Skyrim

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Kemott11

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kemott11

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About this mod

This is a mod I created to balance my own game and decided to release. It rebuilds every perk tree based on SPERG and Ordinator.

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This is a mod I created to balance my own game and decided to release. It rebuilds every perk tree based on SPERG and Ordinator.

I like both the features added by SPERG(the ones in it's MCM and automated perks) and new perks added by Ordinator and that forced me to create this mod. I added around 180 Ordinator to SPERG trees, trying to keep it as balanced as possible, thus removing some SPERG perks that are broken.

Some may say that this mod will make your character overpowered, but that all depends on your mod setup. In mine, at lvl 30 sword/shield on adept difficulty, everything can kill me if I don't use all the powers and perks I have to its fullest.


Added perks (some are outdated, too lazy to change description each time Enai does.):

Alchemy
  • 30 - Poisoner - Poisons you mix are 1% more powerful per level of Alchemy.
  • 50 - Alkahest - Your poisons are highly corrosive, enabling you to ignore 40% of the armor rating of an affected target for their duration.
  • 90 - World Serpent - When you shout, your blood turns poisonous for 15 seconds. The next time you get hit with a weapon, retaliate with a powerful poisonous strike that deals 50 points of poison damage per second for 10 seconds.

Alteration
  • 30 - Robes of Deflection - While casting a spell, you take 0.1% less damage from attacks per point of Magicka if wearing robes and no light or heavy armor, up to 40% less damage.
  • 40 - Vancian Magic - You have no Magicka. Your first 100 spells cost no Magicka. Sleep to recharge half of your spell slots. Sleep at an inn or in a bed you own to recharge all of your spell slots.
  • 50 - Intuitive Magic (2) - Novice/ and apprentice spells of any school are free to cast.
  • 50 - Quadratic Wizard - Vancian Magic grants 2 more spell slots per character level. When you have at least one spell slot remaining, spells are 25% stronger or last 50% longer.
  • 60 - Anchorite - Summons a permanent magical anchor at the location where you learn this perk. Alteration spells last twice as long if cast within 5000 feet, and fifty times longer if cast within 250 feet.
  • 60 - Nullifier - Enemies within 15 feet cannot regenerate Magicka and Stamina.
  • 70 - 7th Circinate - Spells are 40% stronger or last 80% longer when you have at least three quarters of your Vancian Magic spell slots remaining.
  • 70 - Energy Roil - Whenever you cast a spell with one hand, reduces the armor rating of nearby enemies within 10 feet by 150 points for 2 seconds.
  • 70 - The Monarch - You cannot regenerate Magicka and lose 5 points of Magicka per second but absorb 15 points of Magicka per second from living creatures within 20 feet, whether friend or foe.
  • 80 - Dimension Door - Grants the "Dimension Door" power. Once a day, creates a magical doorway that teleports you to the location of your Anchor.
  • 90 - Emergency Teleport - When you fall below 15% Health due to combat damage, you briefly turn invulnerable and teleport back to the location where you entered combat.
  • 90 - Resonance Cascade - Whenever you attack an enemy affected by Energy Roil with a weapon, reduces their magic resistance by 10% for 10 seconds. This effect stacks.

Archery
  • 30 - Long Shot (3) - Bows and crossbows deal 10/15/20% more damage for each 25 feet beyond the first 50 feet, up to 40/60/80%.
  • 50 - Hunter's Mark - While wielding a bow or crossbow in combat, periodically marks random targets, reducing their armor rating by 800 points for 3 seconds. Each nearby enemy has 20% chance every 3 seconds to be marked.
  • 60 - As The Wind - Move 5% faster for 20 seconds after shooting a fully drawn bow or crossbow in combat. This effect stacks.
  • 70 - Raven Snatch - Enemies within 25 feet are disarmed when shot during their power attack.
  • 80 - Hailstorm - Attack 10% faster with bows and crossbows for 15 seconds after shooting a fully drawn bow or crossbow in combat. This effect stacks.
  • 90 - Deadeye - Every fourth fully drawn shot in combat deals double damage to a target beyond 25 feet.
  • 90 - Takedown - Shooting a staggered target within 10 feet is a critical strike and knocks the target down.
  • 100 - Perfect Draw - Bows deal 25% more damage if the shot strikes a target within 2 seconds after the bow is fully drawn. Does not affect crossbows.

Block
  • 20 - Timed Block (2) - Block 50% more damage within 1 second after raising your shield or weapon. If you do not block an attack during this time, you cannot attempt another Timed Block for 3/2 seconds.
  • 30 - Poke the Dragon - After a successful Timed Block (blocking an incoming attack during the Timed Block period), your attacks are more powerful against this attacker for 5 seconds, dealing 30% more damage and 10% chance of a critical strike.
  • 40 - Apocalypse Proof (2) - During a Timed Block, you can block incoming fire, frost and shock spells and effects, reducing their damage by 60%/to zero.
  • 50 - Dominion - Regenerate Health 50% faster while blocking in combat.
  • 50 - Skull Rattler - Bashing deals 3% more damage per point of Stamina.
  • 60 - Dragon Tail - After a successful Timed Block, bashing the attacker within 5 seconds deals double damage.
  • 60 - Timing Streak - Performing 5 successful Timed Blocks in a row completes a Timing Streak, restoring 150 points of Stamina. (Non-timed blocks and unblocked attacks reset the counter.)
  • 70 - Mocking Blow - Power bashing with a weapon infuriates living targets for 60 seconds. They won't flee from combat but cannot regenerate Stamina and deal no damage to you during a Timed Block.
  • 80 - Break Their Teeth - Completing a Timing Streak violently disarms the last attacker, staggering all within an 8 foot radius.
  • 90 - Deliverance - Completing a Timing Streak grants 25% extra attack damage for 90 seconds. This effect stacks.

Conjuration
  • 20 - Mystic Binding - Bound Weapon spells now summon Mystic Weapons which deal more damage.
  • 40 - Rend from This World - Bound weapons banish conjured Daedra, turn reanimated undead and deal 20 extra damage to non-conjured Daedra.
  • 50 - Void Burn - Bound weapons drain 5 points of Magicka and Stamina per second for 5 seconds. If the target is completely drained, deals twice this amount as magic damage.
  • 60 - Hollow Binding - Bound weapons reduce magic resistance by 10% for 5 seconds. This effect stacks.
  • 70 - Dark Whispers - Bound weapons induce a battle rage in their wielder, granting 5% extra attack damage and 15 points of armor rating for 10 seconds with each strike. This effect stacks.

Destruction

30 - Combustion (2) - Fire spells and effects cast on others are up to 30/60% more powerful, based on the target's missing Health percentage.
  • 30 - Merciless Cold (2) - Frost spells and effects cast on others are up to 30/60% more powerful, based on the target's missing Stamina percentage.
  • 30 - Ionized Path (2) - Shock spells and effects cast on others are up to 30/60% more powerful, based on the target's missing Magicka percentage.
  • 40 - Scarring Burns - Dual cast fire spells reduce the fire resistance of their targets by 10% for 30 seconds. This effect stacks.
  • 40 - Frostfall - Dual cast frost spells chill targets, reducing their attack damage by 5% for 10 seconds. The effect stacks.
  • 40 - Static Field - Dual cast shock spells deal additional shock damage to Health and Magicka equal to 8% of the target's current amount.
  • 50 - Conflagration - Dual cast fire spells ignite the ground underneath their targets. The fire burns for 30 seconds, dealing 15 points of fire damage per second.
  • 50 - Preserved in Ice - Dual cast frost spells reduce Health and Stamina regeneration by 50% for 10 seconds. This effect stacks.
  • 50 - Electroconvulsions - Dual cast shock spells incapacitate victims if their remaining Health percentage is one third or less of your remaining Magicka percentage.
  • 50 - Robes of Power - Destruction spells are 0.5% more powerful per level of Destruction when wearing robes and no light or heavy armor.
  • 60 - Pyromancer Ascension - Counts up by one whenever you cast a fire spell or effect (two if dual casting) and down by one every 5 seconds. Upon reaching 50, fire spells and effects are twice as powerful and cost no Magicka for 10 seconds. This resets the counter to 25.
  • 60 - Iced Earth - Your frost spells or effects freeze the ground under your feet. The frozen ground deals 30 points of frost damage (60 if dual casting) to Health and Stamina per second, and your other frost spells and effects are 50% more powerful on affected targets.
  • 60 - Stormlord - Counts up by one whenever you cast a shock spell or effect (two if dual casting) and down by one every 5 seconds. Upon reaching 50, discharges the tension as a 250 damage shock nova. This resets the counter to 25.
  • 60 - Tenth Barrier - Destruction perks that enhance dual cast spells now also work on single cast spells if you are casting a ward with the other hand.
  • 60 - Battlemage - Destruction perks that enhance dual cast spells now also work on single cast spells if you are wielding a weapon in your other hand.
  • 70 - Scorched Earth - Dual cast fire spells burn corpses to cinders. The pyre burns for 30 seconds, dealing 50 points of fire damage per second.
  • 70 - Hypothermia - Living targets affected by Frostfall faint when their Stamina reaches zero. No effect if the target is resistant to frost.
  • 70 - Arc Burn - Dual cast shock spells burn targets that are not resistant to fire, dealing 20 points of fire damage.
  • 70 - War of the Elements - You deal 50% more damage with weapons to targets that are taking damage from the fires created by Conflagration, Scorched Earth or Wake of Destruction or are being affected by Electroconvulsions or Hypothermia.
  • 80 - Wake of Destruction - While Pyromancer Ascension is active, you leave a trail of fire in your footsteps. The fire burns for 30 seconds, dealing 40 points of fire damage per second.
  • 80 - Thermal Shock - Frost spells and effects are 25% more powerful on burning targets.
  • 80 - Cold Cathode - Shock spells and effects are 25% more powerful at 25% or less Magicka, or when you have 20 or less Vancian Magic spell slots left.
  • 90 - World in Flames - The fires created by Conflagration, Scorched Earth and Wake of Destruction deal 20% more damage. Additionally, other fire spells and effects are 40% more powerful on targets taking damage from those fires.
  • 90 - Stormblast - Dual cast shock spells trigger a ground discharge that radiates outward from the target, dealing 30 points of shock damage to all within 8 feet.
  • 100 - The Power is Mine - Grants the "The Power is Mine" power. Once a day, levitate for 5 seconds, then an explosion blows away friend and foe and you gain 25% Destruction spell effectiveness per target struck for 20 seconds.

Enchanting
  • 20 - Soul Squeezer - Soul gems provide 4 extra weapon charge points per level of Enchanting.
  • 30 - Staff Expertise - You gain a small amount of Enchanting experience when using a staff in combat.
  • 40 - Wizard's Staff - When a staff is equipped, spells of any school are 30% more powerful or last 60% longer, and Destruction perks that enhance dual cast spells work on those spells.
  • 50 - Starlight Sage - Regenerate Magicka 50% faster when wielding a staff in your right hand. Regenerate Stamina 50% faster when wielding a staff in your left hand.
  • 60 - Regalia - New enchantments placed upon robes, circlets and hoods are 30% stronger.
  • 70 - Wonderseeker - Enchantments on items are 15% more powerful when equipped.
  • 90 - Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus. New enchantments created at an Arcane Nexus are 15% stronger.
  • 90 - Staff Flux - While charging up or concentrating on a staff in your left hand, you may attack with a weapon in your right hand, dealing 35% more weapon damage.

Heavy Armor

  • 40 - Leviathan - You are trained to deflect incoming attacks while wearing all Heavy Armor. Whenever an enemy attacks you, you gain 15 points of armor rating for 10 seconds. This effect stacks.
  • 50 - Revel in Battle - Leviathan also increases melee weapon damage by 5% for 10 seconds. This effect stacks.
  • 60 - Menace - Enemies within 30 feet in front of you deal 10% less attack damage if wearing all Heavy Armor.
  • 70 - Iron Maiden - Leviathan also reflects 15% of attack damage received back to the attacker for 10 seconds. This effect stacks, increasing the amount of damage reflected.
  • 80 - Rise Above - Gain 10% extra attack damage for each enemy affected by Menace.
  • 90 - Primal Fear - Walking (but not running) in the direction of living enemies affected by Menace may break their confidence, causing them to flee for 5 seconds.
  • 90 - Sovereign - When struck by an attack, subsequent attacks are deflected if wearing all Heavy Armor. You take 50% reduced damage from attacks for 2 seconds.
  • 100 - Immortal - Take 75% less damage from attacks at 10% or less Health.

Illusion
  • 30 - Commanding Presence - You radiate an aura of mystical nobility that touches allied creatures and people within 20 feet. Those affected gain 20% extra attack damage and have 20% chance of a critical strike.
  • 30 - Entice Barter - Activate any target under the effect of a Calm spell to initiate trade.
  • 30 - Imposing Presence - You radiate an aura of mystical charisma that touches all within 20 feet. Any Illusion spell you cast on those affected is 20% more powerful and lasts 40% longer.
  • 40 - Crown of the False King - Commanding Presence also increases armor rating by 100 and magic resistance by 25%.
  • 40 - Kindred Mage - Illusion spells cast on creatures or humanoids are 20% stronger, increased to 50% on those of the same race as you.
  • 50 - Fickle Fate - Hostile mind affecting spells and effects (Calm, Fear, Frenzy) cast on others are between 1 and 30 points stronger.
  • 50 - Mind Killer - Imposing Presence reduces the magic resistance of those affected by a Fear spell by 50%.
  • 50 - Nemesis - Once per 3 ingame hours, activate any hostile creature or humanoid in combat to summon an illusory image of the target with 2% extra attack damage per level of Illusion. The target flees in fear while the illusion relentlessly attacks it for 60 seconds.
  • 60 - Imperious Splendor - Commanding Presence and Crown of the False King are twice as powerful as long as you remain above 75% Health.
  • 60 - Master of the Mind - Mind affecting spells (Calm, Fear, Frenzy, Rally) and Commanding Presence also work on undead, daedra and automatons.
  • 60 - Pandemonium - Imposing Presence grants those affected by a Frenzy spell 50% extra attack damage.
  • 70 - Dream Charm - Activate sleeping victims to project yourself into their dream, improving their disposition towards you. High disposition may earn you quests, discounts and gifts. Chance to fail and alert the victim, based on Illusion skill.
  • 70 - Lord of Illusions - Your Illusion spells are 25% more effective for each ally or enemy within 20 feet under the effects of a mind affecting spell (Calm, Fear, Frenzy, Rally).
  • 80 - Heavy Weighs the Tapestry - Once per 3 ingame hours, activate any humanoid under the effect of a Frenzy spell to render the target exhausted and unable to continue fighting for 30 seconds, draining 100 points of Magicka and Stamina.
  • 80 - Protect Your God - When struck by a weapon, may compel a nearby ally affected by Commanding Presence to engage your attacker, dealing 250% extra attack damage for 5 seconds.
  • 90 - Blind Guardian - Once per 3 ingame hours, activate any non-hostile creature or humanoid in combat to summon an illusory image of the target. The illusion fights for the target for 60 seconds and the target won't flee for its duration.
  • 90 - Dream Geas - Activate sleeping victims to send a dream that compels them to fight at your side until released. You can only have one Dream Thrall at a time. Chance to fail and alert the victim, based on Illusion skill.
  • 90 - Lamb to the Slaughter - Once per 3 ingame hours, activate any humanoid under the effect of a Fear spell to compel the target to stand motionless for 30 seconds. Your attacks against this target ignore armor.
  • 100 - Incubus - Activate (non-essential) sleeping victims to send a nightmare that kills them instantly, stealing 25% of their skill levels for two hours. Chance to fail and alert the victim, based on Illusion skill.

Light Armor
  • 20 - Iron Fist (2) - Increases unarmed damage by 5/10% of your current Stamina, and you gain Light Armor experience when using unarmed attacks in combat. Requires two free hands.
  • 30 - As a Leaf - Cannot be staggered while you have at least 75% Stamina if wearing all Light Armor.
  • 40 - Initiative - When you enter combat, you regenerate an additional 10/20% of your maximum Stamina per second for 10 seconds if wearing all Light Armor.
  • 40 - Sweeping Wind - If your movement speed is increased, unarmed power attacks do 2% more damage per 1% bonus movement speed. Requires two free hands.
  • 50 - Rushing Tide - Unarmed attacks grant 10% increased Stamina regeneration and 5% movement speed for 8 seconds. This effect stacks. Requires two free hands.
  • 50 - Windrunner - Move 15% faster in combat if wearing all Light Armor.
  • 60 - Into the Maelstrom - You take 15% less attack damage when fighting more than one enemy if wearing all Light Armor.
  • 70 - Fight or Flight - Upon taking an unblocked weapon hit, restores 10% of your maximum Stamina per second for 2 seconds if wearing all Light Armor. This effect stacks.
  • 70 - Hissing Dragon - You may choose a damage type (fire, frost, shock, poison or disease). Unarmed attacks unleash a shockwave that deals the chosen damage type to all targets in front of you. Requires two free hands. Does not activate while sneaking.
  • 70 - Wardancer - In combat, taking no hits for 10 seconds fortifies attack damage by 10% if wearing all Light Armor. This bonus stacks, but is removed upon being hit or leaving combat.
  • 80 - Glancing Blow - When you lose your Wardancer bonus upon being hit, any attack damage said hit would inflict is reduced to zero. Does not affect magical damage.
  • 80 - Survival Instinct - Upon taking an unblocked weapon hit, increases armor rating by 25 for 10 seconds if wearing all Light Armor. This effect stacks.
  • 80 - Wild and Free - 25% chance to ignore incoming attack damage while sprinting if wearing all Light Armor.
  • 90 - Ternion Assault - Unarmed attacks have 15% chance of a critical strike that deals critical damage equal to 25% of your current Stamina. If you are affected by Wardancer, every hit is a critical strike. Requires two free hands.
  • 100 - Tempting Fate - You gain 20% movement speed if you are not blocking during an enemy's power attack. If the power attack misses, the bonus persists until combat ends or until you get struck by a power attack. This effect stacks.

Lockpicking
  • 20 - Bear Traps - Able to pick up Bear Traps and drop them from your inventory to place them. The teeth of placed Bear Traps deal 2 points of damage to enemies per level of Lockpicking. You can only pick up and carry one Bear Trap at a time.
  • 40 - Lockjaw - Your Bear Traps stagger victims struck by the teeth, reducing their armor rating by 5 points per level of Lockpicking for 3 seconds.
  • 50 - Breaking Wheel - When placing a Bear Trap, you may opt to make it 35% bigger and more likely to hit small or fast moving targets. Walking targets may avoid damage.
  • 70 - Bait - Grants the "Bait" power. Once a day, lures the nearest target within 200 feet to the location of the nearest Bear Trap placed within 50 feet. Lasts for 60 seconds.
  • 80 - Bushwhack - If the victim of your Bear Trap is not detecting you, the trap is eight times as effective.
  • 90 - The Revenge - You can pick up and carry 3 Bear Traps.
  • 100 - Dragon's Teeth - When placing a Bear Trap, you may choose to add an extra effect: Poison, Drain Magicka, Drain Stamina, Slow, Banish or Turn Undead. This effect is triggered when a victim is struck by the teeth and takes damage.

One-Handed
  • 30 - Tiring Assault (3) - Attacks with swords drain 1/2/3 points of Stamina per second for 15 seconds. This effect stacks.
  • 30 - Open Wounds (3) - Attacks with war axes cause living enemies to bleed, taking 1/2/3 point/s of damage per second for 15 seconds. This effect stacks.
  • 30 - Denting Blows (3) - Attacks with maces reduce the armor rating of armored enemies by 15/30/45 points for 15 seconds. This effect stacks.
  • 30 - Attack of Opportunity (3) - Attacks with daggers deal 10/20/30% more damage if the target is swinging a weapon or drawing a bow.
  • 40 - Onslaught (2) - After performing a regular attack with a sword, hitting the target with a power attack within 3 seconds has 50% chance of a critical strike/ that deals three times critical damage.
  • 40 - Mangle (2) - Power attacks with a war axe deal 15/30% more damage to staggered enemies.
  • 40 - Smite (2) - Power attacks with a mace against the undead have 35% chance of a critical strike/ that deals triple critical damage.
  • 50 - Cross Cut - After performing a forwards power attack with a sword, hitting the target with a different type of power attack within 5 seconds deals 50% more damage.
  • 50 - Shieldbiter - Forwards power attacks with a war axe smash through a block, causing the target to drop their shield and take a critical strike that deals three times critical damage.
  • 50 - Overrun - Can perform a sprinting power attack with one-handed weapons. If the target is at full Health, this power attack deals 50% more damage and any critical damage is doubled.
  • 50 - Pierce - Forwards power attacks with daggers ignore 75% of enemy armor.
  • 60 - Cripple - Sideways power attacks with a sword slow enemies by 20% for 15 seconds. This effect stacks.
  • 60 - Wolfstooth - Sideways power attacks with a war axe grant 15% extra attack damage for 30 seconds. This effect stacks.
  • 60 - Toll the Bell - Sideways power attacks with a mace deplete all of your Stamina on impact, dealing 2% more damage per point of Stamina depleted and doing a critical strike.
  • 70 - Iron Law - At full Health, standing power attacks with a sword cost 50% less Stamina and deal 50% more damage.
  • 70 - Go for the Throat - Standing power attacks with a war axe remove all active instances of Wolfstooth on the user, dealing 50% more damage for each instance consumed.
  • 70 - Meteor Storm - Hitting a target with a standing power attack with a mace empowers subsequent standing power attacks with a mace within 20 seconds, increasing their damage and cost by 20%. This effect stacks.
  • 70 - Snakebite - Backwards power attacks with a dagger stagger the target and have 50% chance to paralyze the target for 15 seconds.
  • 70 - Massive Attack - In combat, one-handed regular attacks build up charges. Upon reaching 15 charges, your next one-handed power attack is a Massive Attack that deals triple damage and costs no Stamina, draining all charges. You start combat with 0 charges.
  • 80 - Thousand Cuts - Attacks with swords deal double damage to targets affected by 15 or more instances of Tiring Assault.
  • 80 - Crimson Glory - Attacks with war axes deal bonus damage equal to 5% of a target's current Health.
  • 80 - Skull Crack - Attacks with maces interrupt spellcasting. Does not work on massive targets.
  • 90 - Aftershock - After a Massive Attack, your next one-handed power attack within 4 seconds will deal double damage and cost no Stamina.
  • 90 - Unleash the Beast - While dual wielding in combat, enter a murderous frenzy every 20 to 40 seconds, quadrupling your dual wield power attack damage for 8 seconds.
  • 100 - Among Mere Mortals - In combat, one-handed weapons deal 10% more damage for each enemy within 20 feet affected by Tiring Assault, Denting Blows or Open Wounds.

Pickpocket
  • 30 - Thief's Eye - When you enter a major city, may illuminate a random citizen on the streets for 240 seconds. During this time, he or she is carrying valuable treasure based on your Pickpocket skill. This can only occur once every 0.5 to 2.5 days.
  • 40 - Death's Emperor (2) - A cursed septim appears in your inventory. When someone else is in possession of the coin, you deal 100/200% weapon damage to them.
  • 40 - Slum Rat - Whenever you successfully pickpocket someone, you deal 1% more weapon damage per level of Pickpocket for 10 seconds.
  • 50 - Lawless World - Reduces your bounties for nonviolent crimes by 25% of your Pickpocket skill level per day.
  • 50 - Lucky Shadow - You may choose an item type (gold, jewelry, books, ingredients, potions, weapons, armor). Those illuminated by Thief's Eye are three times more likely to carry items of your chosen type over other types.
  • 60 - Stalk the Prey - Preparing to pickpocket (sneaking behind a victim with the pickpocket message displayed) for at least 12 seconds raises your pickpocket chance by 50%.
  • 90 - Mutiny - Grants the "Mutiny" power. Once a day, activates the curse of the Death's Emperor, compelling up to 5 people within 200 feet to attack whoever is carrying the Death's Emperor for 60 seconds.

Restoration
  • 20 - Descending Light - When you enter combat, you rapidly regenerate points of Magicka equal to half of your Restoration skill level per second for 10 seconds. This regeneration does not stop while casting.
  • 30 - Supremacy - The first ward you cast in combat costs no Magicka to maintain.
  • 50 - Overflowing Cup - Receiving a healing spell when you are already at full Health fortifies your Health by 50 points for 20 seconds.
  • 50 - Warrior's Flame - While in combat, the Warrior's Flame periodically touches a random target within 100 feet, including you. Friendly targets are blessed, restoring 20 points of Magicka and Stamina for 5 seconds. Hostile targets are cursed, draining the same amount instead.
  • 50 - Zealot's Ward - Wards you cast in combat have a limited duration, but are 250 points stronger and are instantly at full strength. Blocking a spell staggers the attacker with a force blast, reducing magic resistance by 25% for 6 seconds. This effect stacks.
  • 60 - To Ashes - Hostile undead take 30 points of damage per second from Warrior's Flame.
  • 70 - Wheel of Life - In combat, heals you 100 points every 30 seconds for no cost. Casting a healing spell or using a healing potion resets the cycle to 30 seconds.
  • 80 - Enduring Ideal - Wheel of Life heals 150% more and each cycle is 5 seconds faster than the last. However, casting a healing spell or using a healing potion now disables Wheel of Life altogether for the remaining duration of combat.
  • 80 - Mage Ward - Dual casting a spell raises a ward that increases armor rating by 120 and negates up to 120 points of spell damage and effects.
  • 90 - Burns the Sun - You deal double damage with weapons to enemies cursed by Warrior's Flame.
  • 90 - Draw and Quarter - The Zealot's Ward force blast reduces armor rating by 200 points for 6 seconds. This effect stacks. Targets struck by another force blast while this effect lasts are slammed to the ground by a surge of unstable gravity.
  • 100 - Eidolon - All spells are free to cast and power attacks cost no Stamina when you are blessed by Warrior's Flame.

Smithing

  • 20 - Dwarven Autocannon (2) - Grants the "Dwarven Autocannon" power. At will, deploys a cannon that tracks your line of sight for 30/60 seconds, firing shells that deal magic damage equal to 25% of your Smithing skill level. The cannon only fires if you are within 12 feet.
  • 40 - Electrobolt (2) - Every fifth Dwarven Autocannon shot is an electromagnetic blast that moves slower than a regular shell but deals shock damage to Health and Magicka equal to 80/160% of your Smithing skill level.
  • 50 - Remote Control - Your Dwarven Autocannon now fires regardless of the distance between it and you.
  • 60 - Sandstone Sheath - When you draw a weapon, it is automatically sharpened, granting 50% extra attack damage for 10 seconds. This can only occur once every 30 seconds.
  • 60 - Smithing Specialization - You may choose an item type: One-Handed, Two-Handed, Light Armor, Heavy Armor or Archery. Items of the chosen type can be improved 20% better at a grindstone or workbench.
  • 70 - Firing Line - Your Dwarven Autocannon now deploys two cannons side by side.
  • 80 - Iron Lore - If you Specialized in an armor type, your attacks ignore 15% of the armor rating of enemies wearing items of the chosen type. If you Specialized in a weapon type, you take 10% less damage from weapons of the chosen type.
  • 80 - Spin Up - Your Dwarven Autocannon gradually shoots faster over time, gaining 1% firing speed per shot, up to 200%.

Sneak
  • 20 - Tripwire - Grants the "Tripwire" power. At will, places a tripwire in front of you for 120 seconds. It snaps when tripped, knocking all targets hit by it to the floor.
  • 30 - Whiplash - Tripwire also reduces armor rating by 600 points for 3 seconds.
  • 40 - Dynamic Entry - Performing a silent roll increases your damage with one-handed weapons by 50% for 2 seconds.
  • 50 - Backstab (2) - You deal 25/50% more damage with daggers when striking a target from behind.
  • 50 - Smoke Curtain - Grants the "Smoke Curtain" power. Once a day, creates a 35 foot cloud for 120 seconds that blinds those in the cloud, preventing them from seeing sneaking targets. Sneak attacks against them deal 50% more damage,
  • 60 - Dodge Roll - Performing a silent roll negates incoming physical and elemental damage for 1 second.
  • 70 - Backup Plan - After being out of combat for at least 5 seconds, entering combat will place a Tripwire behind you for 60 seconds. This does not count against the limit of one Tripwire at a time.
  • 90 - Greased Lightning - Performing a silent roll in combat leaves a trail of grease for 10 seconds that staggers running enemies. Sprinting enemies slip and fall to the ground.

Speech
  • 20 - And the Universe Listens - Shouting restores points of Health, Magicka and Stamina equal to your shout cooldown in seconds. Also grants Speech experience based on your shout cooldown.
  • 20 - Performer - Grants the "Perform" power. Once a day, play a song to entertain up to five people within 50 feet and collect a donation from each, based on your Speech skill and the amount of gold they are carrying.
  • 30 - Serenade - Performing to members of the opposite sex yields twice as much gold and potentially small items.
  • 40 - Windborne - Shouting grants 30% extra attack damage and 15% increased movement speed for 15 seconds. This effect stacks.
  • 50 - Force Redoubled (2) - 25/50% chance to reduce the cooldown of any shout to 3 seconds.
  • 50 - Irresistible Dance - Can Perform in combat to force the two nearest enemy people within 50 feet to dance spellbound, preventing them from acting and reducing their armor skills by 50 points. Use again to stop.
  • 50 - Speak with Animals - Can Activate animals to tame them, forcing them to fight for you until released. You can only have one Wild Companion at a time and it cannot use doors.
  • 60 - Encore - Able to Perform multiple times per day.
  • 60 - Ratcatcher - Irresistible Dance now also forces daedra, animals and undead to listen.
  • 70 - Earthquake Drum - Can Perform in combat to unleash shockwaves. Each drumbeat deals 20 points of damage to nearby enemies within 30 feet. Use again to stop.
  • 80 - Gift of Kynareth - Improves your Wild Companion. Wolves gain 100% extra attack damage. Spiders gain magic immunity. Bears gain 150 points of Health. Chaurus gain 300 armor rating. Saber cats gain 40% increased movement speed and move silently.
  • 80 - Witchdrum - Each beat of Earthquake Drum also reduces the magic resistance of affected enemies by 75% for 1 second.
  • 90 - Lord of the Dance - Irresistible Dance can affect up to five enemies.
  • 90 - Pulse of Nature - Each beat of Earthquake Drum also heals allies by 15 points.

Two-Handed
  • 30 - Exhausting Assault (3) - Attacks with greatswords drain 2/3/4 points of Stamina per second for 15 seconds. This effect stacks.
  • 30 - Gnarly Wounds (3) - Attacks with battle axes cause living enemies to bleed, taking 2/3/4 points of damage per second for 15 seconds. This effect stacks.
  • 30 - Crushing Blows (3) - Attacks with warhammers reduce the armor rating of armored enemies by 20/40/60 points for 15 seconds. This effect stacks.
  • 40 - King Takes Pawn (2) - At full Health, attacks with greatswords deal 20/40% more damage to targets below full Health.
  • 40 - Rive (2) - Power attacks with a battle axe ignore 25/50% of enemy armor.
  • 40 - Batter (2) - Power attacks with a warhammer have 15% chance of a critical strike/30% chance of a critical strike that deals double critical damage.
  • 50 - Flee Fool - Forwards power attacks with a greatsword intimidate living enemies, causing them to flee for 10 seconds. Fleeing targets take 50% more damage from regular attacks with a greatsword.
  • 50 - Ramming Speed - Can perform a sprinting power attack with two-handed weapons. This power attack does double damage to enemies at full Health.
  • 50 - Execute - Forwards power attacks with a battle axe against targets below 30% Health are guaranteed critical strikes that deal thirty times as much critical damage.
  • 60 - Stand and Fight - Sideways power attacks with a greatsword reduce the target's attack damage by 20% for 30 seconds. This effect stacks.
  • 60 - The Pendulum - Enemies hit by two sideways power attacks with a warhammer within 6 seconds get knocked off their feet.
  • 60 - Death or Glory - At 25% or less Health, two-handed power attacks deal double damage.
  • 70 - Rise and Fall - Standing power attacks with a greatsword alternate between doing half damage and double damage, starting with the former. Resets after 20 seconds.
  • 70 - Bisect - Standing power attacks with a battleaxe deal bonus damage equal to 20% of a target's current Health.
  • 70 - Grand Slam - Whenever a standing power attack with a warhammer inflicts a critical strike, it deals 3% more critical damage per point of Stamina.
  • 80 - Into the Dust - Regular attacks with a greatsword knock targets below 15% Health off their feet, reducing their Health to 1. This can only occur once per target every 15 seconds.
  • 80 - Hemorrhage - Bleed damage from Gnarly Wounds is doubled while the target is moving.
  • 80 - Grindhouse - In combat, swinging a two-handed weapon has 10% chance to slow time for 3 seconds while setting attack speed to 300%.
  • 90 - Bear Hide - Take half as much attack damage from enemies while power attacking with a two-handed weapon.
  • 90 - Steel of the Ancients - In combat, swinging a two-handed weapon has 5% chance to activate your currently equipped power.







Installation:

1. Install SPERG (+ the uncapper if you want) + it's patches
2. Install Ordinator.
3. Install SPERG Weapon Styles.
4. Install my mod.Make sure SPERG-Ordinator-combined.esp is active in your load order.
This is also the load order. All of these should be loaded near the bottom.

In the SPERG MCM menu make sure that: -shout leveling is disabled
- Bound weapons is disabled
- alternative ward option is disabled


I tested it only on new characters. If you want to use it on your current character feel free to try, it should work fine on SPERG characters, possibly on Ordinator-only ones too. 




Recommended mods (for balanced gameplay and combat, also a load order)

- elys uncapper (my ini in the optional files)
- your choice of dragon mods (I use Deadly Dragons and Erkeil's Mighty Dragons)
- Skyrim Monster Mod (I use the nexus version)
- High Level Enemies with the Hardcore optional file (this one is important)
- Skyrim Immersive Creatures
- Monster Wars
- Skytest
- Obis
- Skyre - EnemyScaling module
- Animal tweaks
- Genesis
- Xtended Loot and its patches
- Better Vampires with Royal Bloodline
- some werewolf enhancing mods
- random alternate start mod
- Immersive Weapons, Armor, Jaysus swords etc.
now the most important ones
- Revenge of the enemies
- Duel - Combat Realism
- Combat Evolved
- Mighty Magick
- all of the EnaiSiaion mods (I only don't use Dwemer one)

Merged(without both "leveled" sections)+Bashed patch


I will be updating the mod whenever it's required.



How to change the perk trees: 

1. You will need TES5Edit (http://www.nexusmods.com/skyrim/mods/25859/?)
    and automation tools (http://www.nexusmods.com/skyrim/mods/49373/?) installed somewhere.
2. Make sure you have my esp and its masters in your load order.
3. Launch TES5Edit, right click to uncheck all and load only SPERG-Ordinator-Combined.esp
4. On the left, expand SPERG-Ordinator-Combined.esp.   You can see Actor Value Information(perk trees) and Perk records.
5. If you want to add perk from Ordinator, expand its esp and find the perk you want. Right click it and select "Copy as Override". In the window that pops-up select my esp and click OK.
6. When you select the perk, on the right you will see all the info about it, like ID, Conditions, etc.
7. Before you add it to the tree you need to select the correct perk as a prerequisite for it, so they may be connected.
8. Expand Actor Value Information and right click on any of the trees. Select Apply Script. In the new window select AT - Perktree UI and hit OK.
9. Now you see the perk tree and some buttons under it. They are pretty self explanatory, just avoid clicking "Snap to Grid"
10. If you want to add a new perk, click Add Perk, then Enable Movement to move it where you want. TO connect the perks X(first) and Y(second):       double click the X, select Create Connection, double click the Y and hit the button again (should be Perk2) It's important to connect them in the right order.
11. To save it, close the window, tick all 3 boxes and click OK. Now Apply the script again to check if everything is as it should (sometimes perks don't connect)
12. Close TES5Edit, make sure the modified esp is checked (and backup plugins at the bottom) and save it.


That's pretty much it, you just have to plan beforehand and set the right Conditions for perks prior to connecting them in AT - Perktree UI.

If you want to create your own Combined patch, just Copy as Override to a new file. You will also need to Copy Actor Value Information you are going to use from the base mod.




Credits:

EnaiSiaion - for Ordinator and other awesome mods
seorin - for SPERG
matortheeternal - for the xEdit automation tools and helping me get started :)