Overview
A complete list of all perks in the game and what they bonuses they give
Levels for Each Perk
Novice 0-24
Apprentice 25-49
Journeyman 50-74
Expert 75-99
Master 100
EXAMPLE:
A character with 76 blade would have the Novice, Apprentice, Journeyman and Expert perks for the blade skill
Not all skills have a novice mastery perk
Combat Skills
Armorer
- Novice:
- Apprentice: Hammers last twice as long
- Journeyman: Repair magic items
- Expert: Repair items beyond their highest condition (to 125%)
- Master: Never breaks repair hammers
Athletics
- Novice:
- Apprentice: Regenerate Fatigue 25% faster when running
- Journeyman: Regenerate Fatigue 50% faster when running
- Expert: Regenerate Fatigue 75% faster when running
- Master: No reduction in fatigue regeneration when running
Block
- Novice:
- Apprentice: No fatigue loss when blocking
- Journeyman: Weapon/shield not damaged when blocking, Enemy may recoil when blocking Hand to Hand
- Expert: blocking with shield has a 25% chance to do a knockback counterattack, staggering the enemy if the shield blow connects
- Master: blocking with a shield has an additional 5% chance of disarming the enemy with a successful knockback counterattack
Blunt (Shares perks with Blade)
- Novice: Basic Power Attack
- Apprentice: Standing Power Attack
- Journeyman: Side Power Attacks with a chance to disarm
- Expert: Backwards Power Attack with a chance of knockback
- Master: Forwards Power Attack with a chance of paralysis
Blade (Shares Perks with Blunt)
- Novice: Basic Power Attack
- Apprentice: Standing Power Attack
- Journeyman: Side Power Attacks with a chance to disarm
- Expert: Backwards Power Attack with a chance of knockback
- Master: Forwards Power Attack with a chance of paralysis
Hand to Hand
- Novice: Basic Power Attack
- Apprentice: Standing Power Attack
- Journeyman: Side Power Attacks with a chance to disarm. You can damage to creatures immune to normal weapons such as ghosts.
- Expert: Backwards Power Attack with a chance of knockdown. Chance of knockback when blocking
- Master: Forwards Power Attack with a chance of paralysis. Chance of knockback and disarm when blocking
Heavy Armor
- Novice: Heavy armor degrades rapidly with use (150% of normal rate).
- Apprentice: Heavy armor degrades at a normal rate.
- Journeyman: Heavy armor degrades at a slower rate (50% of normal rate).
- Expert: Equipped heavy armor only encumbers the user by 50%.
- Master: Equipped heavy armor does not encumber the user.
Magic Skills
With the exception of Alchemy all magic perks are effectivley the same for each skill
Alchemy
- Novice: Only 1 effect usable
- Apprentice: 2 effects usable
- Journeyman: 3 effects usable
- Expert: 4 effects usable
- Master: You can make Single-ingredient potions
Alteration
- Novice: You can cast novice level spells
- Apprentice: You can cast apprentice level spells
- Journeyman: You can cast journeyman level spells
- Expert: You can cast expert level spells
- Master: You can cast master level spells
Conjuration
- Novice: You can cast novice level spells
- Apprentice: You can cast apprentice level spells
- Journeyman: You can cast journeyman level spells
- Expert: You can cast expert level spells
- Master: You can cast master level spells
Destruction
- Novice: You can cast novice level spells
- Apprentice: You can cast apprentice level spells
- Journeyman: You can cast journeyman level spells
- Expert: You can cast expert level spells
- Master: You can cast master level spells
Illusion
- Novice: You can cast novice level spells
- Apprentice: You can cast apprentice level spells
- Journeyman: You can cast journeyman level spells
- Expert: You can cast expert level spells
- Master: You can cast master level spells
Mysticism
- Novice: You can cast novice level spells
- Apprentice: You can cast apprentice level spells
- Journeyman: You can cast journeyman level spells
- Expert: You can cast expert level spells
- Master: You can cast master level spells
Restoration
- Novice: You can cast novice level spells
- Apprentice: You can cast apprentice level spells
- Journeyman: You can cast journeyman level spells
- Expert: You can cast expert level spells
- Master: You can cast master level spells
Stealth Skills
Acrobatics
- Novice:
- Apprentice: You can attack while jumping/falling
- Journeyman: You gain the Dodge ability: while holding block, you can jump in any direction to do a quick avoidance roll. You can also perform power attacks when jumping or falling
- Expert: You suffer 50% less Fatigue loss when jumping
- Master: You can jump off of water
Light Armour
- Novice: Light armor degrades rapidly with use (150% of normal rate).
- Apprentice: Light armor degrades at a normal rate.
- Journeyman: Light armor degrades at a slower rate (50% of normal rate).
- Expert: Equipped light armor does not encumber the user.
- Master: When a Master wears only light armor, they gain a bonus of 50% to the armor rating of that armor
Marksman
- Novice:
- Apprentice: No fatigue loss when drawing a bow.
- Journeyman: You can zoom in with a bow.
- Expert: 5% chance of knockdown when using a bow.
- Master: 5% chance of paralysis when using a bow.
Mercantile
- Novice:
- Apprentice: Prices not reduced for damaged items
- Journeyman: Merchants buy anything
- Expert: You can invest money in a shop to permanently increase the shop’s available gold by 500
- Master: All shops in the world have 500 more gold for barter. Items buy and sell at their base cost
Security
- Novice:
- Apprentice: Keep one picked tumbler up when breaking a pick.
- Journeyman: Keep two picked tumblers up when breaking a pick.
- Expert: Keep three picked tumblers up when breaking a pick.
- Master: Never drop tumblers when breaking a pick.
Sneak
- Novice: Sneak attack 4x melee, 2x ranged
- Apprentice: Sneak attack 6x melee, 3x ranged
- Journeyman: No sneak penalty for footwear
- Expert: No sneak penalty for running
- Master: Armor rating ignored for sneak attacks
Speechcraft
- Novice:
- Apprentice: You can rotate the wheel once for free in the Persuasion minigame.
- Journeyman: Disposition falls 50% slower in the Persuasion minigame.
- Expert: Loss of disposition for ‘Hate it’ results is lowered from -150% to -100%.
- Master: Bribes cost half as much