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
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 ten percent better (five ranks)
Ten percent 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 percent stronger (five ranks)
Potions for restore health, magicka or stamina are 25 percent more powerful (may be ranked)
Poisons 25 percent more effective (may be ranked)
Poisons last for twice as many hits
Two ingredients are gathered from plants
50 percent resistance to all poisons
All negative effects removed from potions and all positive removed from poisons
Two 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 percent less magicka
Cast Apprentice spells for 50 percent less magicka
Cast Adept, Expert, Master etc spells for 50 percent 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 percent less magicka
Cast Apprentice spells for 50 percent less magicka
Cast Adept, Expert, Master etc spells for 50 percent less magicka (more levels this time around)
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 two 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 rank spells for 50 percent less magicka.
Cast Apprentice spells for 50 percent less magicka
Cast Adept, Expert, Master etc spells for 50 percent less magicka (more levels this time around)
Shock damage chance to disintegrate targets if their health is under ten percent
Frost damage chance to paralyse targets if health low
Fire damage chance to make low health enemies flee
Place runes five times farther away
Restoration
Healing spells also restore stamina
Novice rank spells for 50 percent less magicka
Cast Apprentice spells for 50 percent less magicka
Cast Adept, Expert, Master etc spells for 50 percent less magicka (more levels this time around)
Healing spells do 50 percent 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 250 HP restoration when health drops low
Magicka regenerates 25 percent faster
Alteration
Novice rank spells for 50 percent less magicka
Cast Apprentice spells for 50 percent less magicka
Cast Adept, Expert, Master etc spells for 50 percent less magicka (more levels this time around)
Alteration spells have greater duration (ranked)
Absorb 30 percent of magicka that hits you
Enchanting
Enchants are 20 percent stronger (ranked)
Enchanted armour 25 percent stronger
Soul gems provide extra magicka for recharging
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 percent stronger (individual perks for each element)
Heavy Armour
Increase armour rating 20 percent (five 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 percent armour if in matching set
25 percent armour bonus if all in heavy armour (not necessarily matching)
50 percent less stagger if all in heavy armour
Ten percent damage reflected back to enemy if all in heavy armour
Two-handed weapons
Two-handed weapons do 20 percent more damage (5 ranks)
Attacks with warhammers ignore 25 percent armour (ranked)
Attacks with battleaxes do extra bleeding damage (ranked)
Attacks with greatswords do extra critical damage (ranked)
Power attacks cost 25 percent less stamina
Standing power attacks do 25 percent bonus damage, chance to decapitate
Sprinting power attacks do double (critical) damage
Sideways power attacks hit all targets
Backwards power attacks have 25 percent chance of paralysis
Archery
Bows do 25 percent more damage
Zoom in
Zooming slows time
Ten percent critical chance
Move faster with drawn bow
Recover twice as many arrows from dead bodies
50 percent chance of paralysing for few seconds
Draw bow 30 percent faster
Sneak
20 percent harder to detect (ranked)
Sneak attacks do six times damage with one-handed weapons
Sneak attacks with bows do three times damage
Sneak attacks with daggers do 15x damage
Noise from armour reduced 50 percent
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