Note that these perks are subject to change as the mod develops. Please comment with any balancing concerns so they can be addressed in future updates

General Perks - These are perks that don't have any skill requirements

Rigorous Training
Requires: Level 4
Starting next level, you now gain an additional 3 attribute points per level
-with default settings, this brings the attribute gain per level from 7 to 10, simulating what you would gain from a slightly more min-maxed level progression in the vanilla game

Lucky
You luck immediately increases by 20 points
-I made this perk to make the luck-based perks in this mod more accessible. I might reduce this to 10 points depending on player feedback

Magicka Well
Requires: Intelligence 50
Your Maximum Magicka increases by 0.5x Intelligence
-This was designed to make magic builds more accessible to characters who aren't alter/breton without forcing them to take one of the magic birthsigns

Magicka Reservoir
Requires: Level 4, Magicka Well, Intelligence 70
Your Maximum Magicka increases by a further 0.5x Intelligence

Deep Pockets
Your Carrying Capacity increases by 15

Deeper Pockets
Requires: Level 4, Deep Pockets
Your carrying capacity further increases by 30

Jack of All Trades
Requires: Level 4
-Must not have Expertise of Well Rounded
Starting Next level, You gain an additional 5 Misc skill points per level

Expertise
Requires: Level 4
-Must not have Jack of All Trades or Well Rounded
Starting Next level, You gain an additional 5 Major skill points per level

Well Rounded
Requires: Level 4
-Must not have Jack of All Trades or Expertise
Starting Next level, You gain an additional 5 Minor skill points per level

Favored Enemy
You have trained extensively in combat against a particular kind of creature, granting you a 20% damage bonus against creatures of that type. You can only have 1 Favored Enemy.
Favored Enemy Types:

  • Beast: Wild Animals, like Scibs, Nix-Hounds, Netches, and rats
  • Daedra: Powerful monsters from the planes of oblivion, examples include Golden Saints, Dremora, Scamps, and Winged Twilights
  • Humanoid: Humanoid Creatures such as Men and Elves, as well as Argonians and Khajiit
  • Undead: The Restless dead who wander the halls of the ancient Dunmer ancestral tombs
  • Animunculi: Includes Dwarven Machines as well as the mad machinations of Sotha Sil

Improved Favored Enemy
Requires: Level 10, Favored Enemy
The Damage bonus against your favored enemy increases to 50%

Webspinner's Kiss
Requires: Level 15
You have learned to channel the essence of Mephala, the Daedric Prince of Lies. You gain a damage bonus against NPCs proportional to your dispostion with them (Max 100%)
Skill Perks
-Some skills have been given "Capstone" perks, which are extremely powerful perks that you can only get after increasing a skill to 100 and reaching level 20

Block:
Expert of Deflection (Capstone)
Requires: Level 20, Block 100
While you have a shield equipped, you gain 50 points of sanctuary and 10 points of reflect
-This is designed as a sort of "capstone" perk as a reward for fully maximizing a certain skill. I try to balance these against how much of an investment it is to get them. In the case of Armor skills, there's very little reward for fully maximizing them instead of weapon/magic skills in the vanilla game, so I wanted to provide something to make them more enticing

Bulwark
Requires: level 4, Block 30
Succesfully blocking an attack grants you a temporary sanctuary effect equal to half your block skill for 5 seconds
This is the only "Scripted" block perk I could actually get to work. I wanted to have perks related to modifying the block chance, but those calculations are hidden from lua, so this was the most I could do

Armorer:
None as of yet, I have ideas for perks, but they turned out to be more complicated than expected, they will come in future updates

Medium Armor:
Shell of Skar (Capstone)
Requires: Level 20, Medium Armor 100
For each piece of Medium Armor you have equipped, gain 5 points of Fire, Frost, Shock, Poison, and Magicka resistance

Heavy Armor:
Insurmountable (Capstone)
Requires: Level 20, Heavy Armor 100
For Each piece of Heavy armor you have equipped, gain 5 points of Normal Weapon and Paralysis resistance

Conditioning Removed in 1.2.5
Requires: Level 15, Heavy Armor 50
Heavy Armor weighs nothing when worn

Blunt Weapon:
Exhausting Blows
Requires: Blunt Weapon 25
Successful attacks with Blunt weapons damage the actor's fatigue in addition to their health
-this one is currently too strong, since it's one to one damage to fatigue, making it overshadow hand to hand, will probably reduce the amount of fatigue damage done to a small percentage of the health damage, maybe 20%.

Long Blade:
Duelist
Requires: Long Blade 25
When wielding a one handed long blade without a shield, your agility is increased by 10

Axe:
Tree Feller
Requires: Axe 25
Axes do 20% additional damage to targets above 50% health]

Spear:
Powerful Lunge
Requires: Spear 25
Spears do up to 50% more damage the farther the target is from you

Enchant:
Soul Siphon
Requires: Level 4, Enchant 50
Death Blows from weapons to creatures trap 20% of the creatures soul, recharging the weapon

Soul Siphon (II)
Requires: Level 10, Enchant 70, Soul Siphon
Death Blows now trap 40% of the creatures soul, rather than 20%

Soul Distributor
Requires: level 15, Enchant 70, Soul Siphon
Death Blows now recharge all equipped enchanted items, instead of just your equipped weapon

Lucky Charge
Requires: Luck 60, enchant 40
Enchanted Items have a chance to not consume any charge, based on your Luck

Alteration:
Trap Weaver
Requires: level 10, Alteration 60
Unlock spells also disarm traps

Elemental Warding
Requires: Level 10, Alteration 60
Elemental Shield Effects also increase your Armor rating by half their magnitude

Mysticism:
Blood Mage
Requires: Level 6, Mysticism 60
Casting a Spell when you don't have enough Magicka will draw from your health instead
-easily my favorite perk that I've made so far - Beware the Endurance Mage Build

Hemomancer
Requires: Level 15, Mysticism 80, Blood Mage
Spells cast using Health always succeed

Overflow (Capstone)
Requires: Level 20, Mysticism 100
Absorb Health, Magicka, and Fatigue Effects grant cumulative fortification effects when your attributes are at their maximum

Unarmored:
Slippery Target (Capstone)
Requires: Level 20, Unarmored 100
While you are wearing no armor, you gain 50 points of Sanctuary, 25 points of Reflect, and immunity to Paralysis
-About time the worst armor skill got some love

Security:
Reliable Picking
Requires: Level 12, Security 40
Lockpicking automatically succeeds on locks with a difficulty lower than your security skill
-By this point in the game, you should have enough lockpicks to last you basically forever, so this is more of a convenience feature

Lucky Lockpicker
Requires: Luck 60, Security 40
Lockpicks and Probes have a chance to not lose durability on hit, based on your luck

Light Armor:
Uncanny Dodge (Capstone)
Requires: Level 20, Light Armor 100
You gain 5 points of Sanctuary and 5 points of reflect for each piece of light armor you have equipped
-An homage to D&D, both in name and in the fact that it makes rogues unkillable

Short Blade:
Quick Strike
Requires: Short Blade 25
Short Blades gain a bonus to damage based on your Speed attribute
-This adds half your speed as a percentage, so 50 speed grants a 25% damage bonus, at 100 speed it's a 50% damage bonus.

Marksman:
Knife Juggler
Requires: Marksman 25
Landing hits with throwing weapons in rapid succession grants a stacking 10% damage bonus, up to 50%. lasts 5 seconds, and refreshes on each successful hit.

Long Shot
Requires: Marksman 25
Bows (not crossbows) gain a 1% damage bonus for every 10 units you are from your target, up to a maximum of 100% at 1000 units (aprox. 2km).
-recommended to use alongside a mod like Marksman Rebalanced that adds accuracy penalties for long distance

Hand to Hand:
Stunning Strike (Capstone)
Requires: Level 20, Hand to Hand 100
Hand to Hand attacks have a chance to paralyze the target for 5 seconds

That's all the Basic Perks for now, I will definitely be adding more to this, though, in order to flesh out the other skills. I have some ideas in the works, but I'd also love to take suggestions in the Perk Discussion forum.

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KirbonatedBeverage

2 comments

  1. templeofninpo
    templeofninpo
    • supporter
    • 23 kudos
    You've put a lot of effort into this. How long has it been in the works?
    1. KirbonatedBeverage
      KirbonatedBeverage
      • premium
      • 71 kudos
      Since mid november 2021.