Enderal Special Edition
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Digineaux

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kodaxmax

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About this mod

This will alter and/or move most perks to give specialist builds more options and make hybrid builds more reasonable. Rather than locking you to a specific weapon or spell school, you might simply focus on damage or spell duration for example. We are looking for people to test the mod and brainstorm some perks!

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This will alter and/or move most perks to give specialist builds more options and make hybrid builds more reasonable.  Rather than locking you to a specific weapon or spell school, you might simply focus on damage or spell duration for example.
Ideally most perk trees will have something to benefit most builds, without making too many perks that are absolutely essential to build. Perks are also less specific, spell magnitude perks in the elemental tree now effect all spells, while perks increasing the magnitude of specific spells were replaced for example.

View the current perk changes here: https://docs.google.com/spreadsheets/d/15wL1H1DY4pbC1CMIU7hTAtnDUlkQnVRm0Yz1yUZea-w/edit?usp=sharing
There are too many to list here and would be too much work to update between the two pages. orange = needs testing. Green = done. Red = wip or planned

We are looking for people to test the mod and brainstorm some perks! 
It would be a huge help if people could mention if a perk effect is or is not working. Even if you just use the mod during normal play and make a note of it as it comes up.
Have an idea for a perk we've not yet finished? add your ideas to the comments section.
We are interested in hearing balance concerns as well!

Compatibility
This should be compatible with everything. Though obviously other mods that effects the same perks will overwrite or be overwritten depending on your load order (last loaded/ lowest in the list overwrites previous mods).


0.2 Changelog: https://digineaux.com/synergetic-perk-overhaul-0-2-update/
See the devBlog here: https://digineaux.com/synergetic-perk-overhaul-enderal-mod/
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