For the purpose of this documentation, I have marked perks with the following:
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.
Journeyman(S,1):
Resist part of all incoming damage and gain a chance to knock down melee attackers while raising your shield.
Expert(1):
Damage and knock back targets you're dashing into while raising your shield, every 10 secs.
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.
Journeyman(1,3):
Repair items last longer.
Expert(1,3):
Repair items are more effective.
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.
Journeyman(2):
Every medium piece worn grants a chance to regain part of your maximum fatigue when getting hit.
Expert(2):
Increased critical damage the lower your health, while wearing a medium cuirass.
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.
Journeyman(2):
Every heavy piece worn reduces critical hit damage from all sources.
Expert(2):
Chance to reflect part of incoming damage back to melee attackers, while wearing a heavy cuirass.
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.
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.
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.
Long Blade
Probably the most vanilla weapon type, with decent damage potential and utility.
Apprentice(S):
Increased critical attack chance.
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.
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.
Journeyman:
Full sideways attacks have a chance to knock down everyone around.
Expert:
After three hits on the same target, a full standing attack deals 5%/10% of the target's maximum health as extra damage.
Spear
With spears and halberds having a distinctly long range, this skill is a top-notch offensive choice.
Apprentice(S):
Increased critical attack damage.
Journeyman:
Full sideways attacks slow and inflict bleeding to every opponent around.
Expert:
Full forwards or backwards dashing or jumping attacks have double critical hit chance.
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.
Journeyman:
Able to dash more often.
Expert:
While running forwards, melee attacks deal +100% critical damage, every 10 secs.
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