For the purpose of this documentation, I have marked perks with the following:

  • S, if they scale with skill level
  • 1, if they are player-only
  • 2, if they can't be accessed by creatures
  • 3, if they need to be gained through conventional levelling (which means, you can't get them directly by using the console)


Block

This one received a massive addition in the form of semi-active blocking. When holding your attack while having a shield equipped, you'll go into 'blocking mode'. This is described as 'raising your shield' in perk descriptions. A raytest is performed to roughly check, if you're looking at an attacker, which is set up to be rather generous, but I have to admit, that it still isn't 100% reliable.
I would of course have loved to implement real active blocking like in later games, but scripting animations for Morrowind turns out to be a real pain. However, doing it like this isn't too bad. It works quite well for our purposes. NPCs can't pull it off though...

Apprentice(S,1):
Increased chance to block while raising your shield.

  • Refers to the vanilla random blocking chance associated with the iBlockMaxChance and iBlockMinChance GMSTs
  • Raising your shield increases those values, making both range from 65% to 100% at Block level 100
  • They get reset once you release the attack
  • Random blocking still works as before

Journeyman(S,1):
Resist part of all incoming damage and gain a chance to knock down melee attackers while raising your shield.

  • Makes you resist physical damage equal to your Block level in percent, in case you didn't trigger vanilla blocking
  • Directly increases your resistance to magic equal to Block level in percent
  • Knockdown chance is up to 50% at Block level 100

Expert(1):
Damage and knock back targets you're dashing into while raising your shield, every 10 secs.

  • Damage equals the weight of your shield and is reduced by armor
  • Self-praise might stink, but this perk is really amazing, great fun


Armorer

Without proper crafting, there's not much I could've added. I thought about developing some lightweight crafting, but there are too many weapon and armor mods to keep track of, and of course, there's Morrowind Crafting, which already does all of that comprehensively.

Apprentice(S,1):
While out of combat, the condition of equipped items slowly regenerates over time.

  • Items get restored by up to 1 condition point per second at Armorer level 100
  • You can think of it as maintaining your equipment while on your journey

Journeyman(1,3):

Repair items last longer.

  • Condition is doubled

Expert(1,3):

Repair items are more effective.

  • Quality is doubled


Medium Armor

While other armor classes tend to revolve more around pure defense, this one is more geared towards retaliation. Pick this, if you want an armor class to support a very aggressive playstyle. Note, that shields don't count towards those perks (so you don't get disadvantaged when swinging a twohanded weapon).

Apprentice(S,2):
Every medium piece worn reduces incoming damage while dashing.

  • Down to half damage while dashing at Medium Armor level 100

Journeyman(2):

Every medium piece worn grants a chance to regain part of your maximum fatigue when getting hit.

  • Up to 100% chance to restore 5% maximum Fatigue when getting hit the more pieces you wear
  • Limited to once every second when hit by magic damage over time
  • Note, that this effectively counteracts fatigue penalties, so it's stronger than you might think
Expert(2):
Increased critical damage the lower your health, while wearing a medium cuirass.

  • Gain up to +100% critical damage the lower your health, including magic critical hits


Heavy Armor


This one is pretty straightforward. Power Fantasy comes with a boatload of crazy offensive options, and Heavy Armor is specifically designed to keep those in check. As with all other armor skills, shields aren't counted in.

Apprentice(S,2):

Every heavy piece worn increases the chance to additionally damage a melee attacker's weapon on hit.

  • Chance amounts to 100% when fully clad in heavy armor
  • Deal up to 10 extra damage to the attacker's weapon at Heavy Armor level 100

Journeyman(2):
Every heavy piece worn reduces critical hit damage from all sources.

  • The bonus damage from critical hits is down to halved the more pieces you wear

Expert(2):
Chance to reflect part of incoming damage back to melee attackers, while wearing a heavy cuirass.

  • Chance is 20% at Luck 100 (depends fully on it)
  • If successful, the attacker receives 20% of damage, you take the remaining 80%


Blunt Weapon


This isn't the weapon type with the highest damage potential, but if offers great utility in return.

Apprentice(S):
Chance to daze and additionally damage target armor.

  • Up to 25% chance to daze at Blunt Weapon level 100 and Luck 100
  • Up to 100% chance to disintegrate armor by 2x damage at Blunt Weapon level 100 and Luck 100

Journeyman:
Full standing attacks have double chance to critically hit and deal damage around the wielder. They also do increased damage after jumping, according to your Acrobatics skill.

  • According to the weapon's range, basically the same as the standard AoE slash attack
  • The second part requires Acrobatics Apprentice and its bonus is equal to your Acrobatics level in percent

Expert(1):
Forwards or backwards attacks knock the target back. The next full sideways attack dispels magic shields and has a chance to disarm an opponent's shield and weapon.

  • Pretty straightforward, very strong utility
  • Up to 20% chance to disarm weapon at Luck 100
  • Shields are always disarmed actually


Long Blade

Probably the most vanilla weapon type, with decent damage potential and utility.

Apprentice(S):
Increased critical attack chance.

  • Up to +25% at Long Blade level 100

Journeyman:

Full fowards or backwards attacks inflict bleeding and slow.

Expert:
Sideways attacks mark the target up to three times. The next full standing attack deals +50% critical damage per mark. Or if three marks are applied, the next full forwards or backwards attack knocks the target down and has a chance to disarm.

  • Up to 20% chance to disarm at Luck 100


Axe

This was by far the strongest weapon type, especially its twohanded variant. I had to nerf it a bit while testing combat performance (-10% damage). It still is pretty crazy.

Apprentice(S):
Chance to inflict bleeding on hit.

  • Up to 100% chance at Axe level 100 and Luck 100

Journeyman:
Full sideways attacks have a chance to knock down everyone around.

  • Up to 100% chance at Luck 100

Expert:
After three hits on the same target, a full standing attack deals 5%/10% of the target's maximum health as extra damage.

  • The bonus actually comes in the form of a damage health spell, but it's coded to not be resistible by anything but Sanctuary
  • The 5%/10% difference relates to one- or twohanded weapons


Spear

With spears and halberds having a distinctly long range, this skill is a top-notch offensive choice.

Apprentice(S):
Increased critical attack damage.

  • Up to +100% at Spear level 100

Journeyman:
Full sideways attacks slow and inflict bleeding to every opponent around.

  • Gives this weapon type some decent utility
  • Works especially well with BTBGI's changes to halberds

Expert:

Full forwards or backwards dashing or jumping attacks have double critical hit chance.

  • This may not sound like much, but can get utterly devastating when counting in the Spear Apprentice perk


Athletics

Giving it a dashing perk might not match it very well, but there weren't much other useful alternatives.

Apprentice(S):
Gain Fatigue regeneration and Speed for 10 secs after combat has started.

  • Restores 35% maximum Fatigue over the course of its duration
  • Grants up to 35 Speed at Athletics level 100

Journeyman:
Able to dash more often.

  • Dashing cooldown is reduced by 0.5 seconds

Expert:

While running forwards, melee attacks deal +100% critical damage, every 10 secs.

  • Guarantees a critical hit

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