Skyrim Special Edition
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absol89

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absol89

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About this mod

This mod makes almost every multi stage perk tree more useful for any player character to invest in.
It also fixes some of the broken, or miscalibrated perks that made Skyrim's perk system feel kind of flat.
Here's an overview of this mod, which is compatible with smithing reworks and spell mods. Not Ordinator.

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This mod makes almost every multi stage perk tree more useful for any player or character to invest in.
It also fixes some of the broken, or miscalibrated perks that made Skyrim's perk system feel kind of flat.

Here's an overview of this overhaul patch list, which is compatible with smithing reworks and spell mods.





Smithing: Added the ability to temper Blades & leather armors more. Silver/Iron 30% buff to Undead.

Daedric can now be unlocked via Arcane path, Glass can be unlocked at 80 through Arcane path too.

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Heavy Armor: Each Juggernaut stage now has bonuses for sets of increasing qualities of armor types.
I also fixed matching set perks to no longer require helmets & fists of steel to include pugilist gloves.

Novice armor = Iron, steel, iron banded etc.
Advanced armors = Plate and faction armors

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Block: Each Block Mastery level now adds 5 unarmed damage, with benefits for two-handed blockers too.
Changed Quick Reflexes slowmo to stage 2 because the time slow was a bit too strong in the early game.

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Two Handed: Armor penetration, power attack bonuses on 2h-axes & bleed on greatswords. Normal Sweep

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One Handed: General focus on critical hit chance, with power attack damage on war axes. Flurry for ALL.

Note: Can unlock flurry 1-2 with two-handed skill at 30 and 50 too, you just need the first Armsman perk

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Archery: General focus on penetration and poisons applied to arrows, crit chance, damage and staggering.

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Light Armor: Each Agile Defender level now has bonuses for sets of increasing qualities of armors and sets.

Novice armor = Leather, fur & beginner sets
Advanced armors = Elven, scaled & factions

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Sneak: Each Sneak perk stage now adds increasing sneak damage bonuses to underused weapon types.
Shadow Warrior boosts nightvision and greatsword sneak attacks. The invisiblity is now at perk stage 2.

Backstab: Adds double dual cast sneak spells
Deadly Aim:  +  Triples dual cast sneak spells
Assassin: Doubles base Bow and Dagger sneak


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Lockpicking: The Mastery Perks will let you unlock that level of lock when you are hidden from combat.

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Pickpocket: Each Light Fingers stage increases your ability to pick pockets, and recovering more arrows.

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Speech: Many initial speech perks add underused & thematic perks from the Dragonborn DLC effect list.

1. Lets you benefit more from skill books (2x)
Have more summoned Followers & Atronachs
Boosts the stamina regeneration for followers
Summoning a Dremora Merchant to sell things
Getting spell absorbtion (Blessing of the Stag)

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Alchemy: Each Alchemist stage now adds poison damage to your attacks, boosting the Falmer playstyle.

You can also get waterbreating (snake skin) and fully max out your disease and poison resistances here.

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Illusion: Each mastery stage will add a small chance to dodge arrows, stacking with all the other perks.
The Quiet Casting perk was made accessible by reducing the requirement to 50 in sneak or illusion skill.

Aspect of terror can be unlocked after Quiet
Casting: Less illusion is needed to boost fire

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Conjuration: I added the kolbjorn barrow necromancy ring effect as an optional Dark Souls 2 investment.
These activations conflict in Vanilla, with this mod you can use either effect with a perk instead of a ring.
Potent Atronachs (Staff of the Atronach perk) now scale with player level. Mastery gives stagger vs Daedra

Get up to 6 summoned actors & more range 
Atronach Staff perk boosts staff powers too.

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Destruction: I tweaked the elemental perk bonuses to better balance out common resistances and cost.

Fire: 20-40% (stacks with Aspect of Terror)
Frost: 30-50% (it's more frequently resisted)
Shock: 40-60% (Nothing is weak to this one)
Their Magicka cost can be lightly reduced too.
You also get more runes and range in one perk

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Restoration: Investing in restoration mastery boosts magicka regeneration. Respite now requires 30 skill.
The availability of useful anti-undead and Expert restoration spells appear sooner in Winterhold Vendors

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Enchanting: Each Enchanter stage lets close range kills recharge the weapon enchantments by 1% extra. 

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Alteration: Added resistances to each mastery perk. Posion, Frost, Fire, Shock & Disease. Stacks nicely.

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Editor's Notes: Playing through dragonborn with this mod was insanely fun on legendary. I summoned multiple slain enemies as crowd controlling walking uppercut explosions, shooting them with my bound bow as I leveled conjuration. Now I can have 1 Sophia follower, 1 Lydia, and one pet Riekling Hunter whom I asked to pick up the Giant's Club from Tuble Arch Pass (!) He is not essential :( With the unlimited rings and amulets mod I added, I was able to get my enchanted gear up to where I have 2000 damage with one handed weapons, 2500 with bows and 2900 with two-handed weapons made out of stalhrim. Enchanting these with the Chaos Damage enchantment now yields about 3000 elemental damage. And my regular spells do about 500-900 damage total. Note: This is with the unlimited jewelry mod. So you mileage may vary and your smithing and destruction damage limits will vary with mods. Have fun!

Thanks for the support and keep asking questions :) Always fun to hear your stories using the mod!

@absol_89 on twitter