Skyrim Special Edition

File information

Last updated

Original upload

Created by

Simon Magus

Uploaded by

SimonMagus616

Virus scan

Safe to use

About this mod

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

Requirements
Permissions and credits
Translations
  • Portuguese
  • Mandarin
Changelogs
Adamant - A Perk Overhaul 

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

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

Features

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

Perks 

Alchemy 

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

Spoiler:  
Show

Alteration 

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

Spoiler:  
Show

Archery 

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

Spoiler:  
Show

Block 

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

Spoiler:  
Show

Conjuration 

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

Spoiler:  
Show

Destruction 

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

Spoiler:  
Show

Enchanting 

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


Spoiler:  
Show

Heavy Armor  

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

Spoiler:  
Show

Illusion

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

Spoiler:  
Show

Light Armor 

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

Spoiler:  
Show

Lockpicking 

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

Spoiler:  
Show

One-handed 

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

Spoiler:  
Show

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.

Spoiler:  
Show

Restoration

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

Spoiler:  
Show

Smithing 

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

Spoiler:  
Show

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.


Spoiler:  
Show

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.

Spoiler:  
Show

Two-handed 

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

Spoiler:  
Show

General Changes

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

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

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

Spoiler:  
Show

Compatibility 

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

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

FAQ

I don’t like Mysticism, and I don’t want to download it. Can you release a version of Adamant that doesn’t require Mysticism? 

Much like Mysticism, Adamant intends to offer the player a coherent and balanced system. By building off my work in Mysticism, I hope to offer the player a selection of perks and spells that feel like they belong together. Because of this, I will not remove the dependency on Mysticism. Anyone who would like to do this for themselves is welcome to host it on the Nexus or anywhere else. 

Does Adamant add its new perks to enemies? 


Adamant uses Vanilla perk records whenever possible. This means that NPCs inherit Adamant’s changes to a given perk if they already have the perk assigned to them. Adamant does not add perks to NPCs who do not already have them.

I found a bug! What should I do?

Report it, either in the comments section or in the bugs tab, so I can fix it as soon as possible! 

Does this mod require USSEP? 

No, but I have tried to forward changes to USSEP whenever it seemed relevant. In some places, I’ve diverged from USSEP due to reasons unique to Adamant or the dependent mod, Mysticism.

My Other Mods

Aetherius - A Race Overhaul
Mundus - A Standing Stone Overhaul
Mysticism - A Magic Overhaul
Adamant - A Perk Overhaul
Arena - An Encounter Zone Overhaul
Blade and Blunt - A Combat Overhaul
Scion - A Vampire Overhaul