Skyrim

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Shtaan

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kjtest21

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About this mod

I reworked all of the perk trees.

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Readme: V. 1.0
After a year of playing Skyrim, I began to be disgusted with the way the perks acted, so I changed them! This mod aims to revamp the perk system in the game. Making perks for viable for use, or more powerful and more worthwhile to take.
I have reworked every single perk tree, not necessarily every single perk. All my changes are listed below. I have separated each perk tree into separate ESP’s. To allow the user to pick and choose which perk tree’s they want to change. I highly recommend starting a new game, to enjoy the full benefits of this mod.
If anyone has any suggestions on how to make perks better or additional perks, whatever comments or concerns, I would LOVE to know. I know some of these trees are lacking, but that’s because I haven’t been able to think up of anything. So, any ideas would be greatly appreciated.
Bugs:
I am fairly confident that there are bugs somewhere in this mod; I need to know about it ?
Works in Progress:
I am going to rework the standing stone perks, as they are pretty useless at this point, and I will make them better.
I want to change the way skills WORK, not just what they do, which may take some time.
Change Log:
251 Perks Before
197 After


COMBAT
Archery: 16 Perks Before 12 After
Overdraw (3 ranks) Bows do One-Third more damage per rank. Rank 1: Level 0. Rank 2: Level 35 Rank 3: Level 60
Critical Shot (2 Ranks) 15% chance to do a critical hit per rank. At Rank two, critical hit does 4 times normal damage. Rank one at Level 30. Rank two at Level 50
Ranger’s Disciplines – Recover all arrows from dead bodies. Able to move faster with a drawn bow. Requires level 50
Eagle Eye – Pressing block while aiming will zoom your view. Requires level 35. (Reduced stamina drain, and increased zoom power.)
Steady Hand – Zooming in with a bow slows time by 50%. Requires level 45
Quick Shot – Can draw a bow 30% faster. Requires level 50
Armor Penetration – Arrows shot will ignore 35% of armor. Requires Level 65
Silent Death – When using a bow, sneak attacks are 3 times more effective. (These effects stack!) (Requires level 70)
Base Sneak attack: 2x
With just Silent death: 6x
With Deadly Aim and Silent Death: 9x
With Sneak attack from my sneak attack tree: 12x
Master Archer – Increases Bow damage by an additional 20%. Can draw your bow an additional 15% faster. Gives a 10% chance for your attacks to instantly kill your enemy. Increases critical damage by 2 times. Requires Level 100.

Heavy Armor: 12 Perks Before, 10 After
Juggernaut (3 Ranks) – Increases armor rating for Heavy armor by one third per rank. Rank 1: Level 0. Rank 2: Level 35 Rank 3: Level 60
Well fitted – 30% armor bonus if wearing all heavy armor. Requires level 30.
Matching Set – 30% armor bonus if wearing a matching set of heavy armor. Requires Level 60.
Shielded suit - +150 Armor rating if a heavy armor shield is equipped. Requires Level 40
Conditioning –Unarmed attacks now do the gloves armor Rating in extra damage. Heavy armor weighs nothing and will not slow you down when running. Requires level 30
Advanced Conditioning - Has a 50% chance to nullify all damage from falling when wearing all heavy armor. Heavy armor will increase your movement speed by a small amount. Requires Level 50
Masterful Conditioning – Heavy armor will increase your movement by a larger amount. Increases armor rating by 350 if wearing all heavy armor. And by an additional 150 if equipped with a shield. Requires Level 75.
Invincible – While wearing all heavy armor, gives a 20% chance to reflect melee damage back to the enemy. While wearing all heavy armor, health is increased by 200 points and an additional 50 when a heavy shield is used. Also, Stamina Regeneration is increased by 10%. Requires level 100.

Block: 13 Perks Before 10 After
Shield Wall (3 Ranks) – Blocking is One-Third more effective per rank. Rank 1: Level 0. Rank 2: Level 35 Rank 3: Level 60
Power Bash – Able to do a power bash. Increases Bash damage by five times. Requires Level 35.
Shield Tower – When equipped with a shield type matching your armor type, armor rating is increased by 20 Points for every matching piece. Requires level 45.
Disarming Bash – Chance to disarm an opponent when power bashing. Requires level 60.
Quick Reflexes – Time slows down if you are blocking during an Enemies power attack. Requires level 30.
Aegis of Protection – Arrows that hit the shield do no damage. Blocking with a shield reduces incoming magic damage by 50%. Requires level 50
Block Charger – Able to move faster with a shield raised. Sprinting with a shield raised knocks down most targets. Requires level 70
Master Blocker – 15% chance to reflect melee damage while blocking. Gives 20% more effectiveness with shields. Requires Level 100.

Two-Handed: 19 Perks Before 11 After
Barbarian(3 Ranks) – Two-Handed weapons do one-third more damage per rank. Rank 1: Level 0. Rank 2: Level 35 Rank 3: Level 60
Champion’s Stance – Power attacks with two-handed weapons cost 25% less stamina, and does 25% more damage. Requires level 25.
Limbsplitter– Attacks with battle axes cause extra bleeding damage. Has a 10% chance to do a critical hit that does 2 times regular damage. Requires level 35
Deep Wounds– Attacks with great swords have a 15% chance of doing a critical strike that does 2.5 times regular damage. Ignores 10% armor. Requires level 35
Skull Crusher – Attacks with war hammers ignore 50% armor. Also causes extra bleeding damage. Requires level 35.
Two-Handed Blocking – Increases block effectiveness with two-handed weapons by 45%. Requires level 50.
Devastating Power– Standing power attacks do 30% bonus damage, with a chance to decapitate your enemies. Can do a sprinting power attack that does double critical damage. Requires level 50.
Sweep – Sideways power attacks with two-handed weapons hits all targets in front of you, with 30% more damage. Requires level 65.
Warmaster – Two-Handed power attacks do 25% more damage. Increases critical chance by 20%, and critical hit damage by 50%. All two-handed attacks ignore 15% armor, and do 15% more damage. Requires level 100.

One-Handed: 21 Perks Before 13 After
Armsman (3 Ranks) – One-handed weapons do one-third more damage per rank. Rank 1: Level 0. Rank 2: Level 35 Rank 3: Level 60
Dual Defense – While dual wielding, armor rating is increased based on skill level. Requires level 30.
Dual Flurry – Dual wielding attacks are 20% faster and stronger. Requires Level 40.
Dual Savagery – Dual wielding power attacks do double damage. Requires Level 60.
Fighting Stance - Power attacks with one-handed weapons cost 25% less stamina, and does 25% more damage. Requires level 25.
Bone Breaker- Attacks with Maces ignore 50% armor. Also causes extra bleeding damage. Requires level 35.
Bladesman- Attacks with swords have a 15% chance of doing a critical strike that does 2.5 times regular damage. Requires level 35.
Hack and Slash - Attacks with war axes cause extra bleeding damage. Has a 10% chance to do a critical hit that does 2 times regular damage. Requires level 35.
Sword and Shield – While using a one handed weapon and a shield, damage is increased based on the block skill. And block effectiveness is increased based on the one-handed skill. Requires level 40. (5% per 25 levels of block, up to 20% more damage, 10% per 25 levels of one handed, up to 40% more block effectiveness.)
Savage Power – Standing power attacks do 35% more damage with a chance to decapitate your enemies. Can do a one-handed power attack while sprinting that does double critical damage. Requires level 70.
Battle Lord – All One-Handed power attacks do 25% more damage. All attacks ignore 15% armor. Increases critical hit chance by 20% and critical hit damage by 50%. Requires level 100.

Smithing: 10 Perks Before 9 After
Steel Smithing (2 Ranks) - Rank one is unchanged. Rank two replaces Advanced Armors, adding the ability to forge plate and scale armor and increases all smithing improvements by 5%. Rank 1: Level 0 Rank 2: Level 40
Elvish Smithing (2 Rank) - Adds the ability to forge Light Elven armor, and heavy Dwarven armor, and the ability to improve them twice as much. Rank two adds the ability to forge Orsimer armor (Orcish) Rank 1: Level 30 Rank 2: Level 50
Arcane Blacksmith (2 Rank) - Rank one allows for magical equipment to be improved. Rank two increases all smithing improvements by an additional 10%. Effects Stack. Rank 1: Level 30 Rank 2: Level 50
Advanced Armor Smithing - Changed to add Glass forging and Ebony Forging, along with the ability to improve them both twice as much. Requires level 60
Daedric Smithing – Can create Daedric armor and weapons at forges and improve them twice as much Requires level 80
Master Armor Forging (1 Ranks) – Allows Dragonbone and Scale armor to be crafted and improved. Adds an additional 15% to all smithing improvements, unto a total of 25%. Requires Level 100.

STEALTH
Light Armor: 10 Perks Before 10 After
Agile Defender (3 Ranks) Increases armor rating for Light armor by one third per rank. Rank 1: Level 0. Rank 2: Level 35 Rank 3: Level 60
Ghost Walker – When Wearing all Light Armor, sneaking movement speed is increased by 20%. Requires level 35
Custom Fit – 30% Armor bonus if wearing all Light Armor. Requires level 35
Matching Set - 30% Armor bonus if wearing a full set of Light Armor. Requires level 50
Advanced Conditioning – Light Armor weighs nothing and doesn’t slow you down. Increases stamina regen by 30%. Requires level 70
Layered Armor – While wearing all Light armor, all incoming damage is reduced by 5%. Requires level 50.
Shield and Hide – While using a Light Armor shield, armor rating is increased by 75 points. Requires level 50
Masterful Agility – Increases all movement speed while wearing all light armor. Increases armor rating by 15% while wearing all Light Armor. Gives 15% chance to avoid all damage while wearing all Light Armor. Requires level 100.

Sneak: 13 Perks Before, 10 After
Stealth (3 Ranks) – You are 17% harder to detect per rank. Rank 1: Level 0. Rank 2: Level 35 Rank 3: Level 60
Silenced Movements – Walking and Running do not affect detection, Noise from Light Armor is reduced by 100%, and noise from Heavy armor is reduced by 50%. Requires Level 50.
Light Foot – You won’t trigger pressure plates. Requires Level 40.
Silent Roll – Sprinting will sneaking will execute a silent roll. Requires Level 60.
Sneak Attack – Sneak attacks with one-handed weapons now do six times damage, sneak attacks with bows now do four times damage. Requires level 40.
Assassins Boon - Sneak attacks with Daggers now do 18 Times Damage. Requires level 60.
Sneak in Motion – Increases movement speed while sneaking by 35%. Requires Level 70.
Master Shadow Warrior – Crouching stops combat for a moment and forces distant opponents to search for a target. Increases Stealth effectiveness by an additional 20%. Doubles Sneak attack damage for Bows, One-handed weapons, and Two-handed weapons. Adds a 1.5x Multiplier to Dagger Sneak attack damage. Requires level 100.

Lockpicking: 11 Perks Before, 7 Perks After.
Novice Locks – Novice locks are much easier to unlock, all other locks are somewhat easier to unlock as well. Requires level 0.
Apprentice Locks – Apprentice locks are much easier to unlock, all other locks are somewhat easier to unlock as well. Requires level 25.
Adept Locks – Adept locks are much easier to unlock, all other locks are somewhat easier to unlock as well. Requires level 50.
Expert Locks – Expert locks are much easier to unlock, all other locks are somewhat easier to unlock as well. Requires level 75.
Master Locksmith – All Locks are significantly easier to unlock. Lock picks Never Break. Picks start closer to the lock opening position. Requires level 100.
Quick Hands – Able to pick locks without being noticed. Requires level 40
Treasure Hunter - 50% greater chance of finding special treasure. Finds more gold in chests. Requires level 60.

Pickpocketing: 12 Perks Before 7 After
Light Fingers (3 Ranks) - Pickpocketing bonus of one third-per rank. Item weight and value reduce pickpocketing odds. Rank 1: Level 0. Rank 2: Level 35 Rank 3: Level 60
Poisoned – Silently harm enemies by placing poisons in their pockets. Requires Level 35.
Extra Pockets – Carrying capacity increased by 150. Requires level 30
Valuable Thief – Pickpocketing gold and keys almost always works. Requires level 50
Master Thief – Increases pickpocketing odds by an additional 50%. Can pickpocket equipped weapons. Requires Level 100

Speech: 13 Perks Before, 9 After
Speechcraft (3 Ranks) – Increases Buying and selling prices by 16.6% per rank, up to 50%. Also increases persuasion and intimidation chances by 10% per rank, up to 30% more effective. At Rank 2, Allows Bribing of guards. Rank 1: Level 0. Rank 2: Level 35 Rank 3: Level 60
Advanced Salesmen – Can sell any type of item, stolen or not, to any merchant. Requires Level 50.
Investor – Can invest 500 gold with a shopkeeper to increase his available gold by 500 permanently. Requires level 60.
Master Trader – Every Merchant in the world gains 1000 extra gold for bartering. Requires Level 75.
Quick Shouts (2 Ranks) – Decreases the amount of time between shouts by 15% per rank. Rank 1: Level 25. Rank 2 Levels 45.
Masterful Speechcraft – Improves Buying and selling prices by 15%. Reduces the amount of time between shouts by an additional 10%.

Alchemy: 15 perks before, 13 After.
Alchemist (3 ranks) – Lowered to 3 ranks instead of 5. Increments increased to 33% each rank, up to twice as effective. Rank 1: Level 0. Rank 2: Level 35 Rank 3: Level 60
Physician (2 Ranks) - Rank one Increases benefits from Health, Magicka, and Stamina potions by 25%. Rank two increases benefits of these potions by 40%. Rank 1: Level 20. Rank 2: Level 40.
Benefactor (1 Rank) – Changed benefit to potions with beneficial effects from 25% to 30%. Requires level 40
Experimenter (2 Ranks) - Rank one reveals one additional effects; Rank two reveals all four effects. Rank 1: Level 40. Rank 2: level 60.
Snakeblood - Removed
Poisoner (2 Ranks) - Same as Physician, just with poisons. Rank 1: Level 20 Rank 2: Level 40.
Concentrated Poison (2 Ranks) - Rank one lasts for twice as many hits, rank two lasts for three times as many hits. Rank one at level 50, rank two at level 60.
Green Thumb – Two ingredients are gathered from plants. Requires level 70
Perfect Alchemist – Replaces Purity. Removes beneficial effects from poisons, and Harmful effects from potions. All potions made are doubled. Like the Crimson nirnroot effect, just guaranteed. Requires level 100
Sinderion's Serendipity – Changed to increase all alchemy effectiveness by 15%. Otherwise, the effects of the perks will overlap, and create the tendency to create 4 potions, instead of two, ruining balance.

MAGIC
Illusion: 13 Perks before, 10 after.
Novice Illusion – Cast Novice level Illusion spells for half Magicka. Novice level spells last 50% longer, and are 50% more effective. Requires level 0.
Apprentice Illusion – Cast Apprentice level Illusion spells for half Magicka. Apprentice level spells last 50% longer, and are 50% more effective. Requires level 25.
Adept Illusion – Cast Adept level Illusion spells for half Magicka. Adept level spells last 50% longer, and are 50% more effective. Requires level 50.
Expert Illusion – Cast Expert level Illusion spells for half Magicka. Expert level spells last 50% longer, and are 50% more effective. Requires level 75.
Master Illusion – Cast Master level Illusion spells for half Magicka. All illusion spells last 50% longer, and are 50% more effective. Illusion spells work on undead, Daedra and automatons. Requires level 100.
Illusion Dual Casting – Dual Casting an Illusion spell overcharges the effects into an even more powerful version. Requires level 25.
Quiet Casting – All spells you cast from any school of magic are silent to others. Requires Level 30.
Kindred Mage – All illusion spells work on higher level humans and animals. Require level 40.
Master of Emotion (2 Ranks) – Rank One: Calm, Fear, and Frenzy spells work on higher level opponents. Rank Two: Calm, Fear, and Frenzy spells work on all targets. Rank one: Level 40. Rank Two: Level 60.

Conjuration: 16 Perks before 11 after.
Novice Conjuration – Cast Novice level Conjuration spells for half magicka. Novice level spells last 50% Longer. Requires level 0.
Apprentice Conjuration – Cast Apprentice level Conjuration spells for half magicka. Apprentice level spells last 50% Longer. Requires level 25.
Adept Conjuration – Cast Adept level Conjuration spells for half magicka. Adept level spells last 50% Longer. Requires level 50.
Expert Conjuration – Cast Expert level Conjuration spells for half magicka. Expert level spells last 50% Longer. Requires level 75.
Master Conjuration – Cast Master level Conjuration spells for half magicka. All conjuration spells last 50% Longer. Requires level 100.
Conjuration Dual Casting – Dual Casting a Conjuration spell overcharges the effects into an even more powerful. Requires Level 25.
Summoner – Can raise atronachs or raise undead three times as far away. Requires level 50
Elemental Potency – Conjured atronachs are 50% more powerful. Requires level 60.
Dark Souls – Reanimated undead have 200 points more health. Requires level 60.
Multi Souls(2 Ranks) – Rank One. You can have two atronachs or reanimated zombies. Rank Two. Can have three atronachs or reanimated zombies. Rank One: Level 80. Rank Two: Level 100.
Mystic Master – Bound weapons do twice as much damage, cast Soul traps on targets, and banishes Daedra and turns undead. Requires Level 50.

Destruction: 17 Perks before 14 Perks After
Novice Destruction – Cast Novice level Destruction Spells for half magicka. Novice level spells deal 50% more damage. Requires level 0.
Apprentice Destruction – Cast Apprentice level Destruction Spells for half magicka. Apprentice level spells deal 50% more damage. Requires level 25.
Adept Destruction – Cast Adept level Destruction Spells for half magicka. Adept level spells deal 50% more damage. Requires level 50.
Expert Destruction – Cast Expert level Destruction Spells for half magicka. Expert level spells deal 50% more damage. Requires level 75.
Master Destruction – Cast Master level Destruction Spells for half magicka. All destruction spells deal 50% more damage. (This effect does stack) All destruction spells are twice as fast to cast. Requires level 100.
Intense Flames (2 Ranks) – Rank 1. Fire spells do 25% more damage. Rank 2. Fire spells deal 50% more damage and causes targets to flee if their health is low. Rank 1: Level 30. Rank 2: Level 50.
Deep Freeze (2 Ranks) – Rank 1. Frost spells do 25% more damage. Rank 2. Frost spells deal 50% more damage and Paralyzes targets if their health is low. Rank 1: Level 30. Rank 2: Level 50.
Disintegrate (2 Ranks) – Rank 1. Shock spells do 25% more damage. Rank 2. Shock spells deal 50% more damage and disintegrates targets if their health is low. Rank 1: Level 30. Rank 2: Level 50.
Destruction Dual Casting – Dual casting a destruction spell overcharges the effect, staggering opponents. Requires level 25.
Rune Master – Can place runes five times farther away. Runes deal twice as much damage, and cost half as much magicka. (Effects stack) Requires Level 40.
Sneaking Destruction – Destruction spells cast while undetected, cause twice as much damage. Requires level 50
Restoration: 13 perks before, 11 After.
Novice Restoration – Cast Novice Level restoration spells for half magicka. Novice level spells are 50% more effective. Requires level 0.
Apprentice Restoration – Cast Apprentice Level restoration spells for half magicka. Apprentice level spells are 50% more effective. Requires level 25.
Adept Restoration – Cast Adept Level restoration spells for half magicka. Adept level spells are 50% more effective. Requires level 50.
Expert Restoration – Cast Expert Level restoration spells for half magicka. Expert level spells are 50% more effective. Requires level 75.
Master Restoration – Cast Master Level restoration spells for half magicka. All restoration spells are 50% more effective. Requires level 100.
Restoration Dual Casting – Dual casting a Restoration spell overcharges the effects into an even more powerful version. Requires level 25.
Recovery – Magicka regenerates 50% faster. Requires level 45.
Avoid Death – Once a day, heals 100% health automatically if you fall below 15% Health. Requires Level 80.
Ward Absorb – Ward spells are 50% more effective and recharge magicka when hit with spells. Requires level 50.
Necromage – All spells are more effective against the undead. Requires level 50.
Respite – Healing spells cure 75% more health, and restores stamina. Requires Level 35.

Alteration: 14 perks before, 10 after.
Novice Alteration – Cast Novice level alteration spells for half magicka. Novice level spells last 50% longer. Requires level 0.
Apprentice Alteration - Cast Apprentice level alteration spells for half magicka. Apprentice level spells last 50% longer. Requires level 25.
Adept Alteration - Cast Adept level alteration spells for half magicka. Adept level spells last 50% longer. Requires level 50.
Expert Alteration - Cast Expert level alteration spells for half magicka. Expert level spells last 50% longer. Requires level 75.
Master Alteration - Cast Master level alteration spells for half magicka. All alteration spells last 50% longer. Block an additional 15% of spells effects. Requires level 100.
Alteration Dual Casting – Dual Casting an Alteration spell overcharges the effects into an even more powerful version. Requires level 25.
Magical Armor (2 Ranks) – Rank One, Protection spells are 2x as Strong if not wearing armor. Rank two, Protection spells are 2.5x as strong even while wearing armor. Rank one: Level 35. Rank two: Level 50.
Stability - Removed
Magical Resistance – Blocks 20% of spells effects. Requires Level 60.
Atronach – Absorbs 30% of the magicka of any spells that hit you. Requires Level 80.

Enchanting: 13 perks before, 10 perks after.
Enchanter (3 Ranks) - Lowered to 3 ranks instead of 5. Increments increased to 33% each rank, up to twice as effective. Rank 1: Level 0. Rank 2: Level 35 Rank 3: Level 60
Fire Enchanter - Removed
Frost Enchanter - Removed
Storm Enchanter - Removed
Insightful Enchanter - Removed
Corpus Enchanter - Removed
Soul Squeezer (1 Rank) – Soul gems provide extra magicka for recharging. Level Required: 25. (This effect has been doubled)
Soul Siphon (1 Rank) – Death blows to creatures, but not people, trap 12.5% of the victims soul, Level Required: 45.
Armor Enchanter (2 Ranks) - Increases Potency of all armor enchantments by 25% (Rank one) and 45% (Rank two). Rank 1: Level 40 Rank 2: Level 70.
Weapon Enchanter (2 Ranks) - Increases Potency of all weapon enchantments by 25% (Rank one) and 45% (Rank two). Rank 1: Level 40 Rank 2: Level 70.
Master Enchanter (1 Ranks) – Allows three enchantments to be added to a single item. Increases Soul Gem effectiveness by an additional ten percent. Increases all enchantments power by an additional 5%.