User blog:Prolietor Dominus/New skyrim details

This article gives some new details about skyrim. specially about the races and skill trees :-

http://pc.ign.com/articles/119/1196606p1.html This is what it says :

"You can pick one of 10 races in Skyrim, each of which will begin the game with different statistics, along with custom bonuses and abilities. Which race do you think you'll want to play?

Orc: Berserker

Redguard: Adrenaline Rush

Wood Elf: Resist Poison, Resist Disease, Command Animals

Nord: Battlecry

Khajiit: Night-Eye, Claw Attacks

Imperial: Voice of the Emporer, find more coins while looting

High Elf: Regenerate Magicka faster

Dark Elf: Ancestor's Wrath, Resist Fire

Breton: Dragonskin, Resist Shock

Argonian: Hitskin, Resist Disease, Breathe Underwater

Also listed were some of the skill trees you can dump points into as you level to power up your character:-

Speech


 * Buying and selling price 10% better (5 ranks)


 * 10% 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% stronger (5 ranks)


 * Potions for restore health, Magicka or stamina are 25% more powerful (maybe ranked)


 * Poisons 25% more effective (maybe ranked)


 * Poisons last for twice as many hits


 * Two ingredients are gathered from plants


 * 50% resistance to all poisons


 * All negative effects removed from potions and all positive removed from poisons


 * 2 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% less Magicka


 * Cast Apprentice spells for 50% less Magicka


 * Cast Adept, Expert, Master etc spells for 50% 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

Conjuration
 * Novice for 50% Magicka etc (up to Master)


 * 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 2 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)


 * Novice for 50% Magicka etc.


 * Shock damage chance to disintegrate targets if their health is under 10%


 * Frost damage chance to paralyze targets if health low


 * Fire damage chance to make low health enemies flee


 * Place runes 5x farther away

Restoration
 * Healing spells also restore stamina


 * Novice for 50% less Magicka etc


 * Healing spells do 50% more healing


 * Something about recharging healing spells


 * More is recharged with each hit with healing spells


 * Spells more effective against undead


 * Once a day chance to autocast 250HP restoration when health drops low


 * Magicka regenerates 25% faster

Alteration
 * Novice for 50% less etc


 * Alteration spells have greater duration


 * Absorb 30% Magicka that hits you

Enchanting
 * Enchants are 20% stronger (ranked)


 * Enchanted armor 25% 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% stronger (individual perks for each element)

Heavy Armor
 * Increase armor rating 20% (5 ranks)


 * Unarmed attacks with heavy armor gauntlets - damage increased by gauntlets' armor rating


 * Half fall damage if all in heavy armor


 * Heavy armor weighs nothing and doesn't slow you at all


 * Additional 25% armor if in matching set


 * 25% armor bonus if all in heavy armor (not necessarily matching)


 * 50% less stagger if all in heavy armor


 * 10% damage reflected back to enemy if all in heavy armor

2-handed weapons
 * 2h weapons do 20% more damage (5 ranks)


 * Attacks with warhammers ignore 25% armor (ranked)


 * Attacks with battleaxes do extra bleeding damage (ranked)


 * Attacks with greatswords do extra critical damage (ranked)


 * Power attacks cost 25% less stamina


 * Standing power attacks do 25% bonus damage, chance to decapitate


 * Sprinting power attacks do double (critical) damage


 * Sideways power attacks hit all targets


 * Backwards power attacks have 25% chance of paralysis

Archery
 * Bows do 25% more damage


 * Zoom in


 * Zooming slows time


 * 10% crit chance


 * Move faster with drawn bow


 * Recover twice as many arrows from dead bodies


 * 50% chance of paralysing for few seconds


 * Draw bow 30% faster

Sneak
 * 20% harder to detect (ranked)


 * Sneak attacks do 6x damage with 1h weapons


 * Sneak attacks with bows do 3x damage


 * Sneak attacks with daggers do 15x damage (end perk on skill tree)


 * Noise from armor reduced 50%


 * 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 "