Skyrim

File information

Last updated

Original upload

Created by

Alex9ndre

Uploaded by

Alex9ndre

Virus scan

Safe to use

Tags for this mod

About this mod

This is an perk addon for Requiem, that aim to improve character building with more interesting choises.

Permissions and credits
Translations
  • Russian
Changelogs
Requiem - Destiny
A Perk addon and more...


Perk addon



Requiem - Destiny feature 62 new perks that try to offer more diverse character builds. This is done in a non-intrusive way, since with the exception of a few Requiem perks (that were changed in order to keep the balance), no other Requiem asset was modified. Also, note that Requiem original perk estructure is kept intact and the new perks are offered in new branches or separated from the skill tree, this mean that they are entirely optional and none is a requirement for any of the vanilla or requiem`s original perks.



Marksman

00 Favored Enemy - You specialized in a particular prey, increasing your damage and defenses when dealing with this enemy type.

Pick a favored enemy (Animals / Undead / Dragons / Daedra/ Dwarven) You deal +15% and receive -15% damage when fighting this enemy type.

30 Ranger - A good ranger know when to switch from ranged to melee combat when the situation calls.

After firing a bow, attacks with melee weapons deal 20% more damage for 10 secs.

55 Trick Shot - When you see an opening in your enemy defenses you always take the chance.

Arrows have +50% chance to deal a critical damage for 100% if the enemy is attacking or 200% if power attacking.


60 Nemesis - Your gain more knowledge over your favored enemy thus you can better deal with such creatures.

Bonus against favored enemies are doubled.



Block

40 Wall of Steel - The force that you can hold your shield is impressive as you can stand your ground even against the strongest attacks.

Stagger and knockdown immunity when blocking with a shield.

60 Feint - You learned to trick your target by starting a block and performing an attack short after, causing increased damage.

50% chance to score a critical strike for +100% damage 3 secs after starting a block (6secs cooldown).

70 Stalwart Defender - You improved your blocking stance as now it make you a lot more resistance to physical attacks from any sources or direction.

MYou gain +100 armor rating while blocking or +300 armor rating if blocking and crouching.





Heavy Armor

30 Anvil - Your heavy armor training allow you to partially deflect damage dealt by weapons.

Reduce incoming damage dealt by weapons by 10%. (Require 3 pieces of heavy armor)

35 Just a Flesh Wound - You become good at protecting your vitals during battle, thus when combat ends you realize that most wounds were just bruises.

When combat ends you cure wounds up to 300 health.

25 Knight - Your presence intimidate common bandits and you become more skilled on horseback.

Receive -20% damage from bandits. You also deal +20% damage and receive -20% damage when riding a mount. (Require 3 pieces of heavy armor)

50 Vanguard - Been in the frontline has taught you how to deflect the first blow, receiving reduced damage when unharmed.


Receive only 33% damage when at full health. (Require 3 pieces of heavy armor)

55 Battle Ready - You are always ready for the next battle and once you find yourself inside one, the adrenaline rush grant you increased Vigor for a short time.

When combat start you gain a temporally boost of +25% of the current health and +50% of current stamina that last 30secs.

45 Doom Walk - You concentrate on your defenses rather then your mobility, thus while walking or standing still you become more resilient to physical and elemental damage.

Receive -20% damage from physical attacks and elemental spells while walking or standing still. (Require 3 pieces of heavy armor)

70 Clash of Steel - You learned how to use your opponent strengh in your favor, been able to reflect it`s damage when attacking.

Reflect 50% damage when attacking. (Require 3 pices of heavy armor)

80 Resilience - Your prowess and skills with heavy armors allow you resist the elements themselves.

Reduce incoming elemental damage by 25%. (Require 3 pieces of heavy armor)



Light Armor

00 Nomad - You know the wilds like no other, thus you are more resistant to it`s inhabitants and can move faster in the open.

Move 5% faster when in the open and receive -20% damage from animals.

00 Mobility - You favor mobility and swift strikes over defenses, thus when not wearing armor your attacks are more precise.

When not wearing any armor, you have +10% chance to score critical hits and they deal +1% damage perk evasion skill lvl. Also, clothing weight nothing and you receive -15% damage while moving. (Require no armor cuirass worn)


40 Charge! - You can Charge toward enemies by sprinting long enough and receive a adrenaline boost that empower your attacks.

When sprinting for, at least, 5 seconds, attacks with melee weapons in the next 10 secs deal increased damage based on your remaining stamina (+0.25% damage per stamina point).

50 - Mirror - You learned how to mirror you opponents moves, thus in close fight with an enemy that is using the same weapon type as you, you`re able to deal increased damage.

When using the same melee weapon type as your enemy you deal +25% damage. (Require no heavy armor)

55 Adaptation - You learned how to adapt to the elements, thus when hit by fire, frost, shock or poison attacks, subsequent attacks can be partially resisted.

+30% elemental resistance when hit by a corresponding spell for 10sec.


45 - Overwhelmed - Your senses are more sharp, increasing your defenses when fighting more then one enemy.

Receive -20% physical damage if moving and figthing more then 1 enemy. (Require no heavy armor)

70- Upstream - You reflex training rewards you once more. When sprinting towards enemies, you have a chance to avoid damage from spells and arrows.

While sprinting you have 50% chance to negate damage from arrows and spells. (Require no heavy armor)

65 - Comeback - You are not done until you are dead. When badly injured in battle you feel the need for survival and gain burst of strengh.

When health drops bellow 50%, stamina is refilled by 150 points and power attacks performed in the next 5secs deal 100% more damage (1min cooldown).



Dungeoneer (former Lockpicking)

00 Adventurer - A real adventure carry a torch as a companion, not only to illuminate the dark but as a weapon when the situation calls.

Torches deal twice fire damage and blocking with one reduce frost damage by 33%. (wielding a torch when combat start also increase Dungeoneer skill)

00 Dungeon Sense - Anyone who live the life of an adventurer has it`s favorite places, what`s yours? (You may select a dungeon type where you become more familiar with your surroundings and gain increased protection while venturing then).

Pick a dungeon type (Dwemer, Nordic, Bandit Camp, Falmer Hive or Forsworn camp) you gain +100 AR and +10% magic resistance in this location type. (You also increase dungeoneer skills when entering in combat in a dungeon).

30 - Ignite - Your fighting ability with torches are improved, thus you can use then to weaken your enemies.

Bashing with a torch also reduce your enemy armor rating (100 points) and attack damage (20%) for 3secs.

50 Dungeon Dweler - When venturing your chosen dungeon type, you become more familiar with it`s dwellers, dealing increased damage to then.

You also deal +25% damage when in the choosen dungeon type.

60 A Light in the Darkeness - You can use your torch to distract enemies, often scoring deadlier attacks.

Carrying a torch grant you +20% critical hit chance for +25% damage (the damage is doubled if the target is on fire).



One-Handed

00 Backup - You prefer to use one-handed weapons as a backup or to finish off your enemies, thus they are better used when your enemies are at low health.

One-Handed weapons deal +20% damage to targets bellow 50% health.

00 Fencer - When you keep your left hand empty you gain a better balance and can strike targets with higher precision.

Wielding a one-handed melee weapon with nothing (or a torch) in the off-hand grant 20% critical strike chance for +50% damage and block 30% better.

25/ 50/ 75 Dagger Specialization - Your training with daggers allow you to find an open in your opponent defenses.

Critical strikes deal +50%/ 75%/ 100% damage and 10%/ 20%/ 30% change to bypass 75% armor rating.

30 Light Weaponry Lore - Your knowledge of light weaponry allow you to defend yourself better against then.

Receive -10% damage from one-handed weapons. Also, One-handed weapons have +5% critical hit chance for +15% damage.

35 Sheath Attack - When drawing a one-handed weapon from the sheath you can catch your opponent by surprise, dealing massive damage for a short time.

Drawing a One-Handed weapon grant a 50% chance to deal a critical strike for 50% more damage for 3secs (10secs cooldown).

45 Counter Attack - Your increased reflex when using one-handed weapon allow you to punish enemies that come with full force against you.

One-Handed weapons have 50% chance to deal critical damage for 100% more damage when the target is power attacking.

50 Duelist - You became a good duelist and while your left hand is empty and you focus on a single target you are able to identify it`s weak spots, often bypassing it`s armor resistance.

While wielding a single one-handed (or a torch in off-hand) grant you a 20% chance to bypass your enemy armor rating.

55 Bypass - You learned how to bypass enemies blocking stance by performing sideways power attacks.

Sideways power attacks with one-handed weapons deal +200% damage to targets that are blocking.

65 Defensive Stance - Never loosing focus on your target movements you can perform defensive backwards power attacks.

You take -80% damage when performing backwards power attacks.

75 Deflect Arrows - Your impressive lighting reflexes allow you deflect arrow with one-handed weapons.

When swinging a one-handed weapon you can deflect arrows.



Pickpocket

00 The Collector - You heard rumors about mages that enchanted, now lost, coins. Most would take then for normal coins but you can now identify and collect then to unlock their secret enchantments.

You can find 7 types of rare enchanted coins in your enemies: Cyrodiil, Morrowind, Summerset, Dwemer, Nordic, Snow Elf and Valenwood (chance depend on the enemy race and location), when collecting all seven and keeping then in your inventory, you gain +40 bonus to health, magicka and stamina.

00 Special Edition - When not adventuring, you like to read a good book and you miss three on then in your collection. But they are so rare that you might need some adventuring to find then, possibly in the hands strong foes. It worth the reading though. (Require 50 books read to take this perk).

You can find 3 rare tomes with high lvl enemies (lvl 20+), each will give you a permanent ability (The Warrior; +10% damage and +5% armor rating, The Thief; 1.5x sneak attack damage and reduce movement noise, The Mage; spells cost 10% less and enchantments are 10% stronger.

50 Hoarder - You keep your treasure close to remember your past victories and be inspired to future ones. 

When carrying more the 5000 gold, skills increase 20% faster.



Sneak

30 Shadow Dagger - The shadow is your ally and you use it to catch your enemies by surprise, dealing increased damage when in the dark.

Attacks are deadlier when performed from the shadows, grating +10%/ +20%/ +30% critical chance for +50% damage. (bonus increase as the light lvl decreases)

25 Hide in the Elements - You learned how to blend in adverse weathers, been harder to be detected by your enemies.

Harder of being detected when outside and snowing or rainning.

60 Shadow Cloak - You embrace the shadows and use then to dodge incoming attacks from your enemies.

10% / 20% / 30% chance to receive -75% damage when in the shadows. (bonus increase as the light lvl decreases)

55 Dungeon Crawler - You learned the sound partners of dungeons and use then in your advantage when crawling through then.

A lot harder of being detected inside dungeons.



Two-Handed

00 Barbarian - Armor only serve to slow you down as you trust more in the strengh of your own body.

Worn armor weight 100%/ 300% more (high quality armors weight more then low quality ones) and are 20% less effective but you move 10% faster, gain 100 armor rating and deal +20% damage when above 75% health.

00 Pure Warrior - Leave magic for those fancy robed wizards, all you need is strengh and vigor in battle.

You have no magicka but receive 50 points to health and stamina.

25 Wizard Slayer - Some may think that steel is stronger then magic and you are one of those. You are more resistant to magic and your hate against it makes you more deadly against spell casters.

You have 15% magic resistance and deal +25% damage to enemies that are casting spells.

30 Heavy Weaponry Lore - Your knowledge of heavy weaponry allow you to defend yourself better against then.

Receive -15% damage from two-handed weapons. Also, Two-Handed weapons have +10% chance to deal critical hits for +15% damage.

40 Heavy Handed - By putting more strengh in your blows, your attacks are more deadly but you also get tired faster.

Two-Handed power attacks deal +0.25% damage per current stamina value but also have increased stamina cost by the same amount.

70 Bear Stance - You learned how to better protect yourself while attacking with two-handed weapons.

Receive -50% damage while performing standing power attacks.

50 Berserker - The joy of battle and blood allow you to fight longer.

In combat, when above 50% stamina, your stamina regenerate at a constant rate (2/sec) and you attack 10% faster.

50 Witch Hunter - Your crusade against magic made you even more resistant against it. Also, you become deadlier against hagravens, forsworn and necromancers.

You have 30% magic resistance and deal +25% damage against hagravens, forsworn and necromancers.

60 Supremacy - You already showed your combat supremacy over your foes, now you can finish enemies faster when they are at low health.

+20% critical chance to enemies bellow 50% health and criticals are 100% better against targets bellow 50% health and 200% better against targets bellow 25% health.

50 Rage - When badly injured, you receive an adrenaline rush, been able to attack faster.

You attack 15/ 30% faster when bellow 50/ 25% health.

80 Sunder - Your extensive training has taught you to always look for your enemy`s weak spot, thus you have a chance to bypass your target armor rating when performing forward power attacks.

When performing forward power attacks, you have 50% chance to bypass your target armor rating.


Smithing

30 Lunar Forge - You learned the secrets of the Lunar Forge and with this knowledge you can craft improved steel weapons with a vampire-like ability. Also, Ancient Nord equipment can be crafted and better improved in this location.

Able to craft Lunar Steel weapons and Ancient Nord equipment at the Lunar Forge (Lunar weapon effect have been changed to better fit their in-game description, thus they drain health at night-time and have infinite charges).

Also, you can Improve any weapon or armor 20% better in the Lunar forge area (50% better for Ancient Nord weapons and armors).


60 Blood-kin - You spend time enough with the Orcs so they consider you a friend now, selling items for better prices and also giving you tips on their legendary smithing skills.

Can buy from Orcs for 30% less and improve any weapon and armor 20% better inside orc strongholds (30% better for Orcish weapons and armors).

60 Dwemer Crafting - The ancient Dwemer smithing is no secrect for you anymore and you can now make your own derivations of it, you just need a good manual and the right materials.

You are able to Craft:

Centurion Axe -> +20% critical chance and deal 15 fire damage for 5 secs on criticals.
Centurion Hammer -> +20% critical chance and deal 20 steam damage for 5 secs on criticals.
Dwarven Sphere Sword -> +20% critical chance and deal 10 bleed damage for 5 secs on criticals.
Dwarven Ballista Bow -> 25% armor piercing.
Dwarven Great Crossbow -> 50% armor piercing.
Dwarven Sphere Shield -> 50% chance to deal 30 shock damage when bashing.
Ornamented Dwemer Greatsword -> Very expensive and is considered silver.


90 Skyforge Steel - You learned a lot since you crafted your first dagger for a local blacksmith. Now, even Eorlund Gray-Mane is no match for your skills as you discovered a way to improve Skyforge Steel weapons by yourself.

Able to craft Honed Skyforged Steel weapons that have a slighly higher damage and 25% armor piercing (require a flawless diamond per weapon!)

Also, you can improve any weapon or armor 20% better in the Skyforge area (55% better for Honed Skyforge Steel weapon).



Balance Tweaks

Along with the new perks, this mod also feature many balance tweaks trying to keep the game more balanced (This list is not extensive).


Light and Heavy armor perks conditions

Many of the conditions of the perks in this two skills were changed in order that to make use of any Light armor perk you must not have any heavy armor worn, while Heavy armor perks require at least 3 pieces of heavy armor worn.


Magic Scalling

Magic scalling was drastically changed; begginer mages will be able to cast spells easier with a similar magnitude but as you progress in given magic school the scalling have a lower curve compared to the base Requiem where master spells scale up to 200% damage (compared to the original 500%), to compensate it, each main magic perk reduced spell cost by 70% (used to be 55%).


Skills Scalling

Originally Requiem removed most scalling sources for many skills and added it to magic skills, this is partially restored now. The basic perks of many skills apply a small magnitude scalling instead of a flat bonus.


Removed Crafting Grind

Fortify Enchanting, Smithing and Alchemy (enchantments and potions) now just increase XP gain with the corresponding skills instead of giving a fortify effect when creating items.


More Usefull Enchantments and Potions

Fortify One-Handed now increase attack speed with every weapon type while Fortify One-Handed increase damage with every melee weapon type. Also, fortify Lockpicking, Pickpocket and Sneak have a secundary bonus making these enchantments more usefull in battle.


Less Annoying Enemy Poisons

Increase posion resist required to resist falmer and spider poisons but now they only have 25% chance of applying.


Critical Damage

Critical damage is something to be considered now, the basic perks of One-Handed, Two-Handed and Marksman give a base 5% critical chance and the critical damage have been raised to match Requiem`s weapon damage bonus. Note that many of the new perks use the critical damage system instead of base damage, which is good because it offer more randomization.


Enemy Resistances

Enemy resistances have been partially remade. The new implementation offer more compatibility as well since many Requiem mechanical perks have been emptied and everything is now stored in the silver damage perk. This have a big advantage because this perk is given to every actor, vanilla and mod added ones.




Notes

- New game is required due to it`s extensive changes.

- It is recommend to place Requiem - Destiny after any other requiem patch.




Credits

GDelforge (GD's Dwemer Centurion - A 2k Centurion retexture for M.H.A.R.P.H.I.N.) for unique texture used in the Master Forge weapons.

PrivateEye (Heavy Armory) for his Silver (mace, dagger and warhammer) meshes.

747823 (Weapons of the Third Era) for his Silver (waraxe, battleaxe) meshes.