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About this mod
Adamant is a streamlined perk overhaul designed to enhance every aspect of your Skyrim experience.
- Requirements
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Nexus requirements
Mod name Notes Mysticism - A Magic Overhaul This is hard dependency. Mods requiring this file
Mod name Notes Adamant - A Perk Overhaul - Traditional Chinese Translation Adamant - Economy Overhaul and Speechcraft Improvements Patch Adamant - Elemental Destruction Magic Patch (Testing phase) Adamant - No Quick Roll Adamant - WACCF patch Adamant CACO Patch Adamant CCOR and aMidianBorn Content Addon Patch Diverse Character Creation - Simonrim Compatibility Patches Furious Patches - Barbarians With Benefits For associated patch Koalatative Improvements (KI) Unarmed Integration for Adamant & Put It In Your Pocket Kyne's Peace Reinvigorated Lightweight Smithing Tweaks Miscellaneous Tweaks Collection For Smithing Tweaks for Adamant. Ordinator Sun Spells for Mysticism and Adamant PT-BR Traducao - Adamant - A Perk Overhaul SImple Paladin - Mysticism and Adamant Patch Vokriinator - Choice Cuts For Vokriinator Black. Separate plugin for Vokriinator Plus (consider downloading Adamant itself as a courtesy) Vokriinator Black - Shieldcaster Patch - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You can upload this file to other sites but you must credit me as the creator of the file
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets
Author notes
All of my work has open permissions. You do not need to ask permission to make patches, ports, forks, or any other derivative work from my mods. All I ask is that if you release a mod with my work incorporated into it, you strongly consider releasing that mod with similar permissions.
Adamant includes the Modern Brawl Bug Fix. Although this is free for anyone to use, please make sure to give credit to Enai Siaion if you take those assets from this mod.
As of 3.0, I've also borrowed Enai's implementation of magic bonuses for staves, including using his formlist. I tried really hard to avoid formlists because of their compatibility difficulties, but in the end, Enai's solution really was the best.File credits
Enai Siaion for the Modern Brawl Bug Fix and a formlist I borrowed.
Donation Points system
This mod is opted-in to receive Donation Points
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Translations
- Portuguese
- Mandarin
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Translations available on the Nexus
Language Name Portuguese Author: GuhBM666 PT-BR Traducao - Adamant - A Perk Overhaul Mandarin Author: Crow125 Adamant - A Perk Overhaul - Traditional Chinese Translation - Changelogs
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Version 4.2.8
- I re-added Respite.
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Version 4.2.7
- Removed PerkSkillBoosts and AlchemySkillBoots from Adamant, since they are no longer needed as of Version 4.2.6.
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Version 4.2.6
- Fixed an error with Prismatic Shield.
- Prevented Weapon perks from procing on followers.
- Adamant now works better with potions and enchantments of smithing. It is now much easier to completely break your game with the crafting loop. Yay!
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Version 4.2.5
- Fixed an issue where several perks in Two-handed and Archery were not properly applying.
- Fixed an issue where Bound Weapon FX was resisted by Fire Resist.
- Fixed a tooltip error in the Shrines addon.
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Version 4.2.4
- Fixed an issue where Wall of Sunlight would give Destruction XP
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Version 4.2.3
- Changed the Necrosis perk as a temporary stopgap until I can figure out why the last version didn't work consitently.
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Version 4.2.2
- Fixed an issue with the conditions on Dawn's Wrath
- Fixed an issue with the conditions on Resonance
- Fixed an issue with Divine Glory and Wall of Sunlight
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Version 4.2.1
- Removed some unused records.
- Fixed an error in Unsuspecting Mark.
- Fixed a bug with Preservation.
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Version 4.2.0
- Leveling Alteration, Conjuration, Illusion, and Restoration now increases the duration of your spells, up to 150% (up from 100%).
- Several perks in Archery, Restoration, Speech, Lockpicking, and Pickpocketing have been adjusted in level & position.
- Power Shot now has two ranks. The first rank, available at level 40, gives you a 25% chance to stagger. The second perk, available at level 70, gives you a 50% chance to stagger.
- Hunter has been removed.
- The second rank of Deadly Bash has been removed.
- Leveling Block now increases the damage you deal when bashing, up to 100%.
- Fixed a bug that affected the reanimation spells cast by NPCs.
- Spell Surge no longer has two ranks. The total effect of the perk remains unchanged.
- Impact now has two ranks. The first rank, available at level 40, gives you a 25% chance to stagger. The second perk, available at level 70, gives you a 50% chance to stagger.
- Eye of the Storm works a little differently. It only reduces one elemental resistance at a time, based on the element of the spell you’re casting.
- Pilgrim of Mara now makes you immune to diseases.
- Pilgrim of Dibella now gives you 10% extra damage (physical and magical) to the ten playable races. Everyone in Skyrim is bi, and now you are too.
- Pilgrim of Kynareth now reduces the cost of power attacks and bow zooming by 25%
- Pilgrim of Stendarr now gives you 10% extra damage (physical and magical) to undead.
- Pilgrim of Zenithar now gives you 25% buying & selling prices. It’s a little redundant with the shrine if you’re not using my shrine tweaks, but oh well.
- I’ve released a tiny addon that rebalances shrines, amulets, and agent buffs. Values are adjusted & some divines have new shrine bonuses. I wanted to make the Pilgrim system a little better without making a whole ass religion mod.
- Repose has been removed.
- Respite has been removed.
- Resolve is now called Renewal so that I can use the name for another perk.
- A new perk, now named Resolve, increases the potency of healing spells by up to 50%, based on the target’s missing Health.
- Brilliance now works on concentration spells as well, but it’s been reduced to half magnitude.
- Radiant Ward now reduces the cost of Ward spells by 50%. The second rank of Radiant Ward has been removed.
- Prismatic Ward is less effective (50%, down from 75%).
- Buying and selling prices will be about 20% worse at 1 Speech, but equal to Vanilla at 100 Speech. Speech scaling will be more noticeable as a result.
- Merchant now affects both buying and selling prices.
- Hard Bargain has been removed.
- A second rank of Supply and Demand has been added.
- The values of Supply and Demand and Investor have been adjusted. Each rank of Supply and Demand increases available gold by 750; Investor increases available gold by 1500.
- Underworld Contacts gives you 25% better buying & selling prices with fences.
- Both ranks of Stormcrown nerfed to 25%.
- 33% Shout damage scaling added to Speech, thus keeping Speech’s total contribution to damage the same.
- Sandman is now called Unsuspecting Mark, and works on any target who is sleeping, sitting, leaning on a wall, or using a crafting table.
- A new Lockpicking perk, Rare Gems, allows you to find more gems in chests.
- Treasure Hunter has been buffed. The items are more valuable and more common.
- Tread Softly has been removed.
- A new Sneak perk, Hidden Threat, doubles your sneaking effectiveness whenever you are standing still.
- Light Foot now permanently reduces the sound that you make while moving by 50%
- Shadow Warrior’s description has been changed to more accurately reflect what it does. I’ve also increased the duration of the effect and added a muffle component.
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Version 4.1.3
- Removed some unnecessary records in the Story Manager.
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Version 4.1.2
- Forwarded some changes from Mysticism 1.1.3.
- Changed the description of the Illusion AV.
- Adjusted some errant values for bound weapons
- Added Dawn’s Wrath integration for Repulsion Rune.
- Fixed some errors with Dawn’s Wrath.
- Fixed an error in the values for the unique flesh spells that NPCs use.
- Fixed an error in Charged Nova.
- Fixed an error in Vampire’s Bane
- Reduced the cost of Stendarr’s Aura.
- Repackaged the BSA with some files that might have been missed.
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Version 4.1.1
- Forwarded a few more changes for the Mysticism 1.1 update.
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Version 4.1.0
- Forwarded changes for Mysticism 1.1.0.
- Fixed an error in the conditions for Invincible.
- Fixed a type in the description of Novice Summoner.
- Forwarded changes for Mysticism 1.1.0.
- Fixed an error in the conditions for Invincible.
- Fixed a type in the description of Novice Summoner.
- Mysticism 1's new Turn Undead Rune will not work with Dawn's Wrath right now, and the Sun Runes won't work with Divine Glory. Honestly it was 2:30 AM when I realized that and I was just too tired to bother with it right now. It's a known issue for now. I'll fix it soon tm.
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Version 4.0.4
- Fixed an error in the conditions for Bullseye
- Fixed an error in the conditions for Green Thumb 30.
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Version 4.0.3
- Injected a keyword that I needed to use in Mundus.
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Version 4.0.2
- Fixed an error in the conditions for Rip and Tear
- Fixed an error in the conditions for Inscription
- Fixed an error in the perk entry for Quick Slash
- Fixed an error in the perk entry for Deep Wounds
- Fixed an error in the perk entry for Eagle Eye
- Fixed a typo in the description of Onslaught
- Fixed a typo in the description of Rampage
- Fixed a typo in the description of Cleave
- Fixed a typo in the description of Grim Focus
- Fixed a typo in the description of Philosopher
- The unarmed scaling for Light Armor no longer applies to Werewolves, Werebears, and Vampire Lords, as they have their own built-in scaling
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Version 4.0.1
- Corrected the name "Novice Healer" to "Healer."
- Corrected the name "Novice Philosopher" to "Philosopher."
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Version 4.0.0
- The total number of mastery perks in each skill has been reduced from 5 to 2. This results in a significantly smaller number of perks through the mod, and will allow most characters to incorporate a single extra skill into their build.
- Adamant 4.0 is not a nerf. I have tweaked the values of individual perks, adjusted game settings, or added native skill scaling to ensure that every single skill reaches the exact same level of power by level 100 as it did in Adamant 3.0
- Magic skills now have automatic magnitude or duration scaling. The scaling will not kick in until around skill level 20, and caps out at skill level 100. The scaling is “smart” scaling, and generally spells that need duration increases will receive them, while spells that need magnitude increases will see them, instead.
- The level requirements for dozens of perks have been adjusted to account for the change to mastery perks. Individual changes to level requirements will not be listed in the change logs.
- I’ve removed the crit scaling from the mastery perks and buffed Grim Focus. I fudged the numbers a tiny bit to keep the results exactly the same as before, when the two crit bonuses multiplied off each other.
- Killing Shot has been removed. Bullseye is the new (old?) capstone for the tree.
- I’ve increased the Stamina cost of zooming in with a bow significantly.
- Since mastery perks have been condensed in this update, I’ve removed the chance for an extra ingredient added by Herbalist, and added in two ranks of Green Thumb.
- The Alteration skill now automatically increases the duration of your Alteration spells, up to a 100% duration increase. This scaling begins to kick in around skill level 20. By skill level 60, you will have 50% extra duration. By skill level 100, you will have 100% extra duration.
- Mage Armor now increases the magnitude of armor spells by 50% per rank. This allows me to return the armor spells to their original magnitude, which is less confusing to users. This means that 400 AR is the maximum value you can receive from Dragonhide.
- Fortification now gives 100 Armor Rating while wearing robes. (It’s also a much higher level perk than before). Combined with Mage Armor, Fortification allows you to hit the 500 point Armor Cap in Alteration.
- The second rank of Fortification is now its own perk, Resistance, and it gives 25% Magic Resistance.
- Spell Shield now gives a flat 25% Spell Absorption while unarmored.
- Stability has been replaced with Magicka Well, which makes your Magicka regenerate up to twice as fast, based on missing Magicka. This perk works exactly like Adrenaline, but for Magicka. (The values are +.75 Magicka Rate, and then an additional +0.75 Magicka Rate when below 75%, 50%, and 25% Magicka, respectively).
- The Conjuration skill now automatically increases the duration of your Conjuration spells, up to a 100% duration increase. This scaling begins to kick in around skill level 20. By skill level 60, you will have 50% extra duration. By skill level 100, you will have 100% extra duration.
- The Conjuration skill now automatically increases the magnitude of your Reanimation and Banish Daedra spells, up to a 100% magnitude increase. This scaling begins to kick in around skill level 20. By skill level 60, you will have 50% extra magnitude. By skill level 100, you will have 100% extra magnitude
- level 100, you will have 100% extra magnitude Daedric Pact now has a second rank.
- Necrosis now has a second rank.
- Call of Oblivion has a second rank again--I have returned the three summon maximum to Conjuration. I’ll change the Ritual Stone in an update to Mundus, so that three summons remains the max.
- The Destruction skill now automatically increases the magnitude of your Destruction spells, up to a 60% magnitude increase. This scaling begins to kick in around skill level 20. By skill level 60, you will have 30% extra magnitude. By skill level 100, you will have 60% extra magnitude.
- Augmented Flames, Augmented Frost, and Augmented Shock have been reduced from a 33% increase to a 25% increase. The total damage of Fire, Frost, and Shock spells with Augmented Flames and 100 skill in Destruction remains unchanged.
- Spell Surge has been split into two ranks. The first rank changes the dual casting modifier for Destruction spells to 2.0x/1.55x; the second rank changes the dual casting modifier for Destruction spells to 2.0x/1.35x.
- Impact has returned. It is now a level 70 skill and has a 50% chance to stagger foes, much like Archery’s Power Shot perk.
- Enchanting has seen the reintroduction of Corpus Enchanter and Insightful Enchanter, as well as a new perk, Elemental Enchanter, which combines the effects of the Vanilla perks Fire, Frost, and Shock Enchanter. These extra perks have been added to make sure players spend the appropriate amount of points in enchanting to master it, compared to other skills.
- I’ve merged the two ranks of Inscription into one.
- I’ve merged the two ranks of Spell Strike into one.
- I’ve removed Conduit.
- I’ve added a back a staff perk to enchanting to allow specialization. This perk, Resonance, reduces the cost of all spells, staves, and weapon enchantments by 25% while wielding a staff. This is a big bonus that should help staff wielders mix in either magic or combat skills without feeling like they need to use a soul gem every 5 seconds.
- Determination now reduces incoming damage while casting spells.
- Constitution now increases Fire, Frost, and Shock Resistance by 25%.
- Invincible has been buffed slightly. (It now gives 10% Damage Resistance when below 75% Health, 25% when below 50% Health, and 50% when below 25% Health).
- The Illusion skill now automatically increases the magnitude of your Illusion spells, up to a 60% magnitude increase. This scaling begins to kick in around skill level 20. By skill level 60, you will have 30% extra magnitude. By skill level 100, you will have 60% extra magnitude.
- The Illusion skill now automatically increases the duration of certain Illusion spells (such as Invisibility), up to a 100% duration increase. This scaling begins to kick in around skill level 20. By skill level 60, you will have 50% extra duration. By skill level 100, you will have 100% extra duration.
- Adrenaline is now called Endurance. It restores 5 Stamina per second while sprinting, which approximates a roughly 50% reduction to the cost of Sprinting.
- Dexterity is now called Adrenaline. It has been buffed slightly. (The values are now +1.25 Stamina Rate, and then an additional +1.25 Stamina Rate when below 75%, 50%, and 25% Stamina).
- I’ve removed the crit scaling from the mastery perks and buffed Precise Cuts. I fudged the numbers a tiny bit to keep the results exactly the same as before, when the two crit bonuses multiplied off each other.
- I’ve increased the duration of the Axe DoT, and buffed its total damage slightly. This allows me to more clearly differentiate the effects of Hack and Slash (which increases the duration of the bleed) and Carve and Split (which increases the damage of the bleed) without violating my design principals or fudging the numbers too much.
- The Restoration skill now automatically increases the magnitude of your Restoration spells, up to a 60% magnitude increase. This scaling begins to kick in around skill level 20. By skill level 60, you will have 30% extra magnitude. By skill level 100, you will have 60% extra magnitude.
- The Restoration skill now automatically increases the duration of certain Restoration spells (such as Attunement), up to a 100% duration increase. This scaling begins to kick in around skill level 20. By skill level 60, you will have 50% extra duration. By skill level 100, you will have 100% extra duration.
- Poison Affinity is now Affliction.
- Affliction is now Plague. Plague no longer works on your own summons, so taking poison perks no longer stops you from safely hurling poison spells into a group of your zombies.
- Light Weaver is now called Divine Glory.
- A new perk, Light Weaver, increases the damage of sun spells by 25%. This is an increase to the base magnitude, and thus will affect the tooltip damage and the damage dealt to the living (unlike Power of the Light, which only affects the damage of sun spells against the undead).
- Power of the Light no longer works on friendly undead, if you’re playing some weird ass build with sun magic and reanimation.
- A new perk, Repose, gives 50% Magicka Regeneration whenever you are under the effect of Healing or Restoring Light, and another 50% Magicka Regeneration whenever you are under the effect of Regeneration, Rapid Regeneration, Mutagen, or Tears of Mara. These values are fixed, and are not affected by Restoration skill or power.
- Smithing was probably the skill most suited for a “boring” progression through the mastery ranks in my mind. To give the player the right amount of power in the appropriate amount of perks, I needed to get a little creative.
- Blacksmith is now one perk with two ranks, like other new-mastery perks in Adamant 4. Each rank gives a +1 to tempering.
- Weaponsmith and Armorer make a return, both giving a +1 to tempering weapons and armor respectively.
- Forgemaster is a new level 90 perk that gives you +1 to all tempering. Yes, it’s another mastery perk with a new name. I cheated.
- You’ll now get an automatic +1 to tempering when you reach 75 in smithing, meaning the total unperked tempering amount is now +2, up from +1 in Adamant 3 and down from +4 in Vanilla.
- I’ve switched Dwemer and Orcish in my crafting perks. Dwemer and Orcish are really weird, and there’s no way to treat them both fairly in a perk mod. (You’d need to rebalance their stats and make changes to the leveled lists to really fix the issue). My original changes created some awkward results for users combining Adamant with some crafting overhauls, since those overhauls often had their own solutions to the Dwemer and Orcish problem. I’m switching these two armors back, not because this set up is any better, but because it’s closer to Vanilla (30 and 60 compared to 30 and 50) and thus more likely to play nice with other mods.
- I’ve removed the crit scaling from the mastery perks and buffed Heavy Cuts. I fudged the numbers a tiny bit to keep the results exactly the same as before, when the two crit bonuses multiplied off each other.
- I’ve increased the duration of the Battleaxe DoT, and buffed its total damage slightly. This allows me to more clearly differentiate the effects of Rip and Tear (which increases the duration of the bleed) and Rend and Rake (which increases the damage of the bleed) without violating my design principals or fudging the numbers too much.
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Version 3.0.2
- Fixed an error that prevented crossbows from receiving the same critical bonuses as bows.
- Fixed an error in the DLC2PerksTwohanded formlist.
- Fixed an error in the DLC2PerksOnehanded formlist.
- Fixed an error in the conditions for Fortress.
- Fixed an error in the conditions for Executioner.
- Fixed an error in the conditions for Duelist 60.
- Fixed an error in the conditions for Skull Cracker 40.
- Fixed an error in the conditions for Rip and Tear 60.
- Fixed an error in the conditions for Rend and Rake 80.
- Fixed an error in Night Thief that allowed you to sell items to stolen merchants.
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Version 3.0.1
- Fixed a typo in the tooltip for Dragon of the North
- Fixed a typo in the tooltip for Skull Cracker 80.
- Fixed a typo in the tooltips for Bone Crusher 20 and 60.
- Fixed a typo in the tooltip for Stunning Strike.
- Fixed an error with Reanimate spells.
- Fixed an error in the conditions for the Brilliance perk
- Fixed an error in the Spell Block Controller Perk
- Fixed an error in the Arrow Block Controller Perk
- Fixed an error with the Reanimate Gear Controller Perk.
- Fixed an error in the crit calculation for Deep Wounds 80
- Fixed a compatibility issue between Adamant and FEC whereby the flame-related death effects would always trigger if the player had Combustion.
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Version 3.0.0
- I’ve reduced the maximum range of rune spells and summon spells by about half.
- Leveling a magic school now increases your cost reduction by 50% instead of 40%.
- I have made some changes to my approach to weapon enchantments. Perks in Alteration, Conjuration, Destruction, Illusion, and Restoration should, generally speaking, apply to both staves and scrolls (the implementation will not be perfect until I have a chance to rework staves in Mysticism, but it’s a solid 8 out of 10). Enchantments on one-handed weapons, two-handed weapons, and bows will continue to be buffed only by specific perks in Enchanting.
- Critical damage has been completely reworked. It’s also really fucking good. Please stop telling me you’re not taking my critical hit perks because crit was bad in Vanilla.
- Several changes have been made to armor and armor rating. The hidden, invisible armor rating added by wearing light or heavy armor has been removed. The value of each individual point of armor rating has been raised from 0.12 to 0.17. The cap for damage resistance provided by armor has been raised from 80% to 85%. 500 is now the armor cap for all builds; however, the presence of several ways to reduce armor make this more of a “soft cap,” with 650 being the next soft cap (allowing you to ignore one “armor down” effect). Users of Blade & Blunt will recognize these changes; I’ve migrated them to Adamant where they fit more naturally and allow me to adjust perks and skills without a patch.
- The general trend of this update is to add more high-level perks and to ensure that every build has a satisfying progression from novice to master. This may put slightly more strain on a given build to produce the number of perks necessary, but Adamant is still smaller than, say, Vokrii, it’s main “competitor” in terms of scope and scale.
- Re-implemented the Herbalist perk. You’ll now get between 1-6 ingredients from each plant at max rank instead of a guaranteed 6 ingredients. You will typically get 3-4 ingredients at max rank. (Each rank of the perk adds a 50% chance to gather a single extra ingredient, and each chance is rolled independently. This gives me the ability to reduce this % chance in the future if it’s still too high.)
- Concentration has been broken into two perks.
- Corrected a bug that prevented the Alchemy “free perk” from applying to the player.
- I’ve reduced the cost reduction offered by Mage Robes from 20% to 10% because I hate wizards and want them to suffer.
- Stability is now conditional on being unarmored, and it reduces the damage you take while casting spells by 25%.
- Magicka Shield is now called Spell Shield. The perk now gives you 10% Spell Absorption at full Magicka; 20% Spell Absorption at 75% Magicka; 30% Spell Absorption at 50% Magicka; 40% Spell Absorption at 25% Magicka, and 50% Spell Absorption at 0 Magicka.
- I’ve removed the second rank of Barrier.
- Eagle Eye (the perk which gives bows the “zoom” feature) has been removed. Characters can now zoom in with a bow from the beginning of the game.
- Hunter’s Discipline has been replaced with Hunter. Hunter reduces the Stamina cost of zooming in with a bow by 25%.
- Critical Shot is now called Eagle Eye because it’s a cooler name and it’s free now.
- Grim Focus now increases critical hit damage by 50%. It has a second rank that increases critical hit damage by another 50%. This looks like a nerf on the surface, but it’s a buff when combined with the back end change to critical hits.
- Steady Hand now only has one rank. I’ve slightly nerfed its effect as well, so that it didn’t take six thousand years to notch an arrow while you were zooming in.
- Bullseye is no longer the capstone. I’ve also nerfed it a little (it doesn’t double the critical damage anymore).
- A new keyword, Killing Shot, gives archery the same execute mechanic other weapons receive.
- I’ve removed the buff to Banish Daedra spells for now. I need a chance to work on these spells in Mysticism again before I support them with a perk.
- Dark Devotee now has a second rank that increases the duration of Conjuration spells by an additional 50%.
- Armor of Shadows now increases armor by 150, and has a second rank that increases the armor of conjured minions by an additional 150.
- Corpse Preparation now increases the magnitude of reanimation spells.
- A new perk, False Life, increases the movement speed and attack damage of reanimated zombies by 25%.
- You will now be able to interact with the inventory of your reanimated zombies by activating them. This will allow you to equip them with gear of your choice. You do not need to pay a perk for this feature.
- Oblivion Crisis is now called Call of Oblivion. It only has one rank. I think three is the “magic number” for summons, and I like the Ritual Stone providing one of these summons.
- Daedric Prey has a second rank that doubles the amount of resources that bound weapons steal.
- Bound Weapons have received a significant back-end balance pass.
- Augmented Flames, Augmented Frost, and Augmented Shock are now called Fire Affinity, Frost Affinity, and Shock Affinity, respectively.
- Firebrand now has a second rank that increases the damage against branded enemies by an additional 25%.
- North Wind now has a second rank that increases the Weakness to Frost effect by an additional 25%.
- Unstable Current now has a second rank that increases the chance to deal double damage by 25%.
- Spell Surge decreases the cost of dual casting a Destruction spell by 25%, moving the magnitude/cost ratio to 2.0x/1.35x. Dual casting Destruction spells is a Really Good Idea, Actually.
- A new Destruction capstone, Eye of the Storm, reduces the Fire, Frost, and Shock Resistance of all nearby enemies by 25% for 10 seconds after you dual cast any Destruction spell.
- Preservation is now called Resonance.
- Conduit now has only one rank. It increases the damage of enchantments on weapons (not staves) by 33%.
- Spell Strike now has a second rank that increases the damage boost of weapon enchantments delivered by a power attack by 50%.
- A new perk, Inscription, has two ranks. Each rank increases the damage of scrolls by 50%.
- Invincible now reduces incoming damage by 50%, based on your missing Health. While Spell Shield and Dexterity spread their buff out pretty evenly over the full range of Magicka and Stamina, this perk kicks in with 25% resistance at 50% Health and 50% resistance at 25% Health.
- Determination no longer reduces incoming damage while casting spells. It now reduces incoming damage while sprinting.
- Each rank of Juggernaut now increases the armor rating of Heavy Armor by 10% instead of 20%.
- I’ve switched the names of Heavy Armor Specialist and Well Fitted.
- Voice of Authority now increases armor by 150.
- Aspect of Terror now reduces armor by 150.
- Howl of Rage now increases the attack damage of commanded targets by 25%. The extra damage won’t apply when they attack you, because there’s no way to skip this perk and I don’t want any Adamant perks to be a “mixed bag.”
- Strange Minds is now once again called Master of the Mind, and I have raised its level requirement back to 90, the Vanilla value. As long as Illusion continues to be an “I win” button, it must be balanced by restricting the number of targets it can be used against. Illusion must be combined with another skill in order to successfully complete a wide range of content.
- Each rank of Scout now increases the armor rating of Light Armor by 10% instead of 20%.
- Adrenaline now increases your Stamina Regeneration the lower your Stamina. The perk increases StaminaRate by 1 at 100% Stamina, 2 at 75% Stamina, 3 at 50% Stamina, 4 at 25% Stamina, and 5 at zero Stamina. Functionally, this means that Stamina regenerates 20% faster at full Stamina and twice as fast at zero Stamina (these percentage bonuses will be a little different if you’re using my Lover Stone).
- Precise Cuts now increases critical hit damage by 50%. It has a second rank that increases critical hit damage by another 50%. This looks like a nerf on the surface, but it’s a buff when combined with the back end change to critical hits.
- Carve and Split now has a second rank that increases the damage over time dealt by axes.
- Each rank of Bone Breaker now decreases enemy attack damage by 10% for 10 seconds.
- Each rank of Bell Ringer adds some armor-piercing true damage to maces.
- Critical Swing has been replaced with Onslaught, which gives each subsequent power attack against the same target 25% extra damage. This caps out at 100% extra damage.
- Dual Flurry is now called Dual Focus. It’s one perk that reduces the Stamina cost of power attacks by 25%.
- Dual Savagery is now called Dual Flurry. It has two ranks. Each rank increases power attack damage by 25%.
- A new perk, Dual Fortitude, reduces incoming damage by 25% while power attacking when dual wielding.
- Note that these perks work differently than the Vanilla perks: They affect all power attacks that your character does while dual wielding, including non-dual-wielding power attacks.
- In sum, power attacks continue to be a huge focus of the tree. Critical damage is now unique to swords. Maces are a little behind their axes and swords in their damage, but they have a clear defensive advantage. Finally, dual wield is more flexible and less dependent on heavy armor to survive, while still dealing incredibly high damage.
- Adjusted the magnitude, level, and order of several pickpocket bonuses.
- Removed Unseen, Unheard to return it to Speech.
- Removed Underworld Contacts.
- Fixed a bug with Sandman.
- Separated the two ranks of Sandman into two perks, Night Thief and Sandman, respectively.
- Added a new perk, Sleight of Hand, that mitigates the penalty for being detected by your pickpocket target.
- Changed several backend settings that control pickpocketing.
- Respite no longer allows Attunement spells to fortify Stamina.
- I’ve now removed the duration increase from Recovery.
- Lightweaver is now once again called Radiant Ward. Radiant Ward has two ranks. Each rank decreases the cost of Ward spells by 25%.
- The second rank of Lightweaver is now called Prismatic Shield. It has been separated into its own perk node, but continues to have the same effect.
- Pilgrim has been consolidated into two perks instead of three. Several Pilgrim bonuses were rebalanced.
- Pilgrim is now only half as effective on Talos. I didn’t want to do this, but the Talos shrine is significantly more powerful than any other shrine, and it’s quite simple to get 100% Shout CD with Pilgrim and Dragon of the North. I’ve buffed Talos’s Pilgrim bonus to compensate for this & account for the changes to Stormcrown.
- A new perk, Brilliance, now allows healing over time spells to effect allies within 25 feet when dual cast.
- Poison perks have been reworked to mirror their counterparts in Destruction. The first perk, Poison Affinity, increases the damage of Poison spells by 33%.
- The second perk, Affliction, has two ranks. Each rank decreases the Poison Resistance of enemies under the effect of poison spells by 25%.
- The last perk, Scourge, increases the damage of poison spells based on their target’s missing Health.
- Radiant Glory is now called Light Weaver.
- Weapon tempering has been improved by 50%. Legendary now gives +15 base damage instead of +10 base damage. The actual distribution of these extra five points are controlled by a formula I cannot access (it’s +1/+3/+3/+2/+3/+3 fwiw). Armor tempering remains unchained, giving +10 base armor to helms, shields, gloves, and boots, and +20 base armor to chest armor.
- Fixed an error in the perk that controls the interaction between smithing perks and smithing potions and enchantments.
- I’ve replaced the Muffle effect in Light Foot with a movement speed bonus while sneaking, because there are too many other sources of Muffle.
- Merchant now increases selling prices by 20% per rank.
- Salesman has been replaced by Hard Bargain, which reduces the price of items you purchase by 25%.
- Foreign Markets has been removed.
- A new perk, Black Market, allows Speech users to sell stolen items to any merchants.
- Dragon of the North is now only two ranks; each rank increases the damage of shouts by 50%.
- Stormcrown is now two ranks; each rank decreases the shout cooldown by 10%.
- Speech perks now focus almost entirely on selling, with only one perk that decreases buying prices (you’ll still improve your buying prices by leveling the skill). Merchant specifically only increases selling prices, because I think that’s the best way to make the mastery perks desirable.
- I’ve reverted the Barter Max settings to their vanilla value; in place of this change, I’ve added a hidden perk that reduces selling prices by 25%.
- I’ve added a hidden perk that increases the selling prices to fences by 25%, because with the focus placed on unlocking more fences in the Thieves Guild questline, I didn’t want Black Market to make them irrelevant.
- I’ve increased the difficulty of Speech checks--you’ll probably fail some speech checks you would have passed before--and also increased the effect of the Persuasion perk. Speech checks don’t do anything besides let the player feel persuasive, so the perk simply wasn’t desirable.
- Heavy Cuts now increases critical hit damage by 50%. It has a second rank that increases critical hit damage by another 50%. This looks like a nerf on the surface, but it’s a buff when combined with the back end change to critical hits.
- Rip and Tear now has a second rank that increases the damage over time dealt by axes
- Armor Crusher is now called Bone Crusher. Each rank of Bone Crusher now decreases enemy attack damage by 10% for 10 seconds.
- Each rank of Skull Cracker adds some armor-piercing true damage to maces.
- Critical Swipe has been replaced with Rampage, which gives each subsequent power attack against the same target 25% extra damage. This caps out at 100% extra damage.
- In sum, power attacks continue to be a huge focus of the tree. Critical damage is now unique to greatswords. Warhammer are a little behind their axes and swords in their damage, but they have a clear defensive advantage.
- Block (whoops i forgot this because i don't know my alphabet)
- Several perks have been adjusted in level.
- Mobile Defense has been moved to a new position in the perk tree.
- Quick Reflexes has been moved to a new position in the perk tree.
- Each rank of Gladiator now only increases blocking and bashing effectiveness by 10%.
- A new perk, Shield Wall, reduces the damage of incoming power attacks by 25% while blocking with a shield.
- Defender reduces the damage of incoming arrows by 25% while blocking with a shield.
- Deflection reduces the damage of incoming magic by 25% while blocking with a shield.
- Although these two perks have been nerfed, I’ve added an auto perk which gives shields 25% resistance against arrows and magic automatically, so the total ability of shields to defend against magic and arrows remain unchanged.
- Shield Charge has been replaced with Fortress, which gives a 25% chance to nullify all incoming damage while blocking.
- Power Bash has been removed. You can now Power Bash from the beginning of the game.
- Deadly Bash now has a second rank which increases the damage of bashing by 10 times.
- Disorienting Blow now adds Stamina and Magicka damage to bashes.
- A new perk, Stunning Strike, allows bashing to reduce armor by 150 for 10s.
- A new perk, Battering Ram, knocks enemies down when you bash them below 50% health. This replaces the functionality of Shield Charge in a way that’s more balanced, less janky, and available to both Shields and Two-handed weapons.
- I've changed the level requirements and order of multiple perks, and I haven't listed all of them here.
- Some of my formatting has been messed up. Let me know if you have a specific question based on a problem with the formatting, and I'll try to answer it.
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Version 2.1.7
- Fixes the bug with Fire Shell introduced in 2.1.6.
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Version 2.1.6
- Fixed an error were Bastion would properly apply its bonuses to your allies.
- Fixed an error where Rune Mage would not allow you to maintain more than one rune.
- Fixed an error where Unstable Current could damage your allies.
- Fixed an error with the Dawnguard Item perk.
- Spell Surge is now a one-rank perk that reduces the cost of dual casting by 25%. (this means that dual casting is roughly 2x damage for 1.42x cost for Destruction spells).
- Version 2.1.6 is designed to fix a few bugs while I continue to work on Version 2.2, which is turning out larger than I expected (as my updates all tend to do).
- Destruction mages can expect to see significant improvements to their damage in Version 2.2. In the mean time, the new implementation of Spell Scribe will help with sustain (and don't worry, it'll still be there in 2.2, and your progress in the perk tree will carry over).
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Version 2.1.5
- Added Dwemer to the Disintegration Immunity List. I don't really agree that this is a bug fix per USSEP, but the shaders seemed to not work on them, and I got pinged about conflicts.
- Fixed some conditions & added some obscure armors to Light Armor Specialist.
- Fixed an error in the first rank of Scout.
- Forwarded a record from USSEP that controlled the damage of the Dawnguard shield.
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Version 2.1.4
- I nerfed Fortification to save VSMA patch users from patch hell. It did not save them, so I'm unnerfing it. Sorry about that...
- Unstable current will no longer randomly change the tooltip value of your shock spells.
- Stormcrown now works off a Form List so that it doesn't buff things like Elemental Fury.
- Changed the name of Spell Shield to Magicka Shield.
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Version 2.1.3
- I reverted the buff to Fortification because users who enjoyed the Vigilant-Style Mage Armor addon would be stuck in patch hell if I didn't do that.
- Bastion and Barrier now require Dual Casting, because I want a few more perks to integrate with that mechanic. I will probably make a Bastion-like perk for Healing spells in the future, but I'll need to update Mysticism first.
- Recovery and Dark Devotee now only increase the duration of their respective spells by 50%.
- I made some back-end changes to prepare for Blade and Blunt, which I'll release in the next hour.
- Stability now prevents you from being staggered during spell casting if you have a flesh spell on.
- Immovable's chance to proc has been reduced to 50%.
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Version 2.1.2
- Quick hotfix for a tweak to a Two-handed perk.
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Version 2.1.1
- I was informed in no uncertain terms that I must either un-nerf maces or face the wrath of several dozen angry crusaders.
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Version 2.1.0
- Removed a game setting that increased the cost reduction gained when leveling magic skills from 40% to 50%.
- Mage Robes now reduces the cost of spells by 20%.
- All perks that formerly required robes have been reverted to their previous behavior and require the character to be unarmored. The rules that governed these perks in 2.0 were too confusing and obscure to players, and I never should have let that change go live.
- Currently, Alteration perks that require the player to be unarmed do not benefit (transformed) werewolves or vampire lords. I may revisit this change in a future update.
- The level requirements for several Destruction perks have been adjusted.
- Augmented Flames, Augmented Frost, and Augmented Shock no longer have a second rank. They now increase Fire, Frost, and Shock damage by 33%.
- Spell Surge now has a second rank that increases the damage of dual casting by 50%.
- This change is technically about a 5% buff to the damage of (dual cast) Destruction spells. It generally shifts the balance of Destruction towards dual casting (as opposed to Restoration’s Poison and Sun spells, which functionally receive no damage buff from dual casting) and also shifts the balance towards “general” perks rather than “specialized” ones. The perk investment for a single-element Destruction mage is unchanged, but investing in a second or third element is now cheaper.
- Bladesman is now called Quick Slash. Swordsman is now called Precise Cuts.
- Bone Breaker now reduces about 5% worth of enemy armor per hit at rank one, and 10% of enemy armor per hit at rank two. It no longer increases in duration. This is a nerf to low-level play with maces, but doesn’t affect late game play. These debuffs continue to stack, and power attacks continue to double their effect.
- Poison perks remain unchanged in this update. Although their tooltip value is smaller than Destruction (20% compared to 33% or 25%, depending on which perk you’re comparing), the actual damage of poison spells is higher than Destruction spells, and so the perks are roughly equivalent in terms of their impact.
- Jaws of Akatosh now increases movement speed by 20%.
- Beauty of Dibella increases damage dealt and reduces damage taken by 10% when fighting members of the opposite sex.
- Mercy of Stendarr now increases damage dealt and reduces damage taken by 10% when fighting the undead.
- Law of Julianos now decreases spell cost by 20%.
- Scales of Zenithar now increases carry weight by 100.
- Fist of Talos now increases Shout damage by 25%.
- Armor Crusher now reduces about 6% worth of enemy armor per hit at rank one, and 12% of enemy armor per hit at rank two. It no longer increases in duration. This is a nerf to low-level play with maces, but doesn’t affect late game play. These debuffs continue to stack, and power attacks continue to double their effect.
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Version 2.0.10
- Quick hotfix to add a condition I accidentally ate on one of the Barbarian perks.
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Version 2.0.9
- Removed the silly perk names added by 2.0.8 (happy April Fools).
- Fixed an issue with the first rank of Barbarian
- Changed the way that SmithingMod and SmithingPowerMod so that potions and enchantments of smithing work alongside my Smithing perks.
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Version 2.0.8
- Fixed a bug where Cleaving Strikes could harm your horse.
- Fixed a bug where Armor Crusher and Rip and Tear could be resisted by Magic Resist.
- Made some back-end changes to two-handed to prepare for my upcoming combat mod.
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Version 2.0.7
- Fix for the Dawnguard armor perk.
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Version 2.0.6
- Fixed a few typos and other very small buggs.
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Version 2.0.5
- Fixed a spelling error.
- Added conditions to prevent Herbalist from affecting Coin Purses.6
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Version 2.0.4
- Block Runner is now called Defender.
- Deflect Arrows is now called Fortress.
- Elemental Protection is now called Deflection.
- Fortress now only reduces arrow damage by 50%.
- Deflection should now work on more sources than just fire, frost, or shock damage. Mod-added Destruction spells and Vampire drains should also be affected.
- Each rank of Juggernaut now decreases the weight of heavy armor by 20%.
- A new Heavy Armor perk, Discipline, decreases the damage of incoming arrows by 25%.
- Armor Training has been removed.
- Each rank of Scout now decreases the weight of Light Armor by 20%.
- A new Light Armor perk, Adrenaline, restores Stamina when the player is engaged in melee combat.
- Several Light Armor perks have been shifted to a new location.
- Several Light Armor perks have been renamed.
- Illumination no longer affects Turn Undead. This was a holdover from an earlier draft of the perk and should have been removed before release.
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Version 2.0.3
- Werewolves, werebears, and Vampire Lords should no longer gain Light Armor experience while they are transformed.
- The duration of several Mysticism-added healing spells (Regeneration, Rapid Regeneration, Mutagen, and Tears of Mara) has been reduced by five seconds. Their costs have been reduced as well. This change will be forwarded (backwarded?) to Mysticism in the 2.0 update.
- Some armor sets have been added to the Light and Heavy Armor Specialist perks.
- The positions of Snakeblood and Purify have been swapped.
- Mage Robes now reduces the cost of spells and enchantments by 10% while wearing robes. The update in 2.0.1 that reduced it to about 15% effectiveness made the perk too small to justify keeping it limited to dual casting.
- Stability now buffs the duration of all Alteration spells by 2x while dual casting.
- Indomitable Will now has two ranks, one at 40 and the other at 80. Each rank increases the duration of Illusion spells by 50%.
- The tooltip for Bone Breaker has changed to be more ambiguous about the numbers, in line with my other melee perks. Bone Breaker reduces enemy armor by 82 points (10% damage w/ Vanilla armor values) each hit. The debuff lasts for five seconds and stacks. Taking a second rank in Bone Breaker now doubles the duration of the debuff, cementing maces and Warhammers as Adamant’s boss-killing weapons.
- Maces now properly strip twice as much armor when power attacking.
- Vitality is now called Illumination. It doubles the duration of nearly all (Healing, Attunement, and Turn Undead) Restoration spells while dual casting. Not that, once the perk is taken, spells such as Regeneration will benefit both by having their duration and their magnitude doubled--essentially a 4x bonus. Combined with the reduction in cost that they experienced, this becomes a significant buff at the cost of a perk point.
- Armor Breaker has been changed to Armor Crusher. Skullcrusher has been named to Skull Cracker.
- The tooltip for Armor Crusher has changed to be more ambiguous about the numbers, in line with my other melee perks. Armor Crusher reduces enemy armor by 100 points (12% damage w/ Vanilla armor values) each hit. The debuff lasts for five seconds and stacks. Taking a second rank in Armor Crusher now doubles the duration of the debuff, cementing maces and warhammers as Adamant’s boss-killing weapons.
- Warhammers now properly strip twice as much armor when power attacking.
- Various typos have been fixed.
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Version 2.0.2
- Changed the tooltip in the second rank of Fortification to reflect the nerf to Fortification in 2.0.1.
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Version 2.0.1
- Mage Robes now reduces the casting cost of dual cast spells from 1.8 to 1.55, instead of from 1.8 to 1.35. This keeps it consistent with the bonus from Spell Surge.
- Fortification has been nerfed from 75 armor to 50 armor, to account for the fact that mages can now wear pieces of light and heavy armor and still benefit from it.
- Some visual adjustments have been made to Resolve and Shield Wall.
- A Null keyword has been removed to prevent errors in xEdit.
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Version 2.0
- Dual Casting has been significantly adjusted in Adamant 2.0. You no longer need to spend five perks to unlock dual casting for each school of magic; dual casting is simply a mechanic players have access to automatically.
- In return, the modifiers for dual casting have been adjusted to 2.0x/1.8x. This means that dual casting now gives a modest cost decrease and no magnitude increase compared to casting spells independently. Due to the nature of their mechanics, duration-based spells and influence spells continue to benefit significantly from dual casting.
- Dual casting modifiers can be adjusted through two perks; Destruction mages have the option to increase the damage of dual cast Destruction spells to by 25% (2.25x, just a hair above the Vanilla modifier); Alteration mages have the option to reduce the cost of dual cast spells from any school by 25% (1.35x) while unarmored.
- In addition to the five dual casting perks, several other perks have been removed in order to be distributed to players automatically. These perks are: Critical Rush, Critical Charge, Quick Roll, and Arcane Blacksmith. Some other automatic bonuses include casting range for runes and summons, and a small buff to healing, Magicka, and Stamina positions designed to keep the strength of the Alchemy tree equivalent to Vanilla.
- Critical damage is now significantly better. This has been handled by distributing an automatic, passive perk to the player that increases critical damage for all weapon types.
- Mages who wish to engage in Stealth now have a 33% bonus to the damage of all damage-dealing spells while sneaking and undetected. The Sneak perks have been adjusted to account for this passive damage increase.
- The mechanics that control weapon and staff enchantments have been significantly altered. Perks in Alteration, Conjuration, Destruction, Illusion, and Restoration no longer directly influence weapon enchantments. Instead, Enchanting perks now provide several sources of magnitude and duration buffs for weapon and staff enchantments.
- The number of perks required to specialize in Alchemy has been reduced to be in line with Smithing and Enchanting.
- Investing points in Herbalist now increases the number of ingredients you gather from plants.
- Potion and poison paths have been restored; you can now choose to specialize in one or the other, or to invest in both.
- To keep the power of alchemy equivalent to Vanilla, I’ve automatically distributed a 25% buff to potions that Restore Health, Magicka, or Stamina. I hope this has the pleasant side effect of making it easier to use potions instead of healing spells at lower levels.
- Alteration perks that formerly required the player to remain unarmed now require them to wear robes. Wearing armor no longer prevents these perks from working, as long as you don’t wear enough armor to benefit from Light and Heavy Armor perks. This means that you can wear two or fewer pieces of light armor and two or fewer pieces of heavy armor, as long as you are wearing robes. Werewolves weep, Vigilants rejoice!
- Several perks in Alteration have been adjusted in level and position.
- The second rank of Fortification now increases Fire, Frost, and Shock Resistance by 25%.
- Alteration has a new capstone, Spell Shield. Spell Shield gives 25% Spell Absorption.
- Shalidor’s Insight is now named Mage Robes; it has been shifted lower in the tree to be more accessible to mid level mages.
- Shalidor’s Strength has been removed.
- War Mage and Battlemage have been renamed to Barrier and Bastion
- Barrier now has a second rank.
- Several Block perks have been adjusted up or down by ten levels.
- Game settings related to Block have been adjusted. Power attacks are now more difficult to block, weapons are slightly better at blocking, and blocking with weapons is no longer influenced by the enemy’s weapon damage.
- The magnitude of each rank of Gladiator has been raised from 10% to 20%.
- The second rank of Defensive Stance has been removed as it is no longer needed.
- Dark Devotee now increases the duration of All Conjuration spells by 2x. It also increases the magnitude of Banish Daedra spells by 33%.
- Eruption has been renamed to Combustion. It now automatically ignites branded enemies who fall below half health for 10 damage a second. This damage will be continually applied until they die, and it can be increased by all the normal means that one would increase Destruction spell damage.
- Deep Freeze now has a chance to freeze any enemy who falls below 50% health and is still slowed by a frost spell.
- Disintegrate now has a chance to disintegrate any enemy who falls below 50% when they are hit with a shock spell.
- Weapon and staff enchantments no longer directly benefit from perks in Alteration, Conjuration, Destruction, Illusion, and Restoration. Some perks still give beneficial effects (such as North Wind or Serenity, which reduce Frost and Magic Resistance, respectively), but synergy is now the exception rather than the rule.
- Staff Enchanter has been replaced with Conduit. Each rank of Conduit increases the damage of weapon and staff enchantments by 25%, for a total increase of 50%.
- Spellstrike is now called Spell Strike. It has been shifted above Conduit.
- Sorcerer now decreases the cost of all weapon and staff enchantments by 50% when wielding a staff or a spell.
- Resonance now increases the damage of all weapon and staff enchantments by 33% when wielding a staff or a spell.
- Taken together, enchanting now doubles the damage of weapon and staff enchantments for spellswords or staff users. Other users can increase the damage of weapon enchantments by 50%.
- Armor Enchanter and Robe Enchanter have been merged into a single perk.
- Heavy Armor perks that previously asked you to equip a heavy chestpiece, heavy gauntlets, and heavy legs now only ask you to pick 3 pieces of heavy armor. It no longer cares which pieces those are, and wearing a piece of light armor no longer prevents you from benefiting from the perk. For instance, you can now wear a robe, a heavy helm, heavy gauntlets, and heavy boots and be counted as wearing Heavy Armor.
- Momentum has been removed.
- Fortitude and Resilience have been merged into a single perk, Determination. Determination now reduces incoming weapon damage by 25% whenever the user is power attacking, drawing a bow, or casting a spell.
- Several Heavy Armor perks have been reduced from a 35% magnitude to a 25% magnitude.
- Illusion’s progression has been completely rewritten. Rage and Ruin, Tranquility and Terror, and Mind and Matter have been split into separate branches: Serenity, Tranquility, and Stasis on one side, and Howl of Rage, Aspect of Terror, and Voice of Authority on the other. These perks now only increase the magnitude of their respective spells by 33%.
- The mastery perk Illusionist now increases magnitude instead of duration; perks with no magnitude (such as Invisibility) continue to benefit from a duration increase. Captive Audience has been removed.
- Strange Minds, and Indomitable Will have been adjusted in position and level.
- Indomitable Will now increases the duration of all Illusion spells by 100%.
- Wind Walker is now called Endurance.
- The positions and level requirements of Endurance and Athletics have been adjusted.
- Light Armor perks that previously asked you to equip a light chestpiece, light gauntlets, and light legs now only ask you to pick 3 pieces of light armor. It no longer cares which pieces those are, and wearing a piece of heavy armor no longer prevents you from benefiting from the perk. For instance, you can now wear a heavy chest piece, a light helm, light gauntlets, and light boots and be counted as wearing Light Armor.
- Acrobat is now called Scout.
- Relentless is now called Dexterity.
- Scrapper is now called Pugilist.
- Brawler is now called Monk
- Pugilist is now called Brawler. Monk has been adjusted so that the damage scales up based on the target’s missing health.
- Unarmed attacks will now be significantly faster. This is distributed through an automatic perk.
- Armsman is now called Skirmisher
- The Hack and Slash perk now adds damage over time to axes.
- Shieldsplitter has been replaced with Carve and Spit, which doubles the duration of the damage over time caused by axes.
- Maces now strip double the amount of armor. In addition, power attacking now further doubles the effect of their armor stripping.
- Critical Charge no longer increases the damage of critical hits, to account for the extensive buffs to crit damage elsewhere in this update.
- Critical Charge has been renamed to Critical Swing.
- Finishing Blow has been adjusted so that the damage scales up based on the target’s missing health.
- All Pilgrim perks now only apply to Divine Shrines. This includes Talos, even though he’s kind of a bitch.
- Recovery now increases the magnitude of all healing spells by 33%, and doubles the duration of Attunement spells.
- Respite no longer affects the healing over time spells added by Mysticism. Healing, Fast Healing, Close Wounds, and Grand Healing continue to benefit from Respite. In order to maintain compatibility with other mods, I’ve made no attempts to stop them from implementing Respite in whatever way they see fit.
- Respite continues to add a Fortify Stamina effect to Attunement spells, so sword and shield, duel wield, and two-handed builds can continue to benefit from Respite without switching weapons.
- A new perk, Vitality, has been added. Vitality doubles the duration of Attunement spells and Healing Light spells.
- Radiant Ward is now called Light Weaver again.
- Dawn’s Wrath now increases the magnitude of Turn Undead spells by 33%, and it adds a damage over time feature to Turn Undead spells. (Note, as of Mysticism 1.0.15, this damage over time feature is innate, which means that Adamant removes this feature in order to re-add it through a perk. Later versions of Mysticism will remove the damage feature entirely in favor of the perk.)
- Power of the Light now has a second rank and increases the power of Sun spells by 100%. This ensures that Sun spells stay (extremely) competitive with Destruction spells at higher levels.
- A new perk, Radiant Glory, has been added. Radiant Glory allows sun spells to affect the living. Note that Power of the Light does not apply to living targets.
- Affliction now has three ranks, and each rank increases the damage of all poison spells by 20%. This ensures that Poison spells stay (extremely) competitive with Destruction spells at higher levels.
- The smithing tree has been rewritten entirely.
- Tempering is now significantly less effective without investment into Smithing; even with 100 points in Smithing, you will only be able to improve weapons and armor to the (Fine) tier.
- In return, Novice Blacksmith will allow you to temper both weapons and armor to the (Superior) tier; Apprentice Blacksmith will allow you to temper both weapons and armor to the (Exquisite) tier; and etc. Smithing investment will now pay off much faster.
- Crafting perks have been reworked as well. The new crafting perks are Basic Styles (Steel and Leather), Intermediate Styles (Orcish, Steel Plate, and Scaled), Journeyman Styles (Dwarven and Nordic), Advanced Styles (Ebony), Rare Styles (Elven and Chitin), Exotic Styles (Glass) and Mythic Styles (Daedric and Dragon).
- These perks are designed to encourage specializing in light or heavy armor without punishing players who wish to craft both.
- Shadow Mage is now called Shadow Casting. Shadow Casting benefits all damage-dealing spells, and it has been split into two perks that each provide 25% extra damage. This damage reduction is designed to account for the automatic 33% buff for damage-dealing spells cast while sneaking and undetected, so the total damage remains the same as previous versions of the mod, while the investment required has gone up.
- Quick Roll has been removed from the Sneak tree and distributed to players automatically at the start of the game.
- Camouflage has been removed.
- Light Foot now silences the player's footsteps and ensures that they do not trigger traps.
- A new perk, Silent Escape, increases stealth by 25% while in combat. Please feel free to use this perk to murder instead of escape.
- Merciless now applies to unarmed attacks.
- The tooltips for all sneak attack perks have been adjusted in a way that feels more sensible to me. The damage of both dagger-based sneak attacks and bow-based sneak attacks are equal to their Vanilla level. Only the method of wording the tooltip has changed.
- Again, sneak attacks are EXACTLY AS GOOD AS VANILLA IN THIS UPDATE, I have only changed the way that the Vanilla game explained its sneak attack damage modifiers.
- Each rank of Stormcrown now increases Shout damage by 25% instead of 50%.
- The Limbsplitter perk is now called Rip and Tear, and it adds damage over time to axes. Shield Cracker has been replaced with Rend and Rake, which doubles the duration of the damage over time caused by battleaxes.
- Warhammers now strip double the amount of armor. In addition, power attacking now further doubles the effect of their armor stripping.
- Sweep has been renamed to Cleaving Strikes, and has been shifted to a new position in the tree. In addition, Cleaving Strikes now has two ranks. The first rank applies to all power attacks. The second rank applies to all two-handed attacks.
- Critical Rush no longer increases the damage of critical hits, to account for the extensive buffs to crit damage elsewhere in this update.
- Executioner has been adjusted so that the damage now scales up based on the target’s missing health.
- Mage Robes now reduces the casting cost of dual cast spells from 1.8 to 1.55, instead of from 1.8 to 1.35. This keeps it consistent with the bonus from Spell Surge.
- Fortification has been nerfed from 75 armor to 50 armor, to account for the fact that mages can now wear pieces of light and heavy armor and still benefit from it.
- Some visual adjustments have been made to Resolve and Shield Wall.
- A Null keyword has been removed to prevent errors in xEdit.
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Version 1.1.1
- Fixed some typos.
- Made some adjustments to the unarmed script and the scrips for entering combat while wearing Heavy or Light armor.
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Version 1.1.0
- Added a second rank to Defensive Stance and Deadly Bash.
- Added an increase to bashing damage to Defensive Stance and Gladiator.
- Changed the requirements of both ranks of Fortification.
- Changed the name of Pugilist to Scrapper.
- Changed the requirements for Brawler so that it required Scrapper instead.
- Changed the second rank of Brawler.
- Added another unarmed perk, named Pugilist, to Light Armor.
- Added Light Armor XP to unarmed blows.
- Added Light Armor and Heavy Armor XP when entering combat while wearing at least three pieces of your respective armor.
- Removed the duration scaling from Herbalist, which was too much in my opinion.
- Stopped Daedric Pact from appearing in your Active Effects.
- Numerous typo fixes.
- Some unused abilities removed.
- Removed the damage reduction from Shalidor's Shield.
- Included the Modern Brawl Bug Fix by Enai Siaion
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Version 1.0.3
- Backend changes to game settings.
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Version 1.0.2
- Backend changes to game settings.
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Version 1.0.1
- Backend changes to AVs for compatibility with Limited Perk Trees.
- Backend changes the Destruction tree for compatibility with Limited Perk Trees.
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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 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.
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.
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.
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.
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.
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 have 100/200 extra Health.
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.
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.
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.
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.
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.
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.
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.
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.
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 Restoration involves the control of life forces. This skill makes it easier to cast spells like Fast Healing, Turn Undead, and Poison Bloom.
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.
Respite (40): Healing spells such as Fast Healing and Close Wounds restore Stamina.
Resolve (70): Healing spells are up to 50% stronger, based on the target's missing Health.
Renewal (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.
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.
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.
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.
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.
FAQ
I don’t like Mysticism, and I don’t want to download it. Can you release a version of Adamant that doesn’t require Mysticism?
Much like Mysticism, Adamant intends to offer the player a coherent and balanced system. By building off my work in Mysticism, I hope to offer the player a selection of perks and spells that feel like they belong together. Because of this, I will not remove the dependency on Mysticism. Anyone who would like to do this for themselves is welcome to host it on the Nexus or anywhere else.
Does Adamant add its new perks to enemies?
Adamant uses Vanilla perk records whenever possible. This means that NPCs inherit Adamant’s changes to a given perk if they already have the perk assigned to them. Adamant does not add perks to NPCs who do not already have them.
I found a bug! What should I do?
Report it, either in the comments section or in the bugs tab, so I can fix it as soon as possible!
Does this mod require USSEP?
No, but I have tried to forward changes to USSEP whenever it seemed relevant. In some places, I’ve diverged from USSEP due to reasons unique to Adamant or the dependent mod, Mysticism.
My Other Mods
Aetherius - A Race Overhaul
Mundus - A Standing Stone Overhaul
Mysticism - A Magic Overhaul
Adamant - A Perk Overhaul
Arena - An Encounter Zone Overhaul
Blade and Blunt - A Combat Overhaul
Scion - A Vampire Overhaul