Skyrim Perks
Database
Smithing
Can create Steel armor and weapons at forges, and improve them twice as much.
Can create Dwarven armor and weapons at forges, and improve them twice as much.
You can improve magical weapons and armor.
Can create Elven armor and weapons at forges, and improve them twice as much.
Can create Ebony armor and weapons at forges, and improve them twice as much.
Can create Orcish armor and weapons at forges, and improve them twice as much.
Can create Scaled and Plate armor at forges, and improve them twice as much.
Can create Daedric armor and weapons at forges, and improve them twice as much.
Can create Glass armor and weapons at forges, and improve them twice as much.
Can create Dragon armor and Dragonbone weapons at forges, and improve them twice as much.
Heavy Armor
Increases armor rating for Heavy Armor by 20%.
Unarmed attacks with Heavy Armor gauntlets do extra damage equal to their armor rating.
25% Armor bonus if wearing all Heavy Armor: head, chest, hands, feet.
Half damage from falling if wearing all Heavy Armor: head, chest, hands, feet.
50% less stagger when wearing only Heavy Armor.
Additional 25% Armor bonus if wearing a matched set of Heavy Armor.
Heavy Armor weighs nothing and doesn't slow you down when worn.
10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet.
Block
Blocking is 10% more effective.
Arrows that hit the shield do no damage.
Able to do a power bash.
Time slows down if you are blocking during an enemy's power attack.
Bashing does five times more damage.
Blocking with a shield reduces incoming fire, frost, and shock damage by 50%.
Able to move faster with a shield raised.
Chance to disarm when power bashing.
Sprinting with a shield raised knocks down most targets.
Two-handed
Two-Handed weapons do 20% more damage.
Power attacks with two-handed weapons cost 25% less Stamina.
Attacks with battle axes cause extra bleeding damage.
Attacks with greatswords have a 10% chance of doing critical damage.
Attacks with warhammers ignore 25% of armor.
Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.
Can do a two-handed power attack while sprinting that does double critical damage.
Sideways power attacks with two-handed weapons hit all targets in front of you.
Backwards power attack has a 25% chance to paralyze the target.
One-handed
One-Handed weapons do 20% more damage.
Dual-wielding attacks are 20% faster.
Power attacks with one-handed weapons cost 25% less Stamina.
Attacks with war axes cause extra bleeding damage.
Attacks with swords have a 10% chance of doing critical damage.
Attacks with maces ignore 25% of armor.
Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.
Can do a one-handed power attack while sprinting that does double critical damage.
Dual-wielding power attacks do 50% bonus damage.
Backwards power attack has a 25% chance to paralyze the target.
Archery
Bows do 20% more damage.
Pressing Block while aiming will zoom in your view.
10% chance of a critical hit that does extra damage.
Zooming in with a bow slows time by 50%.
Arrows stagger all but the largest opponents 50% of the time.
Recover twice as many arrows from dead bodies.
Able to move faster with a drawn bow.
Can draw a bow 30% faster.
15% chance of paralyzing the target for a few seconds.
Light Armor
Increase armor rating for Light armor by 20%.
25% Armor bonus if wearing all Light Armor: head, chest, hands, feet.
Light Armor weighs nothing and doesn't slow you down when worn.
Stamina regenerates 50% faster in all Light Armor: head, chest, hands, feet.
Additional 25% Armor bonus if wearing a matched set of Light Armor.
10% chance of avoiding all damage from a melee attack while wearing all Light Armor: head, chest, hands, feet.
Sneak
You are 20% harder to detect when sneaking.
Noise from armor is reduced 50%.
Sneak attacks with one-handed weapons now do six times damage.
You won't trigger pressure plates.
Sneak attacks with bows now do three times damage.
Sneak attacks with daggers now do a total of fifteen times normal damage.
Sprinting while sneaking executes a silent forward roll.
Walking and running does not affect detection.
Crouching stops combat for a moment and forces distant opponents to search for a target.
Lockpicking
Novice locks are much easier to pick.
Apprentice locks are much easier to pick.
Able to pick locks without being noticed.
Automatically gives you a copy of a picked lock's key if it has one.
Adept locks are much easier to pick.
Find more gold in chests.
Expert locks are much easier to pick.
50% greater chance of finding special treasure.
Pick starts close to the lock opening position.
Lockpicks never break.
Master locks are much easier to pick.
Pickpocket
Pickpocketing is 20% easier. Item weight and value reduce pickpocketing odds.
Pickpocketing is 25% easier when the target is asleep.
Carrying capacity is increased by 100 (50 if Survival Mode is enabled).
Silently harm enemies by placing poisons in their pockets.
Pickpocketing gold is 50% easier.
Pickpocketing keys almost always works.
Can pickpocket equipped weapons.
Can pickpocket equipped items.
Speech
Buying and selling prices are 10% better.
10% better prices with the opposite sex.
Can bribe guards to ignore crimes.
Can sell any type of item to any kind of merchant.
Persuasion attempts are 30% easier.
Can invest 500 gold with a shopkeeper to increase his available gold permanently.
Intimidation is twice as successful.
Can barter stolen goods with any merchant you have invested in.
Every merchant in the world gains 1000 gold for bartering.
Alchemy
Potions and poisons you make are 20% stronger.
Potions you mix that restore Health, Magicka or Stamina are 25% more powerful.
Poisons you mix are 25% more effective.
Potions you mix with beneficial effects have an additional 25% greater magnitude.
Eating an ingredient reveals first two effects.
Poisons applied to weapons last for twice as many hits.
Two ingredients are gathered from harvestable ingredient sources.
50% resistance to all poisons.
All negative effects are removed from created potions, and all positive effects are removed from created poisons.
Illusion
Cast Novice level Illusion spells for half Magicka.
Dual casting an Illusion spell overcharges the effects into an even more powerful version.
Illusion spells now work on higher level animals.
Cast Apprentice level Illusion spells for half Magicka.
Calm spells now work on higher level opponents. Cumulative with Kindred Mage and Animage.
All Illusion spells work on higher level people.
Cast Adept level Illusion spells for half Magicka.
Fear spells work on higher level opponents. Cumulative with Kindred Mage and Animage.
Frenzy spells work on higher level opponents. Cumulative with Kindred Mage and Animage.
Cast Expert level Illusion spells for half Magicka.
All spells you cast from any school of magic are silent to others.
Illusion spells work on undead, Daedra, and automatons.
Cast Master level Illusion spells for half Magicka.
Conjuration
Cast Novice level Conjuration spells for half Magicka.
Dual casting a Conjuration spell overcharges the spell, allowing it to last longer.
Bound weapons do more damage.
Cast Apprentice level Conjuration spells for half Magicka.
Can summon atronachs or raise undead twice as far away.
Cast Adept level Conjuration spells for half Magicka.
Bound weapons cast Soul Trap on targets.
Greater duration for reanimated or summoned undead.
Double duration for conjured Atronachs.
Cast Expert level Conjuration spells for half Magicka.
Bound weapons will banish summoned creatures and turn raised ones.
Reanimated undead have 100 points more Health.
Conjured Atronachs are 50% more powerful.
You can have two atronachs or reanimated zombies.
Cast Master level Conjuration spells for half Magicka.
Destruction
Cast Novice level Destruction spells for half Magicka.
Dual casting a Destruction spell overcharges the effects into an even more powerful version.
Cast Apprentice level Destruction spells for half Magicka.
Most destruction spells will stagger an opponent when dual cast.
Fire spells do 25% more damage.
Frost spells do 25% more damage.
Shock spells do 25% more damage.
Can place runes five times farther away.
Cast Adept level Destruction spells for half Magicka.
Fire damage causes targets to flee if their Health is low.
Frost damage paralyzes targets if their Health is low.
Cast Expert level Destruction spells for half Magicka.
Shock damage disintegrates targets if their Health is low.
Cast Master level Destruction spells for half Magicka.
Restoration
Cast Novice level Restoration spells for half Magicka.
Dual casting a Restoration spell overcharges the effects into an even more powerful version.
Cast Apprentice level Restoration spells for half Magicka.
Healing spells cure 50% more.
Magicka regenerates 25% faster.
Healing spells also restore Stamina.
Once a day, heals 250 points automatically if you fall below 10% Health.
Cast Adept level Restoration spells for half Magicka.
Wards recharge your Magicka when hit with spells.
All spells are more effective against undead.
Cast Expert level Restoration spells for half Magicka.
Cast Master level Restoration spells for half Magicka.
Alteration
Cast Novice level Alteration spells for half Magicka.
Dual casting an Alteration spell overcharges the effects into an even more powerful version.
Cast Apprentice level Alteration spells for half Magicka.
Protection spells like Stoneflesh are twice as strong if not wearing armor.
Blocks 10% of a spell's effects.
Cast Adept level Alteration spells for half Magicka.
Cast Expert level Alteration spells for half Magicka.
Alteration spells have greater duration.
Absorb 30% of the Magicka of any spells that hit you.
Cast Master level Alteration spells for half Magicka.
Enchanting
New enchantments are 20% stronger.
Soul gems provide extra Magicka for recharging.
Fire enchantments on weapons and armor are 25% stronger.
Skill enchantments on armor are 25% stronger.
Frost enchantments on weapons and armor are 25% stronger.
Health, Magicka, and Stamina enchantments on armor are 25% stronger.
Shock enchantments on weapons and armor are 25% stronger.
Death blows to creatures, but not people, trap 5% of the victim's soul, recharging the weapon.
Can put two enchantments on the same item.
Vampire Lord
50 point bonus to Health, Magicka, and Stamina as a Vampire Lord.
Blood Magic: Can pull a creature to you from a distance, and do choking damage once it's close.
Night Power: Detect all creatures, even Dwarven automatons.
Blood Magic: Can conjure a gargoyle to fight for you.
Night Powers and Blood Magic cost 33% less.
Killing a person with a power attack bite restores all your Health.
Night Power: Transform into an invulnerable mist, while Health, Magicka, and Stamina regenerate.
Blood Magic: Target is paralyzed.
Night Power: Everything slows down while you move faster.
Melee attacks do 20 points of poison damage.
In combat you are surrounded by a cloud of bats that feed on enemies within melee range.
Werewolf
Do 25% more damage as a werewolf.
100 point bonus to Health and Stamina in beast form.
Feeding heals twice as much Health.
Werewolf Totem of Brotherhood howl calls Ice Wolves.
Werewolf Totem of Brotherhood howl calls werewolves.
Werewolf Howl of Terror affects even higher level creatures.
Able to feed off most dead creatures. Feeding off creatures instead of people only provides half the extended time.
Werewolf Totem of the Hunt howl has extended range, and shows whether the targets are not in combat, searching, or actively in combat.