All characters start the game with two Traits
Traits are typically a combination of a positive and negative effect
A third Trait may be acquired after drinking the potion given to the player after the Tsun fight in Sovngarde
When at less than 20% health, move 20% faster and regenerate 1 stamina per second, however you deal 30% less damage while under 20% health.
Mudcrabs and slaughterfish become friendly. Fishing yields more valuable results. Fishing rods deal double damage and have a chance to summon a mudcrab to your side. The mudcrab becomes stronger if the player has fish or insects in their inventory. Fishing rods can be enchanted. Player takes 10% more shock damage.
Start the game with +100 Health, Stamina, and Magicka. Lose 40 Health, Magicka, and Stamina for each piece of clothing equipped (to a max of -160). Also gain 1 point of Health, Stamina, and Magicka per level for each piece of missing clothing/armor
Attacks while crouched do 20% more damage and pickpocketing is easier, attacks while standing do 20% less and cannot wear a divine amulet
Deal 20% more damage to undead, Daedra, and werewolves. Deal 10% less damage to everything else
When walking or standing still, you gain 200 armor rating and reflect 10% physical damage. You drain 1 additional stamina per second while sprinting and 0.25 when running
Deal 20% more damage to playable races. Do 10% less damage to everything else
Dwemer weapons and armor are 33% stonger. Cannot receive blessings
Bows and crossbows deal 20% more damage but draw/reload 40% slower
You can shout 10% more often, at 20% reduced effectiveness
Spriggans become friendly. Druidic spells cost reduced by 30%. Can craft Lifebloom Essence from Taproot and Spriggan Sap for powerful regeneration. Tkae 25% more damage from fire and axes
Fire spells are more powerful in sunny weather but weaker in rain.
Shock spells are more powerful during rain but weaker in snow
Frost spells are more powerful in snowy weather but weaker under sunny weather
Bows draw 40% faster and crossbows reload 40% faster. Bows and crossbows do 30% less damage
While at less than 20% health, you regenerate 5 magicka per second and absorb 10% of incoming spells. You take 10% more damage when below this threshold
Gain 50% chance to critical hit. Overall weapon damage reduced by 40%. When you land a critical hit, your attacks do 10% more damage for 30 seconds (stackable up to 5 times).
Gain 10% magic resistance and damage with blunt weapons. Cannot read skill books or use scrolls and staves.
Food benefits are 25% stronger. Potions only have 50% efficiency.
When not wearing any clothes, sneak attacks deal 2.5 times more damage and can sneak 25% better. Eating raw fish triggers a powerful healing effect that lasts 10 minutes. Armor provides no protection, cooked food offers no benefits, and weapons with a weight above 10 will deal no damage.
Deal 20% less damage with weapons and Destruction spells. While wearing an amulet of the divines, beneficial spells and potions last 20% longer and you take 20% less damage.
Increases carry weight by 200, but selling prices are 50% worse.
You may choose one of Skyrim's homes to own. Each week you must make a mortgage payment based on the home's value
When facing 3 or fewer enemies, deal 15% more damage with weapons and Destruction. Against 4 or more, deal 10% less damage.
Novice, Apprentice, and Adept spells are 20% stronger or longer lasting. Expert and Master are 20% weaker or shorter.
Gain 1 additional summon or undead thrall. Duration of summons and resurrecting spells is reduced by 33%
When not wearing boots/shoes, movement is muffled, you move 5% faster, and suffer no fall damage. When wearing boots/shoes you move 10% slower.
Regenerate 5 stamina per second while sprinting. You do not gain any stamina while running or standing still.
Cannot use Standing Stones. Begin the game with 3 additional perk points and a permanent +5 boost to all skills.
-50 speech. Cannot regenerate health, magicka, or stamina while outdoors. Eating skeever meat gives you a 20% speed boost, and restores 10 health, magicka, and stamina per second for 180 seconds.
Weapons, armor, and magical staves made or iron, wood, steel, fur, or hide are 15% stronger. Otherwise they are 10% weaker
When your arms are lowered (sheathed) you restore 2 magicka and stamina per second. Raising hands (unsheathing) will have the opposite effect. Atronach users do not gain any benefits.
When at less than 20% health, you deal 20% more damage and take 20% less damage. Move 30% slower when below this threshold
Reading skill books grants an extra skill point and trainers cost 50% less, however every 5 levels you don't gain a perk point.
Weapon and armor enchantments are 10% stronger and use 10% less charge. Armor rating and weapon damage is reduced by 10%
In water, you swim 30% faster, can breathe underwater and regenerate 1 health, stamina, and magicka per second. On land you suffer 25% less health, stamina, and magicka regeneration
Spells are 15% stronger and +30 unarmed damage when not wearing gloves/gauntlets. Suffer the opposite effect when wearing gloves/gauntlets
Hostile shouts are 30% less effective, but non-hostile shouts have a 20% chance to reset the shout cooldown.
Potions and poisons you craft are 20% more effective, and consuming raw ingredients grants double the effect. You can only benefit from 4 active potion effects at a time.
Skooma and alcohol benefits last 2x as long and you can craft skooma at a cooking pot. When not under the ffects of alcohol or skooma, you have a 25% chance to get staggered when hit.
You begin your journey with a treasured artifact. Artifact comes with a hidden debt. Cannot fast travel until debt is paid
You deal 15% more damage with spears, javelins, pikes and halberds. Gain a unique pike. Take 50% more damage when hit from behind
Your wands are 30% more effective when wearing a wizard hat. When not wearing a wizard hat, all spells are 10% less powerful or last 10% less.
Your touch and cloak spells are 20% stronger. All other spell types are 10% weaker or last 10% less
For each unspent dragon soul, gain 10 health, magicka and stamina. Cannot become a werewolf or vampire.
Persuasion checks almost always suceed, and pacifying spells are 20% stronger. Intimidation attempts are half as likely to succeed, and frenzy spells are 20% weaker
Intimidation checks almost always suceed, and frenzy spells are 20% stronger. Persuasion attempts are half as likely to succeed, and pacifying spells are 20% weaker
You can choose one gender. You deal 20% more physical damage to that gender, but take 20% more damage from the other.
Unarmed atacks deal +10 unresistable disease damage to targets without disease immunity
After playing an instrument at an inn, your sonic spells become 20% more powerful. Makes hiring followers more expensive and weakens physical attacks by 15%
Shield bashes deal 20% more damage and cost 20% less stamina. You move slower while blocking
Arrows and bolts deal 15% less damage, but have a 20% chance to push targets away. Strength of pushback scales with Marksman skill.
At will, you can consume a dragon soul to amplify shout magnitude by 50% for 1 hour
You take 50% more physical damage and have 100% weakness to Poison. You start with 50 health and gain 5 additional health per level.
Sun spells are 15% more powerful. Take 25% more frost damage, doubling to 50% at night.
Power attacks with quarterstaves will force the enemy to drop their weapon to the ground if you are not wearing any armor. Also receive a unique battlestaff.
Bound weapons deal 15% more damage. Take 25% more damage from undead.
Pick a resistance (fire, frost, shock, poison or magic). You and enemies within 200 feet have this resistance reduced by 25%
Your undead summons and raised dead last 200% longer. Your magicka is reduced to 0 when a friendly summon is active
For every 3 books read, gain 1 point of Magicka. Start with 100 less Magicka