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Adamant is a streamlined perk overhaul designed to enhance every aspect of your Skyrim experience

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LE Port of Adamant - A Perk Overhaul by SimonMagus616

Note : the Description here is produced as is from the Original Page.

Adamant - A Perk Overhaul 


Adamant is a streamlined perk overhaul designed to enhance every aspect of your Skyrim experience. It thoroughly overhauls the game’s eighteen skill trees in order to provide the player with compelling choices and smooth progression from start to finish. While Adamant does increase the total number of perks in the game by a small amount, it avoids bloat, sprawl, and power creep by balancing its selection of perks around Vanilla perk gains. Like many modern perk overhauls, it provides support for popular gameplay styles that are underutilized in the Vanilla game, such as shouts, staves, and unarmed combat.

In order to build off my previous work, Adamant requires Mysticism - A Magic Overhaul LE to be installed. This allows me to introduce new perks to support spells such as Viperbolt, Reflective Light, and Silence in the most straightforward way possible.

Features

  • A complete overhaul of all eighteen perk trees
  • Balanced around Vanilla perk gains
  • Popular features such as  unarmed support and magic scaling
  • Sneak archer more powerful than ever 
  • Lightweight and compatible 
  • Almost entirely scriptless, no performance impact

Perks 

Alchemy 

Alchemy is the craft of brewing magical potions and deadly poisons.


Herbalist (10/50): Potions and poisons you make are 25/50% stronger. 

Experimenter (20): Eating an ingredient reveals all its effects.
Green Thumb (30/60): You gather one/two extra ingredients from plants.  

Concentration (40/70): Potions last 50/100% longer.
Potency (80): Potions you mix are 25% stronger.

Intensity (30/60): Poisons last for five/ten hits.
Solvency (70): Poisons you mix are 25% stronger.

Purity (90): All negative effects are removed from created potions, and all positive effects are removed from created poisons.
Chemist (100): Create twice as many potions and poisons.


Alteration 

The School of Alteration involves the manipulation of the physical world. This skill makes it easier to cast spells like Waterbreathing, Slowfall, and Stoneflesh.

Philosopher (10/50): Alteration spells cost 25/50% less Magicka.

Barrier (20): Protection spells like Oakflesh and Fire Shell last twice as long when dual cast.
Bastion (40): Flesh and shield spells affect all allies within 25 feet when dual cast. 

Meditation (30/60): You gain 50/100% Magicka Regeneration while unarmored.
Mage Armor (40/80): Armor spells such as Stoneflesh and Dragonhide are 50/100% stronger while unarmored.

Fortification (60): You gain 100 Armor Rating while unarmored. 
Mage Robes (70): Spells and enchantments cost 10% less while unarmored.

Resistance (70): You gain 25% Magic Resistance while unarmored.
Spell Shield (90): You gain 25% Spell Absorption while unarmored.

Magicka Well (100): Your Magicka regenerates up to twice as fast, based on your missing Magicka, while unarmored.


Archery 

The skill of Archery governs the use of bows and arrows to attack from range.


Marksman (10/50): Bows do 25/50% more damage.

Quick Shot (20): You draw your bow 25% faster.
Power Shot (40/70): Arrows have a 25/50% chance of staggering all but the largest opponents. 
Ranger (60): Move faster with a drawn bow.

Eagle Eye (30/80): Bows have a 10/20% chance of dealing critical damage.
Grim Focus (60/90): Critical hits with bows deal 50/100% more damage.
Steady Hand (70): Zooming in with a bow slows down time.

Bullseye (100): Bows deal guaranteed critical damage to enemies at full Health. 


Block 

The skill of Blocking governs the use of weapons and shields to defend against incoming attacks.


Gladiator (10/50): Blocking and bashing are 25/50% more effective.

Mobile Defense (40): Blocking no longer slows your movement.
Quick Reflexes (70): Time slows down if you are blocking during an enemy's power attack.

Shield Wall (30): Blocking with a shield reduces incoming power attack damage by 25%.
Phalanx (50): Blocking with a shield reduces incoming arrow damage by 25%.
Deflection (70): Blocking with a shield reduces incoming magic damage by 25%. 
Fortress (90): Blocking with a shield has a 25% chance to completely deflect incoming damage.

Deadly Bash (20): Bashing does five times more damage.
Disorienting Bash (40): Bashing damages enemy Magicka and Stamina by 10 points per second for 10 seconds.
Stunning Strike (80): Bashing reduces enemy Armor Rating by 150 for 10 second.
Battering Ram (100): Bashing an enemy below half Health knocks them to the ground.



Conjuration 

The School of Conjuration involves the reanimation of the dead and the summoning of creatures from Oblivion. This skill makes it easier to cast spells like Bound Sword, Raise Zombie, and Soul Trap.


Summoner (10/50): Conjuration spells cost 25/50% less Magicka. 

Dark Devotee (20/40): Conjuration spells last 50/100% longer. 
Armor of Shadows (30/80): Conjured Daedra and summoned undead gain 150/300 Armor Rating.
Daedric Pact (60/90): Conjured Daedra and summoned undead gain 25/50% Magic Resistance.

Corpse Preparation (30): Reanimation spells are 25% stronger , and reanimated undead do not disintegrate when they die.
False Life (40): Reanimated undead move 25% faster and deal 25% more damage.
Necrosis (60/90): Reanimated undead regenerate Health/ even more Health over time.

Mystic Binding (20): Bound weapons deal extra damage.
Daedric Prey (40/80): Bound weapons absorb Health, Magicka, and Stamina / even more Health, Magicka, and Stamina from targets. 
Haunting Curse (60): Bound weapons reduce enemy Magic Resistance by 25% for 10 seconds.
 
Call of Oblivion (70/100): You can conjure or reanimate one/two additional minions.

Note: I've also added the ability for Necromancers to interact with their reanimated zombies in order to equip them with gear, which makes Reanimation a lot more usable. I've decided to give this to the player automatically instead of requiring a perk point for it. 


Destruction 

The School of Destruction involves the harnessing of fire, frost, shock, and other volatile energies. This skill makes it easier to cast spells like Fireball, Chilling Touch, and Thunderbolt.


Elementalist (10/50): Destruction spells cost 25/50% less Magicka.

Spell Surge (20): Destruction spells cost 25% less Magicka when dual cast.
Impact (40/70): Destruction spells have a 25/50% chance to stagger an opponent when dual cast.
Eye of the Storm (100): Dual casting a Fire, Frost, or Shock spell lowers of the resistance of all nearby enemies to that element by 25% for 10 seconds.  

Rune Mage (30/70): You can maintain two/three runes at once.

Augmented Flames (30): Fire spells deal 25% more damage. 
Firebrand (60/80): Fire spells brand enemies for 15 seconds. Branded enemies take 25/50% extra damage from fire spells.  
Combustion (90): Branded enemies erupt in flames when they fall below half Health.

Augmented Frost (30): Frost spells deal 25% more damage.
North Wind (60/80): You reduce the Frost Resistance of nearby enemies by 25/50%. 
Deep Freeze (90): Frost spells have a chance to paralyze enemies when they fall below half Health.

Augmented Shock (30): Shock spells deal 25% more damage.
Unstable Current (60/80): Shock spells have a 25/50% chance to deal double damage.
Disintegrate (90): Shock spells have a chance to disintegrate enemies when they fall below half Health.


Enchanting 

Enchanting is the craft of binding magical spells to weapons and armor.


Artificer (10/50): New enchantments are 25/50% stronger.

Preservation (20): Weapon enchantments consume 50% less charge.
Spell Strike (40): Weapon enchantments are twice as strong when delivered by a power attack.  

Inscription (30): Scrolls are twice as strong. 
Resonance (50): Spells and enchantments cost 25% less while wielding a staff.

Jewelry Enchanter (30): New enchantments on jewelry are 25% stronger.
Armor Enchanter (60): New enchantments on armor, robes, and clothing are 25% stronger.
Weapon Enchanter (80): New enchantments on weapons are 25% stronger.

Corpus Enchanter (40): Health, Magicka, and Stamina enchantments are 25% stronger.
Elemental Enchanter (70): Fire, Frost, and Shock enchantments are 25% stronger.
Insightful Enchanter (90): Skill enchantments are 25% stronger.

Twin Secrets (100): You can place two enchantments on a single item.

Heavy Armor  

The skill of Heavy Armor governs the use of thick, protective armors like Steel, Dwarven, Orcish, Ebony, and Daedric.


Juggernaut (10/50): Heavy armor is 25/50% more effective and weighs 50/100% less.

Immovable (40): You have a 50% chance to ignore incoming stagger when wearing three pieces of heavy armor.

Defender (20): You receive a 25% bonus to armor rating when wearing three pieces of heavy armor.
Discipline (40): You take 25% less damage from incoming arrows.
Well Fitted (70): You receive a 25% bonus to armor rating when wearing three matching pieces of heavy armor.
Defiance (90): Take 25% less damage from power attacks when wearing three pieces of heavy armor.

Conditioning (30/60): You gain 50/100% Health Regeneration when wearing three pieces of heavy armor.
Determination (60): You take 25% less damage while, power attacking, drawing a bow, or casting a spell while wearing three pieces of heavy armor.
Constitution (80): You gain 25% Fire, Frost, and Shock Resistance when wearing three pieces of heavy armor.
Invincible (100): You resist up to 50% of incoming damage, based on your missing Health, when wearing three pieces of heavy armor.


Illusion

The School of Illusion involves the manipulation of the minds of others. This skill makes it easier to cast spells like Fear, Invisibility, and Calm.


Illusionist (10/50): Illusion spells cost 25/50% less Magicka. 

Silent Casting (20): Your spells are silent to others.
Indomitable Will (40/70): Illusion spells last 50% longer / twice as long.
Strange Minds (100): Illusion spells now work on undead, daedra, and automatons. 

Serenity (30): Calm spells are 25% stronger and reduce Magic Resistance by 25%. 
Tranquility (60): Silence spells are 25% stronger and dispel magical effects.
Stasis (80):  Paralysis spells are 25% stronger and last three times as long.

Howl of Rage (40): Frenzy spells are 25% stronger and increase attack damage by 25%.
Aspect of Terror (70): Fears spells are 25% stronger and reduce armor by 150.
Voice of Authority (90): Command spells are 25% stronger and increase armor by 150.


Light Armor 

The skill of Light Armor governs the use of light, flexible armors like Leather, Scaled, Elven, and Glass.


Scout (10/50): Light armor is 25/50% more effective and weighs 50/100% less.

Specialist (20): You receive a 25% armor bonus when wearing three pieces of light armor.
Unhindered (40): Power attacks cost 25% less when wearing three pieces of light armor.
Custom Fit (70): You receive a 25% armor bonus when wearing three matching pieces of light armor.
Relentless (90): Power attacks have a 25% chance to cost no Stamina when wearing three pieces of light armor.
  
Endurance (30/60): You gain 50/100% Stamina Regeneration when wearing three pieces of light armor.
Athletics (40/60): You move 10/20% faster when wearing three pieces of light armor.
Endurance (80): Sprinting costs 50% less Stamina while wearing three pieces of light armor.
Adrenaline (100): Your Stamina regenerates up to twice as fast, based on your missing Stamina, when wearing three pieces of light armor.

Pugilist (30/60/80): Unarmed attacks deal 15/30/45 extra damage.
Monk (40/70): Unarmed power attacks deal 25/50% more damage and cost 25/50% less. 
Brawler (90): Unarmed power attacks deal 50% more damage if the target is below 50% Health.


Lockpicking 

Lockpicking is the art of opening locks and finding hidden treasures. Those who are skilled in Lockpicking can open more difficult locks, and use fewer lockpicks.


Locksmith (10/50): You are 25/50% better at picking locks.

Golden Touch (20)
: You find more gold on your adventures. 
Quick Hands (30): You can pick locks without being seen. 

Rare Gems (40): You find valuable gems in unexpected places.
Extra Pockets (60/90): Your carrying capacity is increased by 75/150. 

Dungeon Delver (70): You find more rare loot in dungeons.
Tumblerbane (80): Your lockpicks start close to their opening position.

Treasure Hunter (100)
: You find valuable treasure wherever you go.



One-handed 

The skill of One-handed governs the use of weapons such as swords, daggers, war axes, and maces.


Skirmisher (10/50): One-handed weapons do 25/50% more damage.

Quick Slash (30/80): Swords and daggers have a 10/20% chance of dealing critical damage.
Precise Cuts (60/90):  Critical attacks with swords and daggers deal 50/100% more damage.

Hack and Slash (30/80): War axes extra damage over 5/10 seconds. 
Carve and Spit (60/90): War axes deal twice/three times as much damage over time.

Bone Breaker (30/80): Maces reduce enemy weapon damage by 10/20% for 10 seconds.
Bell Ringer (60/90): Maces deal extra damage/ additional extra damage that ignores the target's defense.

Dual Focus (30): Power attacks cost 25% less while dual wielding.
Dual Flurry (60/90): Power attacks deal 25/50% more damage while dual wielding. 
Dual Savagery (80): You take 25% less damage when power attacking while dual wielding.

Duelist (40/70): Power attacks with an empty offhand cost 25/50% less Stamina.

Fighting Stance (20): Power attacks with one-handed weapons cost 25% less Stamina.
Savage Strike (40): Power attacks with one-handed weapons deal 25% bonus damage and have a chance to decapitate your enemies.
Critical Swing (70): Each subsequent power attack with a one-handed weapon against a single target deals 25% extra damage.
Finishing Blow (100): Power attacks with one-handed weapons deal extra damage based on the target's missing Health.


Pickpocket 

Pickpocketing is the art of stealing from an unsuspecting mark. Those who are skilled in Pickpocketing are more likely to succeed, and can steal items of higher value.

Cutpurse (10/50): You are 25/50% more likely to succeed at pickpocketing. 

Nimble Fingers (20): You are more likely to succeed when pickpocketing gold or keys.

Night Thief (30): You are more likely to succeed when pickpocketing at night.
Unsuspecting Mark (40): You are more likely to succeed when pickpocketing a target who is sleeping, sitting down, or working at a crafting station.

Practiced Thief (60): You are more likely to succeed when pickpocketing gems or jewelry.
Poisoned Fruit (70): You can harm enemies by placing poisons in their pockets.
Sleight of Hand (80): You are more likely to succeed against targets who detect you.

Misdirection (90): You can pickpocket equipped weapons.
Perfect Touch (100): You can pickpocket equipped items.



Restoration

The School of Restorations involves the control of life forces. This skill makes it easier to cast spells like Fast Healing, Turn Undead, and Poison Bloom.


Novice Healer (10/50): Restoration spells cost 25/50% less Magicka.

Power of the Light (30/80): Hostile undead take 50/100% extra damage from Sun spells.
Divine Glory (60): Sun spells work against the living, daedra, and automatons. 

Dawn’s Wrath (40): Turn Undead spells are 25% stronger and deal damage over time.

Affliction (30): Poison spells deal 25% more damage.
Plague (60/80): Poison spells reduce enemy Poison Resistance by 25/50%. 
Scourge (90): Poison spells deal extra damage based on the target's missing Health.

Recovery (20): Healing spells are 25% stronger.
Resolve (70): Healing spells are up to 50% stronger, based on the target's missing Health.
Renweal (100): Once a day, you fully heal yourself when your Health drops below 25%.

Illumination (40): Regeneration, Healing Light, and Attunement spells last twice as long when dual cast.
Brilliance (60): Healing spells affect all allies within 25 feet at half strength when dual cast.

Radiant Ward (40): Ward spells cost 50% less Magicka. 
Prismatic Shield (70): Ward spells absorb Magicka from incoming spells.

Pilgrim (30/60): Divine blessings are stronger and last longer, /  and the Divines grant you additional blessings when you pray at their shrines.

Restoration - Pilgrim Abilities 

Jaws of Akatosh - You move 10% faster.
Breath of Arkay - You restore 2 health per second.
Beauty of Dibella - You deal 10% more damage to humans, elves, and beast races.
Law of Julianos - All spells cost 10% less.
Way of Kynareth - You spent 25% less Stamina when power attacking or drawing a bow.
Benevolence of Mara - Healing spells are 10% stronger.
Mercy of Stendarr - You deal 10% more damage to the undead.
Fist of Talos - Your Shouts deal 25% more damage.
Scales of Zenithar - Buying and selling prices are 25% better.

Like normal blessings, you can only have one Pilgrim ability at a time.



Smithing 

Smithing is the craft of forging weapons and armor from raw materials.


Blacksmith (10/50): You can temper all items by one/two additional tiers.

Armorsmith (30): You can temper armor and shields by one additional tier.
Weaponsmith (60): You can temper weapons by one additional tier.
Forgemaster (90): You can temper all items by one additional tier.

Basic Styles (20): You can create Steel and Leather items at any forge.
Journeyman Styles (40): You can create Dwarven, Scaled, and Steel Plate items at any forge.

Rare Styles (50): You can create Elven items at any forge.
Exotic Styles (70): You can create Glass items at any forge.

Intermediate Styles (60): You can create Nordic and Orcish items at any forge.
Advanced Styles (80): You can create Ebony items at any forge.

Mythic Styles (100): You can create Daedric and Dragon items at any forge.


Sneak

Sneaking is the art of moving unseen and unheard, and striking from the shadows. Those who are skilled in Sneak can even hide in plain sight.


Agent (10/50): You are 25/50% harder to detect while sneaking.

Shadow Casting (40/70): Damage-dealing spells are 25/50% stronger while sneaking and undetected.

Deadly Aim (30/60): Sneak attacks with bows deal two and a half times/triple damage.

Merciless (20): Unarmed sneak attacks and sneak attacks with melee weapons deal 50% more damage.
Backstab (40): Sneak attacks with one-handed weapons deal double damage.
Assassin’s Blade (70/90): Sneak attacks with daggers deal three/six times damage.

Hidden Threat (30): You are twice as hard to detect while standing still.
Light Foot (60): You no longer trigger traps, and you make 50% less sound while moving.
Silent Escape (80): You are 25% harder to detect while sneaking in combat.
Shadow Warrior (100): Sneaking while in combat turns you invisible for three seconds.



Speech

Speech is the art of persuasion and bartering. Those who are skilled in Speech receive better prices from merchants and are more likely to convince others to do as they ask.


Merchant (10/50): You receive 25/50% better prices.

Persuasion (30): You can persuade others to do your bidding.
Bribery (60): Bribe guards to ignore crimes. 

Black Market (40): You can sell stolen goods to any merchant.
Underworld Contacts (60): You receive 25% better prices at fences. 

Supply and Demand (20/40): Merchants have up to 750/1500 extra gold for bartering.
Investor (70): You can invest in a shopkeeper’s business to increase their available gold.
Entrepreneur (100): You can sell any item to any merchant in Tamriel.

Stormcrown (30/80): Your damage-dealing Shouts are 25/50% stronger.
Dragon of the North (60/90): Your Shout cooldown is decreased by 10/20%.



Two-handed 

The skill of Two-handed governs the use of larger weapons such as greatswords, battleaxes, and warhammers.


Barbarian (10/50): Two-handed weapons do 25/50% more damage.

Deep Wounds (30/80): Greatswords have a 10/20% chance of doing critical damage.
Heavy Cuts (60/90):  Critical attacks with greatswords deal 50/100% damage.

Rip and Tear (30/80): Battleaxes deal damage over time/ more damage over a longer time.
Rend and Rake (60/90): Battleaxes deal twice/ three times as much damage over time.

Bone Crusher (30/80): Warhammer reduce enemy attack damage by 10/20% for 10 seconds.
Skull Cracker (60/90): Warhammers deal extra damage/ extra additional damage that ignores the target's defense.

Champion’s Stance (20): Power attacks with Two-weapons cost 25% less Stamina.
Devastating Blow (40):  Power attacks with Two-handed weapons deal 25% bonus damage and have a chance to decapitate your enemies.
Rampage (70): Each subsequent power attack with a two-handed weapon against a single target deals 25% extra damage. 
Cleave (40/70): Power attacks/All attacks with Two-handed weapons hit all targets in front of you.
Executioner (100): Power attacks with Two-handed weapons deal 50% bonus damage if the target is below 50% Health.



General Changes

Adamant makes several changes in the background to improve your experience. The most notable of these changes is the addition of native scaling to Alteration, Conjuration, Destruction, Illusion, and Restoration. Destruction, Restoration, and Illusion gain up to 60% magnitude, based on the level of the skill. Alteration, Conjuration, and some spells in Illusion and Restoration gain up to 150% duration, based on the level of the skill. I also added 33% Shout scaling to Speech, and some unarmed scaling to Light Armor, which gains about 50 extra damage based on the level of the skill. I've also changed the magnitude of the scaling of Two-handed, One-handed, and Archery in order to compensate for the smaller number of mastery perks.

Adamant also makes some changes to the way that Armor Rating works. Adamant removes the hidden armor bonus provided by wearing armor, increases the value of each individual point of Armor Rating (to 0.17%), and raises the cap on armor effectiveness from 80% to 85%. It also reduces the armor provided by Alteration's mage armor spells. This means that 500 Armor Rating is now the armor cap for every build. The various perks in Light Armor, Heavy Armor, and Alteration have been adjusted to account for these skills. In addition,  Adamant adds several new sources of XP. You will receive XP when entering combat with three pieces of light or heavy armor, when shouting, when using unarmed attacks, and when using staves. Adamant also makes changes to the formula for skills such as Alteration, Block, Conjuration, Destruction, Illusion, Pickpocket, Restoration, and Speech that are designed to support its changes to the perk trees. 

Finally, Adamant works to improve your game by removing several Vanilla perks and giving them to the player automatically. Generally speaking, I've removed perks that gate off access to basic mechanics. This means that the player starts with access to more mechanics than they would in Vanilla. A comprehensive list of these perks is included below.  


Alteration Dual Casting
Conjuration Dual Casting
Destruction Dual Casting 
Illusion Dual Casting
Restoration Dual Casting
Arcane Blacksmith  
Quick Roll
Critical Charge
Greater Critical Charge
Power Bash 
Eagle Eye 
Rune Master 
Summoner
Benefactor 

If you see any of these perks in your game, you have a conflict in your load order.

Compatibility 

Adamant is a lightweight perk overhaul that prioritizes compatibility wherever it can. In a few places, however, conflicts are unavoidable. Notably, some combat overhauls make changes to the same game settings that Adamant does. In general, I recommend loading a mod like Smilodon or Wildcat before Adamant (pay special attention to the Dual Casting game settings, as those can have a huge effect on game balance). In addition, crafting and smithing mods almost inevitably must conflict with Adamant, since many of the most popular mods (including WACCF and CCOR) make direct changes to the perk trees. For my part, I have only touched crafting recipes when I felt it was absolutely necessary to create a coherent progression in the perk tree. 

In addition, Adamant requires Mysticism and thus inherits its compatibility profile. This is largely a non-issue, since magic mods typically require patches for perk mods anyway. I have taken steps to make those compatibility patches as painless as possible: in most cases, they will simply require a keyword to be added to relevant spells.