The Elder Scrolls V: SkyrimThe Elder Scrolls V: Skyrim - Abilità e perk 

Un po' di anticipazioni

Il sito TheElderScrollsSkyrim, ovviamente dedicato al nuovo RPG in sviluppo presso Bethesda, ha pubblicato un vasto elenco di abilità e perk legate alle varie razze e tipologie di personaggi giocabili in Skyrim.

La lista è stata compilata mettendo insieme varie esperienze tra hands on e anteprima varie e non è probabilmente completa, ma intanto offre una buona visione di quello che è possibile ottenere con i vari personaggi nel gioco. Riportiamo qua sotto l'elenco, per maggiori informazioni potete consultare il sito linkato in fondo alla news.

Racial Abilities

ORCS: BeserkerREDGUARDS: Adrenaline RushWOOD ELF: Resist poison, resisit disease, command animalsNORD: BattlecryKHAJIIT: Night-eye, claw attacksIMPERIAL: Voice of the Emperor, find more coins when lootingHIGH ELF: Regenerate Magicka more quicklyDARK ELF: Ancestor's Wrath (surround self in fire), resist fireBRETON: Dragonskin (absorb spells), resist shockARGONIANS: Histskin (regenerate health quickly), resist disease, breathe underwaterNote 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:


Buying and selling price 10 per cent better (5 ranks)10 per cent price buying from opposite sexInvest in shops and increase available gold permanently in invested storesMaster Trader - every merchant in world gains 1000 gold for barteringBuy and sell from any merchant regardless of what they normally buy and sellIntimidation attempts twice as successfulPersuasion attempts more likely successful


Potions 20 per cent stronger (5 ranks)Potions for restore health, magicka or stamina are 25per cent more powerful (maybe ranked)Poisons 25 per cent more effective (maybe ranked)Poisons last for twice as many hitsTwo ingredients are gathered from plants50per cent resistance to all poisonsAll negative effects removed from potions and all positive removed from poisons2 effects of an ingredient are revealed when testing it for the first time (instead of just one)


Dual casting overcharges effect for more powerful spellCast Novice spells for 50 per cent less magickaCast Apprentice spells for 50per cent less magickaCast Adept, Expert, Master etc spells for 50per cent less magicka (more levels this time around)Spells work on higher level animalsSpells work on higher level peopleAll spellcasting (from ANY school) is done silentlySpells work on undead, daedra and automatonsFear spells work on higher level enemies


Novice for 50per cent magicka etc (up to Master)Dual casting overcharges -> greater spell effectBound weapons do more damageBound weapons cast Soul Trap on targetBound weapons banish certain creaturesReanimate undead with 100 more healthSummon 2 Atronachs or reanimated zombiesSummon Atronachs at twice the distanceSummoned Atronachs twice as strong


More damage for each school (fire, frost and shock) - rankedNovice for 50 per cent magicka etc.Shock damage chance to disintegrate targets if their health is under 10per centFrost damage chance to paralyse targets if health lowFire damage chance to make low health enemies fleePlace runes 5x farther away


Healing spells also restore staminaNovice for 50 per cent less magicka etcHealing spells do 50 per cent more healingRecharging healing spellsMore is recharged with each hit with healing spells (unclear)Spells more effective against undeadOnce a day chance to autocast 250HP restoration when health drops lowMagicka regenerates 25 per cent faster


Novice for 50 per cent less etcAlteration spells have greater duration (ranked)Absorb 30 per cent magicka that hits you


Enchants are 20 per cent stronger (ranked)Enchanted armour 25 per cent stronger"Soul gems provide extra magicka for recharging" - again, dodgy recording but that's what I heard, even if it doesn't make much senseDeath blows to creatures but not people trap souls for weapon rechargeHealth, magicka and stamina enchants strongerExtra effect on already-enchanted weapon can be appliedShock, Frost and Fire enchants 25 per cent stronger (individual perks for each element)

Heavy Armour

Increase armour rating 20 per cent (5 ranks)Unarmed attacks with heavy armour gauntlets - damage increased by gauntlets' armour ratingHalf fall damage if all in heavy armourHeavy armour weighs nothing and doesn't slow you at allAdditional 25 per cent armour if in matching set25per cent armour bonus if all in heavy armour (not necessarily matching)50per cent less stagger if all in heavy armour10per cent damage reflected back to enemy if all in heavy armour

2-handed weapons

2h weapons do 20 per cent more damage (5 ranks)Attacks with warhammers ignore 25per cent armour (ranked)Attacks with battleaxes do extra bleeding damage (ranked)Attacks with greatswords do extra critical damage (ranked)Power attacks cost 25 per cent less staminaStanding power attacks do 25 per cent bonus damage, chance to decapitateSprinting power attacks do double (critical) damageSideways power attacks hit all targetsBackwards power attacks have 25 per cent chance of paralysis


Bows do 25 per cent more damageZoom inZooming slows time10 per cent crit chanceMove faster with drawn bowRecover twice as many arrows from dead bodies50per cent chance of paralysing for few secondsDraw bow 30 per cent faster


20 per cent harder to detect (ranked)Sneak attacks do 6x damage with 1h weaponsSneak attacks with bows do 3x damageSneak attacks with daggers do 15x damage (end perk on skill tree)Noise from armour reduced 50 per centNo longer activate pressure platesSprinting while sneaking performs silent forward rollRunning does not affect detection chanceCrouching can make hostile enemies lose sight of you and search for a target