Skyrim – HundoDex

Skyrim Skills & Perks Tracker – All 18 Skill Trees

All 18 Skyrim skills with every perk, the level each rank needs and where to find the trainers. Track your levels and the perks you have taken.

Smithing

Covers crafting weapons and armor at a forge and improving them at workbenches and grindstones, and rises mostly from crafting, with improving adding a smaller share.

  • Steel Smithing (0): Lets you craft steel armor and weapons at a forge and improve them twice as well; Dragonborn adds Bonemold gear to this perk.
  • Arcane Blacksmith (60): Lets you improve enchanted weapons and armor.
  • Dwarven Smithing (30): Lets you craft Dwarven armor and weapons at a forge and improve them twice as well.
  • Orcish Smithing (50): Lets you craft Orcish armor and weapons at a forge and improve them twice as well.
  • Ebony Smithing (80): Lets you craft ebony armor and weapons at a forge and improve them twice as well; Dragonborn adds Stalhrim gear to this perk.
  • Daedric Smithing (90): Lets you craft Daedric armor and weapons at a forge and improve them twice as well.
  • Elven Smithing (30): Lets you craft Elven armor and weapons at a forge and improve them twice as well; Dragonborn adds Chitin armor to this perk.
  • Advanced Armors (50): Lets you craft Scaled and Plate armor at a forge and improve them twice as well; Dragonborn adds Nordic gear to this perk.
  • Glass Smithing (70): Lets you craft glass armor and weapons at a forge and improve them twice as well.
  • Dragon Armor (100): Lets you craft dragon armor at a forge and improve it twice as well; Dawnguard adds Dragonbone weapons to this perk.

Heavy Armor

Covers heavy armor and rises when enemy attacks land on you while you wear it, faster the more heavy pieces you have on.

  • Juggernaut (0 / 20 / 40 / 60 / 80): Raises the armor rating from Heavy Armor by 20% per rank, up to double at rank 5, though shields are not affected.
  • Fists of Steel (30): Unarmed attacks made while wearing Heavy Armor gauntlets deal extra damage equal to the gauntlets' armor rating.
  • Cushioned (50): You take half damage from falls while wearing Heavy Armor on your head, chest, hands and feet.
  • Conditioning (70): Heavy Armor weighs nothing and no longer slows you down.
  • Well Fitted (30): Wearing Heavy Armor on your head, chest, hands and feet gives a 25% armor bonus.
  • Tower of Strength (50): You take 50% less stagger from hits while wearing only Heavy Armor.
  • Matching Set (70): Gives a further 25% armor bonus while your Heavy Armor pieces form a matching set.
  • Reflect Blows (100): Wearing Heavy Armor on your head, chest, hands and feet gives a 10% chance to reflect the damage of a melee hit back at the attacker.

Block

Covers defending with a shield, weapon or torch and bashing, and rises in proportion to the damage you hold back, most quickly with a shield.

  • Shield Wall (0 / 20 / 40 / 60 / 80): Blocking absorbs more damage with each of the five ranks.
  • Deflect Arrows (30): Arrows that hit your shield do no damage.
  • Elemental Protection (50): Blocking with a shield halves fire, frost and shock damage.
  • Block Runner (70): You move faster while holding a shield or weapon up to block.
  • Power Bash (30): Lets you make a power bash, a stronger version of the normal bash.
  • Deadly Bash (50): Bashes do five times their normal damage.
  • Disarming Bash (70): Power bashes have a chance to knock the weapon out of an enemy's hand.
  • Shield Charge (100): Sprinting with your shield raised knocks down most enemies you run into.
  • Quick Reflexes (30): Time slows when you block an enemy's power attack.

Two-handed

Covers greatswords, battleaxes and warhammers, and rises when your hits damage enemies, more quickly with a weapon that has higher base damage.

  • Barbarian (0 / 20 / 40 / 60 / 80): Two-handed weapons do 20% more damage per rank, up to double damage at rank 5.
  • Limbsplitter (30 / 60 / 90): Battleaxe hits cause bleeding damage that grows stronger with each of the three ranks.
  • Champion's Stance (20): Two-handed power attacks cost 25% less stamina.
  • Devastating Blow (50): Standing two-handed power attacks do 25% more damage and can decapitate.
  • Great Critical Charge (50): A two-handed power attack made while sprinting does double critical damage.
  • Sweep (70): Sideways two-handed power attacks hit every enemy in front of you.
  • Warmaster (100): Backward two-handed power attacks have a 25% chance to paralyse the target.
  • Deep Wounds (30 / 60 / 90): Greatsword hits have a 10%, 15% and 20% chance to deal critical damage across the three ranks.
  • Skullcrusher (30 / 60 / 90): Warhammer hits ignore 25%, 50% and 75% of the target's armor across the three ranks.

One-handed

Covers swords, war axes, maces and daggers, whether used alone or with a weapon in each hand, and rises as you deal weapon damage to enemies.

  • Armsman (0 / 20 / 40 / 60 / 80): One-handed weapons do 20% more damage per rank, up to double damage at rank 5.
  • Bladesman (30 / 60 / 90): Sword hits have a 10%, 15% and 20% chance to crit across the three ranks, with 25% and 50% more critical damage at ranks 2 and 3.
  • Bone Breaker (30 / 60 / 90): Mace hits ignore 25%, 50% and 75% of the target's armor across the three ranks.
  • Dual Flurry (30 / 50): Attacks with a weapon in each hand are 20% faster at rank 1 and 35% faster at rank 2.
  • Dual Savagery (70): Power attacks with a weapon in each hand do 50% extra damage.
  • Fighting Stance (20): One-handed power attacks cost 25% less stamina.
  • Critical Charge (50): A one-handed power attack made while sprinting does double critical damage.
  • Savage Strike (50): Standing one-handed power attacks do 25% more damage and can decapitate.
  • Paralyzing Strike (100): Backward one-handed power attacks have a 25% chance to paralyse the target.
  • Hack and Slash (30 / 60 / 90): War axe hits cause bleeding damage that grows stronger with each of the three ranks.

Archery

Covers bows and crossbows, and rises each time your shots damage a target, faster with a weapon that has higher base damage.

  • Overdraw (0 / 20 / 40 / 60 / 80): Bows do 20% more damage per rank, up to double damage at rank 5.
  • Critical Shot (30 / 60 / 90): Arrow hits gain a 10%, 15% and 20% chance to crit across the three ranks, with 25% and 50% more critical damage at ranks 2 and 3.
  • Hunter's Discipline (50): You recover twice as many arrows from the bodies of enemies you shoot.
  • Ranger (60): You move faster while holding a bow drawn.
  • Eagle Eye (30): Pressing the Block control while aiming a bow zooms in on your target.
  • Power Shot (50): Arrows stagger most enemies half of the time.
  • Quick Shot (70): You draw a bow 30% faster.
  • Steady Hand (40 / 60): Zooming in with a bow slows time by 25% at rank 1 and 50% at rank 2.
  • Bullseye (100): Arrows have a 15% chance to paralyse the target for a few seconds.

Light Armor

Covers fighting in hide, leather, elven, scaled and glass armor. It rises each time a blow lands on you while you wear light armor.

  • Agile Defender (0 / 20 / 40 / 60 / 80): Each rank adds 20% to the armor rating of light armor, reaching double at rank five.
  • Custom Fit (30): Wearing light armor on head, chest, hands and feet adds 25% to your armor rating.
  • Unhindered (50): Light armor you are wearing weighs nothing and no longer slows you down.
  • Wind Walker (60): Stamina regenerates 50% faster while you wear light armor on head, chest, hands and feet.
  • Matching Set (70): Wearing a full set of the same kind of light armor adds another 25% to your armor rating.
  • Deft Movement (100): In a full set of light armor, one melee attack in ten does you no damage at all. It needs both Wind Walker and Matching Set.

Sneak

Covers moving unseen and unheard and striking from hiding. It rises while you stay undetected near people who could notice you, and with every sneak attack.

  • Stealth (0 / 20 / 40 / 60 / 80): You are 20% harder to detect while sneaking, rising by five with each rank to 40%.
  • Backstab (30): Sneak attacks with one-handed weapons do six times damage.
  • Deadly Aim (40): Sneak attacks with bows do three times damage.
  • Assassin's Blade (50): Sneak attacks with daggers do fifteen times damage.
  • Muffled Movement (30): The noise your armor makes is halved.
  • Light Foot (40): You no longer set off pressure plates.
  • Silent Roll (50): Sprinting while sneaking becomes a silent forward roll.
  • Silence (70): Walking and running no longer make you easier to detect.
  • Shadow Warrior (100): Crouching in a fight makes opponents lose track of you for a moment, long enough for another sneak attack.

Lockpicking

Covers opening locked doors and chests with a pick. It rises with every lock you open and, a little, with every pick you break.

  • Novice Locks (0): Novice locks are much easier to pick.
  • Apprentice Locks (25): Apprentice locks are much easier to pick.
  • Quick Hands (40): You can pick a lock in front of people without being noticed.
  • Wax Key (50): Picking a lock gives you a copy of its key, if it has one.
  • Adept Locks (50): Adept locks are much easier to pick.
  • Golden Touch (60): Chests hold more gold.
  • Treasure Hunter (70): You are 50% more likely to find special treasure.
  • Expert Locks (75): Expert locks are much easier to pick.
  • Locksmith (80): Your pick starts close to the position that opens the lock.
  • Unbreakable (100): Lockpicks never break.
  • Master Locks (100): Master locks are much easier to pick.

Pickpocket

Covers lifting items from people's pockets without being noticed, and it improves as you successfully steal from them.

  • Light Fingers (0 / 20 / 40 / 60 / 80): Each rank makes pickpocketing 20% easier, reaching 100% at rank five, although the weight and value of an item still count against you.
  • Night Thief (30): Sleeping targets are 25% easier to pickpocket.
  • Cutpurse (40): Pickpocketing a target's gold becomes much easier.
  • Poisoned (40): You can plant poison in a target's pockets to harm them quietly.
  • Extra Pockets (50): Your carry weight rises by 100.
  • Keymaster (60): Pickpocketing a key almost never fails.
  • Misdirection (70): You can steal the weapons a target has equipped.
  • Perfect Touch (100): You can steal items a target has equipped, not only what they carry.

Speech

Covers prices, persuasion, bribes and threats. It rises with every sale and purchase, and with each successful persuasion or intimidation.

  • Haggling (0 / 20 / 40 / 60 / 80): Buying and selling prices are 10% better, rising by five with each rank to 30%.
  • Allure (30): Prices are 10% better with the opposite sex.
  • Merchant (50): Every kind of merchant buys every kind of item.
  • Investor (70): You can put 500 gold into a shop to raise the gold its keeper has for good.
  • Fence (90): Any merchant you have invested in buys stolen goods.
  • Master Trader (100): Every merchant in the world has 1,000 more gold to trade with.
  • Bribery (30): You can bribe guards to look the other way.
  • Persuasion (50): Persuasion is 30% easier.
  • Intimidation (70): Intimidation succeeds twice as often.

Alchemy

Covers brewing potions and poisons from ingredients at an alchemy lab, and it rises mainly by brewing potions.

  • Alchemist (0 / 20 / 40 / 60 / 80): Each rank makes the potions and poisons you brew 20% stronger, so at rank five they are twice as strong.
  • Physician (20): Potions you brew that restore Health, Magicka or Stamina are 25% more potent.
  • Benefactor (30): Helpful effects in the potions you brew are another 25% stronger.
  • Poisoner (30): Poisons you brew work 25% more strongly.
  • Experimenter (50 / 70 / 90): Eating an ingredient teaches you its first two effects at rank one, three at rank two and all of them at rank three.
  • Concentrated Poison (60): A poison coated on a weapon lasts for twice as many hits.
  • Green Thumb (70): Each plant you harvest gives two ingredients.
  • Snakeblood (80): Poisons used on you have only half their usual effect.
  • Purity (100): Potions you brew lose their harmful effects, and poisons lose their helpful ones.

Illusion

Covers spells that sway minds, such as Calm, Fear, Fury and Courage, plus Invisibility, Muffle and Clairvoyance, and rises as you cast them.

  • Novice Illusion (0): Halves the magicka cost of Novice-level Illusion spells.
  • Apprentice Illusion (25): Halves the magicka cost of Apprentice-level Illusion spells.
  • Adept Illusion (50): Halves the magicka cost of Adept-level Illusion spells.
  • Expert Illusion (75): Halves the magicka cost of Expert-level Illusion spells.
  • Master Illusion (100): Halves the magicka cost of Master-level Illusion spells.
  • Illusion Dual Casting (20): Casting an Illusion spell with both hands makes a stronger version of it.
  • Animage (20): Illusion spells can be used on animals of a higher level.
  • Kindred Mage (40): Illusion spells can be used on people of a higher level.
  • Quiet Casting (50): Casting makes no sound, whichever school the spell belongs to.
  • Hypnotic Gaze (30): Calm reaches higher-level targets than before, adding to Animage and Kindred Mage.
  • Aspect of Terror (50): Fear reaches higher-level targets than before, adding to the same bonuses.
  • Rage (70): Frenzy reaches higher-level targets than before, adding to the same bonuses.
  • Master of the Mind (90): Undead, Daedra and automatons are no longer immune to Illusion spells.

Conjuration

Covers summoning atronachs and other Daedra, conjuring bound weapons, reanimating the dead and trapping souls, and rises as you cast those spells.

  • Novice Conjuration (0): Halves the magicka cost of Novice-level Conjuration spells.
  • Apprentice Conjuration (25): Halves the magicka cost of Apprentice-level Conjuration spells.
  • Adept Conjuration (50): Halves the magicka cost of Adept-level Conjuration spells.
  • Expert Conjuration (75): Halves the magicka cost of Expert-level Conjuration spells.
  • Master Conjuration (100): Halves the magicka cost of Master-level Conjuration spells.
  • Conjuration Dual Casting (20): Casting a Conjuration spell with both hands makes it last longer.
  • Mystic Binding (20): Bound weapons hit harder.
  • Soul Stealer (30): Bound weapons put Soul Trap on whatever they hit.
  • Oblivion Binding (50): Strikes from bound weapons banish summoned creatures and turn reanimated undead.
  • Necromancy (40): Reanimated undead stay around for longer.
  • Dark Souls (70): Your reanimated undead gain an extra 100 health.
  • Summoner (30 / 70): Atronachs can be summoned and corpses raised from twice as far away at rank one and three times as far at rank two.
  • Atromancy (40): Conjured atronachs last twice as long.
  • Elemental Potency (80): Your conjured atronachs gain 50% more power.
  • Twin Souls (100): You can keep two atronachs or two reanimated corpses at once.

Destruction

The damage school: fire, frost and shock spells, plus runes and cloaks, and it rises as you cast them.

  • Novice Destruction (0): Halves the magicka cost of Novice-level Destruction spells.
  • Apprentice Destruction (25): Halves the magicka cost of Apprentice-level Destruction spells.
  • Adept Destruction (50): Halves the magicka cost of Adept-level Destruction spells.
  • Expert Destruction (75): Halves the magicka cost of Expert-level Destruction spells.
  • Master Destruction (100): Halves the magicka cost of Master-level Destruction spells.
  • Destruction Dual Casting (20): Casting a Destruction spell with both hands makes a stronger version of it.
  • Impact (40): Most Destruction spells stagger the target when you dual-cast them.
  • Rune Master (40): Runes can be placed five times as far away.
  • Augmented Flames (30 / 60): Fire spells do 25% more damage at rank one and 50% more at rank two.
  • Intense Flames (50): Fire spells send enemies running once their health drops below 20%.
  • Augmented Frost (30 / 60): Frost spells do 25% more damage at rank one and 50% more at rank two.
  • Deep Freeze (60): Frost spells paralyse enemies once their health drops below 20%.
  • Augmented Shock (30 / 60): Shock spells do 25% more damage at rank one and 50% more at rank two.
  • Disintegrate (70): Shock spells disintegrate enemies once their health drops below 15%.

Restoration

Covers healing, wards and spells that turn or harm the undead, and rises when you heal real damage, cast wards or use Turn Undead.

  • Novice Restoration (0): Halves the magicka cost of Novice-level Restoration spells.
  • Apprentice Restoration (25): Halves the magicka cost of Apprentice-level Restoration spells.
  • Adept Restoration (50): Halves the magicka cost of Adept-level Restoration spells.
  • Expert Restoration (75): Halves the magicka cost of Expert-level Restoration spells.
  • Master Restoration (100): Halves the magicka cost of Master-level Restoration spells.
  • Restoration Dual Casting (20): Casting a Restoration spell with both hands makes a stronger version with 220% of the effect for 280% of the magicka.
  • Regeneration (20): Healing spells restore half again as much health.
  • Necromage (70): Your spells are 25% stronger against undead and last 50% longer on them.
  • Respite (40): Healing spells restore stamina as well as health.
  • Recovery (30 / 60): Your magicka returns 25% faster at rank one and 50% faster at rank two.
  • Avoid Death (90): Once a day, you are healed 250 points automatically when your health falls below 10%, unless the blow would kill you.
  • Ward Absorb (60): Wards refill your magicka when spells strike them.

Alteration

Covers protection spells such as Stoneflesh and utility magic like Telekinesis, Detect Life, Waterbreathing, Transmute and Paralyze, and rises as you cast them.

  • Novice Alteration (0): Halves the magicka cost of Novice-level Alteration spells.
  • Apprentice Alteration (25): Halves the magicka cost of Apprentice-level Alteration spells.
  • Adept Alteration (50): Halves the magicka cost of Adept-level Alteration spells.
  • Expert Alteration (75): Halves the magicka cost of Expert-level Alteration spells.
  • Master Alteration (100): Halves the magicka cost of Master-level Alteration spells.
  • Alteration Dual Casting (20): Casting an Alteration spell with both hands makes a stronger version of it, with a longer duration.
  • Magic Resistance (30 / 50 / 70): Blocks part of the effect of hostile spells: 10% at rank one, 20% at rank two and 30% at rank three.
  • Mage Armor (30 / 50 / 70): Protection spells such as Stoneflesh become 2, then 2.5, then 3 times as strong while you wear no armour.
  • Stability (70): Alteration spells last 50% longer.
  • Atronach (100): Each spell that hits you has a 30% chance to be absorbed as magicka instead of taking effect.

Enchanting

Lets you put magical effects on weapons, armour and jewellery with filled soul gems and learned enchantments, and rises as you make new enchantments.

  • Enchanter (0 / 20 / 40 / 60 / 80): New enchantments are 20% stronger at rank one, rising by a further 20% each rank to 100% at rank five.
  • Soul Squeezer (20): Soul gems give extra magicka when you use them to recharge enchanted items.
  • Soul Siphon (40): Killing an animal or monster, but not a person, with the weapon traps 5% of its soul and recharges the weapon.
  • Fire Enchanter (30): Fire enchantments you put on weapons and armour are 25% stronger.
  • Frost Enchanter (40): Frost enchantments you put on weapons and armour are 25% stronger.
  • Storm Enchanter (50): Shock enchantments you put on weapons and armour are 25% stronger.
  • Insightful Enchanter (50): Skill enchantments you put on armour are 25% stronger.
  • Corpus Enchanter (70): Health, magicka and stamina enchantments you put on armour are 25% stronger.
  • Extra Effect (100): An item can carry two enchantments at once.