The Elder Scrolls 5 Skyrim SE Special Edition Game Searchable Database v1.5.3



250 Results For PERK:DESC 250 Max
+25 Armor bonus if wearing all Nightingale Armor
+25 Armor bonus if wearing all Shrouded Armor
+25% chance to pickpocket if the target is asleep.
10% better prices with the opposite sex.
10% chance of a critical hit that does extra damage.
10% chance of avoiding all damage from a melee attack while wearing all Light Armor: head, chest, hands, feet.
10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet.
15% chance of a critical hit that does 25% more critical damage.
15% chance of paralyzing the target for a few seconds.
20% chance of a critical hit that does 50% more critical damage.
25% Armor bonus if wearing all Heavy Armor: head, chest, hands, feet.
25% Armor bonus if wearing all Light Armor: head, chest, hands, feet.
25% chance to disarm an opponent.
50% greater chance of finding special treasure.
50% less stagger when wearing only Heavy Armor.
50% resistance to all poisons.
Able to do a power bash.
Able to eliminate harmful effects when making potions.
Able to move faster with a drawn bow.
Able to move faster with a shield raised.
Able to pick locks without being noticed.
Able to remove beneficial effects when making poisons.
Absorb 30% of the magicka of any spells that hit you.
Additional 25% Armor bonus if wearing a matched set of Heavy Armor.
Additional 25% Armor bonus if wearing a matched set of Light Armor.
Adept locks are much easier to pick.
All Illusion spells work on higher level people.
All negative effects are removed from created potions, and all positive effects are removed from created poisons.
All spells are more effective against undead.
All spells you cast from any school of magic are silent to others.
Allows feeding from corpses.
Allows feeding from NPCs when they're asleep.
Alteration spells have greater duration.
Apprentice locks are much easier to pick.
Arrows stagger all but the largest opponents 50% of the time.
Arrows that hit the shield do no damage.
Attacks with a swords have a 20% chance of doing even more critical damage.
Attacks with battle axes cause even more bleeding damage.
Attacks with battle axes cause extra bleeding damage.
Attacks with battle axes cause more bleeding damage.
Attacks with greatswords have a 10% chance of doing critical damage.
Attacks with greatswords have a 15% chance of doing more critical damage.
Attacks with greatswords have a 20% chance of doing even more critical damage.
Attacks with maces ignore 25% of armor.
Attacks with maces ignore 50% of armor.
Attacks with maces ignore 75% of armor.
Attacks with swords have a 10% chance of doing critical damage.
Attacks with swords have a 15% chance of doing more critical damage.
Attacks with war axes cause even more bleeding damage.
Attacks with war axes cause extra bleeding damage.
Attacks with war axes cause more bleeding damage.
Attacks with warhammers ignore 25% of armor.
Attacks with warhammers ignore 50% of armor.
Attacks with warhammers ignore 75% of armor.
Automatically gives you a copy of a picked lock's key if it has one.
Backwards power attack has a 25% chance to paralyze the target.
Backwards power attack has a 25% chance to paralyze the target.
Bashing does five times more damage.
Blocking is 20% more effective.
Blocking is 25% more effective.
Blocking is 30% more effective.
Blocking is 35% more effective.
Blocking is 40% more effective.
Blocking with a shield reduces incoming fire, frost, and shock damage by 50%.
Blocks 10% of a spell's effects.
Blocks 20% of a spell's effects.
Blocks 30% of a spell's effects.
Bound weapons cast Soul Trap on targets.
Bound weapons do more damage.
Bound weapons will banish summoned creatures and turn raised ones.
Bows do 20% more damage.
Bows do 40% more damage.
Bows do 60% more damage.
Bows do 80% more damage.
Bows do twice as much damage.
Buying and selling prices are 10% better.
Buying and selling prices are 15% better.
Buying and selling prices are 20% better.
Buying and selling prices are 25% better.
Buying and selling prices are 30% better.
Calm spells now work on higher level opponents. Cumulative with Kindred Mage and Animage.
Can barter stolen goods with any merchant you have invested in.
Can bribe guards to ignore crimes.
Can bribe guards to ignore crimes.
Can bribe guards to ignore crimes.
Can create Daedric armor and weapons at forges, and improve them twice as much.
Can create Dragon armor at forges, and improve them twice as much.
Can create Dwarven armor and weapons at forges, and improve them twice as much.
Can create Ebony armor and weapons at forges, and improve them twice as much.
Can create Elven armor and weapons at forges, and improve them twice as much.
Can create Glass armor and weapons at forges, and improve them twice as much.
Can create Orcish armor and weapons at forges, and improve them twice as much.
Can create Scaled and Plate armor at forges, and improve them twice as much.
Can create Steel armor and weapons at forges, and improve them twice as much.
Can do a one-handed power attack while sprinting that does double critical damage.
Can do a two-handed power attack while sprinting that does double critical damage.
Can draw a bow 30% faster.
Can invest 500 gold with a shopkeeper to increase his available gold permanently.
Can pickpocket equipped items.
Can pickpocket equipped weapons.
Can place runes five times farther away.
Can put two enchantments on the same item.
Can sell any type of item to any kind of merchant.
Can summon atronachs or raise undead three times as far away.
Can summon atronachs or raise undead twice as far away.
Carrying capacity is increased by 100.
Cast Adept level Alteration spells for half magicka.
Cast Adept level Conjuration spells for half magicka.
Cast Adept level Destruction spells for half magicka.
Cast Adept level Illusion spells for half magicka.
Cast Adept level Restoration spells for half magicka.
Cast Apprentice level Alteration spells for half magicka.
Cast Apprentice level Conjuration spells for half magicka.
Cast Apprentice level Destruction spells for half magicka.
Cast Apprentice level Illusion spells for half magicka.
Cast Apprentice level Restoration spells for half magicka.
Cast Expert level Alteration spells for half magicka.
Cast Expert level Conjuration spells for half magicka.
Cast Expert level Destruction spells for half magicka.
Cast Expert level Illusion spells for half magicka.
Cast Expert level Restoration spells for half magicka.
Cast Master level Alteration spells for half magicka.
Cast Master level Conjuration spells for half magicka.
Cast Master level Destruction spells for half magicka.
Cast Master level Illusion spells for half magicka.
Cast Master level Restoration spells for half magicka.
Cast Novice level Alteration spells for half magicka.
Cast Novice level Conjuration spells for half magicka.
Cast Novice level Destruction spells for half magicka.
Cast Novice level Illusion spells for half magicka.
Cast Novice level Restoration spells for half magicka.
Chance to decapitate with a dual wielding power attack.
Chance to disarm when power bashing.
Conjured Atronachs are 50% more powerful.
Crouching stops combat for a moment and forces distant opponents to search for a target.
Damage taken from animals is reduced by 10%.
Death blows to creatures, but not people, trap 5% of the victim's soul, recharging the weapon.
Double Detection
Double duration for conjured Atronachs.
Double sneak attack damage with one-handed weapons.
Dragons do 25% less melee damage.
Dual casting a Conjuration spell overcharges the spell, allowing it to last longer.
Dual casting a Destruction spell overcharges the effects into an even more powerful version.
Dual casting a Restoration spell overcharges the effects into an even more powerful version.
Dual casting an Alteration spell overcharges the effects into an even more powerful version.
Dual casting an Illusion spell overcharges the effects into an even more powerful version.
Dual wielding attacks are 20% faster.
Dual wielding attacks are 35% faster.
Dual wielding power attacks do 50% bonus damage.
Dual wielding power attacks do extra damage.
Eating an ingredient reveals all it's effects.
Eating an ingredient reveals first three effects.
Eating an ingredient reveals first two effects.
Every merchant in the world gains 1000 gold for bartering.
Expert locks are much easier to pick.
Fear spells work on higher level opponents. Cumulative with Kindred Mage and Animage.
Feed on dead NPCs to retain the beast form.
Find more gold in chests.
Fire Breath shout deals 25% more damage
Fire damage causes targets to flee if their health is low.
Fire enchantments on weapons and armor are 25% stronger.
Fire spells cost less to cast.
Fire spells do 25% more damage.
Fire spells do 50% more damage.
Fire spells do more damage.
Frenzy spells work on higher level opponents. Cumulative with Kindred Mage and Animage.
Frost damage paralyzes targets if their health is low.
Frost enchantments on weapons and armor are 25% stronger.
Frost spells cost less to cast.
Frost spells do 25% more damage.
Frost spells do 50% more damage.
Frost spells do more damage.
Ghosts take half damage.
Gives bonus 10% critical hit chance vs. dragons.
Greater duration for reanimated undead.
Half damage from falling if wearing all Heavy Armor: head, chest, hands, feet.
Healing spells also restore Stamina.
Healing spells cure 10% more.
Healing spells cure 50% more.
Health, magicka, and stamina enchantments on armor are 25% stronger.
Heavy Armor weighs nothing and doesn't slow you down when worn.
Illusion spells now work on higher level animals.
Illusion spells work on undead, daedra and automatons.
Increase armor rating for Light armor by 100%.
Increase armor rating for Light armor by 20%.
Increase armor rating for Light armor by 40%.
Increase armor rating for Light armor by 60%.
Increase armor rating for Light armor by 80%.
Increase incoming damage from Alduin by 10x
Increases armor rating for Heavy Armor by 100%.
Increases armor rating for Heavy Armor by 20%.
Increases armor rating for Heavy Armor by 40%.
Increases armor rating for Heavy Armor by 60%.
Increases armor rating for Heavy Armor by 80%.
Increases the player's maximum carry weight as well as removes the penalty to movement from being encumbered.
Increases the player's maximum carry weight as well as removes the penalty to movement from being encumbered.
Intimidation is twice as successful.
Light Armor weighs nothing and doesn't slow you down when worn.
Lockpicks never break.
Lockpicks never break.
Magicka regenerates 25% faster.
Magicka regenerates 50% faster.
Make actor immune to incoming damage to block skill uses being added
Master locks are much easier to pick.
Most destruction spells will stagger an opponent when dual cast.
Negate 50% of incoming damage, except from the Dragonborn.
New enchantments are 100% stronger.
New enchantments are 20% stronger.
New enchantments are 40% stronger.
New enchantments are 60% stronger.
New enchantments are 80% stronger.
Noise from armor is reduced 50%.
Novice locks are much easier to pick.
Once a day, heals 250 points automatically if you fall below 10% health.
One-Handed weapons do 20% more damage.
One-Handed weapons do 40% more damage.
One-Handed weapons do 60% more damage.
One-Handed weapons do 80% more damage.
One-Handed weapons do twice as much damage.
Persuasion attempts are 30% easier.
Pick starts close to the lock opening position.
Picking locks is 20% easier.
Picking locks is 40% easier.
Picking locks is 60% easier.
Picking locks is 80% easier.
Picking locks is twice as easy.
Pickpocketing bonus of 100%. Item weight and value reduce pickpocketing odds.
Pickpocketing bonus of 20%. Item weight and value reduce pickpocketing odds.
Pickpocketing bonus of 30%. Only for use in TG00 on Brand-Shei.
Pickpocketing bonus of 40%. Item weight and value reduce pickpocketing odds.
Pickpocketing bonus of 60%. Item weight and value reduce pickpocketing odds.
Pickpocketing bonus of 80%. Item weight and value reduce pickpocketing odds.
Pickpocketing gold is 50% easier.
Pickpocketing keys almost always works.
Poisons applied to weapons last for twice as many hits.
Poisons you mix are 25% more effective.
Potions and poisons you make are 20% stronger.
Potions and poisons you make are 40% stronger.
Potions and poisons you make are 60% stronger.
Potions and poisons you make are 80% stronger.
Potions and poisons you make are twice as strong.
Potions you mix that restore Health, Magicka or Stamina are 25% more powerful.
Potions you mix with beneficial effects have an additional 25% greater magnitude.
Potions you take that have only beneficial effects are 50% stronger.
Power attacks with one-handed weapons cost 25% less stamina.
Power attacks with two-handed weapons cost 25% less stamina.
Pressing Block while aiming will zoom in your view.
Protection spells like Stoneflesh are 2.5 times as strong if not wearing armor.
Protection spells like Stoneflesh are three times as strong if not wearing armor.
Protection spells like Stoneflesh are twice as strong if not wearing armor.




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