Skyrim

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Beowulf

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Magnusen2

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About this mod

This simple mod overhauls the vanilla perk trees by adding more ranks and new perks to enhance gameplay experience.

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Introduction
EPT is a simple and lightweight perk overhaul that builds up on the vanilla perk trees and adds a few new perks to enhance character creation and growth.

Why i made this:
Most of the perk mods that i used before were full of gimmicks, useless perks or/and with stupid perk conditions, as well as a multitude of scripts.

Then i came across PerkUP, But it has several problems:
    1. It's buggy and some of the perks doesn't work
    2. TOO MANY perk ranks for everything (e.g. 10 perk ranks for novice locks with increments of FIVE PERCENT PER RANK)
    3. No merged file
    
So i decided to use the idea of adding more ranks to the vanilla perks and also adding a few new ones.




Perk Trees

So here's how this works: Every line consists of the perk name followed by:
r() = the amount of ranks in that perk
s() = the skill levels required for each rank of that perk in order
x/y/z() = the modifiers for each rank

For example: Novice Alteration r(3) s(10/25/50) x(30/60/100) - Cast Novice level Alteration spells for x% less magicka.
What this means:      
   At rank 1 = requires Alteration skill level 10 and grants 30% reduction in novice alteration spell cost.
   At rank 2 = requires Alteration skill level 25 and grants 60% reduction in novice alteration spell cost.
   At rank 3 = requires Alteration skill level 50 and grants 100% reduction in novice alteration spell cost.


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ALTERATION

  • Novice Alteration r(3) s(10/25/50) x(30/60/100) - Cast Novice level Alteration spells for x% less magicka.
  • Apprentice Alteration r(3) s(25/50/75) x(30/60/100) - Cast Apprentice level Alteration spells for x% less magicka.
  • Adept Alteration r(3) s(50/75/100) x(25/50/75) - Cast Adept level Alteration spells for x% less magicka.
  • Expert Alteration r(3) s(75/100/125) x(25/50/75) - Cast Expert level Alteration spells for x% less magicka.
  • Master Alteration r(3) s(100/125/150)  x(25/50/75) - Cast Master level Alteration spells for x% less magicka.
  • Alteration Dual Casting r(3)  s(30/60/90)  x(20/50/100) - Dual casting an Alteration spell makes the resulting effect last x% longer.
  • Atronach r(4) s(30/60/90/120) x(15/25/35/50) - Absorb x% of the magicka of any spells that hit you.
  • Stability r(4)  s(30/60/90/120) x(25/50/75/100) - Alteration spells have x% greater duration.
  • Mage Armor r(4)  s(30/50/70/100) x(2/2.5/3/4) - Protection spells like Stoneflesh are x times as strong if not wearing armor.
  • Magic Resistance r(3) s(30/50/70) x(10/20/30) - Your magic resistance is increased by x%.


NEW PERKS
  • Channel Alteration  r(2) s(50/80) x(15/30) - All Alteration spells last for x% longer when holding a staff in either hand
  • Alter Self r(5) s(30/60/90/120/150) x(25/50/50/75/100) - You may choose an attribute (Health, Magicka, Stamina). Increases the selected attribute by x points.
  • Alteration Might r(1) s(20) - Your Alteration skill level affects the duration of alteration spells.
  • Frost Resistance r(3) s(40/70/100) x(20/35/50) - Your frost resistance is increased by x%.
  • Fire Resistance r(3) s(40/70/100) x(20/35/50) - Your fire resistance is increased by x%.
  • Shock Resistance r(3) s(40/70/100) x(20/35/50) - Your shock resistance is increased by x%.
  • Waterbreathing r(1) s(50) - Can breathe underwater.
  • Night Eye r(1) s(50) - Grants you the Night Eye ability, which allows you to see in the dark.
  • Regenerating Armor r(3) s(50/100/150) x(25/50/75) - Armor spells grant x% increased stamina and magicka regeneration while their effect is active.


TOTAL PERKS REQUIRED TO FILL THIS TREE: 55





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CONJURATION

  • Novice Conjuration r(3) s(10/25/50) x(30/60/100)  - Cast Novice level Conjuration spells for x% less magicka.
  • Apprentice Conjuration r(3) s(25/50/75) x(30/60/100)  - Cast Apprentice level Conjuration spells for x% less magicka.
  • Adept Conjuration r(3) s(50/75/100) x(25/50/75) - Cast Adept level Conjuration spells for x% less magicka.
  • Expert Conjuration r(3) s(75/100/125) x(25/50/75) - Cast Expert level Conjuration spells for x% less magicka.
  • Master Conjuration r(3) s(100/125/150)  x(25/50/75) - Cast Master level Conjuration spells for x% less magicka.
  • Conjuration Dual Casting r(3)  s(30/60/90)  x(20/50/100) - Dual casting an Conjuration spell makes the resulting effect last x% longer. For reanimation spells, the magnitude is affected, allowing you to raise higher level bodies.
  • Mystic Binding r(1) s(20)  - Bound weapons do more damage.
  • Soul Stealer r(1) s(30) - Bound weapons cast Soul Trap on targets.
  • Oblivion Binding r(1)  s(50) - Bound weapons will banish summoned creatures and turn raised ones.
  • Necromancy r(5) s(30/60/90/120/150) x(50/100/150/200/300) - Duration for reanimated undead is increased by x%.
  • Dark Souls r(5) s(50/75/100/125/150)  x(100/200/300/400/500)  - Reanimated undead have extra x points of health.
  • Summoner r(5) s(30/60/90/120/150)  x(2/3/4/5/6) - Can summon Atronachs or raise undead x times as far away.
  • Atromancy r(5) s(30/60/90/120/150) x(50/100/150/200/300) - Duration for conjured Atronachs and Daedra increased by x%.
  • Elemental Potency r(3) s(50/80/110) x(50/70/90) - Conjured Atronachs level is x% of the caster level.  (Note that atronachs still have a minimum level which is 10 for fire, 24 for frost and 35 for storm atronachs)
  • Conjuration Army r(5) s(50/75/100/125/150) x(2/3/4/5/6)  - You can have x times more atronachs or reanimated zombies at once.

NEW PERKS
  • Channel Conjuration  r(2) s(50/80) x(15/30) - All Conjuration spells last for x% longer when holding a staff in either hand.
  • Conjuration Might r(1) s(20) - Your Conjuration skill level affects the duration of Conjuration spells.
  • Preservation r(1) s(60) - Reanimated undead doesn't turn into ash when killed.
  • Thrall Master r(1) s(100) - Allows you to track, manipulate inventory, order to wait/follow and deanimate NPCs that you have used the spell Dead Thrall on. You also receive a power that allows you to control all your thralls at once.
  • Skeleton Army r(5) s(20/40/60/80/100) x(2/4/6/8/10) - You can have x skeletons at the same time.
  • Lich r(4) s(40/70/100/130)
          r1. Skeletons have 100 more points of health when summoned (skeleton mages also gain 100 points of magicka)
          r2. Melee and Missile Skeletons have 200 more points of health and 100 more points of stamina when summoned (skeleton mages also have 200 extra points of magicka)
          r3. Melee and Missile Skeletons are 60% of the level of their caster (for mage skeletons this value is 70%). They also have some basic perks (mages also have better spells).
          r4. Melee and Missile Skeletons are 70% of the level of their caster (for mage skeletons this value is 80%). They also have some more advanced perks (mages also have better spells).
      
  • Gravebound r(3) s(40/80/120) x(100/200/300) - Skeleton duration is increased by x%.
  • Overlord r(3) s(50/90/130) x(30/65/100) - x% chance to summon two skeletons instead of one.



TOTAL PERKS REQUIRED TO FILL THIS TREE: 69


NOTES
Dead Thrall spell now only requires one hand
3 new conjuration spells for skeletons have been distributed among merchants and chests





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DESTRUCTION

  • Novice Destruction r(3) s(10/25/50) x(30/60/100) - Cast Novice level Destruction spells for x% less magicka.
  • Apprentice Destruction r(3) s(25/50/75) x(30/60/100) - Cast Apprentice level Destruction spells for x% less magicka.
  • Adept Destruction r(3) s(50/75/100) x(25/50/75) - Cast Adept level Destruction spells for x% less magicka.
  • Expert Destruction r(3) s(75/100/125) x(25/50/75) - Cast Expert level Destruction spells for x% less magicka.
  • Master Destruction r(3) s(100/125/150)  x(25/50/75) - Cast Master level Destruction spells for x% less magicka.
  • Destruction Dual Casting r(3)  s(30/60/90)  x(20/50/100) - Dual casting an Destruction spell makes the resulting effect x% stronger.
  • Rune Master r(3)  s(30/60/90)  x(3/5/8) - Can place runes x times farther away.  
  • Augmented Flames r(5) s(30/60/90/120/150) x(20/40/60/80/100) - Fire spells do x% more damage.          
  • Augmented Frost r(5) s(30/60/90/120/150) x(20/40/60/80/100) - Frost spells do x% more damage.          
  • Augmented Shock r(5) s(30/60/90/120/150) x(20/40/60/80/100) - Shock spells do x% more damage.          
  • Intense Flames r(1) s(30) - Fire damage causes targets to flee if their health is low (under 20%).
  • Deep Freeze r(1) s(30) - Frost damage paralyses targets if their health is low (under 20%).
  • Disintegrate r(1) s(30) - Shock spells disintegrate targets if their health is low (under 15%).
  • Impact r(1) s(40) - Most destruction spells will stagger an opponent when dual cast.


NEW PERKS
  • Channel Destruction  r(2) s(50/80) x(15/30) - All All Destruction spells are x% more powerful when holding a staff in either hand.
  • Exhaust r(3) s(40/80/120) x(25/50/75) - Frost spells and effects deal x% more damage to Stamina.
  • Aetheric Electrocution r(3) s(40/80/120) x(25/50/75) - Shock spells and effects deal x% more damage to Magicka  
  • Fire Mastery r(3) s(40/80/120) x(10/20/30) - Fire spells cost x% less to cast.
  • Frost Mastery r(3) s(40/80/120) x(10/20/30) - Frost spells cost x% less to cast.
  • Shock Mastery r(3) s(40/80/120) x(10/20/30) - Shock spells cost x% less to cast.
  • Destruction Might r(1) s(20) - Your Destruction skill level affects the magnitude of destruction spells.
  • Rune Surge r(2) s(50/80) x(2/4) - Can place x times more runes.


TOTAL PERKS REQUIRED TO FILL THIS TREE: 60






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ENCHANTING

  • Enchanter r(10) s(10-100) x(10-100) - New enchantments are x% stronger.
  • Fire Enchanter r(2) s(30/60) x(25/50) - Fire enchantments on weapons and armor are x% stronger.
  • Frost Enchanter r(2) s(40/70) x(25/50) - Frost enchantments on weapons and armor are x% stronger.
  • Storm Enchanter r(2) s(50/80) x(25/50) - Shock enchantments on weapons and armor are x% stronger.
  • Insightful Enchanter r(4) s(40/80/110/140) x(25/50/75/100) - New skill enchantments placed on armor are x% stronger.
  • Corpus Enchanter r(4) s(60/90/120/150) x(25/50/75/100) - New health, magicka, and stamina enchantments placed on armor are x% stronger.
  • Extra Effect r(2) s(90/150) x(1/2) - Can place x extra enchantment(s) on the same item.
  • Soul Squeezer r(4) s(20/50/80/110) x(250/500/750/1000) - Soul gems provide x extra magicka for recharging.
  • Soul Siphon r(3) s(40/80/120) x(5/7/10) y(0/2/4) - Death blows to creatures trap x% of the victim's soul, recharging the weapon. For NPCs, this value is y%.


NEW PERKS
  • Textile Enchanter r(4) s(40/70/100/130) x(25/50/75/100) - New enchantments placed on unarmored clothes and robes are x% stronger.
  • Scroll Mastery r(3) s(40/80/120) x(1/2/3) y(2/4/6) - Scrolls are x% more powerful or last y% longer per level of Enchanting.
  • Preservation r(4) s(60/90/120/150) x(25/50/75/75) y(25/50/50/75) - Soul gems have a x% chance to remain after use. Soul gems that remain have a y% chance to retain the soul being used.


TOTAL PERKS REQUIRED TO FILL THIS TREE: 43


NOTES
Fortify magicka regeneration enchantment now matches the enchanted items you find in terms of magnitude






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ILLUSION

  • Novice Illusion r(3) s(10/25/50) x(30/60/100) - Cast Novice level Illusion spells for x% less magicka.
  • Apprentice Illusion r(3) s(25/50/75) x(30/60/100)  - Cast Apprentice level Illusion spells for x% less magicka.
  • Adept Illusion r(3) s(50/75/100) x(25/50/75)  - Cast Adept level Illusion spells for x% less magicka.
  • Expert Illusion r(3) s(75/100/125) x(25/50/75) - Cast Expert level Illusion spells for x% less magicka.
  • Master Illusion r(3) s(100/125/150)  x(25/50/75) - Cast Master level Illusion spells for x% less magicka.
  • Illusion Dual Casting r(3)  s(30/60/90)  x(2.2/2.5/3.0) - Dual casting an Illusion spell makes the resulting effect x times stronger.
  • Channel Illusion  r(2) s(50/80) x(15/30) - All Illusion spells are x% stronger when holding a staff in either hand.
  • Kindred Mage r(5) s(20/40/60/80/100) x(5/10/15/20/25) - The maximum level of targets affected by Illusions spells is increased by +x levels.
  • Quiet Casting r(1) s(50) - All shouts are also silent.
  • Master of the Mind r(1) s(80) - Illusion spells work on undead, daedra and automatons.
  • Hypnotic Gaze r(3) s(30/60/90)  x(8/16/24) - The max level of targets affected by Calm spells is increased by +x levels. Cumulative with Kindred Mage.
  • Aspect of Terror r(3) s(30/60/90)  x(8/16/24) - The max level of targets affected by Fear spells is increased by +x levels. Cumulative with Kindred Mage.
  • Rage r(3) s(30/60/90)  x(8/16/24) - The max level of targets affected by Frenzy spells is increased by +x levels. Cumulative with Kindred Mage.


NEW PERKS
  • Illusion Might r(1) s(20) - Your Illusion skill level affects the magnitude of Illusion spells.



TOTAL PERKS REQUIRED TO FILL THIS TREE: 37






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RESTORATION

  • Novice Restoration r(3) s(10/25/50) x(30/60/100) - Cast Novice level Restoration spells for x% less magicka.
  • Apprentice Restoration r(3) s(25/50/75) x(30/60/100) - Cast Apprentice level Restoration spells for x% less magicka.
  • Adept Restoration r(3) s(50/75/100) x(25/50/75) - Cast Adept level Restoration spells for x% less magicka.
  • Expert Restoration r(3) s(75/100/125) x(25/50/75) - Cast Expert level Restoration spells for x% less magicka.
  • Master Restoration r(3) s(100/125/150)  x(25/50/75) - Cast Master level Restoration spells for x% less magicka.
  • Restoration Dual Casting r(3)  s(30/60/90)  x(2.2/2.5/3.0) - Dual casting an Restoration spell makes the resulting effect x% stronger.
  • Channel Restoration  r(2) s(50/80) x(15/30) - All Restoration spells are x% more powerful when holding a staff in either hand.   
  • Recovery r(5) s(30/60/90/120/150) x(25/50/75/100/125) - Magicka regenerates x% faster.
  • Avoid Death r(4) s(60/90/120/150) x(100/250/400/600) - Once a day, heals x points automatically if you fall below 10% health. (Only if the damage does not kill you.)
  • Regeneration r(5) s(30/60/90/120/150) x(25/50/75/100/125) - Healing spells cure x% more.
  • Necromage r(5) s(30/60/90/120/150) x(25/50/75/100/125) y(50/100/150/200/250) - All spells are more effective against undead (+x% effect and +y% effect duration).
  • Respite r(1) s(40) - Healing spells also restore Stamina.
  • Ward Absorb r(3) s(50/100/150) x(25/50/75) - Wards recharge your magicka by x% of the cost of the spell that hit them.


NEW PERKS

  • Holy Champion r(2) s(60/90) x(50/100) - Shrine blessings are x% stronger.
  • Divine Protection r(3) s(40/80/120) x(15/30/50) - Wards reduce incoming attack damage by x%.
  • Test of Faith r(3)  s(40/80/120) x(15/30/50) y(30/60/100) - Restoration spells are x% more powerful if the recipient is below half Health and y% more effective if the recipient is below a quarter of their Health.
  • Restoration Might r(1) s(20) - Your Restoration skill level affects the magnitude of Restoration spells.
  • Paladin r(3) s(40/80/120) x(10/20/30) - You deal x% more damage to undead while taking x% less damage from them.
  • Sentinel r(2) s(50/100) x(40/80) - Take x% less damage when casting a healing spell.


TOTAL PERKS REQUIRED TO FILL THIS TREE: 60


NOTES
Healing spells damage undead
Spells that heal undead damage living creatures





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ARCHERY

  • Overdraw r(10) s(10-100) x(10-100%) - Bows do x% more damage.
  • Critical Shot r(4) s(25/50/75/100) x(10-15-20-25) y(50-50-50-50) - x% chance of a critical hit that does y% extra damage.
  • Hunter's Discipline r(1) s(50) - Recover twice as many arrows from dead bodies.
  • Ranger r(1) s(60) - Able to move faster with a drawn bow.
  • Eagle Eye r(3) s(30/80/130) x(40/80/120) - Pressing Block while aiming will zoom in your view by x%.
  • Power Shot r(3) s(30/60/90) x(25/50/75) - Arrows stagger all but the largest opponents x% of the time.
  • Quick Shot r(1) s(60) - Can draw a bow 30% faster.
  • Steady Hand r(3) s(40/70/100) x(30/60/90)  - Zooming in with a bow slows time by x%.
  • Bullseye r(4) s(75/100/125/150) x(10/15/20/25) - x% chance of paralyzing the target for a few seconds.


NEW PERKS
  • Armor Piercing  r(4) s(60/90/120/150) x(10/15/20/30)  - Arrows and Bolts ignore x% of target's armor.
  • Cripple Wing   r(3) s(40/70/100) x(10/20/30) - Arrows have a x% chance to cause a dragon to land and stay grounded. Doesn't work on Alduin.
  • Sniper r(4) s(40/70/100/130) x(10/15/20/25) y(40/60/80/100) - Bows and Crossbows deal x% more damage for each 25 feet beyond the first 50 feet, up to y%.
  • Ethereal Arrows r(1) s(30) - Firing a bow without any arrows equipped will fire an ethereal arrow from your magicka pool (20 magicka per arrow). These projectiles do 50% more damage with the Mystic Binding Perk.
  • Archery Expertise r(4) s(60/90/120/150) x(5/10/15/20) - Your extensive knowledge and experience with ranged weapons lets you take x% less damage from bows and crossbows.
  • Stone Stance r(1) s(70) - Cannot be staggered when firing or reloading a bow/crossbow.


TOTAL PERKS REQUIRED TO FILL THIS TREE:
47






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BLOCK

  • Shield Wall r(8) s(0/20/40/60/80/100/120/140) x(10/20/30/40/50/60/70/80) - Blocking is x% more effective.
  • Deflect Arrows r(2) s(20/50) x(50/100) - Arrows that hit the shield do x% less damage.
  • Elemental Protection r(3) s(30/60/90) x(25/50/75) - Blocking with a shield reduces incoming fire, frost, and shock damage by x%.
  • Block Runner r(1) s(60) - Able to move faster with a shield or weapon raised.
  • Power Bash r(1) s(30) - Able to do a power bash.
  • Deadly Bash r(2) s(50/75) x(5/10) - Bashing does x times more damage.
  • Disarming Bash r(2) s(70/100) x(25/50) - x% chance to disarm when power bashing.
  • Shield Charge r(1) s(100) - Sprinting with a shield raised knocks down most targets.
  • Quick Reflexes r(2) s(30/80) x(50/90) y(2/3) - Time slows down by x% for y seconds if you are blocking during an enemy's power attack.


NEW PERKS
  • Block Regeneration r(2) s(50/80) x(50/100) - Regenerate Health x% faster while blocking in combat.
  • Aegis r(3) s(70/110/150) x(20/30/40) - Blocking with a shield grants a x% chance to nullify any incoming magic attacks.
  • Block Expertise r(4) s(60/90/120/150) x(25/50/75/100) - Your extensive knowledge and experience with shields and blocking in general lets you do x% more damage do enemies who are blocking with a shield or weapon.
  • Shaken r(3) s(40/80/120) x(10/20/30) - Blocking with a shield reduces the attacker melee weapons skills by x% for 8 seconds.
  • Unyielding r(1) s(60) - While blocking with a shield you cannot be staggered.


TOTAL PERKS REQUIRED TO FILL THIS TREE: 35





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HEAVY ARMOR

  • Juggernaut  r(10) s(10-100) x(10-100) - Increases armor rating for Heavy Armor by x%.
  • Fists of Steel  r(3) s(30/70/110) x(1/2/3) - Unarmed attacks with Heavy Armor gauntlets do their armor rating multiplied by x in extra damage.
  • Cushioned  r(3) s(30/60/90)  x(25/50/75) - x% less damage from falling if wearing all Heavy Armor: head, chest, hands, feet.
  • Conditioning  r(2)  s(25/70)  x(50/100) -  Heavy Armor weighs x% less and doesn't slow you down all that much when worn.
  • Well Fitted  r(4) s(25/60/95/130) x(10/20/30/40) - x% Armor bonus if wearing all Heavy Armor: head, chest, hands, feet.
  • Tower of Strength  r(3) s(40/70/100) x(25/50/70) - x% less stagger when wearing only Heavy Armor.
  • Matching Set  r(4) s(35/70/105/140) x(10/20/30/40) - x% Additional x% Armor bonus if wearing a matched set of Heavy Armor.
  • Reflect Blows  r(3) s(90/120/150) x(10/20/30) - x% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet.


NEW PERKS
  • Heavy Armor Expertise r(4) s(60/90/120/150) x(5/10/15/20) - Your extensive knowledge and experience with Heavy Armor lets you do x% more damage against opponents wearing a heavy armor cuirass.
  • Thickness r(3) s(40/80/120) x(20/35/50) - You take x% less damage from arrows and bolts while wearing all heavy armor.
  • Steel Skin r(4) s(60/90/120/150) x(30/60/90/120) - Armor permanently increased by x points.
  • Enduring Strength r(3) s(40/80/120) x(40/80/120) - Carry weight is increased by x points.


TOTAL PERKS REQUIRED TO FILL THIS TREE: 49





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ONE-HANDED

  • Armsman r(10) s(10-100) x(10-100) - One-Handed weapons do x% more damage.
  • Bladesman r(5) s(30/60/90/120/150) x(10/15/20/25/30) - Attacks with swords have a x% chance of doing 50% more critical damage.
  • Scrapping Metal r(5) s(30/60/90/120/150) x(10/20/30/40/50) - Attacks with maces reduce the armor rating of armored enemies (NPCs wearing body armor, Automatons and Dragons) by x points for 15 seconds. This effect stacks.
  • Hack and Slash r(5) s(30/60/90/120/150) x(4/6/8/10/12) - Attacks with war axes cause x points of extra bleeding damage per second for 3 seconds.
  • Dual Flurry r(3) s(30/50/70)  x(20/35/50) - Dual wielding attacks are x% faster.
  • Dual Savagery r(4) s(40/70/100/130) x(25/50/75/100) - Dual wielding power attacks do x% bonus damage.
  • Fighting Stance r(3) s(20/50/80) x(20/35/50) - Power attacks with one-handed weapons cost x% less stamina.
  • Critical Charge r(2) s(50/100) x(2/3) - Can do a one-handed power attack while sprinting that does x times more critical damage.
  • Savage Strike r(3) s(50/80/110) x(20/35/50) - Standing power attacks do x% bonus damage with a chance to decapitate your enemies.
  • Paralyzing Strike r(3) s(100/125/150) x(25/30/35) - Backwards power attack has a x% chance to paralyze the target.


NEW PERKS

  • Spellsword r(5) s(30/60/90/120/150)  x(10/20/30/40/50) y(20/40/60/80/100) - Spells that you cast while holding a one handed weapon are x% more powerful or last y% longer.
  • One Handed Expertise r(4) s(60/90/120/150) x(5/10/15/20) - Your extensive knowledge and experience with one handed weapons lets you take x% less damage from them.
  • Mobility r(3) s(40/80/120) x(10/20/30) - You move x% faster when wielding a one-handed weapon.
  • Pierce Through r(3) s(50/100/150) x(10/20/30) - One Handed weapons ignore x% of the target's armor.


TOTAL PERKS REQUIRED TO FILL THIS TREE: 58




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SMITHING

Steel Smithing r(5) s(10/25/40/50)
      r1. Can create Steel/Bonemold armor and Steel weapons at forges.
      r2. Can improve Steel/Bonemold/Imperial/Draugr equipment 50% better.
      r3. Can improve Steel/Bonemold/Imperial/Draugr equipment 100% better. Due to your expertise with the metal, you also deal 10% more damage to people wearing a Steel, Bonemold or Imperial cuirass, while taking 10% less damage from Steel/Imperial/Draugr weapons and projectiles.
      r4. Can improve Steel/Bonemold/Imperial/Draugr equipment 150% better. Due to your mastery with the metal, you deal 20% more damage to people wearing a Steel, Bonemold or Imperial cuirass, while taking 20% less damage from Steel/Imperial/Draugr weapons and projectiles.


Arcane Blacksmith r(3) s(60/90/120)
      r1. You can improve magical weapons and armor.
      r2. You can improve magical weapons and armor 25% better.
      r3. You can improve magical weapons and armor 50% better.


Dwarven Smithing r(4) s(30/40/50/60)
      r1. Can create Dwarven armor and weapons at forges.
      r2. Can improve Dwarven equipment 50% better.
      r3. Can improve Dwarven equipment at the forges 100% better. Due to your expertise of the metal, you also deal 10% more damage to Dwarven Automatons and NPCs wearing a Dwarven cuirass, while taking 10% less damage from Automatons and Dwarven weapons/projectiles.
      r4. Can improve Dwarven equipment at the forges 150% better. Due to your mastery of the metal, you also deal 20% more damage to Dwarven Automatons and NPCs wearing a Dwarven cuirass, while taking 20% less damage from Automatons and Dwarven weapons/projectiles.

   
Orcish Smithing r(4) s(50/60/70/80)
      r1. Can create Orcish armor and weapons at forges.
      r2. Can improve Orcish equipment 50% better.
      r3. Can improve Orcish equipment at the forges 100% better. Due to your expertise of the metal, you also deal 10% more damage to NPCs wearing a Orcish cuirass, while taking 10% less damage from Orcish weapons/projectiles.
      r4. Can improve Orcish equipment at the forges 150% better. Due to your mastery of the metal, you also deal 20% more damage to NPCs wearing a Orcish cuirass, while taking 20% less damage from Orcish weapons/projectiles.


Ebony Smithing r(4) s(80/90/110/130)
      r1. Can create Ebony/Stalhrim armor and weapons at forges.
      r2. Can improve Ebony/Stalhrim equipment 50% better.
      r3. Can improve Ebony/Stalhrim equipment at the forges 100% better. Due to your expertise of the metals, you also deal 10% more damage to NPCs wearing a Ebony or Stalhrim cuirass, while taking 10% less damage from Ebony/Stalhrim weapons and projectiles.
      r4. Can improve Ebony/Stalhrim equipment at the forges 150% better. Due to your mastery of the metals, you also deal 20% more damage to NPCs wearing a Ebony or Stalhrim cuirass, while taking 20% less damage from Ebony/Stalhrim weapons and projectiles.

   
Dragon Smithing r(4) s(90/100/120/140)
      r1. Can create Dragonscale/Dragonbone armor and Dragonbone weapons at forges.
      r2. Can improve Dragon equipment 50% better.
      r3. Can improve Dragon equipment at the forges 100% better. Due to your expertise of the materials, you also deal 10% more damage to Dragons and NPCs wearing a Dragonplate/Dragonscale cuirass, while taking 10% less damage from Dragons and Dragonbone weapons/projectiles.
      r4. Can improve Dragon equipment at the forges 150% better. Due to your mastery of the materials, you also deal 20% more damage to Dragons and NPCs wearing a Dragon cuirass, while taking 20% less damage from Dragons and Dragonbone weapons/projectiles.


Daedric Smithing r(4) s(100/110/130/150)
      r1. Can create Daedric armor and weapons at forges.
      r2. Can improve Daedric equipment 50% better.
      r3. Can improve Daedric equipment at the forges 100% better. Due to your expertise with of the metal, you also deal 10% more damage to Daedra and NPCs wearing a Daedric cuirass, while taking 10% less damage from Daedra and Daedric weapons/projectiles.
      r4. Can improve Daedric equipment at the forges 150% better. Due to your mastery with of the metal, you also deal 20% more damage to Daedra and NPCs wearing a Daedric cuirass, while taking 20% less damage from Daedra and Daedric weapons/projectiles.


Advanced Armors r(4) s(50/60/80/100)
      r1. Can create Scaled/Steel Plate/Nordic armor and Nordic weapons at forges.
      r2. Can improve Scaled/Steel Plate/Nordic equipment 50% better.
      r3. Can improve Scaled/Steel Plate/Nordic equipment at the forges 100% better. Due to your expertise with the materials, you also deal 10% more damage to NPCs wearing a Scaled, Steel Plate or Nordic cuirass, while taking 10% less damage from Nordic weapons/projectiles.
      r4. Can improve Scaled/Steel Plate/Nordic equipment at the forges 150% better. Due to your mastery with the materials, you also deal 20% more damage to NPCs wearing a Scaled, Steel Plate or Nordic cuirass, while taking 20% less damage from Nordic weapons/projectiles.
   
   
Elven Smithing r(4) s(30/40/60/80)
      r1. Can create Elven/Chitin armor and Elven weapons at forges.
      r2. Can improve Elven/Chitin equipment 50% better.
      r3. Can improve Elven/Chitin equipment at the forges 100% better. Due to your expertise with the materials, you also deal 10% more damage to NPCs wearing a Elven or Chitin cuirass, while taking 10% less damage from Elven weapons/projectiles.
      r4. Can improve Elven/Chitin equipment at the forges 150% better. Due to your mastery with the materials, you also deal 20% more damage to NPCs wearing a Elven or Chitin cuirass, while taking 20% less damage from Elven weapons/projectiles.


Glass Smithing r(4) s(70/80/100/120)
      r1. Can create Glass armor and weapons at forges.
      r2. Can improve Glass equipment 50% better.
      r3. Can improve Glass equipment at the forges 100% better. Due to your expertise with the metal, you also deal 10% more damage to NPCs wearing a Glass cuirass, while taking 10% less damage from Glass weapons/projectiles.
      r4. Can improve Glass equipment at the forges 150% better. Due to your mastery with the metal, you also deal 20% more damage to NPCs wearing a Glass cuirass, while taking 20% less damage from Glass weapons/projectiles.
   
   

TOTAL PERKS REQUIRED TO FILL THIS TREE: 39








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TWO-HANDED

  • Barbarian r(10) s(10-100) x(10-100) - Two-Handed weapons do x% more damage.
  • Champion's Stance r(3) s(20/50/80) x(20/35/50) - Power attacks with two-handed weapons cost x% less stamina.
  • Deep Wounds r(5) s(30/60/90/120/150) x(10/15/20/25/30) - Attacks with greatswords have a x% chance of doing 50% more critical damage.
  • Skullcrusher r(5) s(30/60/90/120/150) x(10/20/30/40/50) -  Attacks with warhammers reduce the armor rating of armored enemies (NPCs wearing body armor, Automatons and Dragons) by x points for 15 seconds. This effect stacks.
  • Limbsplitter r(5) s(30/60/90/120/150) x(4/6/8/10/12) - Attacks with battle axes cause x points of extra bleeding damage per second for 3 seconds.
  • Devastating Blow r(2) s(50/100) x(25/50) - Standing power attacks do x% bonus damage with a chance to decapitate your enemies.
  • Great Critical Charge r(2) s(50/100) x(2/3) - Can do a two-handed power attack while sprinting that does x times more critical damage.
  • Sweep r(1) s(70) - Sideways power attacks with two-handed weapons hit all targets in front of you.
  • Warmaster r(3) s(100/125/150) x(25/30/35) - Backwards power attack has a x% chance to paralyse the target.


NEW PERKS
  • Two Handed Expertise r(4) s(60/90/120/150) x(5/10/15/20) - Your extensive knowledge and experience with two handed weapons lets you take x% less damage from them.
  • Berserker r(3) s(40/80/120) x(10/20/30) - Two Handed weapons swing x% faster.
  • Adrenaline r(3) s(40/80/120) x(10/20/30) - You move x% faster when wielding a two handed weapon.
  • Unstoppable r(3) s(50/90/130) x(30/60/90) - You take x% less damage from attacks when executing a power attack with a two handed weapon.
  • Pugilist r(1) s(40) - Power attacks with both unarmed hands cost 50% less stamina.



TOTAL PERKS REQUIRED TO FILL THIS TREE: 49




===============================================================================================================================   
ALCHEMY

  • Alchemist r(10) s(10-100) x(10-100%) - Potions and poisons you make are x% stronger.
  • Benefactor r(3) s(30/60/90) x(20/35/50) - Potions you mix with beneficial effects have an additional x% greater magnitude.
  • Catalyst  r(3) s(25/50/75) x(20/35/50) - Potions you take that have only beneficial effects are x% stronger.
  • ConcentratedPoison r(3) s(40/70/100) x(50/125/2) - Poisons applied to weapons lasts for x% more hits.
  • Experimenter r(1)  s(60) - Eating an ingredient reveals all its effects.
  • GreenThumb r(3) s(60/100/140) x(1/2/3) - Gather +x ingredients from plants.
  • Physician  r(5) s(20/50/80/110/140) x(20/40/60/80/100) - Potions you mix that restore Health, Magicka or Stamina are x% more powerful.
  • Poisoner  r(5)  s(30/60/90/120/150) x(20/40/60/80/100) - Poisons you mix are x% more effective.
  • Purity  r(4) s(25/50/75/100) x(25/50/75/100) - x% chance to remove negative effects from created potions, and x% to remove all positive effects from created poisons.
  • Snakeblood  r(3) s(40/70/100) x(25/50/75) - x% resistance to all poisons.


NEW PERKS
  • Troll Blood  r(3) s(30/60/90) x(25/50/75) - Health regenerates x% faster.
  • Skeever Blood r(2) s(30/60) x(40/80) - x% resistance to all diseases.
  • Master Alchemist r(4) s(75/100/125/150) x(25/50/75/100) - x% chance to create two potions or poisons instead of one.
  • Wortcraft r(1) s(50) - You suffer no negative effects from eating ingredients, and positive effects are substantially improved.


TOTAL PERKS REQUIRED TO FILL THIS TREE: 50





===============================================================================================================================
LIGHT ARMOR

  • Agile Defender r(10) s(10-100) x(10-100) - Increase armor rating for Light armor by 20%.
  • Custom Fit r(3) s(30/65/100) x(20/35/50) - x% Armor bonus if wearing all Light Armor: head, chest, hands, feet.
  • Matching Set r(3) s(40/80/120) x(20/35/50) - Additional x% Armor bonus if wearing a matched set of Light Armor.
  • Unhindered r(1)  s(50) - Light Armor weighs nothing and doesn't slow you down when worn.
  • Wind Walker r(4) s(40/70/100/130) x(25/50/75/100) - Stamina regenerates x% faster in all Light Armor: head, chest, hands, feet.
  • Deft Movement r(3) s(90/120/150) x(10/20/30) - x% chance of avoiding all damage from a melee attack while wearing all Light Armor: head, chest, hands, feet.


NEW PERKS
  • Scout r(5) s(50/75/100/125/150) x(10/20/30/40/50) - x% increased movement speed if wearing only light armor.
  • Soldier r(3) s(40/80/120) x(10/20/30) - Power attacks cost x% less stamina.
  • Light Armor Expertise r(4) s(60/90/120/150) x(5/10/15/20) - Your extensive knowledge and experience with Light Armor lets you do x% more damage against opponents wearing a Light Armor cuirass.
  • Swiftness r(1) s(30) - Cannot be staggered while sprinting if wearing all Light Armor.
  • Strategic Retreat (Tactical Retreat) r(2) s(40/70) x(20/33) y(10/15) - When an attack brings your health below x%, you gain a burst of speed for y seconds. This effect can only occur once every 30 seconds.
  • Dexterity r(3) s(30/60/90) x(5/15/25) - Increases unarmed damage by x% of your current Stamina. Requires two free hands.
  • Feathered Fall r(3) s(30/60/100) x(30/60/90) - Take x% less falling damage when wearing all light armor.



TOTAL PERKS REQUIRED TO FILL THIS TREE: 42





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LOCKPICKING

  • Novice Locks r(3) s(0/25/50) x(30/60/100) - Novice locks are x% easier to pick.
  • Apprentice Locks r(3) s(25/50/75) x(30/60/100) - Apprentice locks are x% easier to pick.
  • Adept Locks r(3) s(50/75/100) x(25/50/75) - Adept locks are x% easier to pick.
  • Expert Locks r(3) s(75/100/125) x(25/50/75) - Expert locks are x% easier to pick.
  • Master Locks r(3) s(100/125/150) x(25/50/75) - Master locks are x% easier to pick.
  • Quick Hands r(1) s(40) - Able to pick locks without being noticed.
  • Wax Key r(2) s(50/70) x(50/100) - x% chance of receiving a copy of a picked lock's key if it has one.
  • Golden Touch r(1) s(60) - Find more gold in chests.
  • Treasure Hunter r(1) s(70) - 50% greater chance of finding special treasure.
  • Locksmith r(5) s(30/60/90/120/150) x(15/30/45/60/75) - Pick starts x% closer to the lock opening position.
  • Unbreakable r(3) s(30/60/90) x(30/60/100) - Lockpicks have a x% chance of not breaking.



TOTAL PERKS REQUIRED TO FILL THIS TREE: 28






===============================================================================================================================
PICKPOCKET

  • Light Fingers r(10) s(10-100) x(10-100) - Pickpocketing bonus of x%. Item weight and value reduce pickpocketing odds.
  • Night Thief r(2) s(30/60) x(40/80%) - +x% chance to pickpocket if the target is asleep.
  • Cutpurse r(3) s(20/40/60) x(25/50/75) - Pickpocketing gold is x% easier.
  • Keymaster r(1) s(60) - Pickpocketing keys almost always works.
  • Misdirection r(3) s(70/100/130) x(40/65/90) - x% chance to pickpocket equipped weapons.
  • Perfect Touch r(3) s(100/125/150) x(40/65/90) - x% chance to pickpocket equipped items.
  • Extra Pockets r(5) s(40/70/100/125/150) x(50/100/150/180/225) - Carrying capacity is increased by x.
  • Poisoned r(1) s(40) - Silently harm enemies by placing poisons in their pockets.


NEW PERKS
  • Easy to Forget r(2) s(50/80) x(25/50) - Your bounties for non-violent crimes decay at a rate of x% of your Pickpocket skill level each day. You will receive a notification when your bounty drops to 0 in a particular hold.
  • Kleptomaniac r(1) s(60) - Various "clutter" items (baskets, bowls, goblets, etc) have their weight reduced by 50%.
  • Escapist r(2) s(60/120) x(150/300) y(25/50) - After you successfully pickpocket someone, sneaking is x% more effective and movement speed is increased by y% for 10 seconds.



TOTAL PERKS REQUIRED TO FILL THIS TREE: 33


NOTES
Maximum chance to pickpocket increased to 95% from 90%





===============================================================================================================================
SNEAK


  • Stealth r(10) s(10-100) x(8-80) - You are x% harder to detect when sneaking.
  • Backstab r(2) s(30/60) x(6/9) -  Sneak attacks with one-handed weapons now do x times damage.
  • Deadly Aim r(2) s(40/70) x(3/5) - Sneak attacks with bows now do x times damage.
  • Assassin's Blade r(2) s(50/80) x(9/18) - Sneak attacks with daggers now do a total of x times damage.
  • Muffled Movement r(3) s(30/60/90) x(30/60/90) - Wearing armor makes x% less noise when you move.
  • Light Foot r(2) s(40/80) x(15/30) - You won't trigger pressure plates and are x% less likely to get staggered.
  • Silent Roll r(1) s(50) - Sprinting while sneaking executes a silent forward roll.
  • Silence r(3) s(50/90/130) x(30/60/90) - Walking and running are x% harder to detect.
  • Shadow Warrior r(5) s(70/90/110/130/150) x(1/2/3/4/5) - Crouching hides you for x seconds and forces distant opponents to search for you.


NEW PERKS

  • Camouflage r(2) s(60/100) x(30/60) - While sneaking you are x% harder to detect when standing still.
  • In the Shadows r(2) s(40/80) x(25/50) - Sneaking is x% easier at night.


TOTAL PERKS REQUIRED TO FILL THIS TREE: 30







===============================================================================================================================
SPEECH


  • Haggling r(10) s(10-100) x(5-50) - Buying and selling prices are x% better.
  • Allure r(5) s(30/60/90/120/150) x(10/15/20/25/30) - x% better prices with the opposite sex.
  • Merchant r(1) s(50) - Can sell any type of item to any kind of merchant.
  • Investor r(5) s(50/75/100/125/150) - Can invest 1000 gold in a shopkeeper (up to 5 times) to increase his available gold permanently.
  • Fence r(1) s(80) - Can barter stolen goods with any merchant you have invested in.
  • Master Trader r(3) s(100/125/150) x(1000/2000/3000) - Every merchant in the world gains 1000 gold for bartering (for a total of x).
  • Bribery r(1) s(30) - Can bribe guards to ignore crimes.
  • Persuasion r(5) s(30/60/90/120/150) x(15/30/45/60/75) - Persuasion attempts are x% easier.
  • Intimidation r(2) s(70/100) x(2/3) - Intimidation is x times more likely to succeed.


NEW PERKS

  • Kinship r(1) s(40) - Buy items for 15% less when trading with the same race.
  • Legendary Skald r(4) s(30/70/110/150) x(15/25/35/50) - Time between shouts is reduced by x%.
  • Comradery r(1) s(50) - Receive a 10% discount in buy prices from merchants in the same faction(s) as you.



TOTAL PERKS REQUIRED TO FILL THIS TREE: 39



NOTES

Investor Perk now works for all vanilla merchants (135 total)






===============================================================================================================================
Requirements
Latest version of Skyrim
Dawnguard
Heartfire
Dragonborn
SKSE
USLEEP (3.0.5 and up)
Elys Uncapper (since a lot of skill ranks go past skill level 100)





===============================================================================================================================
Q&A
Question:
"You say that one of the reasons for you to make this mod was that other perk mods were full of scripts. Then why does your mod contains 162 scripts?"
Answer:
135 of those 162 scripts are from the changes in the investor perk. Since it now covers all vanilla merchants, i had to make a script for each of them, and that amounts to 135.

Question:
"But wouldn't that much scripts affect performance in any way?"
Answer:
No. Those investor scripts only fire once when the player has selected the invest option in dialogue. They don't run continuously in the background.



About ASIS:
If you're using the improved INI files (you should) do the following (in the AutomaticPerks.ini):

Remove "xxx" from [PERKEXCLUSIONSSTARTSWITH]

Add to [PERKEXCLUSIONSSTARTSWITH]:
   xxxMagicAlterationAlterSelf
   xxxMagicEnchantingScrollMastery
   xxxMagicRestorationHolyChampion
   xxxxCombatHeavyArmorEnduringStrength
   
Add to [PERKEXCLUSIONSCONTAINS]:
   xxxMagicAlterationNightEye01_50
   xxxMagicAlterationWaterbreathing01_50
   xxxMagicConjurationThrallMaster01_100
   xxxxCombatArcheryEtherealArrows01_30
   xxxxxStealthSpeechMasterOfDisguises01_50
   
   
Add "Enhanced Perk Trees.esp" to [PerkModInclusions]


Or you could just download this file and replace you ini.




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Please report any bugs you find in this. I also welcome suggestions.