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About this mod
Adamant is a complete overhaul of Skyrim’s perk trees designed to balance existing skills and add powerful new perks to the game.
- Requirements
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Nexus requirements
Mod name Notes Mysticism - A Magic Overhaul This is hard dependency. Mods requiring this file
- 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.
File credits
While working on Adamant, I have benefited greatly from the work of Enai Siaion. As of 5.0, I am using Ordinator's Scorched Earth mesh, as well as borrowing a few script implementation tricks from Vokrii or Ordinator. Finally, Adamant includes the Modern Brawl Bug Fix. If you benefit from any of these elements of Adamant in your own work, please make sure to credit Enai as well.
Donation Points system
This mod is opted-in to receive Donation Points
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Translations
- Turkish
- Spanish
- Russian
- Portuguese
- Polish
- Mandarin
- Italian
- German
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Translations available on the Nexus
Language Name German Author: SimonMagus616 - translated by TheLogan Adamant - A Perk Overhaul - German Italian Author: SimonMagus616 - Translated By FatalIllusion Adamant - A Perk Overhaul - Traduzione Italiana Mandarin Author: ShrimpBallin Adamant - A Perk Overhaul (Mandarin) Spanish Author: supercento Adamant - A Perk Overhaul - Castellano - Spanish Polish Author: deleted00000000 Adamant - A Perk Overhaul - Polish Translation Mandarin Author: Simon Magus translation by wspl1001 (Deprecated)Adamant - A Perk Overhaul-Chinese Translation Russian Author: Dalarin Adamant - A Perk Overhaul RU Turkish Author: kagitmiadam Adamant - A Perk Overhaul - Turkish Translation Russian Author: SimonMagus616 (OUTDATED) Adamant - A Perk Overhaul - Russian Translation Portuguese Author: Simon Magus Adamant - A Perk Overhaul Traducao PT-BR Spanish Author: Croissanito Adamant - A Perk Overhaul SPANISH 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 5.8.0
- Adamant no longer restricts weapons from power bashing (this didn’t do what I wanted anyway, and got in the way of users for no good reason).
- Reverted a change to block XP (I think there's a better way to do this).
- Fixed some bugs with scroll prices.
- Added some integration between Adamant and Blade & Blunt 3.
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Version 5.7.8
- Recovery is now a level 70 perk. It was listed this way on the page, but not in game, and I think the page was the “correct” option.
- Increased the damage of war axe and battle axe bleeds by about 11% to account for changes to other forms of DoT damage in Thaumaturgy 1.3.
- Removed a visual effect on the stagger spell for Impact, which was only meant to be applied while testing a feature.
- The XP you gain from wearing heavy or light armor in combat will now scale with your Heavy or Light Armor skill.
- Light Armor, Heavy Armor, and Block should now level a bit faster.
- Fixed an error with the Weakness to Poison effect.
- Fixed a small error in the Pickpocket formlist.
- Fixed a small error in the perk conditions for Battering Ram.
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Version 5.7.7
- Fixed some issues with Bash perk conditions.
- Fixed some issues with respecing Pickpocket perks.
- Fixed a bug hidden on the back-end of Block perks.
- Fixed some errant descriptions in Heavy Armor and Alteration perks.
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Version 5.7.6
- Fixed an issue with the tooltip for the second rank of Athletics.
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Version 5.7.5
- Fixed an error in the Azura bonus (for users that don’t have Pilgrim).
- Fixed an error in the Bound Warhammer enchantment.
- Fixed an error with the Guidance perk.
- Fixed an error with the Power Shot perk.
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Version 5.7.4
- Re-added the boolean variable to Quick Shot. The related Scrambled Bugs setting is highly recommended.
- Implemented support for the Simonrim Attack Speed Fix.
- This shouldn't be a big deal right now, since I've already been fixing attack speed bugs in Simonrim in the background. However, it's a utility that will let me do more things in the future.
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Version 5.7.3
- Removed an unneeded edit to the Chaos enchantment, which I accidentally made when making the new Bound Weapon perks.
- Made a small tweak to the visuals of the "Fire" portion of the new Bound Weapon perks.
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Version 5.7.2
- Fixed an error where Empowered Ward and Radiant Ward were not swapped in the Restoration perk tree.
- Fixed an error with the conditions for Prismatic Ward.
- Added Master of the Mind (02) and Guidance to the DLC2 Perks Formlist that controls respec.
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Version 5.7.1
- Fixed some errors with Ironflesh, Ebonyflesh, and Dragonhide scrolls.
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Version 5.7.0
- Empowered Ward is now a level 20 perk.
- Radiant Ward is now a level 40 perk.
- False Life is now called Deathly Vigor.
- Deathly Vigor is now called Necropotence.
- The second rank of Undead Servant is now a level 80 perk.
- The second rank of Deathly Vigor is now a level 70 perk.
- Corpse Preparation is now a level 40 perk.
- The first rank of Necropotence is now a level 60 perk.
- The second rank of Necropotence is now a level 90 perk.
- Arcane Weapon is now called Arcane Binding.
- Essence Drain is now called Chaos Binding.
- The second rank of Chaos Binding is now a level 70 perk.
- The first rank of Chaos Binding gives you a 50% chance to deal 15 Fire, Frost, and Shock damage. Each damage type is rolled separately, just like the Chaos Enchantment.
- The second rank of Chaos Binding increases the Fire, Frost, and Shock damage from 15 to 30.
- The second rank of Mystic Binding is now a level 80 perk.
- Haunting Curse is now called Curse Binding.
- A new perk, Guidance, buffs the duration of Courage spells by three times, which puts them on the same 30 minute timer as flesh and shell spells have with Barrier.
- Fixed a few errors with Master of the Mind.
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Version 5.6.3
- Fixed an error with Master of the Mind for a few spells.
- Forwarded some changes to support recent Mysticism changes to Drain Health spells.
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Version 5.6.2
- Fixed a minor issue where the Storm Monarch scroll required both hands to use.
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Version 5.6.1
- Fixed an issue with the Sneak Roll mechanic that was preventing characters from sneaking effectively.
- Corrected an error in the tooltip for one of the dual wield perks.
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Version 5.6.0
- General Changes
- Taken together, Mysticism 2.1 + Adamant 5.6 introduce a significant buff to the duration of a number of spells. This should benefit scroll builds, bound weapons builds, and reanimation builds, all while making utility buffs easier to maintain and easing the burden that these buffs place on builds such as spellswords. Finally, spells like Oakflesh, Fire Shell, Regeneration, and Attunement will now be able to last for a whopping 30 minutes (w/ the appropriate perks), meaning players should pretty much never have to cast them more than once per dungeon.
- Alteration
- Fixed an issue with Oakflesh’s conditions.
- Increased the range of effects added by the Bastion perk.
- Barrier now triples the duration of spells like Oakflesh and Fire Shell when dual cast.
- Block
- Taking the Defensive Maneuvers perk now allows you to sprint with your shield up, using the “Shield Charge” animation. Note that it does not come w/ any knockdown effects; Battering Ram is Adamant’s mechanical replacement for Shield Charge.
- Determination should work more consistently now.
- Conjuration
- Dead Thrall now lasts for 120 seconds instead of 60 seconds. (This is just an extension of the duration changes made in Mysticism, only I don’t edit Dead Thrall directly in Mysticism.)
- Switched the ordering of False Life and Undead Servant, to ensure you get the new ten minute duration for zombies ASAP.
- Enchanting
- Fixed a bug with Corpus Enchanter that caused H/M/S enchantments to be too strong.
- Heavy Armor
- The cooldown for Heavy Armor XP should work more consistently now.
- Added the Brace perk from Hand to Hand, for Xbox users.
- Illusion
- Master of the Mind now has two ranks. The first rank allows Illusion spells to work on the undead; the second rank allows Illusion spells to work on Daedra and automatons.
- Light Armor
- Adrenaline now only increases Movement Speed by 20%.
- Adrenaline is now a rank 60 perk, for better distribution of mobility and stamina-management perks.
- Endurance is now a rank 80 perk, both for better distribution of mobility and stamina-management perks, and because it’s one of the best perks in the light armor toolkit, similar to higher level Heavy Armor perks like Defiance.
- The cooldown for Light Armor XP should work more consistently now.
- Lockpicking
- Dungeon Delver now gives you a 35% chance to score rare loot, instead of a 50% (this number was absurdly high and is still really quite high).
- One-handed
- Dual Flurry is now called Dual Focus. It is now a level 20 perk.
- The first rank of Dual Frenzy is now a level 40 perk.
- Removed an unintended speed boost that was still attached to Dual Focus.
- A new perk, Dual Focus, has been added. It is a level 70 perk, and it’s basically a version of Brace from Hand to Hand, but for Dual Wield players. (Lots of players have commented that dual wield builds are too hard to survive on; this should help, but I’ve kept the perk relatively high-level so you still have to suffer for a while.)
- The Form IDs for Dual Focus and Dual Frenzy have been adjusted. I suggest respecing before you install mid-game, but it should work alright if you respec afterwards, too.
- Cleaned up Armor Breaker.
- Pickpocket
- Night Thief has been removed because it was a stupid bullshit filler perk and it only ever existed because I didn’t have any better ideas.
- Unsuspecting Mark has been removed because it was a stupid bullshit filler perk and it only ever existed because I didn’t have any better ideas.
- Fool’s Gift has been added, a two-rank perk that mimics the effects of Poisoner from Hand to Hand. I’ve added this to make the Pickpocket tree better for Xbox users. :)
- Imo this is pretty much the best a Vanilla+ Pickpocket tree can get. I could potentially condense Nimble Fingers and Practiced Thief down into a second rank of Sleight of Hand and then add a duration-based perk for poisons, but since I don’t have room for that perk in Hand to Hand, I’ll skip it.
- Restoration
- Fixed an issue with Poison Rune’s conditions.
- Repose now also doubles the duration of Circle spells.
- Illumination now triples the duration of Regeneration and Attunement spells when dual cast.
- Illumination no longer affects Circle spells.
- Sneak
- Daggers now start with a 4x bonus to sneak attack damage. Previously, maces were the best weapons for sneak attacks until Sneak level 70, which is pretty stupid.
- Backstab now increases sneak attack damage for all One-handed weapons by 50%.
- Assassin’s Blade now increases sneak attack damage for daggers by 50/100% per rank.
- Deadly Aim now increases the power of ranged sneak attacks by 50/100%.
- Previous iterations of sneak attack perks were worded unintuitively, a problem that Adamant inherited from Vanilla. (For instance, Backstab sounded like it doubled the damage of sneak attacks, but it only increased damage by about 33%). These changes are not nerfs. In fact, in almost all cases, they are buffs.
- Using Quick Roll (from the Trespasser perk), now costs 20 Stamina and also provides some protection against damage for a short window.
- Infiltrator is now a level 60 perk.
- The perk Hidden Threat (+100% Sneak potency w/ standing still) is now a level 80 perk that turns you invisible when you sneak in combat, and has a cooldown of 10 seconds.
- The perk Shadow Warrior has been renamed to Living Shadow, and it now causes enemies to stop searching for you when you sneak in combat, and shares the 10 second cooldown of Hidden Threat.
- Speech
- Adjusted the level requirement of several perks in the Speech tree, as well as the general shape of the tree.
- Persuasion is now called Silver Tongue. Silver Tongue significantly increases your chances of persuading and intimidating an opponent, and also allows you to bribe guards to ignore crimes.
- Persuasion checks will be slightly easier to pass without the Silver Tongue perk than they were before. The numbers are 20/40/60/80/100.
- Removed the Salesman perk.
- Added the Ancient Voice perk, which doubles the duration of certain Shouts.
- Two-handed
- Fixed an issue where Skull Cracker wasn’t working as intended.
- Cleaned up Armor Crusher.
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Version 5.5.5
- Fixed a bug where Close Greater Wounds wouldn't return Stamina under normal conditions.
- (Sorry about the double post; this was listed as a bug in Mysticism, but it was actually a problem w/ the Adamant ESP.)
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Version 5.5.4
- Fixed a bug with Dark Oath.
- Fixed a bug with Armor of Shadows.
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Version 5.5.3
- Changed the name of a Conjuration perk.
- Added Flourish to the DLC2Perks form lists.
- Made a small improvement to the stagger cooldown.
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Version 5.5.2
- Fixed an issue where Flourish wasn't displayed in the perk tree.
- Fixed an issue where Arcane Weapon had a second rank.
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Version 5.5.1
- Fixed an issue w/ the level requirements of some Alchemy perks.
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Version 5.5.0
- General Changes
- Cleaned up some of the controller abilities.
- I’ve removed all sources of “general” stagger in Adamant 5.5 so that I can migrate them to Blade & Blunt. This has always been my preference, but it requires the use of Scrambled Bugs for compatibility. Since Scrambled Bugs is now required for Blade & Blunt, I can finally make this change.
- Tweaked the message that displays when you cannot temper an item to say “This item does not have a tempering recipe.” The Vanilla notification tells the user that they lack the required perk, which confuses people because Adamant gives the perk to them automatically in the background. This has been reported as a bug about 1,001 times, so hopefully this will help users troubleshoot their games more accurately.
- Alchemy
- The level requirements for several perks have been adjusted.
- Potions and poisons will now be slightly weaker (about 16%) from the beginning of the game. This will resolve itself as you progress through the perk tree.
- Purity is now an autoperk. I get the idea they were going for with this perk, but in my experience, this mechanic sucks pretty hard. I’ve wanted to make this change for a while.
- Experimenter no longer requires the first rank of Green Thumb.
- Potency now has a second rank that increases the strength of potions by 50%, up from 25%.
- Solvency now has a second rank that increases the strength of poisons by 50%, up from 25%.
- Alteration
- The first rank of Mage Robes now requires 20 Alteration, and no longer requires the first rank of Mage Armor.
- The first rank of Mage Armor now requires 30 Alteration and the first rank of Mage Robes.
- The perk Backlash is now Stability. Stability resists 50% of incoming stagger while you have an armor spell up. I’m moving away from Backlash because I feel that Damage Reflect is the kind of stat that’s only good if you’re investing in it heavily, so putting it in a general tree like Alteration doesn’t work well.
- Archery
- Power Shot has been re-implemented. It still does a 50% stagger, but now it has a 5 second cooldown per target. This brings Power Shot in line with all other sources of stagger as of Adamant 5.5 and Blade & Blunt 2.
- Block
- The level requirements for several perks have been adjusted.
- Bashing perks no longer rely on Power Bashing. This allows bows to benefit from the perks, and allows me to do something else w/ power bashing.
- Power Bashing is now exclusive to shields. This change is part of two separate trends in B&B2/A.5.5. For one, I've been working on polishing out the last elements of shield's deliberate niche within Simonrim. For two, I've been working on stagger. Moving power bash only to shields ensures that shields can always do more damage with bashes than weapons can (I might be adding a few more sources of bash damage in the future, as well); it also restricts the higher stagger of the power bash to shields, giving shields more stagger options than two-handed weapons.
- Determination now gives you a 50% chance to stagger enemies while blocking with a shield. This effect has a 5 second cooldown per target.
- Stunning Strike now damages enemy Magicka and Stamina. (Make Stability work on this.)
- Conjuration
- Armor of Shadows now gives summoned creatures 150 Armor Rating and 25% Magic Resistance perk rank.
- Ritual of Power now gives summoned creatures 25% more damage per rank.
- I tweaked some perk ordering in the background to prevent NPCs from getting Armor of Shadows and Ritual of Power by default. If your perks look funny, just respec (which you should have done before you updated really!).
- Destruction
- Impact now has a 5 second cooldown. This brings Power Shot in line with all other sources of stagger as of Adamant 5.5 and Blade & Blunt 2.
- Rune Mage now requires two ranks again.
- Spell Symmetry has been removed.
- Enchanting
- The level requirements for several perks have been adjusted.
- The perk “Weapon Enchanter” no longer exists. The missing potency has been distributed through level-based enchanting scaling. I wanted to cut down on the number of required perks, and there are already more interesting weapon-specific enchanting perks.
- Inscription is now called Seeker. It has a second rank, which increases the damage of scrolls to 3x.
- A new perk, Scribe, increases the duration of scrolls by 3x at rank one, and by 5x at rank two.
- Light Armor
- The first rank of Agility now requires 20 Light Armor.
- The first rank of Athletics now requires 40 Light Armor.
- The first rank of Specialist now requires 30 Light Armor.
- Endurance now requires 60 Light Armor.
- Heavy Armor
- The first rank of Conditioning now requires 20 Heavy Armor.
- Juggernaut now requires 30 Heavy Armor.
- One-handed
- Bell Ringer now increases mace damage against staggered targets by 25/50%.
- Dual Frenzy now decreases the Stamina cost of dual wield power attacks by 25%. I intend to add a few other ways to modify Attack Speed in the future, and I think 140% as a base speed for Dual Wielding is a little too high to allow for that.
- Two-handed
- Skull Cracker now increases mace damage against staggered targets by 25/50%.
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Version 5.4.7
- Fixed an error with Armor of Shadows which I introduced in 5.4.6.
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Version 5.4.6
- Adamant no longer increases the speed of the Unarmed weapon. (This was intended to be in Hand to Hand anyway, and Hand to Hand is moving to an alternate implementation of this technique.)
- Fixed an error where Heal Other was using an incorrect magic effect.
- Fixed an error where the Dwemer Spider was exploding prematurely
- Fixed an error with the costs of Bound Sword and Bound Greatsword
- Flesh scrolls now work correctly with Mage Armor.
- Tempering armor is now 50% more effective. A +10 armor piece will now have 15 extra Armor Rating, except for chest pieces, which will have 30 extra Armor Rating. This will make it easier to cap Armor Rating in Light Armor, and make Smithing investment more rewarding in general. This change is designed to support an upcoming change to Blade & Blunt which will affect the balance of Heavy Armor vs. Light Armor.
- Tempering armor or weapons now gives more experience.
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Version 5.4.5
- Removed an used record in the Frost Cloak spell.
- Fixed the cost of Bound Greatsword.
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Version 5.4.4
- Fixed an issue where Bound Mace was tagged as a War Axe.
- Forwarded the changes to several scroll names from Mysticism.
- Adjusted the way that Plague and North Wind work, to make those perks easier for a 2handed character to use.
- Repackaged the BSA to remove some unneeded files.
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Version 5.4.2
- Removed some unused records.
- Fixed a few different errors in various bound weapons.
- Prevented Power Surge from triggering on corpses.
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Version 5.4.1
- Fixed an issue where Sunlight Rune would not deal its normal 40 damage.
- Fixed an issue where some healing spells wouldn’t heal unless you had the Respite perk.
- Fixed an issue where staves and scrolls for Atronachs and Monarchs had inappropriate conditions for Adamant.
- Fixed an issue where Greater Frostbite had incorrect potency.
- Fixed a typo with Combustion.
- Fixed an issue where Shadow Warrior would step on Invisibility’s toes sometimes.
- Fixed an issue where several Adamant perks weren’t aware of new Mysticism 2 staves.
- Fixed an issue where Sunlight Rune would not deal its normal 40 damage.
- Fixed an issue where some healing spells wouldn’t heal unless you had the Respite perk.
- Fixed an issue where staves and scrolls for Atronachs and Monarchs had inappropriate conditions for Adamant.
- Fixed an issue where Greater Frostbite had incorrect potency.
- Fixed a typo with Combustion.
- Fixed an issue where Shadow Warrior would step on Invisibility’s toes sometimes.
- Fixed an issue where several Adamant perks weren’t aware of new Mysticism 2 staves.
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Version 5.4.0
- Brilliance has been removed, since Mysticism 2 makes this a default feature of Adept+ healing spells.
- Illumination now also affects Circle spells, since those exist again!
- Dawn’s Wrath now only increases the magnitude of Turn Undead spells by 50/100%, and no longer triggers the damage over time feature.
- A new perk, Burning Light, adds damage over time to Turn Undead spells.
- Repose is now only a one rank perk, and it only affects Regeneration and Attunement spells.
- Power of the Light is now called Divine Glory, and Divine Glory is now called Power of the Light.
- A second rank of Scourge increases the extra damage to targets below half Health from 50% to 100%.
- The second rank of Empowered Ward has been removed, since Scrambled Bugs now makes it possible for ward spells to scale their magnitude.
- Prismatic Ward is now a level 70 perk.
- Bound Weapons no longer double the effects of their enchantments when power attacking. This feature was added for parity with Spell Strike, and Spell Strike is gone :(
- Daedric Prey is now called Essence Drain.
- The first rank of Mystic Binding is now a level 40 perk; the second rank of Mystic Binding is now a level 80 perk.
- The first rank of Essence Drain is a level 30 perk and absorbs 15 points of Magicka and 15 points of Stamina.
- The second rank of Essence Drain is a level 60 perk and absorbs 20 points of Health.
- Haunting Curse now reduces enemy Magic Resistance by 50% for 10 seconds. This looks like a buff, but it isn’t really; 50% was already achievable when power attacking, I’ve just removed that feature and adjusted the numbers accordingly.
- Rebalanced all bound weapons (as well as the second rank of Mystic Binding). Bound weapons should now be recalibrated to be competitive w/ physical weapons without overpowering them.
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Version 5.3.5
- Fixed an error with Bell Ringer and Skull Cracker where Stamina damage would not trigger.
- Fixed an error in Fists of Steel where damage was higher than expected.
- Fixed an error in Deep Pockets where incorrect values were being used for the increase to Carry Weight.
- Fixed an error in Weapon Enchanter where Armor Enchanter was not considered a prerequisite for the perk.
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Version 5.3.4
- Increased the damage over time dealt by War Axes and Battleaxes by a modest amount (20%).
- Fixed an incorrect condition that caused Empowered Ward 40 to fail to trigger until Empowered Ward 70 had been taken.
- Prevented Overrun and Overpower from triggering if the enemy is casting a ward. (This functions as a buff to Attack of Opportunity damage, and ward spells protect the player from Attacks of Opportunity).
- Fixed an incorrect formlist relating to the Dragonborn respec option.
- Increased the damage over time dealt by War Axes and Battleaxes by a modest amount (20%).
- Fixed an incorrect condition that caused Empowered Ward 40 to fail to trigger until Empowered Ward 70 had been taken.
- Prevented Overrun and Overpower from triggering if the enemy is casting a ward. (This functions as a buff to Attack of Opportunity damage, and ward spells protect the player from Attacks of Opportunity).
- Fixed an incorrect formlist relating to the Dragonborn respec option.
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Version 5.3.3
- Bullseye no longer requires both Steady Hand and Ranger to unlock.
- Bullseye no longer requires both Steady Hand and Ranger to unlock.
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Version 5.3.2
- Fixed an issue w/ the conditions of Practiced Thief.
- Fixed an issue w/ the conditions of Athletics 90.
- Fixed an issue w/ the conditions of Quick Slash 20 and 70.
- Fixed an issue w/ the conditions of Precise Cuts 40 and 90.
- Changed the name of Deep Wounds to Deep Cuts.
- Changed the name of Heavy Cuts to Mortal Wounds.
- Changed the name of Extra Pockets to Deep Pockets.
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Version 5.3.1
- Fixed an errant tooltip.
- Fixed an errant tooltip.
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Version 5.3.0
- Adamant 5.3 introduces some much needed balance changes to unarmed, a playstyle that was wildly overperforming.
- Fists of Steel now only increase Unarmed Damage by 25/50% per rank. The second rank of Fists of Steel is now unlocked at level 60.
- Leveling Heavy Armor now gives an additional 10 unarmed damage to compensate for this change.
- Fists of War now increase power attack damage by 25/50% per rank. The second rank of Fists of War is now unlocked at 70.
- Fists of Fury now allows unarmed attacks to deal Stamina damage, and with its second rank, to prevent enemies from regenerating Stamina for ten seconds.
- Fixed some bugs with Knockout Punch’s conditions.
- Leveling Block and taking points in Gladiator no longer increases the damage of your bash perks.
- Deadly Bash now increases bash damage by 5x/10x per rank.
- Rune and summoning spells have less range.
- The total effect of these changes will be to reduce unarmed power attack damage while significantly increasing the cost of unarmed power attacks. To compensate for this, I've added a new mechanic to unarmed, inspired by Oblivion--Stamina damage. In combination with Blade and Blunt, this will increase the survivability and utility of unarmed builds.
- If you are playing an unarmed character and wish to update mid-game, open the console and find the record titled “Unarmed Scaling Controller.” Remove and re-add this ability from your character. This will allow the changes to take effect on an existing game.
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Version 5.2.3
- Fixed an errant visual effect for Disorienting Bash.
- Adjusted Auriel to be in line w/ an upcoming Pilgrim-side reimplementation.
- Fixed an issue where Auriel's tooltip would show up twice if Pilgrim was present.
- Added compatibility between Azura and Thaumaturgy.
- Buffed Azura to be in line w/ Pilgrim.
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Version 5.2.2
- Skipped version 5.2.2 due to general buffoonery.
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Version 5.2.1
- I switched Elemental Enchanter and Corpus Enchanter so that players would have a perk that effected their weapon enchantments earlier in the tree. I also changed the description of Elemental Enchanter slightly.
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Version 5.2.0
- Channeler now allows staves to regenerate their lost charge over time.
- Spell Strike has been removed.
- A new perk, Soul Siphon, now allows enchanted weapons to regenerate some of their lost charge when they land a killing blow.
- Stability has been removed.
- Backlash allows the player to reflect enemy melee damage back at their attacker while under the effects of a flesh spell.
- Removed an unneeded perk entry in both ranks of the perk Artificer.
- Fixed a bug with Skull Cracker and Bell Ringer.
- Fixed a bug with the unarmed script.
- Fixed a bug with Bastion and Lightning shield.
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Version 5.1.8
- Fixed an error in the Adamant - Pilgrim integration that prevented Auriel's Pilgrim bonus from working.
- Removed an errant visual from Disorienting Blow.
- Fixed an error that caused Greatsword critical hits to deal significantly more damage than expected in certain circumstances.
- Fixed an issue where Warhammers were set up to work with Onslaught instead of Rampage.
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Version 5.1.7
- Patch 5.1.7 is designed to prepare for the release of Pilgrim - A Religion Overhaul.
- Dawn’s Wrath now causes Turn Undead spells to deal damage over time once again. I actually think this is a bit too strong, and I intend to change it in a more substantive (upcoming) Adamant update, but for now I just wanted to get it back in the perk tree.
- Stendarr now increases Block by 25%.
- Mara now reduces the cost of healing spells by 25%.
- The first rank of Cultist is now a level 30 perk.
- The second rank of Cultist is now a level 60 perk.
- I’ve added keywords and injected a few records for patchless compatibility with Pilgrim.
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Version 5.1.6
- Fixed an error where Sun spells would not work properly when under the effect of Bathed in Light.
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Version 5.1.5
- Deep Freeze should now respect immunity to paralysis.
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Version 5.1.4
- Added three new injected keywords for use with another project.
- Added extra 9s to the duration of reanimation spells when you take the second rank of Undead Servant.
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Version 5.1.3
- Fixed an error in Indomitable Will 80.
- Fixed an error in Power of the Light 30 and 70.
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Version 5.1.2
- Fixed an error in the tooltip for Persuasion.
- Adjusted the gold value provided by Supply and Demand from 1000 each to 750 each.
- Increased the gold value required for investing in a store from 500 to 1000. Investing continues to increase their maximum available gold by 1500, for a total of 3000 extra gold with full Speech investment.
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Version 5.1.1
- Overwhelm now gives execute damage, to be more symmetrical with other forms of melee ramage.
- Archery no long has an execute perk.
- Archery now has a second rank of Quick Draw instead. (I wanted Archery to play to its own strengths rather than be a ranged version of One-handed/Two-handed.)
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Version 5.1.0
- Adamant 5.1
- Archery
- Bullseye is now the capstone. Its effects remain unchanged.
- Headshot is now a level 80 perk that increases damage to enemies below half Health by 50%.
- Alteration
- Backlash is now called Stability. Stability resists 50% of all incoming stagger while you have a shield spell up. It stacks with Immovable.
- Magicka Well now doubles your Magicka Regeneration when you fall below half Magicka.
- Conjuration
- Dawn and Dusk now only increases the power of enchantments by 50%.
- Enchanting
- Channeler now reduces the cost of spells and weapon enchantments by 25% when you have a staff equipped. (The recharge effect is simply too broken to be used.)
- Heavy Armor
- Invincible now doubles your Health Regeneration when you fall below half Health.
- Light Armor
- Athletics no longer reduces fall damage.
- Athletics now has a second rank at level 90 that increases Movement Speed by an additional 10%.
- Endurance no longer has a second rank.
- Adrenaline now increases movement speed by 20% when sprinting.
- Second Wind now doubles your Stamina Regeneration when you fall below half Stamina.
- One-handed
- Riposte is now called Overrun. It now increases damage against targets who are power attacking, drawing a bow, or casting a spell by 50%.
- Killing Stroke is now a level 80 perk that increases your power attack damage against targets below half Health by 50%.
- Onslaught is now the capstone. Its effects remain unchanged.
- Restoration
- Resolve now increases the power of your healing spells by 50% when their target is below half Health.
- Scourge is now a level 80 perk that increases your damage against targets below half Health by 50%.
- Divine Glory is now a level 90 perk.
- The names of several Pilgrim blessings have been tweaked.
- The Light of Arkay now increases your Armor Rating by 100.
- The Shield of Stendarr is now called The Mercy of Stendarr. It causes Turn Undead spells to deal damage over time.
- Sneak
- Trespasser is now a level 30 perk.
- Hidden Threat is now a level 60 perk.
- Infiltrator is now a level 80 perk, and it now increases movement speed by only 20%.
- The old version of Prowler (+25% better sneaking in combat) has been removed.
- Speech
- The Vanilla perk Intimidation is now an auto-perk.
- Bribery is now an auto-perk. The gold you pay to guards continues to scale off your Speech.
- Two-handed
- Overpower now increases damage against targets who are power attacking, drawing a bow, or casting a spell by 50%.
- Executioner is now a level 80 perk that increases your power attack damage against targets below half Health by 50%.
- Rampage is now the capstone. Its effects remain unchanged.
- Pilgrim
- I changed the name of several Pilgrim bonuses, and I switched Arkay and Stendarr's Pilgrim bonus.
- I changed a few archery perk names.
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Version 5.0.4
- Fixed an error with Sunlight Rune that prevented it from dealing damage.
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Version 5.0.3
- Fixed an error in one of the DLC catch-all perks.
- Changed the magic effects for Sunfire, Vampire's Bane, and Stendarr's Aura for better compatibility.
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Version 5.0.2
- Re-implemented some conditions to avoid a compatibility bug with Cloak mods that tag their cloaks as "ClothingBody."
- Excluded a few of the new Adamant 5 perks from effect VLs.
- Adrenaline is now called Second Wind.
- Endurance is now called Adrenaline.
- Dexterity is now called Endurance.
- Fixed a typo in the Pilgrim of Mara Passive.
- Fixed some typos in the Shrines and Amulets plugin.
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Version 5.0.1 Kinda
- Fixed an error in the Shrines and Amulets plugin.
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Version 5.0.1
- The second rank of Pilgrim now gives 100 Armor Rating when worshipping Stendarr. This allows mages to cap their armor without requiring other Simonrim mods, and gives more choices to those who are using Simonrim mods. When I have more sources of armor rating in SImonrim (religion, enchanting, alchemy, etc) I may refer this back, as I do like the shield bonus,
- Fixed a bug where unarmed light attacks staggered enemies as if they were power attacks.
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Version 5.0.0
- Given the size of the changelogs, please refer to this document: https://docs.google.com/document/d/1HBW1Hw3ypLKNGpCP1MKxISCg9z7EtgTIQ-dD3PF13ps/edit?usp=sharing
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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 complete overhaul of Skyrim’s perk trees designed to balance existing skills and add powerful new perks to the game. It thoroughly overhauls the game’s 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.
Adamant can be expanded with the optional Hand to Hand - An Adamant Addon that merges Lockpicking and Pickpocket into a single tree, Security, and then adds a standalone Hand to Hand tree. This addon requires Address Library for SKSE Plugins and is compatible with pre-AE and post-AE versions of Skyrim.
Perks
Alchemy
Alchemy is the art of brewing magical potions and deadly poisons.
Intensity (30/70): Poisons last two/four additional hits.
Solvency (60/90): Poisons you mix are 25/50% stronger.
Concentration (30/70): Potions last 50/100% longer.
Potency (60/90): Potions you mix are 25/50% stronger.
Experimenter (20): Eating an ingredient reveals all of its effects.
Green Thumb (40/80): You gather one/two extra ingredients from plants.
Chemist (100): Create twice as many potions and poisons from the same number of ingredients.
Notes:
- Leveling alchemy generally reduces the tedium involved in using the skill.
- Crafted poisons and potions will be at the same strength as Vanilla.
- Potion duration and poison use perks affect looted potions and poisons as well.
Alteration
The School of Alteration governs the manipulation of the physical world. This skill makes it easier to cast spells like Waterbreathing, Feather, and Stoneflesh.
Mage Robes (20/60): You have 50/100% extra Magicka Regeneration while wearing robes.
Mage Armor (30/70): Armor spells are 50/100% stronger while wearing robes.
Meditation (80): Spells and enchantments cost 10% less while wearing robes.
Magicka Well (100): Your Magicka regenerates twice as fast when you fall below half Magicka while wearing robes.
Barrier (40): Protection spells like Oakflesh and Fire Shell last three times as long when dual cast.
Bastion (70): Protection spells like Oakflesh and Fire Shell affect nearby allies when dual cast.
Balance (30/60): Alteration spells last 50/100% longer.
Stability (40): You resist 50% of incoming stagger while under the effects of an armor spell.
Spell Shield (70): You have 25% Magic Resistance while under the effect of an armor spell.
Spell Sip (90): You have a 25% chance to absorb the Magicka from incoming spells while under the effect of an armor spell.
Notes:
- Leveling Alteration decreases the cost of Alteration spells by up to 50%.
- Perks that require you to wear robes still work if you are wearing armored boots, gloves, or helmets.
- Wearing robes disqualifies you from benefiting from most Light and Heavy Armor perks.
- Spells like Oakflesh and Fire Shell last for up to 30 minutes when dual cast, making it easy to manage multiple buffs.
Archery
The Archery skill governs the use of bows and arrows to attack from range.
Quick Draw (30/70): You draw your bow 20/40% faster.
Power Shot (40): Bows have a 50% chance to stagger enemies.
Ranger (60): You can move faster with a drawn bow.
Eagle Eye (20/70): Bows have a 10/20% chance of dealing critical damage.
Grim Focus (40/90): Critical hits with bows deal three times/five times damage.
Steady Hand (80): Zooming in with a bow slows down time.
Bullseye (100): Bows deal guaranteed critical damage to enemies at full Health.
Notes:
- Block while aiming your bow to zoom in, at the cost of Stamina.
- Critical damage is significantly higher than in Vanilla. It no longer depends on your weapon’s base damage.
- All archery perks work for crossbows as well.
Block
The Block skill governs the use of weapons and shields to defend against incoming attacks.
Defensive Maneuvers (30): Blocking no longer slows your movement.
Discipline (20): Blocking with a shield reduces incoming arrow damage by 50%.
Deflection (40): Blocking with a shield reduces incoming magic damage by 50%.
Determination (70): Blocking with a shield has a 50% chance to stagger your attacker.
Deliverance (90): Blocking with a shield slows down time during an enemy power attack.
Deadly Bash (20/80): Bashing does five/ten times more damage.
Stunning Strike (40): Bashes also deals damage to Magicka and Stamina.
Disorienting Bash (60): Bashing causes enemies to take 25% extra damage for 10 seconds.
Battering Ram (100): Bashing an enemy below half Health has a chance to knock them to the ground.
Notes
- Leveling your Block skill increases the effectiveness of blocking and bashing by up to 50%.
- Deliverance ensures that shield builds have a strong defensive edge over other playstyles.
- High-level bash perks allow Block to synergize with offensive skills such as Two-handed.
Conjuration
The School of Conjuration governs the reanimation of the dead and the summoning of Daedra. This skill makes it easier to cast spells like Bound Sword, Revenant, and Soul Trap.
Dark Oath (20/60): Summoned creatures last 50/100% longer.
Armor of Shadows (30/80): Summoned creatures gain 150/300 Armor Rating and 25/50% Magic Resistance.
Ritual of Power (40/90): Summoned creatures deal 25/50% more damage.
Daedric Pact (70): Summoned creatures have 100 extra Health, Magicka, and Stamina.
Undead Servant (20/80): Reanimated zombies last five times longer / until killed.
False Life (30/70): Reanimated zombies move 25/50% faster.
Corpse Preparation (40): Reanimated zombies no longer disintegrate when they die.
Necropotence (60/90): Reanimated zombies regenerate Magicka and Stamina / Health, Magicka, and Stamina over time.
Doors of Oblivion (100): You can summon or reanimate one additional minion.
Arcane Binding (20): Bound weapons last five times longer.
Chaos Binding (30/70): Bound weapons have a chance to deal Fire, Frost, and Shock damage / extra Fire, Frost, and Shock damage.
Mystic Binding (40/80): Bound weapons deal extra damage/ even more damage.
Haunting Curse (90): Bound weapons reduce enemy Magic Resistance by 50% for 10 seconds.
Cultist (30/60): Daedric shrines are twice as strong, / and you receive additional bonuses when you pray at their shrines.
Cultist Blessings
- Azura - Dawn and Dusk: Your weapon enchantments are 50% stronger, but cost five times as much.
- Boethiah - The Dark Warrior’s Gauntlet: You reduce the Armor Rating of all nearby enemies by 150, but your own Armor Rating is reduced by 300.
- Mephala - The Eight Shadows of Murder: You deal 50% extra damage to enemies who fall below half Health, but you take double damage when you fall below half Health.
- Nocturnal - Shadow Hide You: You take 50% extra damage from all sources, but once every 10 seconds, you can sneak while in combat to become ethereal for 5 seconds.
Notes
- Leveling Conjuration decreases the cost of Conjuration spells by up to 50%.
- Summoning perks work on all “summoned” spells, regardless of their type.
- Dead Thrall now works like other Reanimation spells. Its unique effects have been migrated to the Conjuration skill tree as perks.
- Activate reanimated zombies to interact with their inventory, and give them armor and weapons to equip.
- Bound weapons are competitive with other forms of melee damage, including tempered or enchanted weapons.
- Cultist adds a religion mechanic to Adamant, and gives Conjuration mages access to a set of passives with extremely powerful buffs and debuffs.
Destruction
The School of Destruction governs the harnessing of fire, frost, shock, and other volatile energies. This skill makes it easier to cast Burning Touch, Frost Rune, and Thunderbolt.
Spell Surge (20): Destruction spells cost 25% less when dual cast.
Impact (40): Destruction spells have a 50% chance to stagger enemies when dual cast.
Rune Mage (30/60): You can maintain up to two/three runes at once.
Augmented Flames (30/70): Fire spells deal 25/50% more damage.
Firebrand (60/90): Fire spells brand enemies for 10 seconds. Branded targets take 25/50% extra damage from fire spells.
Combustion (80): Fire spells ignite enemies, dealing extra damage over 10 seconds.
Wildfire (100): Fire spells have a chance to incinerate targets when they fall below half Health.
Augmented Frost (30/70): Frost spells deal 25/50% more damage.
North Wind (60/90): When you have a frost spell equipped, you reduce the Frost Resistance of all nearby enemies by up to 50/100%.
Permafrost (80): Frost spells reduce enemy attack damage by 25% for 10 seconds.
Deep Freeze (100): Frost spells have a chance to freeze targets who fall below half Health.
Augmented Shock (30/70): Shock spells deal 25/50% more damage.
Unstable Current (60/90): Shock spells have a 25/50% chance to deal double damage.
Static Field (80): Shock spells prevent their targets from regenerating Magicka for 10 seconds.
Power Surge (100): Shock spells have a chance to overload targets who fall below half Health.
Notes
- Leveling Destruction decreases the cost of Destruction spells by up to 50%.
- Fire spells deal high damage over time and spread fiery hazards across the battlefield.
- North Wind reduces the Frost Resistance of all nearby enemies by 25/50%. If the enemy has very high Frost Resistance, North Wind automatically doubles in strength. This allows frost mages to remain competitive without overtaking either fire or shock mages.
- For the purposes of North Wind, Weakness to Frost counts as a frost spell. Additionally, having an active Frost Cloak also triggers the perk.
- Static Field compensates for the high Magicka regeneration of most NPCs and allows shock mages to debilitate enemy casters.
Enchanting
Enchanting is the art of binding magical spells to weapons and armor.
Seeker (20/70): Scrolls last three/five times as long.
Scribe (40/90): Scrolls are twice/three times as strong.
Resonance (30): Weapon enchantments consume 50% less charge.
Soul Siphon (60): Enchanted weapons regenerate some of their lost charge when they deal a killing blow.
Conduit (40): Staff enchantments consume 50% less charge.
Channeler (70): Staves now regenerate some of their lost charge over time.
Jewelry Enchanter (30): New enchantments on jewelry are 25% stronger.
Armor Enchanter (40): New enchantments on armor are 25% stronger.
Corpus Enchanter (60): Health, Magicka, and Stamina enchantments are 25% stronger.
Elemental Enchanter (70): Elemental enchantments are 25% stronger.
Insightful Enchanter (80): Skill enchantments are 25% stronger.
Twin Secrets (100): You can place two enchantments on a single item.
Notes
- Weapon enchantments are significantly more balanced than Vanilla. Armor enchantments will be at the same strength as Vanilla.
- Perks such as Resonance, Conduit, and Soul Siphon reduce the tedium involved in using enchanted items.
- Channeler makes staves less annoying to use. Scrambled Bugs is recommended for the best experience.
Heavy Armor
The Heavy Armor skill governs the use of thick, protective armors like Steel, Orcish, Dwarven, Ebony, and Daedric.
Juggernaut (30): You receive a 25% bonus to armor rating when wearing three pieces of heavy armor.
Unstoppable (40): Your Armor weighs nothing and doesn’t slow you down when wearing three pieces of heavy armor.
Perfect Fit (70): You receive a 25% bonus to armor rating when wearing three matching pieces of heavy armor.
Defiance (80): You take 25% less damage when you fall below half Health while wearing three pieces of heavy armor.
Conditioning (20/60): You gain 50/100% Health Regeneration when wearing three pieces of heavy armor.
Immovable (40): You resist 50% of incoming stagger when wearing three pieces of heavy armor.
Constitution (60/90): You take 25/50% less damage while power attacking, drawing a bow, or casting a spell while wearing three pieces of heavy armor.
Invincible (100): Your Health regenerates twice as fast when you fall below half Health while wearing three pieces of heavy armor.
Fists of Steel (20/60): You deal 25/50% unarmed damage while wearing heavy gauntlets.
Fists of War (30/70): Unarmed power attacks deal 25/50% more damage while wearing heavy gauntlets.
Fists of Fury (40/90): Unarmed attacks deal Stamina damage / and prevent enemies from regenerating Stamina for 10 seconds.
Brace (70): You resist 25% of incoming damage while unarmed and wearing heavy gauntlets.
Overwhelm (80): Unarmed power attacks deal 50% extra damage to targets who fall below half Health.
Knockout Punch (100): Unarmed power attacks have a chance to knock enemies down when they fall below half Health.
Notes
- Entering combat while wearing three pieces of heavy armor gives Heavy Armor experience.
- Perks such as Constitution work for both physical damage and magical damage. In addition, Constitution triggers while casting wards.
- Wearing robes disqualifies you from benefiting from heavy armor perks. However, wearing one piece of light armor does not.
- The percentage-based increase to unarmed damage in Fists of Steel affects all sources of unarmed damage.
- Unarmed blows give Heavy Armor experience, and unarmed damage scales based on your skill in Heavy Armor.
- You can combine heavy gauntlets with robes or three pieces of light armor and still benefit from unarmed perks.
- Unarmed perks require two free hands.
Illusion
The School of Illusion governs the manipulation of the mind. This skill makes it easier to cast spells like Silence, Invisibility, and Night Eye.
Captivating Presence (20/60): Your Illusion spells last 50/100% longer.
Indomitable Will (40/80): Your Illusion spells are 50/100% stronger.
Master of the Mind (60/100): Your Illusion spells affect the undead / undead, Daedra, and Dwarven automatons.
Guidance (30): Courage spells last three times longer.
Serenity (30): Calm spells persist through one additional hit.
Tranquility (60): Silence spells dispel any magical effects on the target.
Stasis (80): Paralysis spells last three times longer.
Howl of Rage (40): Frenzy spells increase the target’s weapon damage by 50% against everyone except the caster.
Cry of Terror (70): Fear spells reduce the target’s Armor Rating by 150 and their Magic Resistance by 25%.
Voice of Authority (90): Command spells increase the target’s Armor Rating by 150 and their Magic Resistance by 25%.
Notes
- Leveling Illusion decreases the cost of Illusion spells by up to 50%.
- Silent Casting has been moved to Sneak, so Destruction mages aren’t required to invest in both Illusion and sneak to benefit from Shadow Casting.
- Indomitable Will has a high magnitude to account for way that the game distributes enemies through leveled lists.
- Dual casting ensures Illusion spells can work against almost any target, as long as players can afford to spend enough Magicka.
Light Armor
The Light Armor skill governs the use of light, flexible armors like Leather, Scaled, Elven, and Glass.
Specialist (30): You receive a 25% armor bonus when wearing three pieces of light armor.
Unhindered (40): Your armor weighs nothing and doesn’t slow you down when wearing three pieces of light armor.
Custom Fit (70): You receive a 25% armor bonus when wearing three matching pieces of light armor.
Endurance (80): You spend 25% less Stamina when power attacking or drawing a bow when wearing three pieces of light armor.
Agility (20/60): You gain 50/100% Stamina Regeneration when wearing three pieces of light armor.
Athletics (40/90): You move 10/20% faster when wearing three pieces of light armor.
Adrenaline (60): You move 20% faster when sprinting while wearing three pieces of light armor.
Second Wind (100): Your Stamina regenerates twice as fast when you fall below half Stamina while wearing three pieces of light armor.
Notes
- Entering combat while wearing three pieces of light armor gives Light Armor experience.
- Light armor supports a high mobility, offensive playstyle, differentiating the skill from heavy armor.
- Wearing robes disqualifies you from benefiting from light armor perks. However, wearing one piece of heavy armor does not.
- You can combine heavy gauntlets with three pieces of light armor and still benefit from unarmed perks.
Lockpicking
Lockpicking is the art of opening locks and finding hidden treasures. Those who are skilled in lockpicking can open more difficult locks with fewer broken 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.
Deep Pockets (60/90): Your carrying capacity is increased by 50/100.
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.
Notes
- Lockpicking now functions as a “treasure hunter’s” tree, allowing players to find many new types of loot.
- The locksmith perk is more effective than its tooltip suggests, in order to match the strength of the Vanilla perks.
One-handed
The One-handed skill governs the use of smaller weapons such as swords, daggers, war axes, and maces.
Fighter’s Stance (30/60): Power attacks with one-handed weapons deal 25/50% extra damage and have a chance to decapitate your enemies.
Overrun (40): Power attacks with one-handed weapons deal 50% extra damage to targets who are power attacking, drawing a bow, or casting a spell.
Execute (80): Power Attacks with One-handed weapons deal 50% extra damage against target who fall below half Health.
Onslaught (100): Repeated power attacks against a single target with One-handed weapons deal up to double damage.
Flourish (70): You attack 20% faster with One-handed weapons.
Quick Slash (20/70): Swords and daggers have a 10/20% chance of dealing critical damage.
Precise Cuts (40/90): Critical attacks with swords and daggers deal three/five times as much damage.
Hack and Slash (20/70): War axes deal extra damage over 5/10 seconds.
Carve and Spit (40/90): War axes deal three/five times as much damage over time.
Armor Breaker (20/70): Maces reduce enemy armor rating by 150/300 for 10 seconds.
Bell Ringer (40/90): Maces deal 25/50% extra damage to staggered targets.
Dual Focus (20): Dual wield power attacks cost 25% less Stamina.
Dual Frenzy (40/90): Dual wield power attacks deal 25/50% more damage.
Dual Fury (70): You resist 25% of all incoming damage while dual wielding.
Notes
- The scaling of the One-handed skill has been increased to 100%, in order to keep tooltip damage consistent with Vanilla.
- Critical damage is significantly higher than in Vanilla. It no longer depends on your weapon’s base damage.
- The damage over time dealt by axes stacks, and it and works on all types of enemies, instead of only living targets.
- Armor Rating can be reduced below zero, making maces effective against all enemies.
- Power attacking doubles the critical damage dealt by swords and the damage over time dealt by axes.
- Many Vanilla enemies will benefit from these perks.
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.
Practiced Thief (40): You are more likely to succeed when pickpocketing gems or jewelry.
Sleight of Hand (70): You are more likely to succeed against targets who are not detecting you.
Poisoned Fruit (30): You can harm enemies by placing poisons in their pockets.
Fool's Gift (60/80): Poisons that you place in enemy pockets are 50/100% stronger.
Misdirection (90): You can pickpocket equipped weapons.
Perfect Touch (100): You can pickpocket equipped items.
Notes
- Pickpocketing perks are designed to allow the players to stack conditional buffs while leveling, in order to avoid having to save scum.
- The pickpocketing cap has been raised to 99%. You still have a tiny chance to fail. Don’t save scum.
- Seriously, pickpocket is just way more fun to play with if you roleplay instead of save scumming.
Restoration
The School of Restoration governs the manipulation of life energy. This skill makes it easier to cast spells like Fast Healing, Turn Undead, and Poison Bloom.
Recovery (20/70): Healing spells are 50/100% stronger.
Respite (40): Instant healing spells such as Fast Healing and Close Wounds also restore Stamina.
Repose (60): Regeneration, Attunement, and Circle spells last twice as long.
Resolve (80): Healing spells are 50% stronger when the target falls below half Health.
Renewal (100): Once per day, you fully heal yourself when your health drops below 25%.
Illumination (40): Regeneration and Attunement spells last three times as long when dual cast.
Pilgrim (30/60): Divine shrines are twice as strong, / and you receive additional bonuses when you pray at their shrines.
Empowered Ward (20): Ward spells resist 50% of incoming weapon damage.
Radiant Ward (40): Ward spells cost 50% less Magicka.
Prismatic Guard (70): Ward spells absorb Magicka from incoming spells.
Divine Glory (30/70): Sun spells deal 25/50% more damage.
Power of the Light (60/90): Sun spells deal extra damage / even more damage over time.
Dawn’s Wrath (40/80): Turn Undead spells are 50/100% stronger.
Burning Light (60): Turn Undead spells deal damage over time.
Affliction (30/70): Poison spells deal 25/50% more damage.
Plague (60/90): When you have a Poison spell equipped, you reduce the Poison Resistance of all nearby enemies by up to 50/100%.
Scourge (80/100): Poison spells deal 50/100% extra damage to targets who fall below half Health.
Pilgrim Blessings
Akatosh - The Roar of Akatosh: You have 25 extra Health, Magicka, and Stamina.
Arkay - The Light of Arkay: Your Armor Rating is increased by 100.
Auriel - Bathed in Light: Your sun spells deal damage to the living, Daedra, and automatons.
Dibella - The Beauty of Dibella: You have 100% Disease Resistance.
Julianos - The Wisdom of Julianos: Spells and enchantments cost 10% less.
Kynareth - The Way of Kynareth: You move 10% faster and take 50% less damage from falling.
Mara - The Benevolence of Mara: Healing spells cost 25% less.
Stendarr - The Mercy of Stendarr: You are 25% better at blocking and bashing.
Talos - The Voice of Talos: Your Shouts deal 50% more damage.
Zenithar - The Scales of Zenithar: Buying and selling prices are 25% better.
Notes
- Leveling Restoration decreases the cost of Restoration spells by up to 50%.
- Repose affects spells such as Regeneration, Healing Light, Attunement, Turn Undead, Poison Cloak, and Stendarr’s Aura. It does not affect the duration of spells like Poison Cloud and Viperbolt.
- Ward perks allow wards to protect against both physical and magical damage. Wards are competitive with shields on dedicated builds.
- Plague reduces the Poison Resistance of all nearby enemies by 25/50%. If the enemy has very high Poison Resistance, Plague automatically doubles in strength. This allows poison mages to remain competitive without overtaking Destruction mages.
- For the purposes of Plague, Weakness to Poison counts as a poison spell. Additionally, having an active Poison Cloak also triggers the perk.
- Pilgrim adds a religion mechanic to Adamant, and gives Restoration mages access to a wide array of interesting buffs.
Smithing
Smithing is the art of forging weapons and armor from raw materials.
Blacksmith (30): You can temper all items by one additional tier.
Armorer (70): You can temper all items by one additional tier.
Forgemaster (90): You can temper all items by one additional tier.
Basic Smithing (20): You can create Steel and Leather items at any forge.
Journeyman Smithing (40): You can create Dwarven, Scaled, and Steel Plate items at any forge.
Rare Smithing (60): You can create Elven items at any forge.
Exotic Smithing (80): You can create Glass items at any forge.
Intermediate Smithing (60): You can create Nordic and Orcish items at any forge.
Advanced Smithing (80): You can create Ebony items at any forge.
Mythic Smithing (100): You can create Daedric and Dragon items at any forge.
Notes
- Leveling smithing no longer automatically contributes to your ability to temper items.
- Smithing requires more perk investment than Vanilla, but is also more flexible.
- Tempered weapons and armor will be the same strength as Vanilla.
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.
Silent Casting (20): Your spells are silent to others.
Shadow Casting (40/70): Damage-dealing spells are 50/100% stronger while sneaking and undetected.
Deadly Aim (30/60): Sneak attacks with bows deal 50/100% extra damage.
Merciless (20): Sneak attacks with melee weapons deal 50% more damage.
Backstab (40): Sneak attacks with one-handed weapons 50% extra damage.
Assassin’s Blade (70/90): Sneak attacks with daggers deal 50/100% extra damage.
Trespasser (30): You no longer trigger traps, and you can execute a silent roll while sneaking.
Infiltrator (60): You move 25% faster while sneaking.
Hidden Threat (80): Once every 10 seconds, you can sneak in combat to turn invisible for 5 seconds.
Living Shadow (100): Once every 10 seconds, sneaking in combat causes enemies to stop searching for you.
Notes
- Sneak attacks are stronger in power than in Vanilla, but require more perk investments.
- Silent Casting is now a Sneak perk, to support characters who wish to use Shadow Casting without investing in Illusion.
- Daggers have increased sneak attack damage from the beginning of the game (to fix the Vanilla problem where Maces are the best stealth weapon until the player takes several perks).
- Shadow Casting does not trigger the “sneak attack” notification.
- Shadow Warrior has a maximum uptime of 50%.
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.
Supply and Demand (30/60): Merchants have extra gold / even more extra gold for bartering.
Investor (80): 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.
Silver Tongue (20): You are much more likely to succeed at persuasion and intimidation, and you can bribe guards to ignore crimes.
Black Market (40): You can sell stolen items to any merchant.
Deep Breath (30/70): Your Shouts are 50/100% stronger.
Ancient Voice (40): Your Shouts last twice as long.
Stormcrown (60/90): Your Shout cooldown is decreased by 25/50%.
Dragon of the North (80): Your Shouts have a 50% chance to have no cooldown.
Notes
- Supply and Demand and Investor now significantly increase the gold reserves of merchants, to encourage players to engage with Speech perks instead of simply waiting for the merchants to reset their inventories.
- You will fail almost all Speech checks without the Persuasion perk. With the Persuasion perk, you will succeed at almost all Speech checks.
- Due to the way the game handles Shout cooldown, it is relatively easy to reach 0% cooldown when using mods from multiple different authors. I recommend that players exercise discretion when combining Stormcrown with other bonuses. I have balanced Shout perks around a maximum cooldown reduction of 75%. In addition, I have provided a plugin that alters the bonus of the Talos Shrine in order to mitigate this concern.
- Shouting in combat gives Speech experience.
Two-handed
The Two-handed skill governs the use of larger weapons such as greatswords, battleaxes, and warhammers.
Warrior’s Stance (30/60): Power attacks with Two-handed weapons deal 25/50% extra damage and have a chance to decapitate your enemies.
Overpower (40): Power attacks with Two-handed weapons deal 50% extra damage to targets who are power attacking, drawing a bow, or casting a spell.
Massacre (80): Power attacks with Two-handed weapons 50% extra damage to targets who fall below half Health.
Rampage (100): Repeated power attacks against a single target with Two-handed weapons deal up to double damage.
Cleave (70): Power attacks with two-handed weapons hit all targets in front of you.
Deep Wounds (20/70): Greatswords have a 10/20% chance of doing critical damage.
Heavy Cuts (40/90): Critical attacks with greatswords deal three/ five times more damage.
Rip and Tear (20/70): Battleaxes deal damage over time/ more damage over a longer time.
Rend and Rake (40/90): Battleaxes deal three/ five times as much damage over time.
Bone Crusher (20/70): Warhammers reduce enemy armor rating by 150/300 for 10 seconds.
Skull Cracker (40/90): Warhammers deal 25/50% extra damage to staggered targets.
Notes
- The scaling of the Two-handed skill has been increased to 100%, in order to keep tooltip damage consistent with Vanilla.
- Critical damage is significantly higher than in Vanilla. It no longer depends on your weapon’s base damage.
- The damage over time dealt by battleaxes stacks, and it works on all types of enemies, instead of only living targets.
- Armor Rating can be reduced below zero, making warhammers effective against all enemies.
- Power attacking doubles the critical damage dealt by greatswords and the damage over time dealt by battleaxes.
- Many Vanilla enemies will benefit from these perks.
Hand to Hand - An Adamant Addon
In Adamant, I have done my best support unarmed combat within the Heavy Armor tree, and to give Lockpicking and Pickpocketing useful perks without adding unrelated mechanics to the tree. However, my preferred solution for unarmed combat is Hand to Hand - An Adamant Addon. This mod merges Lockpicking and Pickpocket into a single tree, Security, and then adds a standalone Hand to Hand tree. It also makes several changes to Light and Heavy Armor, and comes with several optional addons that make further improvements to those trees. This addon requires Address Library for SKSE Plugins and is compatible with pre-AE and post-AE versions of Skyrim. I strongly recommend this mod to everyone who uses Adamant!
Adamant - Smithing Addon
The Vanilla tempering system frontloads the tempering system's power, causing the player to deal too much damage with too little investment into Smithing. Unfortunately, due to a combination of engine limitations and the constraints of my project, Adamant makes this issue a little worse than Vanilla. To address this, I've added an optional plugin that uses Improvement Names Customized AE (or Improvement Names Customized SSE) to split the Vanilla tempering system from six tiers into ten. These tiers use traditional RPG-style upgrade named (+1, +2, +3, etc). The base damage of a +10 weapon is increased by 10 points (equal to Vanilla Legendary). The base Armor Rating of a +10 non-chest piece of armor is increased by 15 points (50% higher than Vanilla Legendary). The base Armor Rating of a chest piece is increased by 30 points (50% higher than Vanilla Legendary).
You can temper an item to +1 from the beginning of the game. You gain the ability to temper up to one additional tier at 40, 60, 80, and 100 Smithing, for a total of +5. Then, Adamant's five tempering perks each provide one additional tier, allowing you to reach +10. Tempering items also gives significantly more XP.
Although it is not possible to advance beyond +10 with Apothecary and Thaumaturgy installed (since they close the crafting loop), Adamant - Plus Ten Smithing does support tiers up to +20 for users who keep the crafting loop in their game. Supporting further tiers requires a simple edit to a .json.
Simonrim Attack Speed Fix
The Simonrim Attack Speed Fix is an ESL-flagged plugin with a simple and clean attack speed fix implemented through SPID and an injected record. This file does not require any individual Simonrim mod, so that it can be used as a "soft requirement" for mods like Thaumaturgy or Apothecary, without forcing users to use Adamant. The mod uses an injected global for patchless compatibility. Feel free use this fix in your own mods (check out the Flourish perk if you need an example of how to use it).
It shouldn't have to be said, but please don't install this mod along with other attack speed fixes.
Adamant - Talos Addon
This tiny plugin changes the bonuses to the Shrine of Talos and the Amulet of Talos to be more balanced when combined with Adamant's perks. This plugin is intended for those who don't wish to use Pilgrim.
Blessing of Talos - Your shout damage is increased by 25%.
Amulet of Talos - Your shout damage is increased by 25%.
General Changes
Adamant makes a few changes to general game mechanics in order to support its changes to perks. I have altered several game settings relating to bartering, pickpocket, and magic, including dual casting. In Vanilla, dual casting a spell increases its magnitude or duration by 2.2x, and increases its cost by 2.8x. In Adamant, dual casting a spell increases its magnitude or duration by 2.5x, and increases its cost by 3.0x.
In addition, I have removed several Vanilla perks and given them to the player automatically. This means that the player starts with access to a few more mechanics than they would in Vanilla. A comprehensive list of these perks is included below.
Conjuration Dual Casting
Destruction Dual Casting
Illusion Dual Casting
Restoration Dual Casting
Arcane Blacksmith
Critical Charge
Greater Critical Charge
Power Bash
Eagle Eye
Rune Master
Summoner
Physician
Intimidation
Bribery
If you see any of these perks in your game, you have a conflict in your load order.
Compatibility
Adamant prioritizes compatibility wherever it can. In a few places, however, conflicts are unavoidable. Notably, some combat overhauls might make changes to the same game settings that Adamant does. 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.
The Simonrim Team
Simon Magus (Nexus / Patreon)
DeltaRider (Nexus / Patreon)
Oreo (Nexus / Patreon)
Colinswrath (Nexus / Ko-fi)
The Simonrim Suite
Aetherius - A Race Overhaul
Mundus - A Standing Stone Overhaul
Mysticism - A Magic Overhaul
Adamant - A Perk Overhaul
Hand to Hand - An Adamant Overhaul
Blade and Blunt - A Combat Overhaul
Arena - An Encounter Zone Overhaul
Scion - A Vampire Overhaul
Manbeast - A Werewolf Overhaul
Stormcrown - A Shout Overhaul
Pilgrim - A Religion Overhaul
Apothecary - An Alchemy Overhaul
Thaumaturgy - An Enchanting Overhaul
Journeyman - A Fast Travel Overhaul