SKYRIM
Leveling Perks Original by Matope
Skyrim » Skills and leveling
Added: 12/05/2012 - 09:56PM
Updated: 14/05/2012 - 12:23AM

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Uploaded by jaredsh2

Description

Last updated at 0:23, 14 May 2012 Uploaded at 21:56, 12 May 2012

Put simply: Perks level up with you. Rather than constantly dumping perks into the bottom of the tree, most lower level perks will level up with your skills all the way to 100. This keeps the early perks from being overpowered, while freeing up more room to spread some perks around, and often making in more rewarding to reach level 100 of a skill. I made this because I had 5 or so perk mods and still wasn't getting everything I wanted from them. There are some other changes throughout like the ability to place up to five runes at level 100 destruction if you have the rune master perk. Detailed list of all changes below. If I don't mention a perk, I didn't alter it, and if I say something like "up to" that means you reach that ability at very high levels of the applicable skill, typically 100. Reccomended for new and low-level characters. Higher level players will need to use console commands if they wish to regain perk points used up on now useless perks, but the latest update has removed effects of unused perks, making it much easier to import a higher level character without becoming instantly overpowered.

Now available in "Lite." Vanilla perk effects only, automatically grants advanced perks after buying the base perk and reaching the required level.
http://skyrim.nexusmods.com/downloads/file.php?id=16943
http://steamcommunity.com/sharedfiles/filedetails/?id=15390

Archery:
Overdraw - Bows do up to 100% more damage.

Critical Shot - Critical chance = 1/3 your archery skill, critical damage scales

Steady Hand - zooming slows time by up to 75%

Hunter's Discipline - Recover up to 80% of arrows

Block:
Shield Wall - Blocking is up to twice as effective

Quick Reflexes - Removes requirement to be blocking when power-attack starts

Elemental Protection - Reduces elemental damage by up to 70%

Deadly bash - Scales up to 10x bash damage

Heavy Armor:
Juggernaut - Scales up to +100% armor ranking

One-Handed:
Armsman - Attacks do up to 100% more damage

Fighting stance - Power atack stamina reduced by up to 75%

Hack and Slash - Will automatically scale through old ranks when levels are reached

Bonebreaker - Scales to ignore up to 100% of armor

Bladesman- Critical change and damage scale, up to 25% change and 200% damage

Dual Flurry - Scales up to increase speed

Two-Handed:
Barbarian - Attacks do up to 100% more damage

Champion's Stance - Power attacks cost up to 70% less stamina

Limbsplitter- Automatically moves through old ranks after purchasing first perk

Deep Wounds- Up to 25% change of doing up to 200% Critical Damage

Skullcrusher - Warhammers ignore up to 100% of armor

Smithing:
Steel Smithing - name changed to Basic Smithing - Adds Iron and leather items to tempering bonus.

Smithing tree has full wraparound, every perk can be learned after learning the one above or below it.

Bonus of 30% to tempering upon reaching 100 (hidden perk, doesn't need to be bought)

Alteration:
Novice Alteration - Scales cheaper novice spells, up to free

Apprentice Alteration - Scales cheaper apprentice spells, up to free

Mage Armor - Exact effects of previous perks, but automatically scales up when you reach that level.

Magic Resistance -Exact effects of previous perks, but automatically scales up when you reach that level.

Adept Alteration - Starts the same, cost drops to 25% at level 100

Stability - Spells last up to twice as long

Conjuration:
Novice Conjuration -Scales cheaper novice spells, up to free

Apprentice Conjuration - Scales cheaper apprentice spells, up to free

Summoner - Scales up to 4X distance

Necromancy - Now scales up to triple duration

Atromancy - Now scales up to triple duration

Adept Conjuration - Starts the same, cost drops to 25% at level 100

Twin Souls- Now called Kindred Souls, grants up to 4 atronachs/reanimated dead. Becomes accessible at level 80.

Destruction:
Novice Destruction -Scales cheaper novice spells, up to free

Apprentice Destruction - Scales cheaper apprentice spells, up to free

Augmented Flames, Frost, Shock - Scale up to double damage

Rune Master - Place runes up to ten times farther away and place up to 5 runes

Adept Destruction - Starts the same, cost drops to 25% at level 100

Illusion:
Novice Illusion -Scales cheaper novice spells, up to free

Animage - Scales up levels

Apprentice Illusion - Scales cheaper apprentice spells, up to free

Hypnotic Gaze - Scales up levels

Kindred Mage - Scales up levels

Adept Illusion -Starts the same, cost drops to 25% at level 100

Aspect of Terror - Scales up levels

Restoration:
Novice Restoration - Scales cheaper novice spells, up to free

Regeneration- Scales up to double

Apprentice Restoration - Scales cheaper apprentice spells, up to free

Recovery - Magicka regenerates up to twice as fast

Adept Restoration - Starts the same, cost drops to 25% at level 100

Ward Absorb- Scales up to absorb all incoming spells

Enchanting:
Enchanter- Scales up to double enchantment strength

Fire, Frost, Storm Enchanter - New single Elemental Enchanter perk, all of these scale

Extra Effect - Now allows 3 effects

Alchemy:
Alchemist - Potions are up to 100% stronger

Physician - Restorative potions are up to 100% stronger

Poisoner - Poisons are up to 100% stronger

Benefactor - Beneficial potions are up to 100% stronger

Experimenter - Learn up to 4 effects from eating an ingredient

Concentrated Poison - Poisons last for up to 5 hits

Light Armor:
Agile Defender - Scales up to 100% higher armor rating

Lockpicking:
Novice Locks - Novice sweet spot gets progressively bigger

Apprentice Locks - Apprentice sweet spot gets progressively bigger

Adept Locks - Adept sweet spot gets progressively bigger

Pickpocket:
Light Fingers - Up to double pickpocket chance

Sneak:
Stealth - Up to 50% harder to detect while sneaking

Deadly Aim - Sneak attacks with bows do extra damage (scales from 6-12x)

Speech:
Haggling - Scales up to 40% better prices

Master Trader - Merchants now gain 2000 gold

Everything I tested is working, but there's a lot here, so I didn't get to all of it. If you notice any bugs please notify me. Feel free to make suggestions. If I like it and it's possible, I'm willing to keep tweaking.