SKYRIM
Alternate Perks Plus by Rev11
Skyrim » Skills and leveling
Added: 16/02/2012 - 04:48AM
Updated: 22/01/2013 - 06:31PM

16 Endorsements

2.5 Latest version

529 Unique D/Ls

887 Total D/Ls

14,608 Total Views

Uploaded by Rev11

Description

Last updated at 18:31, 22 Jan 2013 Uploaded at 4:48, 16 Feb 2012

First off:
Some perk descriptions listed here are old! Many are further improved and balanced (mostly improved). The list is too big to change all the time and there isnt even a lot of interest in this mod anyways.

New in 2.5, This will be the final update for a while now. Im pretty happy with it.
-Reduced effect of Deadly Combat. It was too much.
-Fortify Destruction and Alteration enchantments will now increase spell power instead of cost.

Please make a backup save, uninstalling could make you lose a couple perk points! Thanks!

What does this mod do?

Alternate_Perks:

1. This mod changes many of the default perks to include altered effects or modified values and percentages.

2. The Pickpocket and Lockpicking trees have been combined! In place of pickpocket I've added original perks that benefit melee combat to make up for some slightly lowered damage perks in the one and two handed weapon trees.

3. Removed the ability to buff Enchanting and Smithing with Alchemy, this is done in personal taste. Instead, now all Enchanting and Smithing benefits from potions will go towards Alchemy.

4. Generally improves perks with armor to make them more desirable. No longer need a helm to complete a set to gain bonuses as well.

5. Novice, Apprentice, Adept, Expert, and Master ranking's damage % effects stack with each other of that same school.

Alternate_Birthstones:

Changes many of the default birthstones to have more interesting and in depth effects. This is supposed to go along with my other mod for perks.

Alternate_Racials:

Changes some of the racials to include less severe resistances to things such as frost and fire. Smallest changes out of the three.

Why make this mod?

I find the original perks, birthstones and racials to be boring! There seemed to be only a few perks per tree; by adding ranks, they seem to have much more depth to them.

If there are added ranks and perks, how do I get them all with the default one perk per level?

I recommend using Ishs Souls to Perks. Ranks are not considerably increased so you will also be fine without it.

Is this mod finished?

Im at a point where I am pretty happy with how things have turned out, updates might come slower here out.

How do I install?

Drop the .esp and script into your data folder, and enable the plugin. Easy!

How do I uninstall?

Delete the Alternate_Perks/Birthstones/Racials esps from the data folder. Then delete the SkSMBloodLustScript from the data/scripts folder.

You might lose perk points that were allocated in places that are removed with this mod. Make a backup save!!!

Known Bugs?

If you already have a birthstone activated, the effects might not be present. Simply activate another stone then reactivate the one you want the effects of.

Change log?

Click the version number located right under the perk sample screenshots above (and right above the endorse button).

______________________________________________________________

These are the changes I've made, mostly I keep this in sync with the actual changes in the plugin but some may vary a tiny bit.

Sorry if this is a little hard to read!! The formatting did not carry over from my text file.

Perks

* = Original values; \(^.^)- = Done!

Veteran of War: 14 perks (* 12) (* previously pickpocket)

\(^.^)- Focused Mind 3 ranks (* Replaces Light Fingers): Melee weapon critical hit chance is increased by up to 12 %.

\(^.^)- Fleet of Foot(* Replaces Night Thief): Fall damage greatly reduced and chance to evade attacks increased by 6%. Requires level 20+.

\(^.^)- Feral Instincts (* Replaces Poisoned): When below 20% health, damage is increased by 12% and all incoming damage is reduced by 30%. Requires level 25+.

\(^.^)- Bloodlust (* Replaces Cutpurse): After killing an opponent, your weapons do 14% more damage for 2 minutes. Can be activated once every 2 minutes.

\(^.^)- Deadly Combat (* Replaces Perfect Touch): Weapon damage is increased by 60% of armor value. Applied bleeding effects, and bonus stamina bleed if coupled with Hack and Slash perk.

\(^.^)- Unwavering Resolve (* Replaces Extra Pockets): After receiving a staggering hit, your damage resistance and attack speed increases for 8 seconds. Requires level 28+.

\(^.^)- Sense of Death (* Replaces Keymaster): When an opponent is below 20% health, you deal 10% more damage. Requires level 32+.

\(^.^)- Elegance 2 ranks (* Replaces Misdirection): (rank 2) Your attacks ignore 40% armor and you have an additional 20% chance to avoid a damaging attack.

\(^.^)- Finesse: Increased change to reduce incoming damage and reduced chance to be critically hit.


Alchemy: 21 perks (* 15)

\(^.^)- Physician 5 ranks (* 1): (rank 5) Potions you mix that restore Health or Stamina are 80% more powerful. (* 25 %)

\(^.^)- Alchemist 5 ranks (* 5): (rank 5) Potions and poisons you make are 60% stronger. (* 20/40/60/80/100 %)

Benefactor: Potions you mix wih beneficial effects have a prolonged duration. (* Potions you mix with beneficial effects have an additional 25% greater magnitude.)

Experimenter 3 ranks (* 3): Unchanged

\(^.^)- Snakeblood: 33% resistance to all poisons. (* 50 %)
Purity: Unchanged

\(^.^)- Poisoner 3 ranks (* 1): Poisons you mix are 11/22/33% more effective. (* 25 %)

Concentrated Poison: Unchanged
Green Thumb: Unchanged


Illusion: 13 perks (* 13) 46. 50. 54. 58. 62 / 54. 50. 46. 42. 38

\(^.^)- Novice Illusionist: Novice illusion spells cost 46% less and all illusion spells last an additional 11% longer. (* Cast novice level illusion spells for half magicka.)

\(^.^)- Apprentice Illusionist: Apprentice illusion spells cost 50% less and all illusion spells last an additional 11% longer. (* Cast apprentice level illusion spells for half magicka.)

\(^.^)- Adept Illusionist: Adept illusion spells cost 54% less and all illusion spells last an additional 11% longer. (* Cast adept level illusion spells for half magicka.)

\(^.^)- Expert Illusionist: Expert illusion spells cost 58% less and all illusion spells last an additional 11% longer. (* Cast expert level illusion spells for half magicka.)

\(^.^)- Master Illusionist: Master illusion spells cost 62% less and all illusion spells last an additional 22% longer. (* Cast master level illusion spells for half magicka.)

Illusion Dual Casting: Unchanged
Animage: Unchanged
Kindred Mage: Unchanged
Quiet Casting: Unchanged
Hypnotic Gaze: Unchanged
Aspect of Terror: Unchanged
Master of Minds: Unchanged


Conjuration: 22 ranks (* 16) 46. 50. 54. 58. 62 / 54. 50. 46. 42. 38

\(^.^)- Novice Conjurationist: Novice conjuration spells cost 46% less and all conjuration spells last an additional 12% longer. (* Cast novice level conjuration spells for half magicka.)

\(^.^)- Apprentice Conjurationist: Apprentice conjuration spells cost 50% less and all conjuration spells last an additional 12% longer. (* Cast apprentice level conjuration spells for half magicka.)

\(^.^)- Adept Conjurationist: Adept conjuration spells cost 54% less and all conjuration spells last an additional 12% longer. (* Cast adept level conjuration spells for half magicka.)

\(^.^)- Expert Conjurationist: Expert conjuration spells cost 58% less and all conjuration spells last an additional 12% longer. (* Cast expert level conjuration spells for half magicka.)

\(^.^)- Master Conjurationist: Master conjuration spells cost 62% less and all conjuration spells last an additional 12% longer. (* Cast master level conjuration spells for half magicka.)

Conjuration Dual Casting: Unchanged
Summoner 2 ranks: Unchanged
Atromancy: Unchanged

Potency 5 ranks (*Elemental Potency * 1): Conjured atronachs and undead are 16/32/48/64/80% more powerful. (* 50 %)

Twin Souls: You cam have two atronachs or reanimated zombies.
\(^.^)- Dark Souls 3 ranks (* 1): Reanimated undead have 60/100/140 points more health. (* 100)

Necromancy: Unchanged
Mystic Binding: Unchanged
Soul Stealer: Unchanged
Oblivion Binding: Unchanged


Destruction: 29 ranks (* 17) 46. 50. 54. 58. 62 / 54. 50. 46. 42. 38

\(^.^)- Novice Destructionist: Novice destruction spells cost 46% less and all destruction spells last an additional 4% more powerful. (* Cast novice level destruction spells for half magicka.)

\(^.^)- Apprentice Destructionist: Apprentice destruction spells cost 50% less and all destruction spells last an additional 6% more powerful. (* Cast apprentice level destruction spells for half magicka.)

\(^.^)- Adept Destructionist: Adept destruction spells cost 54% less and all destruction spells last an additional 8% more powerful. (* Cast adept level destruction spells for half magicka.)

\(^.^)- Expert Destructionist: Expert destruction spells cost 58% less and all destruction spells last an additional 10% more powerful. (* Cast expert level destruction spells for half magicka.)

\(^.^)- Master Destructionist: Master destruction spells cost 62% less and all destruction spells last an additional 12% more powerful. (* Cast master level destruction spells for half magicka.)

\(^.^)- Augmented Flames 5 ranks (* 2): Fire spells do 20/30/40/50/60 % more damage. (* 25/50 %)

Intense Flames 2 ranks (* 1): Fire damage causes targets to flee if their health is low.
Rank 2: Fire damage sets targets in fire for extra damage.

\(^.^)- Augmented Frost 5 ranks (* 2): Frost spells do 10/20/30/40/50 % more damage. (* 25/50 %)

Deep Freeze 2 ranks (* 1): Frost damage paralyzes targets if their health is low.
Rank 2: Prolonged slow effect from frost spells.

\(^.^)- Augmented Shock 5 ranks (* 2): Shock spells do 10/20/30/40/50 % more damage. (* 25/50 %)

Disintegrate 2 ranks (* 1): Shock damage disintegrates targets if their health is low.
Rank 2: Shock spells will have a bleeding effect on magicka.

Destruction Dual Casting: Unchanged
Impact: Unchanged
Rune Master: Unchanged


Restoration: 20 perks (* 13) 46. 50. 54. 58. 62 / 54. 50. 46. 42. 38

\(^.^)- Novice Restorationist: Novice restoration spells cost 46% less and all restoration spells are an addition 4% more powerful. (* Cast novice level restoration spells for half magicka.)

\(^.^)- Apprentice Restorationist: Apprentice restoration spells cost 50% less and all restoration spells are an addition 6% more powerful. (* Cast apprentice level restoration spells for half magicka.)

\(^.^)- Adept Restorationist: Adept restoration spells cost 54% less and all restoration spells are an addition 8% more powerful. (* Cast adept level restoration spells for half magicka.)

\(^.^)- Expert Restorationist: Expert restoration spells cost 58% less and all restoration spells are an addition 10% more powerful. (* Cast expert level restoration spells for half magicka.)

\(^.^)- Master Restorationist: Master restoration spells cost 62% less and all restoration spells are an additional 12% more powerful. (* Cast master level restoration spells for half magicka.)

Respite: Unchanged

\(^.^)- Regeneration 3 ranks (* 1): Healing spells cure 20/30/40 % more. (* 50 %)

Serendipity 3 ranks (* 1) (* Necromage): Healing spells heal an additional 12/24/36 % over time.

Natural Healing (* 1 replaces Ward Absorb): Health regeneration slightly increased when not in a critical state.

Restoration Dual Casting: Unchanged

Recovery 3 ranks (* 2 replaced): Healing spells recover 11/22/33 % of healing as magicka.

Avoid Death: Unchanged


Alteration: 15 perks (* 14)

\(^.^)- Novice alterationist: Novice alteration spells cost 46% less and all alteration spells last an additional 12% longer. (* Cast novice level alteration spells for half magicka.)

\(^.^)- Apprentice alterationist: Apprentice alteration spells cost 50% less and all alteration spells last an additional 12% longer. (* Cast apprentice level alteration spells for half magicka.)

\(^.^)- Adept alterationist: Adept alteration spells cost 54% less and all alteration spells last an additional 12% longer. (* Cast adept level alteration spells for half magicka.)

\(^.^)- Expert alterationist: Expert alteration spells cost 58% less and all alteration spells last an additional 12% longer. (* Cast expert level alteration spells for half magicka.)

\(^.^)- Master alterationist: Master alteration spells cost 62% less and all alteration spells last an additional 12% longer. (* Cast master level alteration spells for half magicka.)

Alteration Dual Casting: Unchanged
Mage Armor 3 ranks (* 3): Unchanged

\(^.^)- Magic Resistance 3 ranks (* 3): Blocks 8/12/16 % of a spells effects.

\(^.^)- Stability: Alteration spells have a 33% greater duration. (* 50%)

\(^.^)- Atronach 2 ranks (* 1): Absorb 10/20 % of the magicka of any spells that hit you.


Enchanting: 21 perks (* 13)

\(^.^)- Enchanter 5 ranks (* 5): (oops) Mostly unchanged.

Soul Squeezer: Unchanged.
Soul Siphon: Unchanged.

Elemental Enchanter 3 ranks (* 1): Fire, frost, and shock enchantments on weapons are 4/8/12 % stronger (* Fire Enchanter: Fire enchantments on weapons and armor are 25% stronger.)

Elemental Warder 3 ranks (* 1): Fire, frost, and shock enchantments on armor are 6/12/18 % stronger (* Frost Enchanter: Frost enchantments on weapons and armor are 25% stronger.)

Magical Agmentation: Fire, frost, and shock enchantments on armor now give a 6% additional damage to spells of the same type. (* Storm Enchanter: Shock enchantments on weapons and armor are 25% stronger.)

\(^.^)- Insightful Enchanter 3 ranks (* 1): Skill enchantments excluding Enchanting and Smithing on armor are 6/12/18 % stronger. (* 25 %)

\(^.^)- Corpus Enchanter 3 ranks (* 1): Health, magicka, and stamina enchants on armor are 6/12/18 % stronger. (* 25 %)

\(^.^)- Infusion (* Extra Effect): Unchanged


Heavy Armor: 13 perks (* 12)

\(^.^)- Juggernaut 5 ranks (* 5): Increases armor rating for Heavy Armor by 16 to 80 %. (* 20/40/60/80/100 %)

Fists of Steel: Unchanged
Cushioned: Unchanged

\(^.^)- Conditioning 2 ranks (* 1): Heavy armor weight reduced by 20/40 % and doesn't slow you down when worn. (* Heavy armor weighs nothing and doesn't slow you down when worn.)

\(^.^)- Well Fitted: 15% Armor bonus if wearing all heavy armor: head, chest, hands, feet. (* 25 %)

Tower of Strength: Unchanged

Defensive Stance (* Matching Set): Once every three minutes, damage from an attack that would otherwise take 60 % or more of your health is reduced by half.

Reflect Blows: Unchanged


Light Armor: 13 perks (* 10)

\(^.^)- Agile Defender 5 ranks (* 5): Increases armor rating for light armor by 16 to 80 %. (* 20/40/60/80/100 %)

\(^.^)- Custom Fit: 15% Armor bonus if wearing all light armor: chest, hands, feet. (* 25 %)

\(^.^)- Unhindered 2 ranks (* 1): Light armor weight reduced by 33/66 % and doesn't slow you down when worn. (* Light armor weighs nothing and doesn't slow you down when worn.)

\(^.^)- Wind Walker 3 ranks (* 1): Stamina regenerates 8/16/24 % faster in all light armor: chest, hands, feet. (* 50%)

Natural Reflexes (* Matching Set): Running and attack speed are sligtly increased when wearing light armor: chest, hands, feet.

Deft Movement: Unchanged


Block: 15 perks (* 13)

Shield Wall 5 ranks: Unchanged
Quick Reflexes: Unchanged
Deflect Arrows: Unchanged

\(^.^)- Elemental Protection 3 ranks (* 1): Blocking with a shield reduces incoming fire, frost, and shock damage by 11/22/33 %. (* 50 %)

Block Runner: Unchanged
Power Bash: Unchanged
Deadly Bash: Unchanged
Disarming Bash: Unchanged
Shield Charge: Unchanged

Two-Handed: 21 perks (* 19)

\(^.^)- Barbarian 5 ranks (* 5): Two-handed weapons do 30/40/50/60/80 % more damage. (* 20/40/60/80/100 %)

Limbsplitter 3 ranks (* 3): Unchanged

Deep Wounds 3 ranks (* 3): Unchanged

Skullcrusher 3 ranks (* 3): Unchanged

\(^.^)- Champion's Stance 2 ranks (* 1): Power attacks with two-handed weapons cost 8/16 % less stamina. (* 25 %)

Great Critical Charge: Unchanged

\(^.^)- Devastating Blow 2 ranks (* 1): Standing power attacks do 8/16 % bonus damage with a chance to decapitate your enemies. (* 25 %)
Sweep: Unchanged

\(^.^)- Warmaster: Backwards power attack has a 33% chance to paralyze the target. (* 25 %)


One-Handed: 23 perks (* 21)

\(^.^)- Armsman 5 ranks (* 5): One-Handed weapons do 30/40/50/60/80 % more damage. (* 20/40/60/80/100 %)

Dual Flurry 2 ranks ( * 2): Unchanged (* 20/35 %)

\(^.^)- Dual Savagery 3 ranks (* 1): Dual wielding power attacks do 20/30/40 % bonus damage. (* 50 %)

Hack and Slash 3 ranks (Renamed Deep Wounds* 3): Unchanged

\(^.^)- Bone Breaker 3 ranks (* 3): Attacks with maces ignore 12/24/36 % of armor. (* 25/50/75 %)

\(^.^)- Bladesman 3 ranks (Renamed Oppertune Timing * 3): Attacks with swords have a 4/8/12 % chance of doing critical damage (* 10/15/20 %)

\(^.^)- Fighting Stance: Power attacks with one-handed weapons cost 20 % less stamina. (* 25 %)

\(^.^)- Savage Strike 2 ranks (* 1): Standing power attacks do 10/20 % bonus damage with a chance to decapitate your enemies. (* 25 %)

Critical Charge: Unchanged

Paralyzing Strike: Backwards power attack has a 33% chance to paralyze the target. (* 25 %)


Archery: 16 perks (* 16)

Overdraw 5 ranks (* 5): Bows do 12/24/36/48/60 % more damage. (* 20/40/60/80/100 %)

Eagle Eye: Unchanged
Steady Hand 2 ranks (* 2): Unchanged

\(^.^)- Power Shot: Arrows stagger all but the largest opponents 33% of the time. (* 50%)

Quick Shot: Unchanged

\(^.^)- Critical Shot 3 ranks (* 3): 8/16/24 % chance of a critical hit that does extra damage. (* 30%)

Hunters's Shot (* Hunter's Discipline): Arrows cause minor bleeding. (* Recover twice as many arrows from dead bodies.)

Ranger: Unchanged
Bullseye: Unchanged


Sneak: 13 perks (* 13)

\(^.^)- Stealth 5 ranks (* 5): You are 15/20/25/30/35 % harder to detect when sneaking. (* 20/25/30/35/40 %)

Backstab: Unchanged
Deadly Aim: Unchanged
Assassin's Blade: Unchanged

\(^.^)- Muffled Movement: Noise from Armor is reduced by 33 %. (* 50 %)

Light Foot: Unchanged
Silent Roll: Unchanged
Silence: Unchanged
Shadow Warrior: Unchanged


Speech: 16 perks (* 13)

Haggling 5 ranks (* 5): Unchanged

Allure 3 ranks (* 1): 12/24/36 % better prices with the opposite sex.

Merchant: Unchanged
Investor: Unchanged
Fence: Unchanged
Master Trader: Unchanged
Bribery: Unchanged

Persuasion 2 ranks (* 1): Persuasion attempts are 15/30 % easier.

Intimidation: Unchanged


Lockpicking and Pickpocket: 21 perks (* 11) (combined pickpocket)

\(^.^)- Novice Locks 6 ranks (* 6): Unchanged
Light Fingers: Pickpocketing bonus of 16/32/48/64/80 % (* 100 %)

\(^.^)- Apprentice Locks 2 ranks (* 2): Unchanged
Night Thief: +20 % chance to pickpocket if the target is asleep. (* 25 %)

Quick Hands: Unchanged

Wax Key: Unchanged (change this.)

\(^.^)- Adept Locks 2 ranks (* 2): Unchanged
Poisoned: Unchanged

\(^.^)- Golden Touch 2 ranks (* 2): Unchanged
Cutpurse: Pickpocketing gold is 45 % easier. (* 50 %)

\(^.^)- Treasure Hunter 2 ranks (* 2): 33 % greater chance of finding special treasure. (* 50 %)
Extra Pockets: Carrying capacity is increaed by 60. (* 100)

\(^.^)- Expert Locks 2 ranks (* 2): Unchanged
Misdirection: Unchanged

\(^.^)- Locksmith 2 ranks (* 2): Unchanged
Keymaster: Unchanged

Unbreakable: Unchanged (CHANGETHIS)
\(^.^)- Master Locks: Unchanged
Perfect Touch: Unchanged

________________________________

Birthsigns

Description:

Many of the Standing Stones in Skyrim are either weak, or have effects that are vastly inferior to others making them not very appealing or useful. This changes some for a better balance.

* = Original values; \(^.^)- = Done!

The Apprentice Stone:
\(^.^)- Regenerate Magicka +60% (* 100%)
\(^.^)- Weakness to Magic + 60% (* 100%)
+ Learn magic skills 10% faster (* None)

The Atronach Stone:
\(^.^)- Magicka +80pts (* 50pts)
\(^.^)- Spell Absorption 40% (* 50%)
\(^.^)- Regenerate Magicka 60% Slower (* 50%)

The Lady Stone:
\(^.^)- Regenerate Stamina 10% faster (* 25%)
\(^.^)- Regenerate Health 20% faster (* 25%)
Armor Rating -20pts (* None)

The Lord Stone
\(^.^)- Armor Rating +30pts (* 50pts)
\(^.^)- Resist magic 10% (* resist 25%)
\(^.^)- One handed weapons do 5% more damage.

The Lover Stone:
\(^.^)- Restoration and Illusion spells are 20% more effective (* Changed)
\(^.^)- 40 Points more health.

The Mage Stone:
\(^.^)- Destruction, Alteration, and Conjuration spells are 5% more powerful and last 5% longer (* Changed)
\(^.^)- Magicka +20pts (* None)

The Ritual Stone:
+ Unchanged
\(^.^)- Conjuration and Alchemy are 20% more effective (* None)

The Serpent Stone:
+ Unchanged
+ Daggers do 10% more damage (* None)
+ Poisons are 33% more effective (* None)

The Shadow Stone:
+ Unchanged
+ Illusion spells are 10% more effective (* None)

The Steed Stone:
\(^.^)- Unchanged
\(^.^)- Carry weight +60 (* 100)

The Thief Stone:
+ Equipped apparel is weightless (* Changed)

The Tower Stone:
+ Unchanged
+ Health and Armor +30pts (* None)

The Warrior Stone:
\(^.^)- Two-Handed weapons do 5% more damage. (* Changed)
\(^.^)- Stamina +30pts (* None)
\(^.^)- Weakness to Magic 10% (* None)