Complete re-imagination of Classes for Skyrim. Develop your character via a class system that lets you decide which skill sets to use, abilities to gain, and how to specialize as your character advances. This version utilizes the Custom Skills Framework.
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Fix: Duskmage's Grim Rite was preventing PC from being able to sleep or fast travel, due to the [conditioned] health drain. Eliminated health as a factor for Grim Rite.
Fix: Oracle's Zodiac Ascendancy calculation for Atronach was off by a factor of 100. This has been adjusted (unfortunately CK only allows 2 decimal places in a float for perk entries).
Version 1.0.1
Fix: Reported bug (script was not running properly due to properties not being set) has been fixed. This only affects Spellsword and Rogue specializations.
Class Overhaul Re Imagined
A complete overhaul and re-imagination of classes. Develop your character through a series of occupations, further specializing as you go. The options available depend upon how you play and develop your character.
Utilizing the Custom Skills Framework, class progressions are completed via Skill Trees. The Skill Trees are accessed by reading a the book Classes of Skyrim which is supplied to the player (and spell tome vendors) when the mod initializes.
The book Classes of Skyrim is added upon the mod initializing. This book may also be found at various spell tome vendors. Reading the book will allow you to access the relevant Skill Trees (or just read about info on the available paths). You begin with a single perk point, and gain an additional point every 5 character levels (5, 10, 15 , 20, etc.). In a vanilla game, this would provide a total of 17 points (point 17 gained at level 80), which is sufficient to reach and invest adequately in any specialization.
As you gain points, read the book to access the Skill Tree and advance your archetype and abilities. You can create a purist Warrior/Mage/Thief, or eventually unlock classes specific to these archetypes. Continue to advance your class, or eventually unlock specializations specific to that class (and previous archetype).
To unlock a Class or Specialization tree, you must achieve Level 2 of the relevant Archetype or Class.
Which skills you choose to develop are irrelevant, only the number of skills in each discipline (Combat / Magic / Stealth).
Some ability options have requirements. You can not choose Archer as a Combat Focus if you have not developed Archery for example.
You can only unlock one set of Classes and one set of Specializations.
Previous skill trees can be revisited and you can continue to invest in them, but you can not take on multiple Class/Specialization trees.
Every build has benefits: Legendary Archetypes will max out their Novice ability 2-3 times higher than any other path for example.
Classes
Archetypes
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Warrior
Requires: 3 Combat Skills (Pure Combat)
Ability: Combat Focus
Available Classes: Champion, Battlemage, Nomad
Mage
Requires: 3 Magic Skills (Pure Magic)
Ability: Magic Focus
Available Classes: Battlemage, Acolyte, Mystic
Thief
Requires: 3 Stealth Skills (Pure Stealth)
Ability: Stealth Focus
Available Classes: Nomad, Mystic, Agent
Classes
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Champion
Requires: 4 Combat (Pure Combat)
Ability: Sworn Enemy
Available Specializations: Knight, Paladin, Barbarian
Battlemage
Requires: 3 Combat & 1 Magic (Dual Combat and Magic)
Abilities: Spell Aptitude and Sworn Enemy
Available Specializations: Paladin, Templar, Dervish
Nomad
Requires: 3 Combat & 1 Stealth (Dual Combat and Stealth)
Abilities: Stealth Talent and Sworn Enemy
Available Specializations: Templar, Nightblade, Ranger
Acolyte
Requires: 4 Magic (Pure Magic)
Ability: Spell Aptitude
Available Specializations: Cleric, Sorcerer, Oracle
Battlemage
Requires: 1 Combat & 3 Magic (Dual Magic and Combat)
Abilities: Sworn Enemy and Spell Aptitude
Available Specializations: Spellsword, Cleric, Evoker
Mystic
Requires: 3 Magic & 1 Stealth (Dual Magic and Stealth)
Abilities: Stealth Talent and Spell Aptitude
Available Specializations: Evoker, Oracle, Duskmage
Agent
Requires: 4 Stealth (Pure Stealth)
Ability: Stealth Talent
Available Specializations: Assassin, Monk, Rogue
Nomad
Requires: 1 Combat & 3 Stealth (Dual Stealth and Combat)
Abilities: Sworn Enemy and Stealth Talent
Available Specializations: Nightblade, Druid, Assassin
Mystic
Requires: 1 Magic & 3 Stealth (Dual Stealth and Magic)
Abilities: Spell Aptitude and Stealth Talent
Available Specializations: Druid, Shadowcaster, Monk
Specializations
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Knight
Requires 5 Combat (Pure Combat)
Knight's Oath: Non-Combat Skills are learned slower.
Sentinel Stance: Fortifying a position (not moving) improves blocking, power attacks, and stagger resistance.
Vanguard Conditioning: One/Two-Handed weapons benefit from Two/One-Handed Skill; Heavy/Light armor benefits from Light/Heavy Armor Skill.
Command Formations: Give orders to allies to Buff their skills.
Paladin
Requires: 4 Combat & 1 Magic (Dual Combat and Magic)
Divine Covenant: Non-Guardian Standing Stones will negate Paladin abilities.
Seraphic Refuge: Altar Blessings provide protection based on the diety.
Aspect of Valor: Power Attacks have a chance of stunning target.
Renewing Touch: Touch an injured ally (bleeding out) to restore their Health and Stamina, and raise their confidence.
Barbarian
Requires: 4 Combat & 1 Stealth (Dual Combat and Stealth)
Barbaric Ego: Armor Rating of equipment is reduced.
Primal Fury: Regular attacks improve as Stamina decreases.
Bloodlust: Power Attacks improve as the target's Health decreases.
Undying Ferocity: Strikes that would normally kill you are reduced to 0.
Templar
Requires: 3 Combat & 2 Magic (Dual Combat and Magic)
Servile Troth: Must have a divine amulet or daedric artifact equipped to use abilities.
Unleashed Zealotry: Power Attacks cost less Stamina as Health decreases.
Relic Scourge: Unique artifacts deal more damage or provide more protection.
Pass Judgement: Deplete target's Magicka and Stamina, and greatly reduce the target's Health.
Dervish
Requires: 3 Combat & 1 Magic & 1 Stealth (Hybrid)
Warfare Trammel: Heavy Armor and Two-Handed Weapons negate abilities and can cause more stagger when hit.
Elan Deflection: Blocking a Power Attack restores Stamina and temporarily improves physical resistance.
Enigma Burst: Offensive spells cast following a melee strike have increased magnitude.
Even the Odds: Dual-Wielding Power Attacks inflict more damage the more opponents you have.
Ranger
Requires: 3 Combat & 2 Stealth (Dual Combat and Stealth)
Burden Pact: Maximum Carry Weight is reduced.
Superior Mettle: Disease, Poison, and Physical Resistance are improved. [25%] [50%]
Kindled Rage: Inflict more damage the lower each of your stats get.
Temporal Tether: Stamina regenerates nearly instantly at rest.
Spellsword
Requires: 2 Combat & 3 Magic (Dual Combat and Magic)
Binate Bond: Using two hands for weapons or casting (dual casting) is less effective.
Corporeal Channel: Spell in your left hand gains benefit based on the weapon in your right.
Permeating Soul: Weapon in your right hand gains benefit based on the spell in the left.
Soul Shift: Enchanted weapons recharge upon kills; Enchanting is improved; Soul Gems recharge better.
Cleric
Requires: 1 Combat & 4 Magic (Dual Magic and Combat)
Aichmo Accord: Non-crushing weapons are less effective.
Pious Devotion: Altar blessings are stronger.
Faithful Repose: Spells cast on self and out-of-combat are stronger.
Consecration: Reduce Armor Rating of enemies within range, with a chance of destroying lower level enemies completely.
Evoker
Requires: 1 Combat & 3 Magic & 1 Stealth (Hybrid)
Somatic Crux: Spells cast normally require more Magicka.
Sibylline Supremacy: Spells cast from Scrolls and Staffs are much stronger.
Arcanic Echo: Spells cast without a Scroll or Staff have a chance of doubling their magnitude and/or duration.
Atronach Glyph: Gain complete immunity to a selected element or material.
Sorcerer
Requires: 5 Magic (Pure Magic)
Sorcerer's Oath: Non-magic Skills are learned slower.
Aetherial Reflex: Magicka regenerates faster during combat, but slower out-of-combat.
Aegis Ward: Blocking with a staff equipped prevents some magic damage.
Maelstrom: Dual Casting costs much 0 Magicka.
Oracle
Requires: 4 Magic & 1 Stealth (Dual Magic and Stealth)
Celestial Compact: Abilities are negated while an Altar Blessing is active.
Zodiac Ascendency: Standing Stones provide additional benefits.
Diaphanous Aura: Magic Resistance improves as Magicka decreases.
Veil of Tranquility: Remove negative effects from allies, positive effects from enemies, while decreasing their ability to regenerate.
Duskmage
Requires: 3 Magic & 2 Stealth (Magic and Stealth)
Grim Rite: If Magicka or Stamina drop too low, Stamina or Magicka will deplete to increase their regeneration rate.
Twilight Adaptation: Magicka / Stamina regenerates faster when Stamina / Magicka is low.
Soulknife: Power Attacks decrease target's resistances (disease, poison, physical, and magic).
Gloom Surge: Magicka and Stamina regenerate much faster, then much slower.
Nightblade
Requires: 2 Combat & 3 Stealth (Dual Combat and Stealth)
Darkhand Vow: Non-piercing weapons are less effective (daggers and arrows do not count towards this).
Luminal Reverence: Inflict more and take less damage from the shadows.
Pale Mark: Power Attacks inflict the target with the inability to regenerate Stamina.
Essence Bind: Slow enemies' movement and increase your Critical Hit Chance and Damage.
Druid
Requires: 1 Combat & 1 Magic & 3 Stealth (Hybrid)
Fauna Treaty: Deal less damage to animals and creatures.
Feral Affliction: Power Attacks inflict poison damage in addition to regular damage.
Dire Morph: When health drops below 25%, all stats increase regeneration rates.
Purification Ritual: Cure Disease and Poison, while increasing resistance to both; also removes any negative effects.
Assassin
Requires: 1 Combat & 4 Stealth (Dual Combat and Stealth)
Mortal Contract: Ability strengths begin low and increase with successful assassinations.
Coup de Grace: Sneak attacks on an unsuspecting target do much more damage.
Dim Sense: Detect potential targets nearby while crouching and remaining still.
Element of Surprise: All attacks have a higher Critical Hit Chance and Damage.
Shadowcaster
Requires: 2 Magic & 3 Stealth (Dual Magic and Stealth)
Dark Trust: Magicka and Stamina regenerate slower in light.
Umbra Shroud: Spells are stronger and quieter when cast from the shadows.
Faded Reality: You are difficult to target, especially from afar.
Shadow Meld: Become nearly imperceptible.
Monk
Requires: 1 Magic & 4 Stealth (Dual Magic and Stealth)
Benevolent Spirit: Abilities are only partially effective unless you have given to those in need within the last 24 hours.
Unbound Attunement: Reduce damage and increase evasion chance the less armor you wear.
Iron Palm: Unarmed Power Attacks have a chance to stun, stagger, or disarm opponents.
Meditate: Unarmed Power Attacks cost less Stamina, and Armor Rating is increased (Used out-of-combat).
Rogue
Requires: 5 Stealth (Pure Stealth)
Rogue's Oath: Non-stealth Skills are learned slower.
Uncanny Initiative: Opponents at 100% health deal less damage to you.
Scoundrel's Luck: The last skill you increased improves faster.
Jack of All: Fortify a selected skill.
Abilities
Novice Abilities (Archetypes)
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Combat Focus
Archer: Ranged Weapons deal more damage.
Swordsman: Piercing weapons (Sword/Greatsword) deal more damage.
Axeman: Slashing weapons (Waraxe/Battleaxe) deal more damage.
Maceman: Crushing weapons (Mace/Warhammer) deal more damage.
Shieldman: Shields are more effective at absorbing damage while blocking.
Infantryman: Wearing at least 3 pieces of Heavy Armor reduces incoming physical damage.
Magic Focus [10% / rank]
Transmutator: Alteration Spells cost less Magicka.
Summoner: Conjuration Spells cost less Magicka.
Elementalist: Destruction Spells cost less Magicka.
Magician: Illusion Spells cost less Magicka.
Healer: Restoration Spells cost less Magicka.
Arcanist: All Spells cost less Magicka.
Stealth Focus [+5 / rank]
Skirmisher: Fortify Light Armor.
Burglar: Fortify Lockpicking.
Cutpurse: Fortify Pickpocket.
Skulker: Fortify Sneak.
Orator: Fortify Speech.
Knifeman: Daggers deal more damage.
Adept Abilities (Classes)
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Sworn Enemy [5% / rank]
Animals: Deal more damage to Animals.
Automatons: Deal more damage to Dwarven Automatons.
Beast Races: Deal more damage to Argonians, Khajiit, and Orcs.
Creatures: Deal more damage to Creatures.
Daedra: Deal more damage to Daedra.
Elf Races: Deal more damage to Altmer, Bosmer, Dunmer, and Falmer.
Falmer: Deal more damage to Falmer.
Giants: Deal more damage to Gaints.
Human Races: Deal more damage to Bretons, Imperials, Nords, and Redguards.
Outlaws: Deal more damage to Bandits and Forsworn.
Undead: Deal more damage to Undead.
Spell Aptitudes
Bound Flesh: Bound Weapons and Flesh Spells are both more effective with both active.
Fortified Cloak: Cloak Spells provide physical protection.
Mindbreaker: Illusion Spells will work on targets of higher level.
Augmented Ward: Wards provide physical damage protection.
Runesage: Place more runes.
Spirit Shackler: Increase the maximum number of summons/conjurations you can have.
Soulbender: Turn Spells will work on targets of higher level.
Broken Psyche: Destruction Spells are much more effective against those under the effects of Illusion Spells.
Revival Cloak: Cloak Spells increase Health Regeneration in Combat.
Lucid Concentration: Concentration Spells cost much less.
Paradox Charm: Magic Resistance is improved.
Stealth Talents
Acrobat: Reduce Fall Damage.
Ambidexter: Increase Dual Wielding damage.
Athlete: Sprint faster.
Beguiler: Persuasion attempts easier.
Haggler: Buying and Selling prices are better.
Heckler: Power Attacks ignore part of target's armor.
Misericord: Increase Critical Hit Chance with Daggers.
In addition, the following skills are considered a "hybrid", meaning they count towards multiple categories:
Combat / Magic: Smithing and Enchanting
Magic / Stealth: Illusion and Alchemy
Stealth / Combat: Archery (Marksman) and Light Armor
While I think some are self-explanatory, I did take some liberties with others (for the sake of keeping things balanced).
As with my other SkyRem mods, one of my goals is to ensure maximum compatibility.
Mods that alter the FavorJobsBeggarsAbility (Gift of Charity) spell may prevent the Monk abilities from reaching their full potential.
Mods that unpause the book menu can make the perk tree not show up. The solution to this is to turn off "unpause book menu" (Skyrim Souls for example).
While not an incompatibility, there are limitations to my implementation and how it works with the Custom Skills Framework. The requirements auto-listed under each perk may show nothing, or may show numbers. However, these numbers do not align with a "skill" as a regular perk tree, but have to do with skills that are required for that perk (for the most part, this should be relatively intuitive - for instance the 15 under Archer refers to the Archery skill though it does not explicitly say that).
To address this, the requirements are included in the perk description.
When you access a perk tree, you will see the trees visible as well as the "level" of the current tree. This does not actually align with the functioning of this mod. As it is, you will access the first tree and see "Archetypes: 0". The 0 for this means nothing, but attempts to date have been unsuccessful for removing it.
SkyRem Character Series - GRACE Grace: SkyRem Character Series AIO Gabi: Genders Are Boringly Indistinct Rae: Race Abilities Enhanced Rae: Race Abilities Enhanced (Customizable Version) Ava: Attribute Value Application Cori: Class Overhaul Re-Imagined Cori: Class Overhaul Re-Imagined (Custom Skills Framework) Elsa: Early Life Skill Adjustment
SkyRem Immersion Series - EMILI Emili: SkyRem Immersion Series AIO Eve: Evolving Value Economy Mia: More Immersive Activations Inez: Improved NPC Encounter Zones Lora: Loot Overhaul - Rarity & Abundance Iris: Indigent Residents In Skyrim
SkyRem Gameplay Series Misti: Masterly - Intuitive Skill Tree Integration Cassi: Constellations - A Standing Stones Improvement
SkyRem: Skyrim Roleplay Enhancement Mod Guide SkyRem Guide: A guide based on the SkyRem concept (Roleplay Enhancement Modding)