About this mod
Set of new special perks for Requiem.
The perks aim to provide support for exotic/unique/fun builds
- Requirements
- Permissions and credits
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Translations
- Polish
- Mandarin
- Changelogs

Requiem - Special Feats
by. Noxcrab
[ Mod Description ]
Adds new set of perks to add more build diversity in Requiem - the Roleplaying Overhaul.
The Feat perks are divided into two groups : Character Feats and Skill Feats.
- Character Feats : Require character level. Included in skills but separated from the skill tree.
- Skill Feats : Require skill level and perks within the skill tree
[ List of Character Feats ]
Drunken Combat (Alchemy)
Alcohol pumps you up, boosting your strength and stamina.
- (10) Immune to negative effects of alcohol, regenerate 1 stamina per second and do 10% more damage with melee attacks while drunk
- (20) Immune to negative effects of alcohol, regenerate 2 stamina per second and do 20% more damage with melee attacks while drunk
Gourmet (Alchemy)
You keep a healthy diet, maximizing the nutrition of foods.
- (10) Food effects are twice as strong and last twice as long
- Does not affect alcohol.
Herbalist (Alchemy)
You can directly consume alchemical ingredients to draw their effects.
- (10) Ingredients consumed are three times as strong, 10% stronger fish ingredients for Argonians
- (20) Ingredients consumed are five times as strong, 20% stronger fish ingredients for Argonians
Metamagic (Alteration)
You can empower your spells in cost of more Magicka to cast them.
- (10) Apply one of the three bonuses with 50% more magicka cost: 20% higher magnitude on others, 50% longer duration, 3x longer spell range
- You get three Metamagic lesser powers (Overpowered/Extended/Distant Spell) that can be toggled on and off.
- Overpowered Spell does not work on spells cast on yourself, only on other targets. This causes a bug which the numbers in spell descriptions don't change, but it works as long as the spells don't have fixed magnitudes.
- Due to limited condition functions, Metamagic may fail check if a spell can benefit from Metamagic or not and apply the increased cost regardless. Toggle the power only when usable.
Unskilled Spellcasting (Alteration)
You can cast simple spells without mastering them but with less potency.
- (0) Spells up to Novice level cost 50% less without mastery perks
- (10) Spells up to Apprentice level cost 50% less without mastery perks, +1% spell power for each skill level
- (20) Spells up to Adept level cost 50% less without mastery perks, +1% spell power for each skill level, can dual-cast spells
Willpower (Alteration)
Your strong willpower provides resistance to harmful magic and more magicka and stamina.
- (10) +5% magic resistance when Magic Resistance perk is not taken, +10 magicka and stamina
- (20) +10% magic resistance when Magic Resistance perk is not taken, +20 magicka and stamina
- (30) +15% magic resistance when Magic Resistance perk is not taken, +30 magicka and stamina
Staff Channeling (Enchanting)
You can use your staff to empower your own spells and cast them more efficiently.
- (10) While holding a staff, spells are 5% stonger, last 5% longer, and cost 10% less
- (20) While holding a staff, spells are 10% stonger, last 10% longer, and cost 20% less
Mounted Combat (Heavy Armor)
You can deal more damage with melee weapons while mounted.
- (10) 50% more melee attack damage while on horseback
Hunter (Marksmanship)
You are more adapted to the wildlife, and better understand its inhabitants.
- (10) Do 25% more damage to animals and take 10% less damage from animals, +10% poison and disease resistance
- (20) Do 50% more damage to animals and take 20% less damage from animals, +20% poison and disease resistance
Shout Focus (Speech)
Your meditate on the Thu'um for deeper understanding of the Words of Power, making them more powerful.
- (10) Shouts are 5% stronger and last 5% longer, -10% shout cooldown
- (20) Shouts are 10% stronger and last 10% longer, -20% shout cooldown
- (30) Shouts are 15% stronger and last 15% longer, -30% shout cooldown
[ List of Skill Feats ]
Shield Strike (Block)
You can use your shield more offensively, using it as a deadly weapon.
- (25) 50% more shield bash damage, double damage when wearing no heavy armor, 25% less shield bash stamina cost
- (50) 100% more shield bash damage, double damage when wearing no heavy armor, 50% less shield bash stamina cost
Torch Combat (Block)
You can use your torch more effectively in combat, causing painful burns.
- (25) light/power bash with a torch deal 5/10 extra fire damage, targets take 5 extra fire damage from weapon attacks for 10 seconds
Arcane Artificery (Enchanting)
Your understanding of enchantments allow you to use them more effectively and efficiently.
- (25) Staves and scrolls are 10% stronger and last 10% longer, enchantments cost 10% less charges
- (50) Staves and scrolls are 20% stronger and last 20% longer, enchantments cost 20% less charges
- (75) Staves and scrolls are 30% stronger and last 30% longer, enchantments cost 30% less charges
Athletics (Evasion)
You are more agile and can recover from exhaustion faster.
- (25) +5% movement speed and +25% stamina regeneration when wearing no heavy armor: head, chest, hands, feet
- (50) +10% movement speed and +50% stamina regeneration when wearing no heavy armor: head, chest, hands, feet
Unarmored (Evasion)
Having no weight on your body grants you extreme precision and reflexes.
- (25) +10 armor penetration, 20% chance to avoid physical damage, +5% movement speed when wearing no armor
Devastating Tackle (Heavy Armor)
When in full heavy armor, you can cause devastating impact when bull-rushing.
- (50) Double damage and higher chance of knockdown with bullrushing, +50 mass while sprinting when wearing all heavy armor: head, chest, hands, feet
Immovable (Heavy Armor)
When in full heavy armor, you can pose a defensive stance to reduce incoming impact.
- (50) 50% less physical and elemental damage taken, 50% less stagger, +50 mass while walking or standing still when wearing all heavy armor: head, chest, hands, feet
Bow Strike (Marksmanship)
You can use your bow or crossbow as a melee weapon in close combat.
- (25) Double bow bash damage, double damage with light bow, +1% damage for each Marksman skill level, bow bash staggers targets, 50% less bow bash stamina cost
Armed Spellcasting (One-handed)
You can balance your weapon well with single hand, and can use it to cast magic.
- (50) +10% attack speed and 10% less spell cost when left hand is empty or wielding magic
- Attack speed does not stack with Balanced Wielding.
- Does not work with staves, use Staff Channeling instead.
Balanced Wielding (One-handed)
You can balance your weapon better when wielding it in a single hand, delivering quick and precise attacks.
- (50) +10% attack speed and +10% armor penetration when left hand is empty
- Attack speed does not stack with Armed Spellcasting.
Ward Mastery (Restoration)
You are more proficient with ward spells, using them more efficiently to block magic.
- (50) Ward spells cost 50% less, +10% magic resistance when holding Ward spell in hand
Arcane Assassin (Sneak)
You can suppress the noise cast by your spell and deliver stronger effect to unwary targets.
- (25) Spells, staves, and scrolls are silent when cast out of combat and are 10% stronger and last 10% longer on targets while undetected
- (50) Spells, staves, and scrolls are silent when cast out of combat and are 30% stronger and last 30% longer on targets while undetected
- (75) Spells, staves, and scrolls are silent when cast out of combat and are 50% stronger and last 50% longer on targets while undetected
Commander (Speech)
Your knowledge in combat tactics allow you to effectively lead your allies in combat.
- (25) Improve nearby allies' skills by 10%, increase unarmed damage by 5, increase magicka, stamina, and their regeneration by 50 (%)
- (50) Improve nearby allies' skills by 20%, increase unarmed damage by 10, increase magicka, stamina, and their regeneration by 100 (%)
- (75) Improve nearby allies' skills by 30%, increase unarmed damage by 15, increase magicka, stamina, and their regeneration by 150 (%)
- Works on summons and non-humanoids, as well as nearby non-hostile npcs.
War Cry (Speech)
Overwhelm your enemies with a roaring shout, striking fear into their hearts.
- (50) Enemies deal 10% less damage, have their armor rating decreased by 100 (level 30), or flee from combat (level 15) for one minute
- You get the War Cry lesser power, costs 25 stamina per use.
- Has 2 minutes cooldown for each enemy.
- Effect applies only on enemies, but the explosion may trigger npcs.
[ Installation & Load Order ]
Install the mod with your mod manager.
Recommended Load Order
- Requiem.esp
- [ Other Requiem Patches ]
- Requiem - Alchemy Redone.esp
- Requiem - Birthsigns Redone.esp
- Requiem - Blessings Redone.esp
- Requiem - Races Redone.esp
- Requiem - Resist and Regen Tweak.esp
- Requiem - Stealth Redone.esp
- Requiem - Toggle Enchantment.esp
- Requiem - Weapons and Armor Redone.esp
- Requiem - Heavy Armory Patch.esp
- [ Heavy Armory Patch Addons ]
- Requiem - Special Feats.esp
- Requiem - Magic Redone.esp
- [ AR Patches ]
- [ SR Patches ]
- [ WAR Patches ]
- [ MR Patches ]
- [ BR Patches ]
[ Compatibility ]
The mod modifies many skill trees, and thus any mod overwriting the skill trees will need a patch.
- My other mods : patches are included in each fomod installer.
- Magic Sneak Attacks : Arcane Assassin's bonuses will stack with Magic Sneak Attacks mod, so use either Arcane Assassin perk or Magic Senak Attacks mod.
[ Credits ]
The Requiem Dungeon Masters (Requiem Team) for Requiem - The Roleplaying Overhaul