Skyrim Special Edition

It's finally here! More perks, more pain - same gain!
Be aware that EVERY SINGLE perk in here was marked by Enai to not be distributed to actors, whether for balancing reasons (Nullifiefer for example) or due to functionality (Restoration perks are especially impacted - god I'd love to see Warrior's flame on NPCs..) So be warned that this might cause some issues here and there, but in my testings there was nothing game breaking, perks just didn't work or were quite OP.

UPDATE: With 2.5 I went through many perks and found around half of them to only apply for the Player rather than the NPC, making a lot of them useless at best. Those have been wiped from the list.

Alteration:

  • 70 - Energy Roil - Whenever you cast a spell with one hand, reduces the armor of nearby enemies within 10 feet by 150 points for 4 seconds.
  • 90 - Nullifier - You radiate a dampening field, preventing enemies within 25 feet from regenerating Magicka and Stamina.

Archery:
  • 70 - Focus on the Prey - Cannot be staggered while holding a drawn bow or reloading a crossbow.
  • 60 - Snipe - Shooting targets you haven't shot within the past 10 seconds inflicts a critical strike that deals three times critical damage, and any weapon enchantments applied by the shot are twice as effective.
Block:
  • 70 - Mocking Blow - Power bashing with a weapon infuriates living targets for 30 seconds. They won't flee from combat but can't regenerate Stamina, lose 15 points of Stamina per second and you take no damage from their attacks during a Timed Block.

Conjuration:

  • 40 - Signed in Blood - When a friendly conjured Daedra within 15 feet is below full Health, it absorbs your lifeforce to heal itself, preventing you from regenerating Health but regenerating 10 points per second (increased by 4% of its maximum Health when out of combat).
  • 50 - Pact Magic - Destruction spells and effects are 10% more effective for each friendly conjured Daedra within 30 feet.
  • 50 - Undead Crown - Restores 10 points of Health and Magicka per second to summoned or reanimated undead within 15 feet.
  • 60 - Maelstrom - While you charge or concentrate on a spell, friendly conjured Daedra within 30 feet gain 30% extra attack damage.
  • 70 - Corpse Gas - If your reanimated undead is destroyed while on fire within 30 seconds, it explodes, dealing up to 300 points of fire damage to targets without this perk. You deal five times as much fire damage to your reanimated undead.
  • 80 - Unleash Hell - Conjured Daedra within 75 feet gain additional spells on a 30 second cooldown (Flame Atronach: fire explosion. Frost Atronach: reduced armor/magic resistance curse. Storm Atronach: magnetic knockdown. Dremora: increased attack damage and movement speed).
  • 90 - Shocked to Life - If your reanimated minion is struck by a shock spell within 30 seconds after reanimation completes, it attacks 250% faster and moves 50% faster for 10 seconds. You deal no damage to your reanimated minions with shock spells.

Destruction:
  • 40 - Harsh Lesson - Destruction projectile spells interrupt targets that are casting a spell. Does not work on massive targets.
  • 50 - Flash Fire - Fire spells have 15% chance to ignite the target for 2 seconds. The next instance of fire damage that hits an ignited target (except burning ground) detonates, dealing 100% more damage and causing a living target to flee the flames for 4 seconds.
  • 50 - Magnetize - Shock spells have 15% chance to lift the target into the air for 2 seconds, preventing movement.
  • 50 - Shatter - Frost spells that hit a frost resistant target fragment and explode in a 15 foot area, reducing frost resistance by 25% for 10 seconds. This effect stacks.
  • 70 - War of the Elements - You deal 40% more attack damage to targets that are taking damage from the burning ground created by Conflagration, Scorched Earth or Pyromancer Ascension or are being affected by Electroconvulsions or Hypothermia.
  • 70 - Hypothermia - Frost spells paralyze living targets below 25% Health if they are not frost resistant.
 Heavy armor:
  • 90 - Sovereign - When struck by an attack, subsequent attacks are deflected if wearing all Heavy Armor. You take 75% reduced damage from attacks for 1 second.
  • 100 - Face of the Mountain - When struck by a power attack or power bash, the attacker's strike rebounds forcefully as if striking solid rock, staggering them and potentially knocking them to the ground if wearing all Heavy Armor.

Light Armor:
  • 70 - Wardancer - Your agility enables you to strike more effectively, granting 20% more attack damage and critical damage if wearing all Light Armor. This effect is lost for 6 seconds whenever you get struck by an unblocked attack or a hostile spell in combat.
  • 80 - Survival Instinct - When you get struck by an unblocked attack or hostile spell in combat, gain 10% movement speed for 6 seconds if wearing all Light Armor.
  • 90 - Glancing Blows - You take 30% less damage from blocked attacks while Wardancer is active. When you lose the Wardancer effect due to an unblocked attack, it also deals 30% less damage.

One Handed:

  • 50 - Falling Sword - Forwards power attacks with a sword cause targets to bleed for 20 seconds. When a bleeding target falls below 25% Health, your attacks against that target are critical strikes that deals ten times critical damage.
  • 50 - Rise Kinsmen - Forwards power attacks with a mace inspire nearby allies, granting them 20% extra attack damage for 15 seconds. This effect stacks.
  • 50 - Rogue's Parry - When wielding a one-handed weapon and an empty other hand, attacking with the weapon while the opponent is winding up their attack or drawing a bow deals 40% more damage and delivers a critical strike.
  • 50 - Shieldbiter - Forwards power attacks with a war axe smash through a block, causing the target to drop their shield and take a critical strike that deals five times critical damage.
  • 70 - Death Adder - Standing power attacks with a dagger ignore armor.
  • 70 - Into the Dust - Repeated standing power attacks with a sword against a target do escalating damage if no more than 3 seconds pass between each. This effect stacks up to three times, each doing 15% more damage. Reaching four stacks knocks the target off their feet.
Restoration:
  • 60 - Crusader's Fire - In combat, targets within 30 feet affected by a Turn Undead spell or effect burn with divine fire, taking 10 points of damage per second for 10 seconds. Your attacks and critical strikes deal 25% more damage to targets affected by Crusader's Fire.
  • 70 - Chalice of Tears - If you are diseased or undead, your Restoration spells are 15% stronger and last 50% longer.
  • 70 - Plague Doctor - Radiate a zone of pestilent death that reduces the poison and disease resistance of enemies approaching within 40 feet by 50% for 30 seconds.

Two Handed:
  • 50 - Breach the Wall - Forwards power attacks with a greatsword that would leave the target above 60% Health deal enough additional damage to make up the difference.
  • 50 - Execute - Forwards power attacks with a battle axe execute targets below 30% Health, delivering a critical strike that deals twenty times critical damage.
  • 60 - Subjugate - Sideways power attacks with a greatsword hit all targets in front of you, lowering attack speed to 50% for 10 seconds. This effect has a 20 second cooldown per target.
  • 70 - Bisect - Standing power attacks with a battleaxe deal bonus damage equal to 15% of a target's current Health (max. 150 damage).
  • 70 - Grand Slam - Whenever a standing power attack with a warhammer inflicts a critical strike, it deals 3% more critical damage per point of Stamina.
  • 70 - Humiliate - Standing power attacks with a greatsword fatigue a target, draining 150 points of Magicka and Stamina and halting regeneration for 5 seconds.

Article information

Added on

Edited on

Written by

Stormbl8

0 comments