Merchant build
I was chatting with Aslan, a fellow Skyrim fan, and we talked about creating a "normal Skyrim resident build". The basic is idea is to create a merchant, whose goal is to make the most septims and become a Thane in all the holds, buying the houses. He's both a craftsman and a merchant, but he makes anything that will sell. He is not a fighter, though he can use his unarmed attacks and will use scrolls and staves. He will find followers to help him fight.
Sun's Height 10, Merchant's festival.
Ragsamuffle was born on Sun's Height 10, also known as the Merchant's Festival. Though things haven't gone well for him in life, he's always felt that things will change someday, sometime on his Birthday. Our story begins as Rags find himself waking up once more in the Riften Beggars row. Today will be different. Today Rags will work hard and make things to sell, and get rich and have bodyguards and many homes across skyrim. Today is the day!
"May the sun keep you warm, even in this land of bitter cold."
Race
Khajiit seemed a natural choice, as we get to say "Khajiit has wares if you have the coin." Khajiit also have better stats for the build, with bonuses in Sneak, Alchemy, and Lockpicking.
Khajiit
With the Imperious mod, Imperial is also good for the followers. Since this build relies on followers for protection, it's another good choice. Imperials only have one bonus stat in this build, with a bonus to Enchanting
Imperial
Standing stone
Using the Andromeda Mod, The Steed Stone or Tower Stone seems best. The Lover is an interesting choice also, as free enchanted items to break down for sale are good, plus being rescued from death is always a good thing.
The Steed
The Tower
The Lover
Quests/Quest lines
Main Quests - We don't have to do dragons - so we may not.
All the Thane quests, so we can be a big merchant with houses in each hold.
As many speech checks as we can - since Speech is a main skill and gets levelled by a Persuade check, it seems smart to hit as many of those as possible. It will also help complete many of the Thane quests.
Thieves Guild (?) - depends on if we let our merchant be shady
Playstyle - In the beginning, the merchant will take raw materials to make into sellable items, then move from town to town following the Khajiit trade routes or (Solitude > Morthal > Dawnstar > Winterhold > backtrack to Windhelm > Riften > Falkreath > Whiterun > Markarth > Solitude maybe?). He can buy raw materials to make into sellable items, but will try to pursue the maximum profit possible.
Invest gold by planning expeditions into mines, ruins, etcetera. Base it off town rumors or things seen on the road, possibly.
Gather hired help, supplies, picking up some staves and soul gems for charging/recharging. Once you're done, enter the mine/ruin and steadily clear out and sell everything. If it can be looted it's being sold or crafted into something else that will be. It may be fun to do a cost analysis per dungeon?
Perks/Skills (Ordinator) Total Perks - 78
This is essential the perks if we took this character to it's logical extreme. In the actual playthrough, we may not wind up maxing out all these perks. It's possible that only one craft would get most of the use - we'll have to see how it plays out.
Alchemy (13)
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.
30 - Advanced Lab - You may choose to upgrade one alchemy lab to an Advanced version for 2500 gold. Potions you mix are 25% stronger at an Advanced Lab. Can be "Disassembled" by sneaking, allowing you to upgrade another.
30 - Poisoner - Poisons you mix are 1% more powerful per level of Alchemy.
40 - Bottomless Cup - Poisons applied to weapons last for one additional hit per 10 levels of Alchemy.
40 - Elemental Oil - You may choose a power: "Fire Oil", "Frost Oil" or "Shock Oil". At will, create a pool of oil that lasts 20 seconds. It reacts violently when struck by a projectile or explosion, exploding and dealing damage equal to your Alchemy skill level.
50 - Lab Skeever - For 20 seconds after using any alchemy lab, beneficial potions you drink last 15 times longer and are 25% stronger.
60 - Green Thumb - Twice as many ingredients are gathered from most harvestable objects.
70 - Double Toil and Trouble - You mix twice as many potions at your Advanced Lab.
70 - Pure Mixture - All negative effects are removed from created potions, and all positive effects are removed from created poisons.
80 - Amplify Lethality - Grants the "Amplify Lethality" power. Once a day, point at a victim to silently reduce their poison resistance by 250% for 10 seconds.
90 - World Serpent - When you shout, your blood turns poisonous for 15 seconds. The next time you get hit with a weapon, retaliate with a powerful poisonous strike that deals 50 points of poison damage per second for 10 seconds.
100 - That Which Does Not Kill You… - Upon learning this perk, you imbibe a deadly toxin, taking 150 damage per second. If you survive for 60 seconds, you receive 3 perk points and a permanent 25% bonus to all potions and poisons you make.
Enchanting (18)
0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
20 - Last Word (3) - Scrolls are 2/4/6% more powerful or last 4/8/12% longer per level of Enchanting.
20 - Soul Siphon - Death blows with enchanted weapons to creatures, but not people, trap 5% of the victim's soul, recharging the weapon. Does not apply to staves.
30 - Staff Channeler - When a staff is equipped, all weapon enchantments drain 25% less charge and you gain a small amount of Enchanting experience in combat.
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.
40 - Secretkeeper - When a staff is equipped in your left hand, your attacks deal 25% more damage and critical damage. When a staff is equipped in your right hand, your spells and scrolls are 25% more effective.
40 - Spellscribe - Grants the "Spellscribe" power: use it to store the spell you are dual casting. Your power attacks and power bashes unleash the stored spell for free, with a cooldown based on Enchanting skill. Only works with spells that affect other targets.
50 - Flame of Magnus - While casting or concentrating on a staff in your left hand, you may attack with your right hand, dealing 50% more damage and critical damage.
50 - Preserver - Learning an item's enchantment does not destroy it.
60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
70 - Charge Tap - Grants the "Charge Tap" power. At will, drains a quarter of your current weapon charge to restore Health by 15% of the amount drained and Magicka and Stamina by 25% of the amount drained. (If you have two enchanted weapons equipped, the drain is split.)
70 - Power Echoes - Spellscribe activates twice before going on cooldown.
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 (9)
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.
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.
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.
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.
Lockpicking (11)
0 - Lockpicking Mastery (1) - Weaker/all locks are easier to pick.
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 - 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.
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 - 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.
90 - Treasure Hunter - Increases the chance of finding an additional weapon or armor item in many dungeon chests from 10% to 15%.
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.
Smithing (16)
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.
20 - Dwarven Autocannon (2) - You can create Dwemer Autocannons at a forge or anvil. Use the "Dwarven Autocannon" power to deploy them. Cannons fire parallel to your crosshair for 30/60 seconds, dealing damage equal to 30/40% of your Smithing skill, if you are within 12 feet.
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 - Electrobolt (2) - Every fifth Dwarven Autocannon shot is an electromagnetic blast that moves slower than a regular shell but deals shock damage to Health and Magicka equal to 80/240% of your Smithing skill level.
40 - Recycle Materials - 50% chance to retain any materials you spend at an Advanced Grindstone or Advanced Workbench.
50 - Remote Control - Your Dwarven Autocannon now fires regardless of the distance between it and you.
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.
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.
70 - Firing Line - Your Dwarven Autocannon now deploys two cannons side by side.
80 - Spin Up - Your Dwarven Autocannon gradually shoots faster over time, gaining 2% firing speed per shot, up to 200%.
90 - Planar Smithing (1) - 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.
Sneak (5)
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 - 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.
40 - Whiplash - Tripwire also reduces armor rating by 1000 points for 5 seconds.
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.
Speech (9)
0 - Speech Mastery (2) - Sell items for 10/20% more. Your intimidation attempts are twice/four times as likely to succeed.
30 - Bribery - Can bribe guards to ignore crimes.
30 - Kinship - Buy items for 15% less when trading with the same race.
40 - Business Relation - Create a bond with the next merchant you speak with. Buy items for 30% less from that specific merchant.
50 - Salesman - Can sell any type of item to any kind of merchant.
60 - Investor - Can invest 500 gold with a shopkeeper to increase his or her available gold by 500 permanently.
70 - Fence - Can barter stolen goods with any merchant.
90 - Trade Prince - Every merchant in the world gains 1000 gold for bartering.
I was chatting with Aslan, a fellow Skyrim fan, and we talked about creating a "normal Skyrim resident build". The basic is idea is to create a merchant, whose goal is to make the most septims and become a Thane in all the holds, buying the houses. He's both a craftsman and a merchant, but he makes anything that will sell. He is not a fighter, though he can use his unarmed attacks and will use scrolls and staves. He will find followers to help him fight.
Sun's Height 10, Merchant's festival.
Ragsamuffle was born on Sun's Height 10, also known as the Merchant's Festival. Though things haven't gone well for him in life, he's always felt that things will change someday, sometime on his Birthday. Our story begins as Rags find himself waking up once more in the Riften Beggars row. Today will be different. Today Rags will work hard and make things to sell, and get rich and have bodyguards and many homes across skyrim. Today is the day!
"May the sun keep you warm, even in this land of bitter cold."
Race
Khajiit seemed a natural choice, as we get to say "Khajiit has wares if you have the coin." Khajiit also have better stats for the build, with bonuses in Sneak, Alchemy, and Lockpicking.
Khajiit
- Health: 90
- Magicka: 105
- Stamina: 105
- Health regeneration: 0.5%
- Magicka regeneration: 3.125%
- Stamina regeneration: 5.25%
- Carry weight: 300
- Feline Agility: Move faster, and sprint much faster at the cost of more Stamina.
- Prowl: Sneak silently and perform power leaps while sneaking.
- Rawlith Khaj: Claw power attacks deal bonus damage based on your Stamina.
- Quest reward - Acquire 50000 lifetime gold to unlock...
- Perception: At will - Improves night vision and dampens non-essential sounds.
- +10 Sneak
- +5 Alchemy
- +5 Archery
- +5 Lockpicking
- +5 Pickpocket
- +5 One-handed
With the Imperious mod, Imperial is also good for the followers. Since this build relies on followers for protection, it's another good choice. Imperials only have one bonus stat in this build, with a bonus to Enchanting
Imperial
- Health: 100
- Magicka: 100
- Stamina: 100
- Health regeneration: 1.0%
- Magicka regeneration: 3.0%
- Stamina regeneration: 5.0%
- Carry weight: 300
- Discipline: In combat, nearby allies gain bonus armor and attack damage.
- Imperial Virtues: Randomly gain bonus Health, Magicka or Stamina when entering combat.
- The Human Spirit: At levels 10/20/30, you may change your attributes/resistances/skills.
- Quest reward - Complete 20 quests for the people of Skyrim to unlock...
- Colovian Star: 1/day - Replenishes the two attributes with the highest remaining percentage.
- +10 Restoration
- +5 Block
- +5 Destruction
- +5 Enchanting
- +5 Heavy Armor
- +5 One-handed
Standing stone
Using the Andromeda Mod, The Steed Stone or Tower Stone seems best. The Lover is an interesting choice also, as free enchanted items to break down for sale are good, plus being rescued from death is always a good thing.
The Steed
- Explorer: The Steed increases carry weight by 50 points and adds random nearby landmarks to the map.
- Gallop: When out of combat, the Steed increases movement speed by 40% and you regenerate Stamina 50% faster.
- Unlockable...
- Bag of Holding: At will - Open an extradimensional storage space to stash or retrieve items.
The Tower
- Royal Treasury: A quest leads to a hidden cache in Skyrim containing fabulous loot. Looting it indicates the next cache.
- Tower Key: Open locked doors up to Adept level. Once a day, open any lock of up to Expert level.
- Unlockable...
- The Dungeon: 1/day - Targets are lost in a mental maze, mindless but untouchable for 25 seconds. This is not a hostile effect.
The Lover
- Secret Admirer: The Lover periodically gifts you a random enchanted weapon or armor.
- Undying Love: Cheat death when slain, returning to life with full Health. This effect has a 15 minute cooldown.
- Unlockable...
- Lover's Kiss: At will - Target is magically bonded to you and can be called to your location with the Lover's Call power.
Quests/Quest lines
Main Quests - We don't have to do dragons - so we may not.
All the Thane quests, so we can be a big merchant with houses in each hold.
As many speech checks as we can - since Speech is a main skill and gets levelled by a Persuade check, it seems smart to hit as many of those as possible. It will also help complete many of the Thane quests.
Thieves Guild (?) - depends on if we let our merchant be shady
Playstyle - In the beginning, the merchant will take raw materials to make into sellable items, then move from town to town following the Khajiit trade routes or (Solitude > Morthal > Dawnstar > Winterhold > backtrack to Windhelm > Riften > Falkreath > Whiterun > Markarth > Solitude maybe?). He can buy raw materials to make into sellable items, but will try to pursue the maximum profit possible.
Invest gold by planning expeditions into mines, ruins, etcetera. Base it off town rumors or things seen on the road, possibly.
Gather hired help, supplies, picking up some staves and soul gems for charging/recharging. Once you're done, enter the mine/ruin and steadily clear out and sell everything. If it can be looted it's being sold or crafted into something else that will be. It may be fun to do a cost analysis per dungeon?
Perks/Skills (Ordinator) Total Perks - 78
This is essential the perks if we took this character to it's logical extreme. In the actual playthrough, we may not wind up maxing out all these perks. It's possible that only one craft would get most of the use - we'll have to see how it plays out.
Alchemy (13)
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.
30 - Advanced Lab - You may choose to upgrade one alchemy lab to an Advanced version for 2500 gold. Potions you mix are 25% stronger at an Advanced Lab. Can be "Disassembled" by sneaking, allowing you to upgrade another.
30 - Poisoner - Poisons you mix are 1% more powerful per level of Alchemy.
40 - Bottomless Cup - Poisons applied to weapons last for one additional hit per 10 levels of Alchemy.
40 - Elemental Oil - You may choose a power: "Fire Oil", "Frost Oil" or "Shock Oil". At will, create a pool of oil that lasts 20 seconds. It reacts violently when struck by a projectile or explosion, exploding and dealing damage equal to your Alchemy skill level.
50 - Lab Skeever - For 20 seconds after using any alchemy lab, beneficial potions you drink last 15 times longer and are 25% stronger.
60 - Green Thumb - Twice as many ingredients are gathered from most harvestable objects.
70 - Double Toil and Trouble - You mix twice as many potions at your Advanced Lab.
70 - Pure Mixture - All negative effects are removed from created potions, and all positive effects are removed from created poisons.
80 - Amplify Lethality - Grants the "Amplify Lethality" power. Once a day, point at a victim to silently reduce their poison resistance by 250% for 10 seconds.
90 - World Serpent - When you shout, your blood turns poisonous for 15 seconds. The next time you get hit with a weapon, retaliate with a powerful poisonous strike that deals 50 points of poison damage per second for 10 seconds.
100 - That Which Does Not Kill You… - Upon learning this perk, you imbibe a deadly toxin, taking 150 damage per second. If you survive for 60 seconds, you receive 3 perk points and a permanent 25% bonus to all potions and poisons you make.
Enchanting (18)
0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
20 - Last Word (3) - Scrolls are 2/4/6% more powerful or last 4/8/12% longer per level of Enchanting.
20 - Soul Siphon - Death blows with enchanted weapons to creatures, but not people, trap 5% of the victim's soul, recharging the weapon. Does not apply to staves.
30 - Staff Channeler - When a staff is equipped, all weapon enchantments drain 25% less charge and you gain a small amount of Enchanting experience in combat.
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.
40 - Secretkeeper - When a staff is equipped in your left hand, your attacks deal 25% more damage and critical damage. When a staff is equipped in your right hand, your spells and scrolls are 25% more effective.
40 - Spellscribe - Grants the "Spellscribe" power: use it to store the spell you are dual casting. Your power attacks and power bashes unleash the stored spell for free, with a cooldown based on Enchanting skill. Only works with spells that affect other targets.
50 - Flame of Magnus - While casting or concentrating on a staff in your left hand, you may attack with your right hand, dealing 50% more damage and critical damage.
50 - Preserver - Learning an item's enchantment does not destroy it.
60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
70 - Charge Tap - Grants the "Charge Tap" power. At will, drains a quarter of your current weapon charge to restore Health by 15% of the amount drained and Magicka and Stamina by 25% of the amount drained. (If you have two enchanted weapons equipped, the drain is split.)
70 - Power Echoes - Spellscribe activates twice before going on cooldown.
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 (9)
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.
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.
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.
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.
Lockpicking (11)
0 - Lockpicking Mastery (1) - Weaker/all locks are easier to pick.
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 - 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.
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 - 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.
90 - Treasure Hunter - Increases the chance of finding an additional weapon or armor item in many dungeon chests from 10% to 15%.
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.
Smithing (16)
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.
20 - Dwarven Autocannon (2) - You can create Dwemer Autocannons at a forge or anvil. Use the "Dwarven Autocannon" power to deploy them. Cannons fire parallel to your crosshair for 30/60 seconds, dealing damage equal to 30/40% of your Smithing skill, if you are within 12 feet.
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 - Electrobolt (2) - Every fifth Dwarven Autocannon shot is an electromagnetic blast that moves slower than a regular shell but deals shock damage to Health and Magicka equal to 80/240% of your Smithing skill level.
40 - Recycle Materials - 50% chance to retain any materials you spend at an Advanced Grindstone or Advanced Workbench.
50 - Remote Control - Your Dwarven Autocannon now fires regardless of the distance between it and you.
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.
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.
70 - Firing Line - Your Dwarven Autocannon now deploys two cannons side by side.
80 - Spin Up - Your Dwarven Autocannon gradually shoots faster over time, gaining 2% firing speed per shot, up to 200%.
90 - Planar Smithing (1) - 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.
Sneak (5)
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 - 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.
40 - Whiplash - Tripwire also reduces armor rating by 1000 points for 5 seconds.
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.
Speech (9)
0 - Speech Mastery (2) - Sell items for 10/20% more. Your intimidation attempts are twice/four times as likely to succeed.
30 - Bribery - Can bribe guards to ignore crimes.
30 - Kinship - Buy items for 15% less when trading with the same race.
40 - Business Relation - Create a bond with the next merchant you speak with. Buy items for 30% less from that specific merchant.
50 - Salesman - Can sell any type of item to any kind of merchant.
60 - Investor - Can invest 500 gold with a shopkeeper to increase his or her available gold by 500 permanently.
70 - Fence - Can barter stolen goods with any merchant.
90 - Trade Prince - Every merchant in the world gains 1000 gold for bartering.