Stat Spread 1/2/1
Race: Imperial
Alternate Start: Patron of the Bee and Barb
Standing Stone: Theif/Shadow
Playthrough notes: Gather all the Stones of Barenziah
Spells: Illision for concealment and disctration
Weapons: Dual weilding daggers
Equipment: Theif/Nightengale
Roleplaying hooks:
Vexxie
Try not to kill mer or man.
Illusion
0 - Illusion Mastery (2) - Illusion spells cost 35/50% less Magicka, Illusion spells last 0.5/1% longer per level of Illusion, and mind affecting Illusion spells (Calm, Fear, Frenzy, Rally) are 0.1/0.2 points stronger per level of Illusion.
20 - Dream Thief - Activate sleeping victims to steal their dream, increasing the effectiveness of your Illusion spells by 50% for 3600 seconds. Chance to fail and alert the victim, based on Illusion skill.
30 - Imposing Presence - You radiate an aura of mystical charisma that touches all within 40 feet. Any Illusion spell you cast on those affected is 25% more powerful and lasts 30% longer.
30 - Night Eye - Grants the "Night Eye" power. At will, grants improved night vision for 120 seconds.
40 - Kindred Mage - Mind affecting spells and effects are 15 points stronger (or 30 points if you are the same race as the target).
40 - Quiet Before the Storm (1) - All spells you cast from any school of magic/, as well as all shouts, are silent to others.
50 - Fickle Fate - Mind affecting spells and effects cast on others are between 1 and 40 points stronger, chosen at random.
50 - Nemesis - Activate any hostile creature or humanoid in combat to summon an illusion of the target with 1% extra attack damage per Illusion level. The illusion relentlessly attacks the target for 30 seconds. This effect has a 180 second cooldown.
60 - Master of the Mind - Mind affecting spells (Calm, Fear, Frenzy, Rally) and Commanding Presence also work on undead, daedra and automatons.
70 - Dream Charm - Activate sleeping victims to project yourself into their dream, improving their disposition towards you. High disposition may earn you quests, discounts and gifts. Chance to fail and alert the victim, based on Illusion skill.
70 - Neverworld - Those affected by a Calm spell or effect within the radius of Imposing Presence are enraptured by a lotus dream from which they may refuse to return to reality. When the Calm is broken due to an attack, they may become Calmed again for 30 seconds.
70 - Shadow Refuge - While affected by an invisibility spell or effect, you take 35% less damage from attacks and sneaking is 15% better.
70 - The Reaper Comes - Activate any non-essential humanoid (only) under the effect of a Calm spell to send a wraith to slay the target within 15 seconds. This counts as an assault, if you get seen. This effect has a 180 second cooldown and can only affect one target at a time.
90 - Ghost of the Tenth Eye - Sneaking while under the effect of the Vision of the Tenth Eye spell will summon a disembodied eye under your control. The eye has 1 point of Health, but is invisible and silent. You must know the Vision of the Tenth Eye spell to learn this perk.
100 - Wraithwalker - After using an Activate perk (Blind Guardian, Heavy Weighs the Tapestry, Lamb to the Slaughter, Nemesis, The Reaper Comes), Illusion spells are 50% more powerful and last 50% longer for 10 seconds. The cooldown of Activate perks ends after 8 seconds out of combat.
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.
One-Handed (21)
0 - One-Handed Mastery (2) - One-handed weapons do 25/50% more damage./, and critical strikes with one-handed weapons do 2% more critical damage per level of One-Handed.
20 - Disciplined Fighter - Reduces the Stamina cost of power attacks with one-handed weapons by 15 points.
30 - Bite Marks (3) - Unblocked attacks with daggers deal an additional 1/2/3 point/s of bleed damage per second for 30/45/60 seconds to living targets. This effect stacks.
30 - Ravage (2) - Dual wielding attacks are 20/35% faster.
40 - Furious Strength - Power attack damage with one-handed weapons increased by 15% plus 0.1% per point of Stamina. Unlocks decapitations.
40 - Savage (2) - Attacks with a dagger deal 25/50% more damage if you rapidly hit the target three or more times. Resets when 2 seconds pass between hits.
50 - Twin Fang - Forwards power attacks with a dagger impale the target, dealing double Bite Marks damage, whether or not the attack is blocked.
60 - Man O'War - While dual wielding in combat, build up a battle rage with each attack, gaining 1% extra attack damage and 1% bonus attack speed for 20 seconds. This effect stacks.
60 - Swaying Cobra - Sideways power attacks with a dagger inflict distracting wounds, draining 100 points of Magicka and Stamina and halting regeneration for 5 seconds.
70 - Death Adder - Standing power attacks with a dagger ignore armor.
70 - Thundering Blow - Whenever you perform a total of 8 or more one-handed regular attacks in combat, your next one-handed power attack is a Thundering Blow that deals double damage and costs no Stamina, resetting the counter.
80 - Coiling Python - Hitting a target with a forwards, sideways and backwards power attack with a dagger within 30 seconds paralyzes the target for 20 seconds. Your attacks against the paralyzed target are critical strikes that deal nine times critical damage.
90 - Aftershock - After a Thundering Blow, attack speed is increased by 75% for 3 seconds.
90 - Unleash the Beast - While dual wielding in combat, enter a murderous frenzy every 20 to 40 seconds. For 8 seconds, dual wield power attacks deal 50% more damage and 100% more critical damage.
100 - Wandering Warrior - Whenever you defeat at least 4 humanoids and/or animals in a single battle, you gain a permanent +1% bonus to one-handed damage. This effect stacks up to +20%.
Pickpocket
0 - Pickpocket Mastery (2) - Adds 20/40% to your pickpocket chance and increases carry weight by 50/100 points.
30 - Cutpurse - Adds 25% to your chance to pickpocket gold, keys and jewelry.
30 - Thief's Eye - When you enter a major city, illuminates a random citizen on the streets for 300 seconds. If you interact with the target during this time, they will carry valuable items (based on your Pickpocket skill). This can only occur once every 12-60 ingame hours.
40 - Brotherhood Cocktail - Silently harm enemies by placing poisons in their pockets while pickpocketing.
40 - On the Run - After you successfully pickpocket someone, sneaking is 200% more effective and movement speed is increased by 25% for 10 seconds.
50 - Lawless World - Petty crimes are slowly forgotten, allowing your bounties for non-violent crimes to decay at a rate of 50% of your Pickpocket skill level each day.
50 - Thief's Luck - You may choose an item type (gold, jewelry, books, ingredients, potions, ingots, scrolls). Those illuminated by Thief's Eye are three times more likely to carry items of your chosen type over other types.
60 - Stalk the Prey - Preparing to pickpocket (sneaking behind a victim with the pickpocket message displayed) for at least 10 seconds adds 20% to your chance to pickpocket any item.
70 - Doomed to Plunder - Killing a victim in possession of the Death's Emperor grants 100-300 more gold.
70 - Trickster - Can pickpocket equipped weapons. If the target is sleeping, can pickpocket any equipped item.
80 - Crime Wave - Shortly after you pickpocket or speak with the target illuminated by Thief's Eye, a new victim is illuminated, up to 4 times in a row.
80 - You Saw Nothing - Grants the "You Saw Nothing" power. Once a day, distract a target and others in a 40 foot radius around the target. For 45 seconds, you will not receive a bounty if they are the only witness of your crimes. Does not prevent them from defending themselves.
90 - Mutiny - Grants the "Mutiny" power. At will, activates the curse of the Death's Emperor, causing whoever is in possession of the coin to attack randomly for 30 seconds. Any deaths resulting from this can't be traced back to you.
90 - Robbed Blind - Adds the Thief's Eye effect to You Saw Nothing.
100 - Dragon Hoard - Whenever you sleep with 50000 or more gold in your inventory, you may choose to spend it to purchase a perk point.
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 - 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.
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.
Speech
0 - Speech Mastery (2) - 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.
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 - Force Redoubled (2) - 25/50% chance to reduce the cooldown of any shout to 3 seconds.
50 - Salesman - Can sell any type of item to any kind of merchant.
60 - Hurricane Force - Shouts that affect others are 1% more powerful per level of Speech.
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.
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.
90 - Trade Prince - Every merchant in the world gains 1000 gold for bartering.