Perky: Skyrim’s Ability And Skill Info-Splurge

By Alec Meer on September 26th, 2011 at 1:23 pm.

Histskin! that means he'd be very good at Call of Duty

Bethesda haven’t officially documented all the various skills, abilities and perks due to crop up in their now not-too-distant game of roles, but keen-eyed Men Of The Internet have been poring over every screenshot, preview and public demo (including last week’s Eurogamer Expo, at which Skyrim was drawing mega-queues) they can lay their meta-hands on in order to compile this long and growing list of how you’ll be tailoring your own personal Dragon-born. Also covered are the game’s various Racial Abilities. I’m particularly glad to hear that the Khajit will be retaining Night-Eye, which means I’ll doubtless be playing Skyrim in a very similar see in the dark cheeky but non-murderous thief fashion to Oblivion and Morrowind.

I’ve listed all that’s known so far below, but you should know it originated at fansite theelderscrollskyrim.com and you should keep an eye on that original post for further updates.

If you need me, I’ll be a sneaker-conjurer-enchanter with a big furry tail and a silver tongue.

Racial Abilities

- ORCS: Beserker
- REDGUARDS: Adrenaline Rush
- WOOD ELF: Resist poison, resisit disease, command animals
- NORD: Battlecry
- KHAJIIT: Night-eye, claw attacks
- IMPERIAL: Voice of the Emperor, find more coins when looting
- HIGH ELF: Regenerate Magicka more quickly
- DARK ELF: Ancestor’s Wrath (surround self in fire), resist fire
- BRETON: Dragonskin (absorb spells), resist shock
- ARGONIANS: Histskin (regenerate health quickly), resist disease, breathe underwater
Note on racial stats: Each race starts off with different stats.
-Argonians start with 25 in Lockpicking, 20 in Pickpocketing, Sneak, etc…
-Orcs start with 25 in Heavy Armour, 20 in Enchanting, Smithing etc…

Perk Trees

Speech
- Buying and selling price 10% better (5 ranks)
- 10% price buying from opposite sex
- Invest in shops and increase available gold permanently in invested stores
- Master Trader – every merchant in world gains 1000 gold for bartering
- Buy and sell from any merchant regardless of what they normally buy and sell
- Intimidation attempts twice as successful
- Persuasion attempts more likely successful

Alchemy
- Potions 20% stronger (5 ranks)
- Potions for restore health, magicka or stamina are 25% more powerful (maybe ranked)
- Poisons 25% more effective (maybe ranked)
- Poisons last for twice as many hits
- Two ingredients are gathered from plants
- 50% resistance to all poisons
- All negative effects removed from potions and all positive removed from poisons
- 2 effects of an ingredient are revealed when testing it for the first time (instead of just one)

Illusion
- Dual casting overcharges effect for more powerful spell
- Cast Novice spells for 50% less magicka
- Cast Apprentice spells for 50% less magicka
- Cast Adept, Expert, Master etc spells for 50% less magicka (more levels this time around)
- Spells work on higher level animals
- Spells work on higher level people
- All spellcasting (from ANY school) is done silently
- Spells work on undead, daedra and automatons
- Fear spells work on higher level enemies

Conjuration
- Novice for 50% magicka etc (up to Master)
- Dual casting overcharges –> greater spell effect
- Bound weapons do more damage
- Bound weapons cast Soul Trap on target
- Bound weapons banish certain creatures
- Reanimate undead with 100 more health
- Summon 2 Atronachs or reanimated zombies
- Summon Atronachs at twice the distance
- Summoned Atronachs twice as strong

Destruction
- More damage for each school (fire, frost and shock) – ranked
- Novice for 50% magicka etc.
- Shock damage chance to disintegrate targets if their health is under 10%
- Frost damage chance to paralyse targets if health low
- Fire damage chance to make low health enemies flee
- Place runes 5x farther away

Restoration
- Healing spells also restore stamina
- Novice for 50% less magicka etc
- Healing spells do 50% more healing
- Recharging healing spells
- More is recharged with each hit with healing spells (unclear)
- Spells more effective against undead
- Once a day chance to autocast 250HP restoration when health drops low
- Magicka regenerates 25% faster

Alteration
- Novice for 50% less etc
- Alteration spells have greater duration (ranked)
- Absorb 30% magicka that hits you

Enchanting
- Enchants are 20% stronger (ranked)
- Enchanted armour 25% stronger
- “Soul gems provide extra magicka for recharging” – again, dodgy recording but that’s what I heard, even if it doesn’t make much sense
- Death blows to creatures but not people trap souls for weapon recharge
- Health, magicka and stamina enchants stronger
- Extra effect on already-enchanted weapon can be applied
- Shock, Frost and Fire enchants 25% stronger (individual perks for each element)

Heavy Armour
- Increase armour rating 20% (5 ranks)
- Unarmed attacks with heavy armour gauntlets – damage increased by gauntlets’ armour rating
- Half fall damage if all in heavy armour
- Heavy armour weighs nothing and doesn’t slow you at all
- Additional 25% armour if in matching set
- 25% armour bonus if all in heavy armour (not necessarily matching)
- 50% less stagger if all in heavy armour
- 10% damage reflected back to enemy if all in heavy armour

2-handed weapons
- 2h weapons do 20% more damage (5 ranks)
- Attacks with warhammers ignore 25% armour (ranked)
- Attacks with battleaxes do extra bleeding damage (ranked)
- Attacks with greatswords do extra critical damage (ranked)
- Power attacks cost 25% less stamina
- Standing power attacks do 25% bonus damage, chance to decapitate
- Sprinting power attacks do double (critical) damage
- Sideways power attacks hit all targets
- Backwards power attacks have 25% chance of paralysis

Archery
- Bows do 25% more damage
- Zoom in
- Zooming slows time
- 10% crit chance
- Move faster with drawn bow
- Recover twice as many arrows from dead bodies
- 50% chance of paralysing for few seconds
- Draw bow 30% faster

Sneak
- 20% harder to detect (ranked)
- Sneak attacks do 6x damage with 1h weapons
- Sneak attacks with bows do 3x damage
- Sneak attacks with daggers do 15x damage (end perk on skill tree)
- Noise from armour reduced 50%
- No longer activate pressure plates
- Sprinting while sneaking performs silent forward roll
- Running does not affect detection chance
- Crouching can make hostile enemies lose sight of you and search for a target

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112 Comments »

  1. Valdyr says:

    Non-murderous? In an Elder Scrolls game? You practically have to kill everyone you come across outside of cities and towns just to survive.

    Also:

    - Standing power attacks do 25% bonus damage, chance to decapitate

    o_O

    • Derppy says:

      Awesome.

      I hope it lets me to have a collection of heads or other body parts stored in a glass cabinet.

    • Kody says:

      Quick, somebody contact Valve. This is obviously a ripoff of the Demoman’s Eyelander.

    • Kollega says:

      - HIGH ELF: Regenerate Magicka more quickly

      Magicka? Quick, someone, call Paradox! Bethesda are totally ripping off… well, Magicka!

    • Valdyr says:

      I preordered Skyrim under the mistaken impression that it was a friendly-fire-obligatory four-player clusterfuck developed by cynical Swedes.

    • Shodex says:

      I preordered Skyrim under the mistaken impression that it was Notch’s new game, Scrolls, somebody should really do something about that.
      Rename it to Edge Scrolls or something.

    • yiqiwanga says:

      The glory from the world famous, it’s self-confidence, your wonderful! Quickly a shopping spree now!

      http://tinyurl.com/3wvabn3

    • Kirasath says:

      Hope you are aware that magicka has been the resource for using spells in TES long before Magicka was a game, since Daggerfall at least…

      And for the soulstone issue, maybe they meant that you can either recharge magicka with soulstones also or that when you use it to charge your enchant-charge on a weapon it recharges more points?

    • Voxel_Music_Man says:

      @Kirasath:

      I may be going out on a limb here, but I’m guessing Kollega just might be kidding! :D

  2. Jorum says:

    The punching people with heavily armed gauntlets sounds fun, especially if coupled with magical strength buffs and shock effects.

  3. GenBanks says:

    No matter how much I study these stats now I know it’l still take me an embarrassing amount of time to decide on race/stats specialisations etc when I actually get my hands on the game.

    At the Eurogamer Expo I forced myself to ignore the character setup options because I knew I wouldn’t actually have time to play the game otherwise.

  4. Juan Carlo says:

    Vote for most useless skill?

    This one gets mine:

    -10% price buying from opposite sex

    • Kdansky says:

      Considering the dash (dear people, differentiate between -, –, and —) was used to create a bullet “point” list, I assume it’s 10% price, which would be insanely good.

    • Bhazor says:

      My vote goes for
      Summon Atronachs at twice the distance

      Which gives me the image of summoning creatures to help you. A mile away.

    • Uglycat says:

      Summoning at twice the distance actually complements my gameplay style of hiding as far away from mobs as possible and summoning creatures until the bad noises stop.

    • Bhazor says:

      “10% damage reflected back to enemy if all in heavy armour”

      Reminds of the end of the Red Dwarf episode Justice
      http://www.youtube.com/watch?v=pPX5uZ3Z0Xk

      Makes playing as a tank sound like more fun when you can kill a guy by letting him stab you in the head.

    • Urthman says:

      I don’t know if it was intended this way or if it’s an interaction with some other spell-casting mod, but after finishing the Shadows in a Struggle for Power quest in Oscuro’s Oblivion Overhaul, I had the ability to summon 5 different great cats, 2 kinds of wolves, and a boar, and each would remain when I’d summon the others. So I could summon an entire herd of wild animals that would roll over just about anything the game.

    • Qazi says:

      For me it would be: “Fire damage chance to make low health enemies flee.”
      Keeping track of, then chasing down their lovely loot corpses is a bit of a downside. I’m of the opinion that low health enemies should have flee AI routines, by default.

  5. Srekel says:

    As long as it doesn’t have level scaling monsters…

    • Srekel says:

      Ohh, especially with the archery time slow downing having non-scaled enemies would allow for some nice Legolas-style arrow shooting!

    • Kdansky says:

      Legolas-style arrow hail versus lowlevel mobs with proper ragdolls sounds like a fun time, I have to say.

    • Bhazor says:

      Speaking of which I’m still waiting for a game where you can stab a guy to death at point blank with an arrow then pull it back and launch it at a second dude. Now as an idea that’s pretty fletching, huh?

      Or a game that lets you surf down a flight of stairs on your shield whilst firing a half dozen arrows and then your shield flies off so hard it cuts a guys head off. Hats off to that!

      Legolas pretty bad ass. But Girly hair.

    • diebroken says:

      Pffft – Legolas has nothing on the insane archery skills of Crow, the last elf! ;)

    • Uglycat says:

      Crow the last elf has nothing on Hawk the Slayer!

    • GenBanks says:

      Seriously though, will it have level scaling monsters? I hope not, but haven’t read anything about it one way or the other come to think of it.

    • Imbecile says:

      Nah, no level scaling monsters (or at least not like Oblivions level scaling – more like Fallouts). Thank Christ

    • kdh says:

      How did the scaling work in Fallout? I absolutely hated how it was done in Oblivion and am simply going to pass on this one if it isn’t done very differently…

    • AmateurScience says:

      ‘Hawk the Slayer’s rubbish!’

    • Uglycat says:

      The point is I was defending the fantasy genre with terminal intensity, when what I should have said was “Dad, you’re right – but let’s give Krull a try, and we’ll discuss it later.”

    • Berzee says:

      Bhazor: I have seen what you have did there.

    • Hidden_7 says:

      The scaling in Fallout had areas “locked” to whichever level you were when you first went there. So while monsters would scale, if you went back to your personal starting areas, it would still be “low level.” New Vegas also featured heavy use of high level areas, ones that would ruin you if you were low level, but you could come back to later and be able to deal with. As well, New Vegas had the elite guards of the two main factions show up once you reached a certain level, with that being integrated into the plot. People would comment about how the heavies had been sent out from the respective home turfs, and that things must really be gearing up for the big battle. Which is a cool way of handling level scaling, I think.

      The sort of scaling that individual enemy types were privy to was also more limited than in Oblivion. Raiders were always wearing raider gear, but higher level raiders had nicer weapons, so it avoided the more outlandish moments of Oblivion’s “bandits in daedric armour” problems.

      They’ve been non-specific about in which ways the level system is “like Fallout,” so it’s unclear how many of these features are going to be in Skyrim. Even a few though, are a big improvement over Oblivion’s system.

  6. Valdyr says:

    The Bethesda forums impressions thread makes it sound like it’s running on a slightly modified Fallout 3 engine, which seems to jibe with decapitations now apparently being possible. So does that mean we’ll be seeing arms getting ripped off by arrows and heads exploding from punches?

    • Squirrelfanatic says:

      Fisto!

    • UnravThreads says:

      It’s on a whole new engine. Bethesda dropped their rather butchered remains of the Gamebryo engine.

    • Nim says:

      So the fools keep saying.

    • Spoon says:

      Gamebryo was only responsible for the rendering portion of Bethesda’s earlier engines, and they have said so many times. They dropped Gamebryo (thus the graphics looking different/better) and dropped their own animation system in favor of third party ones (thus the animations / faces looking better), but at the core everything else is a warmed-over version of their older works.

    • DigitalSignalX says:

      Which is good news for modders I hope.

    • jonfitt says:

      The focus on “new” engines is always amusing. What is a new engine?
      With AAA games being so complex nobody can afford to wipe the slate and start everything again. Even if the super unlikely happens and you redesign every aspect and retain no code at all, fundamentally you’ll probably have some of the same people solving the same problems in the same way they did before: to the best of their ability and in a way they know works.
      .
      The real question is: Does this new revision address the things you had a problem with?

    • mwoody says:

      Having modded for Oblivion and New Vegas, I can say no, it’s not good news for modders. The system as it exists now is a painfully overstretched mess. Imagine a car that’s been modified and patched up so many times that only the owner knows how to work it (“hold the mirror on with one hand, lean to the left on turns, jiggle the key at stoplights so the engine doesn’t shut off”) and you’ll start to get the picture.

      Figuring out how to mod New Vegas was more about learning what systems didn’t work than learning what did. I’ll take learning an entirely new system over that mess any day of the week and twice on Sundays.

    • DK says:

      “It’s on a whole new engine. Bethesda dropped their rather butchered remains of the Gamebryo engine.”
      Not it isn’t and no they haven’t. They have a giant press release about how it’s a whole new engine and there’s tons more features now and near the end of the text-wall they mention that it’s just a modified Gamebryo again.

      It’s bait and switch that for some reason actually worked on most games “media”. I guess “journalists” don’t need to read press releases.

  7. Zogtee says:

    But will there be proper beards?

  8. NGC224 says:

    I’ve been planning on playing an Orc mage. I really hope the “Berserker” ability doesn’t ONLY benefit those who decide to take on a more swashbuckling aproach.

  9. Lazaruso says:

    The Witcher 2 2.0 will be BETTAR

  10. Urthman says:

    Do black people still start with reduced intelligence and willpower? And black dudes reduced personality? Because if not, the neo-Nazis are calling for a boycott.

    • Valdyr says:

      Morrowind/Oblivion-style physical stats have been taken out, I believe. But the black people racial power is still “run faster”, so there’s that.

      I’m going to laugh if the removal of stats and subsequent focus on racial skill bonuses means that Redguard get inherent bonuses to Sneak and Lockpick. Then feel bad for laughing.

    • Tengil says:

      @AndrewC In previous Elder Scrolls game someone at Bethesda thought it’d be a good idea to give black people increased physical stats and decreased mental ones.

    • TheApologist says:

      Buh?! Is that true? I played Oblivion far more than Morrowind (I know, I know…) and I don’t remember anything like this!

    • Nick says:

      Not “black people”, Redguards.

    • Valdyr says:

      They’re not supposed to be black people at all, they just happen to be a fantasy race with dark skin and typically African hair and facial features, created in isolation by Bethesda art-slaves who had never been outside their birthing dungeon and were quite surprised when they were told their “Redguard” (not “Blackguard”, see?) resembled a real-world ethnic group.

    • Eldiran says:

      You realize the “white” Nords have the same intelligence stats as Redguard.

      Now, what’s really racist is that Orcs have the lowest Personality in Oblivion. Frankly I’m offended.

    • Stormbane says:

      Well clearly Nords are based off the Irish.

    • Qazi says:

      Yeah, Nords have comparable attributes to Redguard. To underline the idea, in Oblivion, the males of both races had identical attribute blocks.

      With other two races of Men, Bretons are the “half-elves” and Imperials (Colovian/Nibenese) were heavily culturally influenced by the yoke of the Elvish empire they cast off.

      That stereotype/cliche that the Elves are more Intellectual and the Men are more Brawn, on a sliding scale from Altmer to Nord.
      But even this is still being too shallow and generalistic with dat Lore for my liking, so I’ll close with sayin’:
      Orcs are shit. Poor Trinimac and his followers. They didn’t ask for this. :(

  11. EOT says:

    Fuck. Argonians have tits again.

    • Valdyr says:

      Delicious. Argonians have tits again.

    • Lazaruso says:

      Fucking delicious?

    • Bhazor says:

      But I bet Khajits will still only have two breasts.

    • sneetch says:

      Well yeah they have breasts, how else can they feed their live-born young? (They’re oviviparous).

      I don’t know why people expect the talking, lizardy people from a fantasy world to follow the same rules as the talking, lizardy people here on the Earth.

    • Valdyr says:

      Just so long as I can have a scantily-clad and perpetually frisky Argonian maid lass in my haunted frozen lake castle.

    • Nim says:

      Valdyr, was it the site of a freak ice-skating cult mass-suicide? Or is just standard undead perpetually trying to maintain standing position?

    • Valdyr says:

      The backstory is unimportant. It’s just that, ever since I read in some old (and surely about to be retconned, sigh) Elder Scrolls lore about the vampires of Skyrim having lairs under haunted frozen lakes, it’s what I’ve wanted needed out of this game.

  12. sinister agent says:

    “- Crouching can make hostile enemies lose sight of you and search for a target”

    That is promising. It suggests that stealth might no longer be a case of “I am totally unknown to the world” instantly clicking to “everyone in the world knows my exact position at all times until they die” the second a single hostile hears one footstep. And then back again when you clear the room.

    A few curious items in there, and I’m sure there’ll be more changes. But it all sounds like a lot more thought has gone into it, and each skill will be a bit more interesting. Nice to read.

    • Keeper_Deven says:

      Yes, that’s exactly what we need: another game where stealth depends on the magic crouch button. Because properly basing stealth mechanics on sound makes it too old school and inaccessible, like Thief.

    • sinister agent says:

      Did you even read what I said? I was criticising exactly the simplistic approach you’re complaining about.

  13. Jimbo says:

    “- DARK ELF: Ancestor’s Wrath (surround self in fire), resist fire”

    Seems useful, considering the whole ‘unlimited dragons’ thing.

  14. skyturnedred says:

    ” – Recover twice as many arrows from dead bodies”

    One-shot kills make your arrows clone themselves? I smell infinite source of money!

    • Bhazor says:

      That and the “Imperials get more cash” perk both sound really confusing.

      So an imperial and an argonian are sitting at a table. The imperial counts out 10 coins and puts them into a bag and then hands it to the argonian. The argonian opens the bag and empties it onto the table to find 10 coins. The argonian puts those 10 coins back in the bag and hands it to the imperial who then empties the bag to find 11 coins.

      Problem economists?

    • Chris D says:

      @Bhazor

      I was going to try to justify it by saying it’s not literally more money, it’s just that they get better tax breaks or something, but then I realised that just giving them a 10% discount across the board would achieve the same effect.

      So, yeah, I’m confused too.

    • Valdyr says:

      And then you shoot the Argonian with one arrow, take two arrows out of him, and sell the extra, while he remains immortal due to masterfully Orc-enchanted health regen rings. Gentlemen, we have broken Tamriel.

      Really, though, I assume the arrow perk just means the chance that a stuck-in-flesh arrow will “vanish” and not be recoverable from a dead body is halved, and not that it will make extra arrows spontaneously generate inside a corpse.

    • Anthile says:

      I guess arrows have a chance of breaking and that talent reduces that chance.

    • Davie says:

      Bhazor and Valdyr: I find those two comments exceedingly funny. Well done.

    • Saldek says:

      It doesn’t even say that you need to put arrows into the bodies. Sounds like the Imperials – you just find more arrows/gold than other people would ;)

    • mwoody says:

      Well, see, it’s a world lousy with highwayman and robbers. Any traveler would need to find enterprising ways to hide their coinage upon their person. Imperials are the only ones who love money enough to check *ahem* everywhere *nudge nudge*.

    • Moonracer says:

      In Morrowind and Oblivion you had a very low chance of retrieving arrows (like maybe 1 in 10 chance or less). So doubling that will not help much.

  15. frenz0rz says:

    “Note on racial stats: Each race starts off with different stats.
    -Argonians start with 25 in Lockpicking, 20 in Pickpocketing, Sneak, etc…
    -Orcs start with 25 in Heavy Armour, 20 in Enchanting, Smithing etc…”

    Just Argonians and Orcs? “etc…”?! I NEED MORE!

    Also, since when were Orcs good at enchanting?

  16. Raziel_Alex says:

    Here’s to hoping for a better balanced – as in correctly hard enough – game. Otherwise, the majority of those perks will be fucking worthless. Anyone here played the game on any of these conferences? Anything on Persuasion/Intimidation doing something in dialogues or is it just some annoying mini-game again? And impressions on the “new” engine?

    • Hematite says:

      I don’t want to sound like a stick in the mud, but I played one session at Eurogamer Expo, and it seemed really, really like Oblivion (Yay and boo as appropriate). That said, I didn’t get to engage with any of the interesting game mechanics. The distant landscape is better done, but there’s still a magic circle of grass that appears around you as you walk, and the grass and trees seemed to have horrible pixelated edges. Everything desperately needed some antialiasing. The harvestable plants were very pretty, and seemed to blend more naturally into the random undergrowth than in Oblivion. I think the art direction is a bit tighter, but it’s always hard to tell with starting areas (notice how Goodsprings was a more polished and believable location than The Strip?).

      A lot of this is probably console woes, I expect the PC version to be almost unrecognisably prettier, because it would be hard not to be. There are sliders that desperately need sliding towards the right.

      Also, I was impressed by an early (scripted) encounter with a giant attacking a farm, mostly because the giant was a significantly bigger model than the humans, and now I think about it all the enemies in Oblivion were approximately human-sized, which was a bit disappointing. Horses also seem less awful and have a small turning circle rather than rotating on the spot

  17. Rao Dao Zao says:

    But will Argonians be unable to wear boots? And get special lizardy boots to make up for it?

    • Valdyr says:

      The “you need prescription shoes, beast-freak” thing has been gone since Oblivion. Which is fine with me, as “you will never have a complete armor set, you sad, sad creature” was one of the reasons I never bothered playing Argonian or Khajiit in Morrowind.

    • Dozer says:

      The better solution would be to have blacksmiths and cobblers making your own bespoke footware to match the human/elf/etc armour you find. I think details like that add richness to the game.

      So if you find a set of awesome glass armour belonging to Aaron the Awesomely Armoured Assyrian Astronaut you could take it to a good blacksmith and have him make some matching Argonian boots. Perhaps in exchange for the human boots which he’d then sell.

      And the more common armour types would naturally come with Khajitt and Argonian boot-types.

    • skyturnedred says:

      I think all armor should be taken to blacksmiths/tanners/tailors to have them refitted for you. Not doing so would result in stats being lower until you do. And it should totally be visually represented, walking around in chainmail two sizes too big or too small would be awesome.

    • Berzee says:

      @skyturnedred: HA

      I want that in every game now.
      All the games. =)

    • Keeper_Deven says:

      @skyturnedred: I don’t know why this hasn’t been implemented yet. A number of games already require you to have something identified before it can be used, and the armourer skill could replace the lore check.

  18. DeathCarrot says:

    Sounds good, especially the sneak perks.

    The only perk I’m not really sure about is:
    - Heavy armour weighs nothing and doesn’t slow you at all
    I wasn’t a big fan of heavy and light armour ending up identical in Oblivion. I hope the light armour perks give it enough flavour to make one stand out from the other at higher levels.

  19. HoneyBadger says:

    Nevermind.

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  21. Zepp says:

    ^ REDGUARDS: Adrenaline Rush = instant, long-lasting erection

  22. rayne117 says:

    This is shockingly not Morrowind.

    • Valdyr says:

      AND THAT MEANS IT’S TERRIBLE. TEEEEEEEEEEEEEEEERRRRRRRRIBLE. WHERE ARE MY DWEMER CLIFF RACER SADDLES AND PVC SILT STRIDER DESKTOP FIGURINES?

  23. Spoon says:

    I think that the Imperials LOOT more cash from dead bodies, chests, etc. similar to the perk in the Bethesda-made Fallout games. Just think of it as Schrodinger’s gold.

  24. Anders Wrist says:

    Reanimation spells.. Finally we can be necromancers.

  25. Gaytard Fondue says:

    .

  26. Moonracer says:

    I’m going to miss leveling up acrobatics and athletics if there is nothing comparable. I loved leveling those up so can run and jump like some superhuman fool.

  27. lijenstina says:

    Yay lizards with boobs. Albeit she would need bigger ones to compensate the face.

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