About this mod
A major perk overhaul aiming at making leveling, exploring, completing quests and fighting more fun, rewarding but also challenging.
- Requirements
- Permissions and credits
- Changelogs
In Die Another Day everyone around is stronger and kicking hard. As you train, so they do. Bandits, Forsworn, animals, basically everyone not liking you will always be stronger, faster and deadlier. Even at higher levels, one arrow can put you down, thus exploration must combine prudence with agility and awareness with patience. In Die Another Day, every action you do, every creature you kill, item you enchant, quest you complete, location you visit, dungeon you clear, increases a counter. When a certain value is reached, you get rewarded.
In Die Another Day you won't kill many things until levels 40-50, other than bunnies and foxes. If you catch them, that's it. If you seek for a fast game, fast kill, fast quests, fast training, this mod is not for you. It requires patience and smart planning. You will eventually become insanely powerful, but your journey until that goal will not be easy. However this mod does not aim to create a frustrating game-play, there are always options to overcome this or that difficulty, by training, learning the appropriate spells, completing the right quest and so on. On the other side, many mechanics were tweaked to eliminate tedious and repetitive tasks. Unlike many other mods, I do not claim neither aiming for a perfect balance or on purpose refusing what could be considered as overpowered. Fun is my goal.
This mod requires SKSE and SkyUI. It comes with its own version of Skyrim Community Uncapper so it is highly recommended that you do NOT replace it, as it controls custom leveling and ensures the safe functioning of the mod.
Install: both plugins, DaD_creatures and DaD_perks must be activated in mod manager. The first contains the creatures with modified stats, the second the perks you get to fight them
Compatibility:
- All mods which do not alter the perk trees. Keep in mind that, in order to enable the various powers proposed, you need synergies between Perk Trees. If a single tree was replaced by another mod, you will not be able to get them.
- Will not work with mods altering the enchantments pattern, or at least use it at the end of loaded mods. That's because the custom armors you can craft middle/late game have enchantments stats modified.
- Will not work if Arcadia (alchemist) container from Whiterun is modified by another mod. She is set to sell mithril bars.
- Quality rapid arrows will probably be affected by any mod tweaking the crosshair and gravity. They are already super powerful, so not really need other enchantments.
- Not compatible with mods altering the levels and stats of enemies, if not used last in the list. DaD automatically multiplies the level of encounters using your character level as base. For example, if you are level 50, most enemies level will vary between 150 and 200.
Recommended mods to be used with DaD:
Immersive Creatures. The much increased spawn rate will make your skills advance a LOT faster.
Predator Vision. Because it is so hard to see what's going on in some areas
Left Hand Rings. Why discriminate half of your hands ;)
Ultimate Combat. Because it simply rocks but DaD should be used last in mod list
- More than 200 new perks and sub-perks;
- Modular AI within its own perks greatly increasing its stats every 10 game days, until day 100.
- A new perk tree, Adventurer, focusing on exploration, quests completion, combat objectives and tons of other miscellaneous stats.
- Sneak ability is greatly nerved, but you will still be able to enjoy it's full effects after completing specific tasks or quests.
- AI radius and detection is greatly improved, they will track you much more and will spend more time fighting each other.
- Customized Uncapper, most of skills can level up to 300.
- Fine tuned and progressive quests rewards, to allow keeping with AI boost.
- An intensive usage of the SkyForge, with unique features you can't find at regular forges.
- New Smithing features, as metals, gems and soulgems transmutation.
- Synergies between perk Trees. Some perks will not be available if you didn't activate perks from other trees.
- Sets of 20 enchanted rings, with unique powers but very expensive.
- A new metal, mithril, available at Whiterun alchemist and required to craft magical Rings.
- Two different paths with different play-style. Warrior and Mage.
- Warrior path will be locked if you selected the Mage path and vice-versa. However, at very high levels you will be able to unlock them both and become hybrid class.
- Various tweaks, including giving protected status to important NPC's and more gold for merchants.
- New sets of quality arrows, weapons, clothes and armor sets, with unique enchantment patterns.
- Modular mana cost for all spells, to prevent cheap usage. Cost of spells doubles with every 10 levels you acquire, up to level 100.
- Possibility to craft recipes from existing potions.
- Train up to 10 times per level
- Requires regularly visiting Solstheim to gather essential crafting materials
- Quality armors and mage HeartStone outfits allow using a helmet and a circlet simultaneously.
- Quality armors and mage HeartStone outfits allow using almost all types of enchant on any of them.
- Fortify Restoration, Illusion, Alteration and Destruction power has been severely tweaked. You won't get anymore a 100% reduction mana cost for all of them at once, but have to choose wisely which one.
- Rapid arrows can be crafted from flawless gems. Faster and more powerful they are, more they will hit nearby your crosshair.
- Modular loot, more quests you complete, more locations you discover, better your loot becomes.
- Your HP will never regenerate by it self, you start with a constant penalty. Restoration spells and potions and now essential.
- Mithril rings come in two sets x 10. First set is for Warrior class, the second for Mage class. They can be used as 3rd ring, come already enchanted and can be crafted into the next version of the ring. Their price doubles with every upgraded ring.
- Mage mithril rings fortify principally Destruction, Warrior mithril rings fortify principally Restoration. They all increase the overall damage by 10% with every upgraded ring.
MITHRIL RINGS:
Credits: testiger2, author of Dovahbling jewelry

Every new ring upgrades the previous ring. They can be crafted at the SkyForge and will cost 1-15 mithril bars (available at Arcadia in Whiterun). The cost in mithril bars doubles with each ring. Each ring offer additional bonuses. Players who choose the Magic Path will craft rings improving Spells and Fortify Destruction, those who choose the Warrior Path will craft rings improving physical damage and Fortify Restoration.
ADVENTURER
Exploring the world, completing quests, killing things and intensively using same skills will boost your capacities.

- Alduin - Killing Alduin improves the sneaking ability and all weapons damage on Dragons is greatly improved.
- Dragonborn - And so the First Dragonborn meets the Last Dragonborn at the summit of Apocrypha. Kill Miraak for 50% additional resistances to every element.
- Winterhold - +100 magicka, spells damage + 25% and fortify magicka gets a bonus of 25%
- Companions - + 250 HP, +200% smithing exp when crafting materials (below 90th level) and restore health spells magnitude is doubled.
- Thieves Guild - 25% bonus to sneak attack vs NPC, harder detection and faster lockpicking skill advancing.
- The four divines - +25% to spells and physical damage but increased mana cost, +100 magicka, Alchemy upgrades 150% faster and you can carry more.
- Roger Rabbit - Slaughter 100 rabbits for a 50% chance of finding a common garnet on loot.
- Black Brotherhood - +250 HP and fortify HP enchantment gets a 25% bonus.
- Civil War - Complete either Imperial or Stormcloack quests. Fortify Health enchantment gets a +15% bonus and time between shouts is reduced by 50%.
- Major Quests - for each 25 major quests, get +100 HP, better healing spells and improved carry weight. Fortify HP gets a 100% bonus.
- Minor Quests - for each 25 miscellaneous quests , get +50 HP/magicka, +25 stamina and 10% to fortify magicka enchantement.
- Claustrophobia - Defeat 25/200 dungeons or caves for a +10/80% overall damage in interiors.
- Paladin - for each 100 undead killed, you get a 25% damage boost vs undead
- Beastly yours - Kill 100 /1000 animals for + 10/100% physical and magical damage to animals. Fortify HP enchantment gets a 5/50% bonus.
- Dragons Downfall - Kill 15/45 dragons for a 20/60% chance to find one mithril bar on their corpse and +250 HP bonus.
- Judge Dredd - Kill 400/1200 bandits (NPC) for a +25/75% spell damage and +5/15% to all damage against NPC's.
- Pathfinder - Discover 100 /900 locations for a 25/125% bonus to movement, progressive better loot , carry weight and HP enchantment.
- Merlin - Crafting 300 /2500 enchanted items provide you a 100/800% bonus to enchanting skill and carry weigh bonus
- Shadowrunner - for each 400 succesful sneak attacks, sneak damage gets a 10% bonus and you are harder to detect. Can craft quality arrows at the Skyforge.
- Barter - For every 1000 bartered items (up to 4000), your speech skill upgrades faster. Carry weigh bonus.
- A Daedric Affair - complete all Daedric quests (15) for a 200 health bonus, +25% to fortify health enchantment and one iron ore with every loot, except on dragons and undead. Also each completed Daedric quest provides a +5 to physical damage and +10 to magical damage.
Destruction
The School of Destruction involves the harnessing the energies of fire, frost and shock. This skill makes it easier to cast spells like Fireball, Ice Spike, and Lightning Bolt.

- Destruction novice - Cast Novice level Destruction spells for half magicka. Will be locked if you enabled Archery tree.
- Apprentice Destruction - Apprentice level Destruction spells do 5% more damage but their mana cost is doubled.
- Adept Destruction - Adept level Destruction spells do 5% more damage but their mana cost is doubled.
- Expert Destruction - Expert level Destruction spells do 5% more damage but their mana cost is doubled
- Master Destruction - Master level Destruction spells do 5% more damage but their mana cost is doubled.
- Destruction Dual Casting - Dual casting a Destruction spell overcharges the effects into an even more powerful version but their cost is doubled.
- Impact - Most destruction spells will stagger an opponent when dual cast.
- Rune Sniper - Can place one more rune every 20 hero levels (up to 6) and runes range is increased by 25 feet every 10 hero levels (up to 200).
- Runes are my Path - Runes do 50% more damage but have increased cost based on your level (increases every 10 hero level).
- Augmented Shock - Shock spells do 5% extra damage.
- Augmented Frost - Frost spells do 5% extra damage.
- Augmented Flames - Fire spells do 5% extra damage.
- Disintegrate - Shock damage disintegrates targets if their health is low.
- Deep Freeze - Frost damage paralyzes targets if their health is low.
- Intense Flames - Fire damage causes targets to flee if their health is low.
- Shock Authority - +10% damage and -10% from Shock spells but their mana cost is doubled. Unlocked by completing the The Four Divines Quest.
- Frost Authority - + 10% damage and -10% damage from Frost spells but their mana cost is doubled. Unlocked by completing the Winterhold Quest.
- Fire Authority - + 10% damage and -10% damage from Fire spells but their mana cost is doubled. Unlocked by Kyne's Sacred Trials quest.
- The Crown of Berenziah I - Find the Crown of Berenziah to get a 100% increase in Destruction leveling.
- The Crown of Berenziah II - + 20% to spells damage and destruction level is added to it. Unlocks Armor and respectively Archery trees !
- The Path of Magic - Spell extra-damage and magicka regen bonuses from mithril rings when wearing no armor. Spells do 50% more damage.
- Apprentice Wizard - Every 10 hero levels after 50th, your spells do 5% more damage, up to 30%.
- Armorless - Wear at least 4 heartstone clothes crafted at the Skyrorge to get a 10% bonus to spells except runes. Needs Path of Magic activated.
- HeartStone outfit - Can create heartstone clothing at the SkyForge.
ILLUSION
The School of Illusion involves manipulating the mind of the enemy. This skill makes it easier to cast spells like Fear, Calm and Invisibility.

- Illusion Novice - Cast Novice level Illusion spells for half magicka.
- Apprentice Illusion - Apprentice level Illusion spells cost more but have greater magnitude
- Adept Illusion - Adept level Illusion spells cost more but have greater magnitude.
- Expert Illusion - Expert level Illusion spells cost more but have greater magnitude.
- Master Illusion - Master level Illusion spells cost more but have greater magnitude
- Illusion Dual Casting - Dual casting an Illusion spell overcharges the effects into an even more powerful version.
- Animage - Illusion spells now work on higher level animals, up to ~ 100.
- Kindred Mage - All Illusion spells work on higher level people, up to ~100.
- Quiet Casting - All spells you cast from any school of magic are silent to others.
- Master of the Mind - Illusion spells work on undead, daedra and automatons.
- Hypnotic Gaze - Calm spells now work on higher level opponents (up to 100). Cumulative with Kindred Mage and Animage.
- Aspect of Terror - Fear spells work on higher level opponents, up to ~ 100. Cumulative with Kindred Mage and Animage.
- Rage - Frenzy spells work on higher level opponents, up to ~100. Cumulative with Kindred Mage and Animage.
- Inconspicuous - Sneak ability is improved. Requires level 110 in both Destruction and Illusion, also Path of Magic must be activated.
- Like a Shadow - Every 10 levels after the 100th in Illusion will add 30 seconds to Invisibility duration, up to 150 seconds. Illusion levels up twice
faster.
Alteration
The School of Alteration involves the manipulation of the physical world and its natural properties. This skill makes it easier to cast spells like Waterbreathing, magical protection, and Paralysis.

- Novice Alteration - Novice level Alteration spells have greater duration but increased mana cost.
- Apprentice Alteration - Apprentice level Alteration spells have greater duration but increased mana cost.
- Adept Alteration - Adept level Alteration spells have greater duration but increased mana cost.
- Expert Alteration - Expert level Alteration spells have greater duration but increased mana cost.
- Master Alteration - Master level Alteration spells have greater duration but increased mana cost.
- Magic Resistance - Blocks 10% of a spell's effects.
- Mithril Rings - Craft mithril rings at the Skyforge, needs synergies with other perk trees.
- Two is One - Can fill Soul Gems at the Skyforge. Requires level 125 in Smithing, Path of Magic activated and 100 people killed.
- Spellbinding Armor - Spells boosting your armor get better and last more with every 10 hero levels, until level 100, but they cost 4 times more.
- Transmutation - Can transmute ore into other minerals but only at the Skyforge.
- Fair smithing - Crafting one iron ingot needs only one iron ore.
- Alteration Dual Casting - Dual casting an Alteration spell overcharges the effects into an even more powerful version but mana cost is doubled .
- Atronach - Absorb 30% of the magicka of any spells that hit you.
- Mage Armor - Protection spells like Stoneflesh are twice as strong if not wearing armor.
- Stability - Alteration spells have greater duration.
Restoration
The School of Restoration involves control over life forces. This skill makes it easier to cast spells like Healing, Turn Undead, and magical Wards.

- Novice Restoration - Cast Novice level Restoration spells for half magicka.
- Apprentice Restoration - Apprentice level Restoration spells have greater magnitude but increased mana cost.
- Adept Restoration - Adept level Restoration spells have greater magnitude but increased mana cost.
- Expert Restoration - Expert level Restoration spells have gerater magnitude but increased mana cost.
- Master Restoration - Master level Restoration spells have greater magnitude but increased mana cost.
- Restoration Dual Casting - Dual casting a Restoration spell overcharges the effects into an even more powerful version but cost 4 times more.
- Recovery - Magicka regenerates up to 50% faster. Needs dual casting perk and all ritual quests completed.
- Regeneration - Healing spells cure 10/20% more. Needs dual casting perk.
- Ward Absorb - Wards recharge your magicka when hit with spells.
- Respite - Healing spells also restore Stamina.
- Necromage - All spells are more effective against undead.
- Avoid Death - Once a day, heals 250 points automatically if you fall below 10% health.
Conjuration
The School of Conjuration governs raising the dead and summoning creations from Oblivion. This skill makes it easier to cast these spells as well as Soul Trap and bindings.

- Novice Conjuration - Cast Novice level Conjuration spells for half magicka.
- Apprentice Conjuration - Cast Apprentice level Conjuration spells for half magicka.
- Adept Conjuration - Cast Adept level Conjuration spells for half magicka.
- Expert Conjuration - Cast Expert level Conjuration spells for half magicka.
- Master Conjuration - Cast Master level Conjuration spells for half magicka.
- Conjuration Dual Casting - Dual casting a Conjuration spell overcharges the spell, allowing it to last longer.
- Mystic Binding - Bound weapons do more damage.
- Soul Stealer - Bound weapons cast Soul Trap on targets.
- Oblivion Binding - Bound weapons will banish summoned creatures and turn raised ones.
- Necromancy - Greater duration for reanimated undead.
- Dark Souls - Reanimated undead have 100 points more health.
- Summoner - Can summon atronachs or raise undead twice as far away.
- Atromancy - Double duration for conjured Atronachs.
- Elemental Potency - Conjured Atronachs are 50% more powerful.
- Twin Souls - You can have two atronachs or reanimated zombies.
Alchemy
An alchemist can create magical potions and deadly poisons.

- Alchemist - Potions and poisons you make are 20% stronger.
- Physician - Potions you mix that restore Health, Magicka or Stamina are 25% more powerful.
- Benefactor - Potions you mix with beneficial effects have an additional 25% greater magnitude.
- Experimenter - Eating an ingredient reveals first two effects.
- Toxicity - Poison applied to weapons last for one more hit per 10 alchemy levels
- Snakeblood - 50% resistance to all poisons.
- Powerful potions - Potions you mix are 1% more powerful based on your alchemy level
- Poisoner - Poisons you mix are 25% more effective.
- Concentrated Poison - Poisons applied to weapons last for twice as many hits.
- Green Thumb - Two ingredients are gathered from plants.
- Feromones - 10% more damage to the other sex.
- Thaumaturge - Retrieve King Olaf's Verse for the bards in Solitude, to be able to craft at the SKYFORGE recipes from potions.
- Purity - All negative effects are removed from created potions, and all positive effects are removed from created poisons.
Enchanting
The more powerful the enchanter, the stronger the magic he can bind to his weapons and armor.

- Enchanter - New enchantments are 20% stronger.
- Soul Squeezer - Soul gems provide extra magicka for recharging.
- Soul Siphon - Death blows to creatures, but not people, trap 5% of the victim's soul, recharging the weapon.
- Mithril Rings - Craft Mithril rings at the Skyforge. Requires synergies with other perk Trees.
- Rare Enchantments - Can craft at the Skyforge daggers with rare enchantments. Requires hero level 50 and one daedra kiled.
- Fancy - Enchantments on circlets, necklaces and rings are 5% stronger.
- Shoemaker - Enchantments on boots are 5% stronger.
- Storm Enchanter - Shock enchantments on weapons and armor are 25% stronger.
- Frost Enchanter - Frost enchantments on weapons and armor are 25% stronger.
- Fire Enchanter - Fire enchantments on weapons and armor are 25% stronger.
- Corpus Enchanter - Health, magicka and stamina enchantments on armor are 25% stronger.
- Fluid Ingots - Gather the ability to transmute ingots at the SKYFORGE. Needs other skills synergies.
- Enchanted gauntlets - Enchantments on gloves are 5% stronger.
- Insightful Enchanter - Skill enchantments on armor are 25% stronger.
- Hitman - Enchantments type fortify damage and fortify magicka are 15% stronger.
- Extra Effect - Can put 2 enchantments on the same item.
- Three is better - Can put 3 enchantments on the same item.
One-handed
The art of combat using one-handed weapons, such as daggers, swords, maces and war axes. Those trained in this skill deliver deadlier blows.

- Armsman - One-Handed weapons do 20% more damage.
- Bladesman - Attacks have a 10% chance of doing 25% more critical damage.
- Dual Flurry - Dual wielding attacks are 10% faster.
- Sweep - Sweep attack
- Savage Strike - Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.
- Dual Savagery - Dual wielding power attacks do 50% bonus damage.
- Bone Breaker - Attacks with maces ignore 25% of armor.
- Fighting Stance - Power attacks with one-handed weapons cost 25% less stamina.
- Hack and Slash - Attacks with war axes cause extra bleeding damage.
- Critical Charge - Can do a one-handed power attack while sprinting that does double critical damage.
- Flank Attack - Flanking attacks do 50% more damage.
- Daedric Outburst - Critical attacks with daedric weapons make enemy bleed.
- Archers Terminator - War axes, swrods and maces attack is multiplied by 3 if opponent is an archer.
- Unforgiving - Humans below 30% HP receive 4 times extra damage.
- Critical Echo - If last hit was critical, you deal 25% more damage.
- Paralyzing Strike - Backwards power attack has a 25% chance to paralyze the target.
- Dragon Killer - 200% more damage on Dragons.
Two-handed
The art of combat using two-handed weapons, such as greatswords, battle axes, and warhammers. Those trained in this skill deliver deadlier blows.

- Barbarian - Two-Handed weapons do 20% more damage.
- Limbsplitter - Attacks with battle axes cause extra bleeding damage.
- Sleeping beauty - If target is sleeping, you deal 5x damage with heavy blows.
- Skullcrusher - Attacks with warhammers ignore 25% of armor.
- Deep Wounds - Attacks with greatswords have a 10% chance of doing critical damage.
- Mine is bigger - With a heavy weapon in hands, incoming damage is 10% less.
- Celerity - Two hands weapons swing faster
- Naked enemy - All two hands weapons ignore armor.
- Column - Can not be staggered when blocking with two hands weapons.
- Champion's Stance - Power attacks with two-handed weapons cost 25% less stamina.
- Great Critical Charge - Can do a two-handed power attack while sprinting that does double critical damage.
- Devastating Blow - Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.
- Sweep - Sideways power attacks with two-handed weapons hit all targets in front of you.
- Critical echo - If last hit was critical, you deal 25% more damage
- Heavy Smithing - Two hand weapons can be tempered 200% more.
- Forward lethal blow - Forwards power attacks with a heavy weapon execute targets below 30% health, delivering an attack dealing x20 critical damage
- Warmaster - Backwards power attack has a 25% chance to paralyze the target.
Light Armor
Those trained to use Light Armor make more effective use of Hide, Leather, Elven, and Glass armors.

- Agile Defender - Increase armor rating for Light armor by 20%.
- Weightless - No falling damage -50%
- Custom Fit - 25% Armor bonus if wearing all Light Armor: head, chest, hands, feet.
- Sudden wall - At full health, you block half of the first attack.
- Light Wayfarer - 10% chance to ignore damage from Wolves and Sabre Cats
- Unhindered - Light Armor weighs nothing and doesn't slow you down when worn.(-75%)
- Matching Set - Additional 25% Armor bonus if wearing a matched set of Light Armor.
- Wind Walker - Stamina regenerates 50% faster in all Light Armor: chest, hands, feet.
- Major Wayfarer - 10% chance to ignore damage from Dragons.
- Invulnerable - Light armor blocks 10% of spells damage.
- Deft Movement - 10% chance of avoiding all damage from a melee attack while wearing all Light Armor: chest, hands and feet.
- Concentrated Strike - +25% to one and two handed damage when wearing Light armor.
- Double-edged - Light armors increase dual speed by 100%
- Light Wall - Light armors block half of arrows damage.
- Big Pockets - +200 to carry weight if wearing Light Armors.
Heavy armor
Those trained to use Heavy Armor make more effective use of Iron, Steel, Dwarven, Orcish, Ebony, and Daedric armors.

- Juggernaut - Increases armor rating for Heavy Armor by 20%.
- Mild Armor - Heavy Armor weighs 2/3 of its initial weight
- Heavy Armor - Heavy armor can be tempered 25% more
- Strong wall - Heavy armor blocks 80% of arrows damage.
- Barbarian - Your heavy armor blocks 50% of spells damage.
- Curative Armor - Heavy Armor Increases the magnitude of your restore health spells
- Light Wayfarer - 10% chance to ignore damage from all playable races.
- Medium Wayfarer - 10% chance to ignore damage from Undead, including Vampires
- Major Wayfarer - 10% chance to ignore damage from all Dragons
- Weightless - No Damage from falling
- Well Fitted - 25% Armor bonus if wearing all Heavy Armor: chest, hands and feet (no helmet needed).
- Tower of Strength - 50% less stagger when wearing only Heavy Armor.
- Matching Set - Additional 25% Armor bonus if wearing a matched set of Heavy Armor.
- Reflect Blows - 10% chance to reflect melee damage back to the enemy while wearing Heavy Armor: head, chest, hands, feet.
- Deaf - Your heavy armor blocks Shouts
Marksman
An Archer is trained in the use of bows and arrows. The greater the skill, the more deadly the shot.

- Overdraw - Bows do 10% more damage . Will be locked if you unlocked the Destruction tree.
- Quick Shot - Can draw a bow 30% faster.
- Eagle Eye - Pressing Block while aiming will zoom in your view.
- Ranger - Able to move faster with a drawn bow.
- Incapacitate - Bashing with a bow will paralyze the target for 2 seconds.
- Hunter's Discipline - Recover twice as many arrows from dead bodies.
- Critical Shot - 10% chance of a critical hit that does extra damage.
- Flanking Shot - Flanking Shots to 15% more damage
- Undercover - Bow attacks from outside of combat have a 25% chance of being critical.
- Sniper - Bows damage increases with range.
- Fearless Hunter - More damage to all animals (when no sneaking)
- Merciless - NPC's below 25% HP suffer double damage.
- Undead Killer - + 25% damage against Undead
- Power Shot - Arrows stagger all but the largest opponents 50% of the time.
- Executioner - 100% more bow damage on Draugr and Dremora
- Bow Ward - Incoming spells do 25% less damage when wearing a bow. UNLOCKS DESTRUCTION .
Sneak
Sneaking is the art of moving unseen and unheard. Highly skilled sneaks can even hide in plain sight.

- Stealth - You are 20% harder to detect when sneaking.
- Muffled Movement - Noise from armor is reduced 10%.
- Light Foot - You won't trigger pressure plates.
- Motionless - Spells do 25% more damage on immobile targets.
- Behind your shoulders - Sneak Attacks from behind deal more damage (+10%) but front attacks will suffer a 10% penalty.
- Armor Piercing - When sneaking, your arrows bypass the armor of the enemy (25%)
- Backstab - Sneak attacks with one-handed weapons do 4 times extra damage.
- Assassin's dagger - Sneak attacks with daggers do double damage.
- Deadly Aim - Sneak attacks with bows do 10% extra damage.
- Hunter - Sneak attacks do more damage to animals, based on your Sneak level.
- A Forsworn nightmare - Bow sneak attacks do more damage to Forsworn race.
- Ultimate pain - Sneak attack with Daedric or Dragonbone weapons (no bows) deals 200% more damage
- A quality bow - Sneak attacks with Dragonbone and Daedric bows deal 10% extra damage.
- Dragon Slayer - Sneak attack with bows on Dragons do more damage accordingly to your Marksman level.
Smithing
The art of creating and improving weapons and armor from raw materials.

- Steel Smithing - Can create Steel armor and weapons at forges, and improve them twice as much.
- Elven Smithing - Can create Elven armor and weapons at forges, and improve them twice as much.
- Advanced Armors - Can create Scaled and Plate armor at forges, and improve them twice as much.
- Glass Smithing - Can create Glass armor and weapons at forges, and improve them twice as much.
- Dragon Armor - Can create Dragon armor at forges and improve them twice as much.
- Dwarven Smithing - Can create Dwarven armor and weapons at forges, and improve them twice as much.
- Orcish Smithing - Can create Orcish armor and weapons at forges, and improve them twice as much.
- Ebony Smithing - Can create Ebony armor and weapons at forges, and improve them twice as much.
- Daedric Weapons - Can create Daedric armors and weapons, then improve them twice as much.
- Arcane Blacksmith - You can improve magical weapons and armor.
- Gemologist - Can improve gems and craft Diamond Ornate Bracelets (no body slot, all enchantments available) at the Skyforge.
- Smart Smithy - Can transmute ore to other metals. Needs other skills synergies as well.
- Fast Arrows - Can craft precious Daedric and Dragonbone arrows at the Skyforge.
- Dragonbone tempering - Can create Quality Dragonbone weapons and armors, with better stats, speed and enchantments possibilities but heavier.
- Super Tempering - Can create Quality Daedric weapons and armors, with better stats, speed and enchantments possibilities but much heavier. Tempering gets a 50% bonus.
Speechcraft
This skill of persuasion can be used to get better prices from merchants, and persuade others to do as you ask.

- Haggling - Buying and selling prices are 10% better.
- Bribery - Can bribe guards to ignore crimes.
- Persuasion - Persuasion attempts are 30% easier.
- Intimidation - Intimidation is twice as successful.
- Allure I - 10% better prices with the opposite sex.
- Allure II - 20% better prices with the opposite sex if you received Mara's blessings
- Investor - Can invest 500 gold with a shopkeeper to increase his available gold permanently.
- Fence - Can barter stolen goods with any merchant you have invested in.
- Trained voice - Shouts are 50% more powerful and last 30% longer
- Legionnaire - Find the Jagged Crown to gain a 10% and respectively 20% bonus in trades with your faction quartermasters.
- An Orchish Affair - Gain access to orc camps and get a 25% discount on all trades with them.
- Master Trader - Every merchant in the world gains 1000 gold for bartering.
- Fast reader - 100 magicka bonus and reading skill books gives 2 levels instead of one.
- Roar machine - Shouts affecting others are 1% more powerful by level of speech
- Opulence - For every 100k gold in your pockets, get an extra 100 additional carry weigh capacity, up to 1000.
*Note: merchant perk was moved to second perk from Miscellaneous quests (needs completing 50 minor quests) from the Adventure perk tree. So you can now make speech skill legendary without losing the ability to sell things.
Thievery
Lockpicking and Pickpocketing are now combined in the same tree. Pickpocketing will not provide any experience to this tree.

- Novice Locks - Novice locks are much easier to pick.
- Light Fingers - Pickpocketing bonus of 20%. Item weight and value reduce pickpocketing odds.
- Night Thief - +25% chance to pickpocket if the target is asleep.
- Poisoned - Silently harm enemies by placing poisons in their pockets.
- Keymaster - Pickpocketing keys almost always works.
- Cutpurse - Pickpocketing gold is 50% easier.
- Misdirection - Can pickpocket equipped weapons.
- Perfect Touch - Can pickpocket equipped items.
- Apprentice Locks - Apprentice locks are much easier to pick.
- Adept Locks - Adept locks are much easier to pick.
- Expert Locks - Expert locks are much easier to pick.
- Master Locks - Master locks are much easier to pick.
- Quick Hands - Able to pick locks without being noticed.
- Wax Key - Automatically gives you a copy of a picked lock's key if it has one.
- Golden Touch - Find more gold in chests.
- Locksmith - Pick starts close to the lock opening position.
- Unbreakable - Lockpicks never break.
Game-play reminders and advice :
* Train 10 times/level as soon as you can afford. Advancing and picking the best features often needs synergies between perks.
* All smithing improvements are available ONLY at the SKyForge, so don't stress if they do not appear in list when at regular forges.
* The book relating what you need for the Orcish Affair is on a desk in the blacksmith from Understone Keep
* Do not read skill books until you get the Fast Reader perk. With the bonuses from synergies, you will be able to gain up to 10 levels/book.
* Upgrade Enchanting as much as you can, your survival depends.
* The last screenshoot (in main pics scroll area) show where you can find the superfast enchanted boots ;)