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Elder Scrolls
Perks

A Destruction skill tree with some perks activated.

For other uses, see Perks.

Perks are a feature introduced in The Elder Scrolls V: Skyrim.

Every time a level is gained, a point is granted to spend on a perk. However, points do not need to be used immediately; they can be saved for use later if the Dragonborn does not have the Skill Level required to have that perk.

Most perks will have certain requirements before they can be chosen—for instance, perks after the first point in Shield Wall require a Block level of 20 or higher. High-end perks, such as Shield Charge, require a Block level of 100.

Skill prerequisites aside, most perks for a given skill depend upon a previously obtained perk. The exception being the starting perk, that must be obtained first in order to obtain any other perks for that skill. The skills of Destruction, Restoration, Alteration, Heavy Armor, Sneak, Lockpicking, Pickpocket, and Speech all have a perk dependency structure that is similar to a rooted tree. Hence the term, perk tree.

Some perks in a tree cannot be obtained by looping around another path, after reaching the end of the tree. An example of this is on the Smithing tree. The Daedric Smithing perk, which comes before the Dragon Armor perk, cannot be obtained from the left side of the tree, despite the Dragon Armor perk being visibly joined to the Glass Armor perk.

Perks are detailed on the individual skill pages, along with their requirements.

Perk limit[]

There are 251 perks in the game. Originally, there was a level cap of 81, which meant a maximum of 80 perks could be acquired. As of patch 1.9, this limit has been lifted with the addition of Legendary Skills. This addition grants the ability to level up past 81 by resetting skills trees back to level 15. Doing this gives back perk points spent on the skill to use on other locked perks while also letting the Dragonborn level up and upgrade their health, magicka, or stamina indefinitely. One can have all two-hundred and fifty-one perks by level 252.

Perk points refund[]

Respec Perks

With the addition of Dragonborn add-on, and after completing the quest "At the Summit of Apocrypha" the player is granted the option to refund all the perks points in any Skill tree at the cost of one Dragon Soul. The perks are returned and can be spent elsewhere. This can be done to each skill tree as many times as liked so long as the player has Dragon Souls to spend. The player can return to the area any time they want by reading the Black Book: Waking Dreams anywhere on Solstheim.

Perks[]

The following are the perks that become available to select as the skills are leveled up:

The Mage[]

Illusion[]

Perk Requirements Description ID
Novice Illusion None Cast Novice level Illusion spells for half magicka. 000F2CA9
Illusion Dual Casting Illusion 20, Novice Illusion Dual casting an Illusion spell overcharges the effects into an even more powerful version. 000153D0
Animage Illusion 20, Novice Illusion Illusion spells now work on higher level animals (+8 levels). 000581E1
Apprentice Illusion Illusion 25, Novice Illusion Cast Apprentice level Illusion spells for half magicka. 000C44C3
Hypnotic Gaze Illusion 30, Novice Illusion Calm spells now work on higher level opponents (+8 levels). 00059B77
Kindred Mage Illusion 40, Animage All Illusion spells work on higher level people (+10 levels). 000581E2
Adept Illusion Illusion 50, Apprentice Illusion Cast Adept level Illusion spells for half magicka. 000C44C4
Aspect of Terror Illusion 50, Hypnotic Gaze Fear spells work on higher level opponents (+10 levels). 00059B78
Quiet Casting Illusion 50, Kindred Mage All spells cast from any school of magic are silent to others. 000581FD
Rage Illusion 70, Aspect of Terror Frenzy spells work on higher level opponents (+12 levels). 000C44B5
Expert Illusion Illusion 75, Adept Illusion Cast Expert level Illusion spells for half magicka. 000C44C5
Master of the Mind Illusion 90, Rage, Quiet Casting Illusion spells work on undead, daedra and automatons. 00059B76
Master Illusion Illusion 100, Expert Illusion Cast Master level Illusion spells for half magicka. 000C44C6

Conjuration[]

Perk (Ranks) Requirements Description ID
Novice Conjuration None Cast Novice level Conjuration spells for half magicka 000F2CA7
Conjuration Dual Casting Conjuration 20, Novice Conjuration Dual casting a Conjuration spell overcharges the effects into a longer lasting version 000153CE
Mystic Binding Conjuration 20, Novice Conjuration Bound weapons do more damage 000640B3
Apprentice Conjuration Conjuration 25, Novice Conjuration Cast Apprentice level Conjuration spells for half magicka 000C44BB
Summoner (2) Conjuration 30/70, Novice Conjuration Can summon Atronachs, raise undead or Dremora Lords twice as far away (three times as far for the second rank at Conjuration 70) 00105F30
00105F31
Soul Stealer Conjuration 30, Mystic Binding Bound weapons cast Soul Trap on targets 000D799E
Necromancy Conjuration 40, Novice Conjuration Greater duration for reanimated undead 000581DD
Atromancy Conjuration 40, Summoner Double duration for conjured Atronachs and Dremora Lords 000CB419
Oblivion Binding Conjuration 50, Soul Stealer Bound weapons will banish summoned creatures and turn raised ones 000D799C
Adept Conjuration Conjuration 50, Apprentice Conjuration Cast Adept level Conjuration spells for half magicka 000C44BC
Dark Souls Conjuration 70, Necromancy Reanimated undead have 100 points more health 000581DE
Expert Conjuration Conjuration 75, Adept Conjuration Cast Expert level Conjuration spells for half magicka 000C44BD
Elemental Potency Conjuration 80, Atromancy Conjured Atronachs are 50% more powerful 000CB41A
Twin Souls Conjuration 100, Elemental Potency OR Dark Souls The player can have two conjured creatures 000D5F1C
Master Conjuration* Conjuration 100, Expert Conjuration Cast Master level Conjuration spells for half magicka 000C44BE

Destruction[]

Perk (Ranks) Requirements Description
Novice Destruction None Cast Novice level Destruction spells for half magicka
Destruction Dual Casting Destruction 20, Novice Destruction Dual casting a Destruction spell overcharges the effects into an even more powerful version
Apprentice Destruction Destruction 25, Novice Destruction Cast Apprentice level Destruction spells for half magicka
Augmented Flames (2) Destruction 30/60, Novice Destruction Fire spells do 25% more damage (50% for second rank) (Affects all fire weapon enchantments, not just self-enchanted ones.)
Augmented Frost (2) Destruction 30/60, Novice Destruction Frost spells do 25% more damage (50% for second rank) (Affects all frost weapon enchantments, not just self-enchanted ones.)
Augmented Shock (2) Destruction 30/60, Novice Destruction Shock spells do 25% more damage (50% for second rank) (Affects all shock weapon enchantments, not just self-enchanted ones.)
Impact Destruction 40, Destruction Dual Casting Most destruction spells will stagger an opponent when dual cast
Rune Master Destruction 40, Apprentice Destruction Can place runes five times farther away
Adept Destruction Destruction 50, Apprentice Destruction Cast Adept level Destruction spells for half magicka
Intense Flames Destruction 50, Augmented Flames Fire damage causes targets to flee if their health is low
Deep Freeze Destruction 60, Augmented Frost Frost damage paralyzes targets if their health is low
Disintegrate Destruction 70, Augmented Shock Shock damage disintegrates targets if their health is low
Expert Destruction Destruction 75, Adept Destruction Cast Expert level Destruction spells for half magicka
Master Destruction Destruction 100, Expert Destruction Cast Master level Destruction spells for half magicka

Restoration[]

Perk (Ranks) Requirements Description
Novice Restoration None Cast Novice level Restoration spells for half magicka
Restoration Dual Casting Restoration 20, Novice Restoration Dual casting a Restoration spell overcharges the effects into an even more powerful version
Regeneration Restoration 20, Novice Restoration Healing spells cure 50% more
Apprentice Restoration Restoration 25, Novice Restoration Cast Apprentice level Restoration spells for half magicka
Recovery (2) Restoration 30/60, Novice Restoration Magicka regenerates 25% faster (50% for second rank)

(Counteracts the -50% magicka regeneration of the Atronach Stone.)

Respite Restoration 40, Novice Restoration Healing spells also restore stamina
Adept Restoration Restoration 50, Apprentice Restoration Cast Adept level Restoration spells for half magicka
Ward Absorb Restoration 60, Novice Restoration Wards that are cast absorb 25% of magicka that hits them.

See also: The Atronach Stone or Dragonskin and Atronach perk, as they combine with this for easily reaching 100% spell absorption.

Necromage Restoration 70, Regeneration All spells are more effective against undead
Expert Restoration Restoration 75, Adept Restoration Cast Expert level Restoration spells for half magicka
Avoid Death Restoration 90, Recovery Once a day, heals 250 points automatically if the caster falls below 10% health (possible to get 400 heath regenerated when stacked with Sailor's Repose and the Regeneration perk)
Master Restoration Restoration 100, Expert Restoration Cast Master level Restoration spells for half magicka

Alteration[]

Perk (Ranks) Requirements Description
Novice Alteration None Cast Novice level Alteration spells for half magicka
Alteration Dual Casting Alteration 20, Novice Alteration Dual casting an Alteration spell overcharges the effects into an even more powerful version
Apprentice Alteration Alteration 25, Novice Alteration Cast Apprentice level Alteration spells for half magicka
Mage Armor (3) Alteration 30/50/70, Apprentice Alteration Protection spells like Stoneflesh are twice as strong if not wearing armor (+0.5 per additional rank)
Magic Resistance (3) Alteration 30/50/70, Apprentice Alteration Blocks 10%/20%/30% of a spells effect.

Magic resistance does not stop friendly spells from affecting the caster. See also: Breton, Agent of Mara and The Lord Stone for a method of achieving 85% resistance without requiring any gear.

Adept Alteration Alteration 50, Apprentice Alteration Cast Adept level Alteration spells for half magicka
Stability Alteration 70, Adept Alteration Alteration spells have greater duration (+50%)
Expert Alteration Alteration 75, Adept Alteration Cast Expert level Alteration spells for half magicka
Atronach Alteration 100, Expert Alteration Grants 30% Spell Absorption

Spell absorption will block friendly spells as well as hostile ones.

Master Alteration Alteration 100, Expert Alteration Cast Master level Alteration spells for half magicka

Enchanting[]

Perk (Ranks) Requirements Description
Enchanter (5) Enchanting 0/20/40/60/80 New enchantments are 20/40/60/80/100% stronger (+20% per rank)
Soul Squeezer Enchanting 20
Enchanter
Soul gems provide extra magicka for recharging
Fire Enchanter Enchanting 30
Enchanter
Fire enchantments on weapons and armor are 25% stronger
Soul Siphon Enchanting 40
Soul Squeezer
Death blows to creatures, but not people, trap 5% of the victim's soul, recharging the weapon
Frost Enchanter Enchanting 40
Fire Enchanter
Frost enchantments on weapons and armor are 25% stronger
Insightful Enchanter Enchanting 50
Enchanter
Skill enchantments on armor are 25% stronger
Storm Enchanter Enchanting 50
Frost Enchanter
Shock enchantments on weapons and armor are 25% stronger
Corpus Enchanter Enchanting 70
Insightful Enchanter
Health, magicka and stamina enchantments on armor are 25% stronger
Extra Effect Enchanting 100
Storm Enchanter or Corpus Enchanter
Can put two enchantments on the same item


The Warrior[]

Smithing[]

Perk (Ranks) Requirements Description
Steel Smithing** No requirement Can create steel armor and weapons at forges, and improve them twice as much.
Arcane Blacksmith Smithing 60,
Steel Smithing
Magical weapons and armor can now be improved.
Elven Smithing** Smithing 30,
Steel Smithing
Can create Elven armor and weapons at forges, and improve them twice as much.
Advanced Armors** Smithing 50,
Elven Smithing
Can create scaled and steel plate armor at forges, and improve them twice as much.
Glass Smithing Smithing 70,
Advanced Armors
Can create glass armor and weapons at forges, and improve them twice as much.
Dwarven Smithing Smithing 30,
Steel Smithing
Can create Dwarven armor and weapons at forges, and improve them twice as much.
Orcish Smithing Smithing 50,
Dwarven Smithing
Can create Orcish armor and weapons at forges, and improve them twice as much.
Ebony Smithing** Smithing 80,
Orcish Smithing
Can create ebony armor and weapons at forges, and improve them twice as much.
Daedric Smithing Smithing 90,
Ebony Smithing
Can create daedric armor and weapons at forges, and improve them twice as much.
Dragon Armor Smithing 100,
Glass or Daedric Smithing
Can create dragon armor and weapons* at forges, and improve them twice as much.

Heavy Armor[]

Perk (Ranks) Requirements Description Notes
Heavy armor perk tree

Perk tree

Juggernaut (5) Heavy Armor 00/ 20/ 40/ 60/ 80 Increases armor rating for Heavy Armor by 20%/ 40%/ 60%/ 80%/ 100%. (+20% per additional rank)
Fists of Steel Heavy Armor 30, Juggernaut Unarmed attacks with Heavy Armor gauntlets do their armor rating in extra damage. An extra damage only affects their base armor.
Other effects and enchantments that affect unarmed damage stack with this perk.
Well Fitted Heavy Armor 30, Juggernaut 25% Armor bonus if wearing all Heavy Armor: head, chest, hands, feet.
Cushioned Heavy Armor 50, Fists of Steel Half damage from falling if wearing all Heavy Armor: head, chest, hands, feet. Also reduces damage from environmental physics such as flying debris launched into the air by force shouts or other enemy attacks, and some traps.
Tower of Strength Heavy Armor 50, Well Fitted 50% less stagger when wearing only Heavy Armor.
Conditioning Heavy Armor 70, Cushioned Heavy Armor weighs nothing and doesn't slow you down when worn. Wearing Heavy armor no longer affects how much stamina is used when sprinting.
Matching Set Heavy Armor 70, Tower of Strength Additional 25% Armor bonus if wearing a matched set of Heavy Armor.
Reflect Blows Heavy Armor 100, Matching Set 10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet.

Block[]

Perk (Ranks) Requirements Description Two-Handed Weapon Compatible
Shield Wall (5) Block 0/20/40/60/80 Blocking is 20% more effective (+5% per additional rank) Yes
Deflect Arrows Block 30, Shield Wall Arrows that hit the shield do no damage No
Quick Reflexes Block 30, Shield Wall Time slows down if you are blocking during an enemy's power attack Yes
Power Bash Block 30, Shield Wall Able to do a power bash Yes
Elemental Protection Block 50, Deflect Arrows Blocking with a shield reduces incoming fire, frost and shock damage by 50% No
Deadly Bash Block 50, Power Bash Bashing does five times more damage Yes
Block Runner Block 70, Elemental Protection Able to move faster with a shield or weapon raised Yes
Disarming Bash Block 70, Deadly Bash Chance to disarm when power bashing (50% chance) Yes
Shield Charge Block 100, Block Runner Sprinting with a shield raised knocks down most targets No

(But refer to bug section)

Two-Handed[]

Perk (Ranks) Requirements Description
Barbarian (5) Two-Handed 20/40/60/80 Two-Handed weapons do 20% more damage (+20% per additional rank)
Champion's Stance Two-Handed 20, Barbarian Power attacks with two-handed weapons cost 25% less stamina
Limbsplitter (3) Two-Handed 30/60/90, Barbarian Attacks with battle axes cause extra bleeding damage (Additional ranks raise the bleeding damage)
Deep Wounds (3) Two-Handed 30/60/90, Barbarian Attacks with greatswords have a 10% chance of doing critical damage (+5% per additional rank)
Skull Crusher (3) Two-Handed 30/60/90, Barbarian Attacks with warhammers ignore 25% of armor (+25% per additional rank)
Devastating Blow Two-Handed 50, Champion's Stance Standing power attacks do 25% bonus damage with a chance to decapitate your enemies
Great Critical Charge Two-Handed 50, Champion's Stance Can do a two-handed power attack while sprinting that does double critical damage
Sweep Two-Handed 70, Devastating Blow OR Great Critical Charge Sideways power attacks with two-handed weapons hit all targets in front of you
Warmaster Two-Handed 100, Sweep Backwards power attack has a 25% chance to paralyze the target

One-Handed[]

Perk (Ranks) Requirements Description ID
Armsman (5) One-Handed 0/20/40/60/80 One-handed weapons do 20% more damage (+20% per additional rank) 000BABE4
00079343
00079342
00079344
00079345
Fighting Stance One-Handed 20, Armsman Power attacks with one-handed weapons cost 25% less stamina 00052D50
Hack and Slash (3) One-Handed 30/60/90, Armsman Attacks with war axes cause extra bleeding damage (additional ranks raise the bleeding damage) 0003FFFA
000C3678
000C3679
Bone Breaker (3) One-Handed 30/60/90, Armsman Attacks with maces ignore 25% of armor (+25% per additional rank), this includes the armor provided by flesh spells and wards. 0005F592
000C1E92
000C1E93
Bladesman (3) One-Handed 30/60/90, Armsman Attacks with swords have a 10% chance of doing critical damage (+5% per additional rank, does not apply to daggers) 0005F56F
000C1E90
000C1E91
Dual Flurry (2) One-Handed 30/50, Armsman Dual wielding attacks are 20% faster (35% for second rank) 00106256
00106257
Savage Strike One-Handed 50, Fighting Stance Standing power attacks do 25% bonus damage with a chance to decapitate your enemies 0003AF81
Critical Charge One-Handed 50, Fighting Stance Can do a one-handed power attack while sprinting that does double critical damage 000CB406
Dual Savagery One-Handed 70, Dual Flurry Dual wielding power attacks do 50% bonus damage 00106258
Paralyzing Strike One-Handed 100, Savage Strike OR Critical Charge Backwards power attack has a 25% chance to paralyze the target 0003AFA6

Archery[]

Perk (Ranks) Requirements Description ID
Overdraw (5) Archery Any/20/40/60/80 Bows do 20% more damage (+20% per additional rank) 000BABED
0007934A
0007934B
0007934D
00079354
Eagle Eye Archery 30, Overdraw Pressing Block while aiming will zoom in your view 00058F61
Critical Shot (3) Archery 30/60/90, Overdraw 10% chance of a critical hit that does extra damage (+5% chance and +25% critical damage per additional rank) 00105F1C
00105F1E
00105F1F
Steady Hand (2) Archery 40/60, Eagle Eye Zooming in with a bow slows time by 25% (50% for second rank) 00103ADA
00103ADB
Power Shot Archery 50, Eagle Eye Arrows stagger all but the largest opponents 50% of the time 00058F62
Hunter's Discipline Archery 50, Critical Shot Recover twice as many arrows from dead bodies 00051B12
Ranger Archery 60, Hunter's Discipline Able to move faster with a drawn bow 00058F63
Quick Shot Archery 70, Power Shot Can draw a bow 30% faster 00105F19
Bullseye Archery 100, Quick Shot or Ranger 15% chance of paralyzing the target for a few seconds 00058F64


The Thief[]

Light Armor[]

Perk (Ranks) Requirements Description
Agile Defender (5) Light Armor 0/20/40/60/80 Increase armor rating for Light Armor by 20% (+20% per additional rank)
Custom Fit Light Armor 30, Agile Defender 25% armor bonus if wearing all Light Armor: head, chest, hands, feet
Unhindered Light Armor 50, Custom Fit Light Armor weighs nothing and doesn't slow you down when worn
Wind Walker Light Armor 60, Unhindered Stamina regenerates 50% faster in all Light Armor: head, chest, hands, feet
Matching Set Light Armor 70, Custom Fit Additional 25% Armor bonus if wearing a matched set of Light Armor.
Deft Movement Light Armor 100, Wind Walker, Matching Set 10% chance of avoiding all damage from a melee attack while wearing all Light Armor: head, chest, hands, feet

Sneak[]

Perk (Ranks) Requirements Description ID
Stealth (5) Sneak 0/20/40/60/80 You are 20% harder to detect when sneaking (+5% per additional rank, max 40% with 5/5) 000BE126
000C07C6
000C07C7
000C07C8
000C07C9
Muffled Movement Sneak 30, Stealth Noise from armor is reduced by 50% 00058213
Backstab Sneak 30, Stealth Sneak attacks with one-handed weapons now do six times damage. This bonus stacks with the Shrouded Gloves enchantment, giving 12 times normal damage. It can also apply to the Berserker Rage power, offering 12 times normal damage, or 24 times normal damage with both Shrouded Gloves and the race power active. 00058210
Light Foot Sneak 40, Muffled Movement You won't trigger pressure plates 0005820C
Deadly Aim Sneak 40, Backstab Sneak attacks with bows now do three times damage. Can apply to the Berserker Rage power, offering 6 times normal damage. 001036F0
Silent Roll Sneak 50, Light Foot Sprinting while sneaking executes a silent forward roll 00105F23
Assassin's Blade Sneak 50, Deadly Aim Sneak attacks with daggers now do a total of fifteen times normal damage. This bonus stacks with Shrouded Gloves enchantment, giving 30 times normal damage. It can also apply to the Berserker Rage power, offering 30 times normal damage, or 60 times normal damage with both Shrouded Gloves and the race power active. 00058211
Silence Sneak 70, Silent Roll Walking and running does not affect detection 00105f24
Shadow Warrior Sneak 100, Silence Crouching stops combat for a moment and forces distant opponents to search for a target 00058214

Lockpicking[]

Perk (Ranks) Requirements Description AddPerk Code
Novice Locks None Novice locks are much easier to pick F392A
Apprentice Locks Lockpicking 25, Novice Locks Apprentice locks are much easier to pick BE125
Quick Hands Lockpicking 40, Apprentice Locks Able to pick locks without being noticed 106259
Wax Key Lockpicking 50, Quick Hands Automatically gives you a copy of a picked lock's key if it has one 107830
Adept Locks Lockpicking 50, Apprentice Locks Adept locks are much easier to pick C3680
Golden Touch Lockpicking 60, Adept Locks Find more gold in chests 5820A
Treasure Hunter Lockpicking 70, Golden Touch 50% greater chance of finding special treasure 105F26
Expert Locks Lockpicking 75, Adept Locks Expert locks are much easier to pick C3681
Locksmith Lockpicking 80, Expert Locks Pick starts close to the lock opening position 58208
Unbreakable Lockpicking 100, Locksmith Lockpicks never break 58209
Master Locks Lockpicking 100, Expert Locks Master locks are much easier to pick C3682

Pickpocket[]

Perk (Ranks) Requirements Description
Light Fingers (5) None/20/40/60/80 Pickpocketing bonus of 20%. Item weight and value reduce pickpocketing odds (+20% per additional rank)
Night Thief Pickpocket 30, Light Fingers +25% chance to pickpocket if the target is asleep
Poisoned Pickpocket 40, Night Thief Silently harm enemies by placing poisons in their pockets
Cutpurse Pickpocket 40, Night Thief Pickpocketing gold becomes 50% easier
Extra Pockets Pickpocket 50, Night Thief Carrying capacity is increased by 100.
Keymaster Pickpocket 60, Cutpurse Pickpocketing keys almost always works
Misdirection Pickpocket 70, Cutpurse Can pickpocket equipped weapons (when hidden)
Perfect Touch Pickpocket 100, Misdirection Can pickpocket equipped items, clothes and armor (when hidden)


Speech[]

Perk (Ranks) Requirements Description
Haggling (5) Buying and selling prices are 10% better (+5% per additional rank)
Allure Speech 30, Haggling 10% better prices with the opposite sex
Bribery Speech 30, Haggling Can bribe guards to ignore crimes
Merchant Speech 50, Allure Can sell any type of item to any kind of merchant
Persuasion Speech 50, Bribery Persuasion attempts are 30% easier
Investor Speech 70, Merchant Can invest 500 gold with a shopkeeper to increase their available gold permanently †
Intimidation Speech 70, Persuasion Intimidation is twice as successful
Fence Speech 90, Investor Can barter stolen goods with any merchant the Dragonborn has invested in
Master Trader Speech 100, Fence Every merchant in the world gains 1000 gold for bartering

Alchemy[]

Perk (Ranks) Requirements Description
Alchemist (5) Alchemy 0/ 20/ 40/ 60/ 80 Potions and poisons are 20% / 40% / 60% / 80% / 100% stronger.
Physician Alchemy 20, Alchemist Potions you mix that restore health or stamina are 25% more powerful.
Poisoner Alchemy 30, Physician Poisons you mix are 25% more effective.
Benefactor Alchemy 30, Physician Potions you mix with beneficial effects have an additional 25% greater magnitude.
Experimenter (3) Alchemy 50/ 70/ 90, Benefactor Eating an ingredient reveals the first two / three / four effects.
Concentrated Poison Alchemy 60, Poisoner Poisons applied to weapons last for twice as many hits.
Green Thumb Alchemy 70, Concentrated Poison Two ingredients are gathered from plants (description is misleading - two ingredients or food items are gathered from any static harvest-able object - be it plant, fungi, hanging fish or meat, egg clusters, etc.) Known exception: Nirnroot (has only 1 root).
Snakeblood Alchemy 80, Concentrated Poison, Experimenter 50% resistance to all poisons.
Purity Alchemy 100, Snakeblood All negative effects are removed from created potions while all positive effects are removed from created poisons.

Gallery[]

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