You've been there. You are deep in the Reach, fighting a Forsworn Briarheart that somehow keeps one-shotting you, and you realize your build is just... bad. Maybe you dumped too many points into Lockpicking because you were tired of breaking picks, or perhaps you realized that Speech is basically useless once you're a millionaire. You open the console, type what you think is the right command, and nothing happens. Or worse, you get a "not found" error. It's frustrating. Understanding Skyrim perk ID codes isn't just about having a list of numbers; it’s about knowing how the game’s engine actually "thinks" about your character's progression.
The Logic Behind the Hexadecimal
Skyrim doesn't see "Armsman." It sees 000babe4. That string of eight characters is the unique identifier that tells the Gamebryo engine—or the Creation Engine, if we're being technical—to toggle a specific flag on your player character.
Most people think you just type player.addperk and the name of the skill. If only it were that simple. You actually need the specific hexadecimal ID. But here is where it gets tricky: many perks have multiple "ranks." If you want to max out Alchemist, you can’t just jump to the fifth rank. Well, you can, but it often bugs out the UI or fails to calculate the bonuses correctly. Bethesda’s logic requires you to add them sequentially. It's a pain.
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Skyrim Perk ID Codes: The Heavy Hitters
If you're looking to fix a broken build or just experiment with a "god mode" run, there are a few IDs you'll find yourself typing more than others.
Let's talk about Archery. The base perk, Overdraw, has five ranks. The first rank is 000babed. If you try to add the fifth rank (0007934d) without the previous four, the game might let you do it, but the damage scaling often breaks because the engine expects a cumulative calculation.
It's the same story with One-Handed. Armsman starts at 000babe4. By the time you get to the top tier, you're looking at 00079349.
The Magic Schools are Different
Magic is a whole other beast. Unlike combat skills where you're just bumping a percentage, magic perks often unlock mechanical functions—like the ability to cast spells for half magicka.
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- Destruction Novice:
000f2ca6 - Restoration Novice:
000f2ca5 - Conjuration Novice:
000f2ca7
Notice a pattern? They are often sequential or grouped in the master files. If you are using mods like Ordinator or Vokrii, these base IDs will be completely different because those mods overwrite the vanilla perk trees. That is the number one reason why people's console commands fail. If you have a perk overhaul installed, the "standard" lists you find online are essentially garbage. You have to use the help "Perk Name" command in-game to find the new ID assigned by the mod's load order.
Why Load Order Ruins Everything
Every mod you install is assigned a two-digit prefix. In a vanilla game, everything starts with 00. That’s why the codes look like 000BABED. But if you have a mod that adds new perks, its ID might start with 05 or 1A.
I’ve seen dozens of players complain that they can't get their perks to work, only to realize they were looking at a list for the 2011 Legendary Edition while playing the Special Edition (SE) or Anniversary Edition (AE) with a heavy mod list.
Pro tip: if you're looking for a specific perk and the ID starts with something other than 00, that means a mod is touching it. Use the help command. Type help "Shield Wall" and it will spit out every ID associated with that string. Scroll up using the Page Up key—because the console window is tiny and old—and look for the line labeled PERK:.
The "Hidden" Perks You Shouldn't Touch
There are perks in Skyrim that aren't on the constellation screen. These are "hidden" perks used for things like NPC behavior, quest scaling, or even the damage you take from falling.
For instance, there’s a perk that gives players a 10% damage boost against the opposite sex (if you took Agent of Dibella). Its ID is 00109033. Then there are the "Vampire" and "Werewolf" perks. These don't show up in your standard menu unless you're in that specific form, but you can still force them onto your character using Skyrim perk ID codes.
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00058867 is the ID for Savage Feeding. Adding this while in human form? It might work. It might also crash your save game the next time you transform. This is the danger of messing with the "internal" logic of the game. Skyrim is held together by digital duct tape and prayer; don't pull on the strings too hard.
How to Properly Remove a Perk
Sometimes you don't want to add; you want to take away. Maybe you realized that Reflect Blows in the Heavy Armor tree is actually kind of annoying because it triggers a sound effect every five seconds.
The command is player.removeperk [ID].
But here is the catch: removing a perk doesn't give you the perk point back. It just deletes the ability. If you want to truly "respec" your character before reaching the end of the Dragonborn DLC (which provides a formal way to do this), you have to remove the perk and then use player.setlevel or player.additem 0000000f to... well, no, that’s gold. There isn’t actually a direct "add perk point" command. You have to level up a skill or use a mod like Ish's Respec Potions.
The Common Syntax Failures
"Why isn't it working?"
I get this question a lot. Usually, it's one of three things:
- Zeros: You don't actually need the leading zeros.
player.addperk 000babedis the same asplayer.addperk babed. The game fills in the blanks. - Targeting: If you just type
addperk, nothing happens because the game doesn't know who you're talking to. You have to specifyplayer.or click on yourself while the console is open so your ID (00000014) appears at the top of the screen. - Typos: Hexadecimal uses letters A through F. There is no such thing as a "G" in a perk ID. If you see one, the source you're looking at is wrong.
Breaking the 100 Skill Cap
You've got all the perks. You're a literal god. Now what?
Using console commands to max out your perks effectively ends the "game" part of the game. Skyrim's fun comes from the struggle—the moment when you finally get Impact in the Destruction tree and can actually stagger a Dragon Priest. When you skip that progression using Skyrim perk ID codes, you're basically turning the game into a walking simulator.
If you are going to do it, do it for the right reasons. Fix a bugged quest. Test a build idea for a YouTube video. Don't do it on your first playthrough. You'll ruin the magic of the climb.
Actionable Steps for Using Perk IDs
If you're ready to dive in and modify your character, follow this exact workflow to avoid corrupting your 200-hour save file:
- Hard Save First: Do not rely on an autosave. Make a manual save and name it something like "BEFORE_PERK_TRICKS."
- Identify the Source: Determine if you are using vanilla Skyrim or a mod like Ordinator.
- Use the Help Command: Instead of alt-tabbing to a website, stay in the game. Type
help "Perk Name"(use quotes if the name has a space). - Verify the Rank: If the perk has multiple levels (like Juggernaut 1/5), ensure you are adding the IDs in the correct order.
- Test the Effect: After adding a perk, check your "Active Effects" menu or your skill tree. If the icon isn't lit up, it didn't work.
- Check for Conflicts: If you add a perk and your game starts stuttering, remove it immediately. Some perks have scripts attached that don't like being forced via console.
By sticking to these steps, you can treat the console like a precision tool rather than a sledgehammer. Skyrim is your playground, but even playgrounds have rules that keep the equipment from breaking.