - Dragon Tail - After a successful Timed Block, bashing the attacker within 5 seconds deals double damage.
60 - Timing Streak - Performing 3 successful Timed Blocks in a row completes a Timing Streak, restoring 75 points of Stamina. (Taking an unblocked attack or blocking an attack outside the timed block window breaks the combo.)
70 - Block Runner - Can move at full speed while blocking.
70 - Mocking Blow - Power bashing with a weapon infuriates living targets for 30 seconds. They won't flee from combat but can't regenerate Stamina, lose 15 points of Stamina per second and you take no damage from their attacks during a Timed Block.
80 - Break Their Teeth - Completing a Timing Streak violently disarms the last attacker, staggering all within an 8 foot radius.
80 - Cast Aside - Interrupting an attack with a power bash with a shield knocks the attacker to the ground. Targets can only be affected once every 30 seconds.
90 - Deliverance - Completing a Timing Streak grants 10% extra attack damage for 90 seconds. This effect stacks.
90 - Hold the Line - During a Timed Block, allies within 10 feet gain 250 points of armor rating.
90 - Unstoppable Force - Able to sprint with a shield raised. This knocks enemies in your path to the ground, but costs 10 points of Stamina per second. Enemies can only be affected once every 10 seconds.
100 - Dragon Scales - You take no damage from attacks during a Timed Block as long as you have Stamina remaining.
Heavy Armor (20)
0 - Heavy Armor Mastery (2) - Armor rating of Heavy Armor increased by 20/40%. You gain a small amount of Heavy Armor experience when wearing at least two pieces of Heavy Armor in combat.
20 - Cushioned (2) - You take half/no damage from falling if wearing all Heavy Armor.
30 - Battle Weary - Tired enemies have a harder time defeating your armor. You take up to 20% less attack damage from enemies with half or less Stamina, if wearing all Heavy Armor. The lower their Stamina, the less damage you take.
30 - Heavy Armor Fit - Armor rating of Heavy Armor increased by 25% if wearing all Heavy Armor.
40 - Defiance - You are trained to deflect incoming attacks while wearing all Heavy Armor. Whenever an enemy attacks you, you gain 15 points of armor rating for 10 seconds. This effect stacks.
40 - Face of Death - You no longer need to wear a helmet to benefit from perks that require "wearing all Heavy Armor". If you are not wearing a helmet, Heavy Armor pieces have 20% increased armor rating.
50 - Born to Fight - Heavy Armor weighs half as much and slows you down half as much when worn.
50 - Revel in Battle - Defiance also increases melee weapon damage by 3% for 10 seconds. This effect stacks.
60 - Bedrock - If wearing all Heavy Armor, you have 20% chance to brace for impact when attacked by an enemy, becoming immune to stagger for 4 seconds.
60 - Break Upon Me - You are immune to basic melee weapon perks (Clash of Champions/Heroes, Denting/Crushing Blows, Bleed Like a Lamb/Dog, Bite Marks). If wearing all Heavy Armor, you take 10% less attack damage from enemies affected by one or more of these perks.
60 - Never Kneel - If wearing all Heavy Armor, take 30% less attack damage from power attacks.
70 - Reap the Whirlwind - When struck by a power attack or power bash, your attacks deal 125% more damage to the attacker for 5 seconds if wearing all Heavy Armor.
80 - Out of the Inferno - Incoming fire, frost and shock damage reduced by 0.02% per point of armor if wearing all Heavy Armor.
80 - Rise Above - If wearing all Heavy Armor, you intimidate enemies within 15 feet. They lose 5% attack damage and you gain 5% attack damage for each enemy affected.
90 - Immortal - If wearing all Heavy Armor, take 75% less damage from attacks below 15% Health (or 20% Health if you are affected by Rallying Standard).
90 - Primal Fear - If wearing all Heavy Armor, walking (but not running) towards living enemies within 30 feet in front of you may break their confidence, causing them to flee for 8 seconds.
90 - Sovereign - When struck by an attack, subsequent attacks are deflected if wearing all Heavy Armor. You take 75% reduced damage from attacks for 1 second.
100 - Face of the Mountain - When struck by a power attack or power bash, the attacker's strike rebounds forcefully as if striking solid rock, staggering them and potentially knocking them to the ground if wearing all Heavy Armor.
Smithing (15)
0 - Smithing Mastery (2) - You can create Novice (Steel/Bonemold) items at a forge or anvil, and improve them twice as much./All items can be improved 10% more.
30 - Advanced Workshop - You may choose to upgrade one grindstone or workbench to an Advanced version for 2500 gold. It improves items one tier higher (items can be improved beyond Legendary). Can be "Disassembled" by sneaking, allowing you to upgrade another of the same type.
30 - Meric Smithing (1) - Choose an item type: Contemporary Meric (Elven/Chitin), Dwarven. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Contemporary Meric (Elven/Chitin) and Dwarven items at a forge or anvil, and improve them twice as much.
40 - Arcane Blacksmith - You can improve enchanted weapons and armor.
40 - Recycle Materials - 50% chance to retain any materials you spend at an Advanced Grindstone or Advanced Workbench.
50 - Expert Smithing (1) - Choose an item type: Hard Steel (Scaled/Plate/Nordic), Orcish. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Hard Steel (Scaled/Plate/Nordic) and Orcish items at a forge or anvil, and improve them twice as much.
60 - Sandstone Sheath - When you draw a weapon, it is automatically sharpened, granting 25% extra attack damage for 10 seconds. This can only occur once every 30 seconds.
60 - Smithing Specialization - You may choose an item type: One-Handed, Two-Handed, Light Armor, Heavy Armor or Archery. Items of the chosen type can be improved 20% better at a grindstone or workbench.
70 - Exotic Smithing (1) - Choose an item type: Glass, Crystalline (Ebony/Stalhrim). You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Glass and Crystalline (Ebony/Stalhrim) items at a forge or anvil, and improve them twice as much.
80 - Iron Lore - If you Specialized in an armor type, your attacks ignore 15% of the armor rating of enemies wearing items of the chosen type. If you Specialized in a weapon type, you take 10% less damage from weapons of the chosen type.
90 - Planar Smithing (2) - Choose an item type: Daedric, Dragonbone. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Daedric and Dragonbone items at a forge or anvil, and improve them twice as much.
90 - Fuel the Inferno - When activating an Advanced Grindstone or Advanced Workbench, you may choose to sacrifice a Dragon Soul to improve items by a further one tier during that session.
100 - Heart of Creation - Pour your Dragonborn blood into the fire at one forge. Forging an item in this forge empowers you, increasing attack damage and critical strike damage by 15% and reducing attack damage taken by 15% for 1800 seconds.
Speech (13)
0 - Speech Mastery (1) - Sell items for 10/20% more. Your intimidation attempts are twice/four times as likely to succeed.
20 - And the Universe Listens - Shouting restores points of Health, Magicka and Stamina equal to your shout cooldown in seconds. You gain Speech experience when shouting based on your shout cooldown.
40 - Windborne - Shouting summons up a divine wind, granting 30% extra attack damage and 15% increased movement speed for 15 seconds. This effect stacks.
50 - Force Redoubled (2) - 25/50% chance to reduce the cooldown of any shout to 3 seconds.
50 - Speak with Animals - Can Activate animals to tame them, forcing them to follow you anywhere you go and fight for you until released. You can only have one Wild Companion at a time. Use the "Release Companion" power to release your Wild Companion.
60 - Hurricane Force - Shouts that affect others are 1% more powerful per level of Speech.
70 - Horn of Sovngarde (2) - Grants the "Horn of Sovngarde" power. Once a day, blow a horn to call the nearest three friendly people (except followers) within 200 feet to follow you for 600 seconds/one ingame day.
70 - Thu'um of War - Your shouts stagger nearby enemies within 25 feet, reducing armor rating by 300 points for 10 seconds and knocking enemies below 25% Health to the ground.
80 - Gift of Kynareth - Improves your Wild Companion. Wolves gain 100% extra attack damage. Spiders gain magic immunity. Bears gain 150 points of Health. Chaurus gain 300 points of armor. Saber cats gain 40% movement speed and move silently.
80 - Merciless Storm - Grants the "Merciless Storm" power. Once a day, cancels an active shout cooldown, allowing you to shout again immediately afterwards.
100 - Dovahzulaan - For 120 seconds after using Merciless Storm, any shout you use also carries the previous shout.
Two-Handed
0 - Two-Handed Mastery (2) - Two-handed weapons do 25/50% more damage./, and critical strikes with two-handed weapons do 2% more critical damage per level of Two-Handed.
20 - Trained Fighter - Reduces the Stamina cost of power attacks with two-handed weapons by 20 points.
30 - Bleed Like a Dog (3) - Attacks with battle axes deal an additional 2/3/4 points of damage per second for 3 seconds to living targets. When the bleeding stops, they take damage equal to 20/25/30% of the Health they lost while bleeding.
40 - Ferocious Strength - Power attack damage with two-handed weapons increased by 15% plus 0.1% per point of Stamina. Unlocks decapitations.
40 - Rive (2) - Power attacks with a battle axe ignore 25/50% armor.
50 - Execute - Forwards power attacks with a battle axe execute targets below 30% Health, delivering a critical strike that deals twenty times critical damage.
50 - Trample - Can perform a two-handed sprinting power attack that deals up to 50% more damage and critical damage to a target above half Health. The higher its remaining Health percentage, the more damage and critical damage is dealt.
60 - Death or Glory - Two-handed power attacks deal up to 100% more damage below half Health. The damage bonus increases as your Health decreases.
60 - Decimate - Sideways power attacks with a battle axe hit all targets in front of you. This deals 20% more damage for each enemy within 8 feet.
70 - Bisect - Standing power attacks with a battleaxe deal bonus damage equal to 15% of a target's current Health (max. 150 damage).
70 - Massacre - In combat, swinging a two-handed weapon has 10% chance to increase attack speed by 175% for 3 seconds.
80 - Ram's Head - Bashing with a battle axe to interrupt an attack before it hits allows you to follow up with a power attack within 2 seconds to knock them to the ground.
80 - Wolfkin - After performing 2 or more consecutive two-handed power attacks in combat, your next two-handed regular attack manifests a Spirit Wolf for 30 seconds that deals 15 bonus damage for each power attack.
90 - Bear Hide - You take half damage from enemy attacks while power attacking with a two-handed weapon.
90 - Enter the Arena - Massacre always activates when you take your first two-handed swing in combat. This effect has a 30 second cooldown.
90 - Voice of Rage and Ruin - In combat, swinging a two-handed weapon has 4% chance to activate your currently equipped power.
100 - Slayer of a Thousand Sons - In combat, two-handed weapons deal 5% more damage for each humanoid or animal you have slain in the previous battle, up to 40%.
[DRAFT]
Arthedain
Places to Go:
Whiterun
Sightless Pit
Kjenstag Ruins
Forelhorst
Guardian Stones
Helgen
Things to do:
Companions Quest
Main quest
Civil War - Nord
Forgotten legend
Roleplaying Hooks:
Worship Talos
Revere the Nords and ancient Nords
Oppose the Thalmor
Prefer Nordic equipment over other, better equipment
Race: Altmer
Stat Spread: 0 Magicka/2 Health /1 Stamina
Standing Stone: Warrior Stone
Complete perks (92)
Archery (22)
0 - Archery Mastery (2) - Bows and crossbows deal 25/50% more damage./, and critical strikes with bows and crossbows do 2% more critical damage per level of Archery.
20 - Clean Kill - Bows and crossbows deal 20% more damage to a target at full Health.
30 - Long Shot (3) - Bows and crossbows deal up to 40/60/80% more damage to targets beyond 50 feet. The damage bonus increases as distance increases.
30 - Steady Hand (2) - Pressing Block while aiming will zoom in your view/ and slow time by 25/50%.
40 - Crippling Shot - Arrows and bolts slow a target within 25 feet by 10% for 20 seconds. This effect stacks.
40 - Hunter's Discipline - Recover twice as many arrows and bolts from dead bodies.
40 - Thread the Needle (1) - Bows and crossbows ignore 25/50% armor if the target is not moving.
50 - Pinning Shot - Arrows and bolts have a chance to stagger a target within 50 feet. More effective against targets with a lower remaining Health percentage. No effect on massive targets.
50 - Ranger - Can move at full speed with a drawn bow.
70 - Focus on the Prey - Cannot be staggered while holding a drawn bow or reloading a crossbow.
60 - Quick Shot - Can draw a bow or reload a crossbow 30% faster.
70 - Ambush Predator - After standing still for 6 seconds with a bow or crossbow out, it does 25% more damage until you move.
70 - Beak and Talon - Your shots disrupt targets within 25 feet, disarming them if they are power attacking and knocking them down if they are staggered.
80 - Hailstorm - Attack 8% faster with bows and crossbows for 10 seconds after shooting a fully drawn bow or crossbow in combat. This effect stacks.
80 - Hawkeye - Grants the "Hawkeye" power. Once a day, slow time and focus on your foes for 10 seconds, looking for opportunities for a killing shot. Finding their vulnerability takes 1 second per 125 Health. Once you do, you may shoot them for an instant kill.
90 - Hunt Together - When fighting only one enemy, hitting the target with a bow or crossbow manifests a Spirit Wolf for 30 seconds. The wolf deals damage equal to 15% of your current Stamina. This effect has a 30 second cooldown per target.
90 - Three Crows - Shooting a target beyond 25 feet three times in rapid succession, leaving less than 2.75 seconds between each hit, deals bonus damage equal to 15% of the target's current Health (max. 150 damage) and knocks the target to the ground.
100 - Perfect Aim - Bows deal 25% more damage if the shot strikes a target within 2 seconds after the bow is fully drawn. Crossbows deal triple damage to targets with 20% or less Health remaining.
Block (22)
0 - Block Mastery (2) - Block 10/20% more damage.
20 - Timed Block (2) - Assume a defensive position for 1 second after raising your shield or weapon, blocking 30% more damage and staggering attackers in melee range. (If you do not block an attack during this time, you cannot attempt another Timed Block for 2 seconds/1 second.)
30 - Deflect Arrows - While blocking with a shield or weapon, arrows do half damage. Arrows that hit the shield do no damage.
30 - Poke the Dragon - After a successful Timed Block within 8 feet, you may retaliate with increased strength, increasing your attack damage and critical strike damage against the attacker by 25% for 5 seconds.
40 - Apocalypse Proof (2) - Perform a Timed Block to mitigate incoming fire, frost and shock spells and effects, reducing their damage by 50%/to zero.
40 - Power Bash - Able to do a power bash by holding down Attack while blocking.
40 - Quick Reflexes - Time slows down if you are blocking during an enemy's power attack.
50 - Dominion - Take 25% less attack damage from any direction when blocking in combat.
50 - Skull Rattler - Bashing deals 3% more damage per point of Stamina.
60 - Dragon Tail - After a successful Timed Block, bashing the attacker within 5 seconds deals double damage.
60 - Timing Streak - Performing 3 successful Timed Blocks in a row completes a Timing Streak, restoring 75 points of Stamina. (Taking an unblocked attack or blocking an attack outside the timed block window breaks the combo.)
70 - Block Runner - Can move at full speed while blocking.
70 - Mocking Blow - Power bashing with a weapon infuriates living targets for 30 seconds. They won't flee from combat but can't regenerate Stamina, lose 15 points of Stamina per second and you take no damage from their attacks during a Timed Block.
80 - Break Their Teeth - Completing a Timing Streak violently disarms the last attacker, staggering all within an 8 foot radius.
80 - Cast Aside - Interrupting an attack with a power bash with a shield knocks the attacker to the ground. Targets can only be affected once every 30 seconds.
90 - Deliverance - Completing a Timing Streak grants 10% extra attack damage for 90 seconds. This effect stacks.
90 - Hold the Line - During a Timed Block, allies within 10 feet gain 250 points of armor rating.
90 - Unstoppable Force - Able to sprint with a shield raised. This knocks enemies in your path to the ground, but costs 10 points of Stamina per second. Enemies can only be affected once every 10 seconds.
100 - Dragon Scales - You take no damage from attacks during a Timed Block as long as you have Stamina remaining.
Heavy Armor (20)
0 - Heavy Armor Mastery (2) - Armor rating of Heavy Armor increased by 20/40%. You gain a small amount of Heavy Armor experience when wearing at least two pieces of Heavy Armor in combat.
20 - Cushioned (2) - You take half/no damage from falling if wearing all Heavy Armor.
30 - Battle Weary - Tired enemies have a harder time defeating your armor. You take up to 20% less attack damage from enemies with half or less Stamina, if wearing all Heavy Armor. The lower their Stamina, the less damage you take.
30 - Heavy Armor Fit - Armor rating of Heavy Armor increased by 25% if wearing all Heavy Armor.
40 - Defiance - You are trained to deflect incoming attacks while wearing all Heavy Armor. Whenever an enemy attacks you, you gain 15 points of armor rating for 10 seconds. This effect stacks.
40 - Face of Death - You no longer need to wear a helmet to benefit from perks that require "wearing all Heavy Armor". If you are not wearing a helmet, Heavy Armor pieces have 20% increased armor rating.
50 - Born to Fight - Heavy Armor weighs half as much and slows you down half as much when worn.
50 - Revel in Battle - Defiance also increases melee weapon damage by 3% for 10 seconds. This effect stacks.
60 - Bedrock - If wearing all Heavy Armor, you have 20% chance to brace for impact when attacked by an enemy, becoming immune to stagger for 4 seconds.
60 - Break Upon Me - You are immune to basic melee weapon perks (Clash of Champions/Heroes, Denting/Crushing Blows, Bleed Like a Lamb/Dog, Bite Marks). If wearing all Heavy Armor, you take 10% less attack damage from enemies affected by one or more of these perks.
60 - Never Kneel - If wearing all Heavy Armor, take 30% less attack damage from power attacks.
70 - Reap the Whirlwind - When struck by a power attack or power bash, your attacks deal 125% more damage to the attacker for 5 seconds if wearing all Heavy Armor.
80 - Out of the Inferno - Incoming fire, frost and shock damage reduced by 0.02% per point of armor if wearing all Heavy Armor.
80 - Rise Above - If wearing all Heavy Armor, you intimidate enemies within 15 feet. They lose 5% attack damage and you gain 5% attack damage for each enemy affected.
90 - Immortal - If wearing all Heavy Armor, take 75% less damage from attacks below 15% Health (or 20% Health if you are affected by Rallying Standard).
90 - Primal Fear - If wearing all Heavy Armor, walking (but not running) towards living enemies within 30 feet in front of you may break their confidence, causing them to flee for 8 seconds.
90 - Sovereign - When struck by an attack, subsequent attacks are deflected if wearing all Heavy Armor. You take 75% reduced damage from attacks for 1 second.
100 - Face of the Mountain - When struck by a power attack or power bash, the attacker's strike rebounds forcefully as if striking solid rock, staggering them and potentially knocking them to the ground if wearing all Heavy Armor.
Smithing (15)
0 - Smithing Mastery (2) - You can create Novice (Steel/Bonemold) items at a forge or anvil, and improve them twice as much./All items can be improved 10% more.
30 - Advanced Workshop - You may choose to upgrade one grindstone or workbench to an Advanced version for 2500 gold. It improves items one tier higher (items can be improved beyond Legendary). Can be "Disassembled" by sneaking, allowing you to upgrade another of the same type.
30 - Meric Smithing (1) - Choose an item type: Contemporary Meric (Elven/Chitin), Dwarven. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Contemporary Meric (Elven/Chitin) and Dwarven items at a forge or anvil, and improve them twice as much.
40 - Arcane Blacksmith - You can improve enchanted weapons and armor.
40 - Recycle Materials - 50% chance to retain any materials you spend at an Advanced Grindstone or Advanced Workbench.
50 - Expert Smithing (1) - Choose an item type: Hard Steel (Scaled/Plate/Nordic), Orcish. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Hard Steel (Scaled/Plate/Nordic) and Orcish items at a forge or anvil, and improve them twice as much.
60 - Sandstone Sheath - When you draw a weapon, it is automatically sharpened, granting 25% extra attack damage for 10 seconds. This can only occur once every 30 seconds.
60 - Smithing Specialization - You may choose an item type: One-Handed, Two-Handed, Light Armor, Heavy Armor or Archery. Items of the chosen type can be improved 20% better at a grindstone or workbench.
70 - Exotic Smithing (1) - Choose an item type: Glass, Crystalline (Ebony/Stalhrim). You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Glass and Crystalline (Ebony/Stalhrim) items at a forge or anvil, and improve them twice as much.
80 - Iron Lore - If you Specialized in an armor type, your attacks ignore 15% of the armor rating of enemies wearing items of the chosen type. If you Specialized in a weapon type, you take 10% less damage from weapons of the chosen type.
90 - Planar Smithing (2) - Choose an item type: Daedric, Dragonbone. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Daedric and Dragonbone items at a forge or anvil, and improve them twice as much.
90 - Fuel the Inferno - When activating an Advanced Grindstone or Advanced Workbench, you may choose to sacrifice a Dragon Soul to improve items by a further one tier during that session.
100 - Heart of Creation - Pour your Dragonborn blood into the fire at one forge. Forging an item in this forge empowers you, increasing attack damage and critical strike damage by 15% and reducing attack damage taken by 15% for 1800 seconds.
Speech (13)
0 - Speech Mastery (1) - Sell items for 10/20% more. Your intimidation attempts are twice/four times as likely to succeed.
20 - And the Universe Listens - Shouting restores points of Health, Magicka and Stamina equal to your shout cooldown in seconds. You gain Speech experience when shouting based on your shout cooldown.
40 - Windborne - Shouting summons up a divine wind, granting 30% extra attack damage and 15% increased movement speed for 15 seconds. This effect stacks.
50 - Force Redoubled (2) - 25/50% chance to reduce the cooldown of any shout to 3 seconds.
50 - Speak with Animals - Can Activate animals to tame them, forcing them to follow you anywhere you go and fight for you until released. You can only have one Wild Companion at a time. Use the "Release Companion" power to release your Wild Companion.
60 - Hurricane Force - Shouts that affect others are 1% more powerful per level of Speech.
70 - Horn of Sovngarde (2) - Grants the "Horn of Sovngarde" power. Once a day, blow a horn to call the nearest three friendly people (except followers) within 200 feet to follow you for 600 seconds/one ingame day.
70 - Thu'um of War - Your shouts stagger nearby enemies within 25 feet, reducing armor rating by 300 points for 10 seconds and knocking enemies below 25% Health to the ground.
80 - Gift of Kynareth - Improves your Wild Companion. Wolves gain 100% extra attack damage. Spiders gain magic immunity. Bears gain 150 points of Health. Chaurus gain 300 points of armor. Saber cats gain 40% movement speed and move silently.
80 - Merciless Storm - Grants the "Merciless Storm" power. Once a day, cancels an active shout cooldown, allowing you to shout again immediately afterwards.
100 - Dovahzulaan - For 120 seconds after using Merciless Storm, any shout you use also carries the previous shout.
Two-Handed
0 - Two-Handed Mastery (2) - Two-handed weapons do 25/50% more damage./, and critical strikes with two-handed weapons do 2% more critical damage per level of Two-Handed.
20 - Trained Fighter - Reduces the Stamina cost of power attacks with two-handed weapons by 20 points.
30 - Bleed Like a Dog (3) - Attacks with battle axes deal an additional 2/3/4 points of damage per second for 3 seconds to living targets. When the bleeding stops, they take damage equal to 20/25/30% of the Health they lost while bleeding.
40 - Ferocious Strength - Power attack damage with two-handed weapons increased by 15% plus 0.1% per point of Stamina. Unlocks decapitations.
40 - Rive (2) - Power attacks with a battle axe ignore 25/50% armor.
50 - Execute - Forwards power attacks with a battle axe execute targets below 30% Health, delivering a critical strike that deals twenty times critical damage.
50 - Trample - Can perform a two-handed sprinting power attack that deals up to 50% more damage and critical damage to a target above half Health. The higher its remaining Health percentage, the more damage and critical damage is dealt.
60 - Death or Glory - Two-handed power attacks deal up to 100% more damage below half Health. The damage bonus increases as your Health decreases.
60 - Decimate - Sideways power attacks with a battle axe hit all targets in front of you. This deals 20% more damage for each enemy within 8 feet.
70 - Bisect - Standing power attacks with a battleaxe deal bonus damage equal to 15% of a target's current Health (max. 150 damage).
70 - Massacre - In combat, swinging a two-handed weapon has 10% chance to increase attack speed by 175% for 3 seconds.
80 - Ram's Head - Bashing with a battle axe to interrupt an attack before it hits allows you to follow up with a power attack within 2 seconds to knock them to the ground.
80 - Wolfkin - After performing 2 or more consecutive two-handed power attacks in combat, your next two-handed regular attack manifests a Spirit Wolf for 30 seconds that deals 15 bonus damage for each power attack.
90 - Bear Hide - You take half damage from enemy attacks while power attacking with a two-handed weapon.
90 - Enter the Arena - Massacre always activates when you take your first two-handed swing in combat. This effect has a 30 second cooldown.
90 - Voice of Rage and Ruin - In combat, swinging a two-handed weapon has 4% chance to activate your currently equipped power.
100 - Slayer of a Thousand Sons - In combat, two-handed weapons deal 5% more damage for each humanoid or animal you have slain in the previous battle, up to 40%.