About this mod
A complete skill and perk overhaul that makes Skyrim's perks more dynamic, interesting, and varied, uplifting most of the mechanics already in the vanilla game, and introducing brand new play styles and class types not possible in the vanilla game.
- Requirements
- Permissions and credits
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Translations
- Mandarin
- Changelogs
Synergy is one of my largest mods to date, which I've spent over three years developing. It is my attempt at overhauling the entire perk system, and by extension, most of the gameplay of Skyrim to be more interesting, more dynamic, and more interconnected. It is designed to elevate most of the game mechanics already in the vanilla game, and only adding supplemental systems that can interact with the vanilla ones. It adds over 190 completely new perks to the game, and replaces all vanilla perks while removing all perk ranks for a grand total of 439 completely unique perks.
The leveling system has been reimagined to prevent the common complaints of Skyrim's vanilla system, like accidentally leveling unnecessary skills, the ease of becoming a jack-of-all-trades, and the dreaded inevitability of the Stealth-Archer.
With Synergy, no player begins with any knowledge or ability in any skills. Crafting benches can't be used, weapons and armor are useless, spells can't be cast, stealth is impossible, and experience can't be gained. All skills start at level one, and no race has any skill advantage over any other.
Instead, player's start with 3 perk points, which can be used to 'unlock' up to 3 skills at the start of the game. This is done by taking a skill's associated Aspiring perk, ie Aspiring Armsman, Aspiring Burglar, Aspiring Bard, etc. The Aspiring perks revert most changes to the player's ability in the associated skill back to beginning vanilla, allowing them to be used and for experience to be gained. This gives the player the ability to choose a pseudo starting-class, and, yes, I came up with this idea well before it was shown in the Starfield showcase.
However, once you level up and reach Level 2, you won't immediately be able to use your perk point to take any more Aspiring perks. You will first need to find an associated Skill Book before you can unlock more skills. For the crafting skills, Smithing, Alchemy, and Enchanting, you can also go through the training provided by Alvor, Adrianne, Orgnar, Arcadia, and Farengar to unlock the associated Aspiring perks.
The leveling has also been tweaked slightly, so that maxing out all 18 skills brings your character to Level 100. The Experience mod is also compatible if you prefer that method of leveling. However, if you aren't using an alternative start mod you should only install it after the intro, since discovering Helgen levels you up to Level 2 before you get a chance to use your first 3 perks.
The perks for all skills have been redesigned to be more dynamic, more interesting, more complimentary, and allow for more freedom in play-styles early on without becoming excessively overpowered. Also, the mere number of perks has been greatly expanded, and so most skill trees now have sub-trees or branches that cater to a specific discipline of that skill.
With Synergy, perks do not have any skill requirement, are all unique and without ranks, and do not provide static, boring buffs. Instead, perks do one of three things:
- Increases the player's ability in a skill based on the player's skill level. For example, the One-Handed perk Edge Alignment increases damage done by swords by 1% per level in One-Handed, and decreases the Stamina required to perform power attacks with swords by 1% per level in One-Handed.
- Unlocks a new mechanic or opens up a new playstyle. For example, the Sneak perk Hide allows you to fit inside large containers to conceal yourself.
- Gives a buff or new ability under specific conditions. For example, the Conjuration perk Necromancer prevents raised humanoids from disintegrating on death.
In addition to these changes to perks, many other aspects of the game have been tweaked. I've tried to list as many details as I can for each of the main components of the mod: Combat, Magic, Thievery, Crafting, and Speechcraft.
For most of the combat skills, the vanilla perks have been split, rearranged, and expanded upon to prevent the player from becoming excessively powerful without significant investment. The One-Handed and Two-Handed perk trees have the most perks in the mod by far, with each split into Sword, Axe, and Blunt sub-trees. The Block tree has been split into weapon blocking and shield blocking perks. Heavy Armor has been split into defensive and offensive perks, and Marksman has been split into close range, long range, and general perks.
Like all skills, attempting to use any weapons or armor without taking the appropriate Aspiring perk is folly. Weapons will do insignificant damage before taking Aspiring Armsman, Aspiring Warrior, or Aspiring Archer. Heavy armor will feel overbearingly heavy without taking Aspiring Juggernaut. Shields will feel impossible to lift, and blocking with a weapon will be useless until Aspiring Defender is taken. And light armor will defend as well as paper without taking Aspiring Evader.
In the One-Handed and Two-Handed weapon trees, a few perks require enemies be either Injured or Exhausted. Injured means they are below 50% Health, and Exhausted means they are below 25% Stamina or Magicka.
In each of the weapon and armor trees, new perks have been added that references Material Tiers: Pierce, Sunder, Puncture, Indestructible, Impervious, Unshakeable, and Unyielding. Weapons can pierce armor made of inferior materials, and armor sets and shields can brush off attacks from weapons made of inferior materials. The tierlist is so:
Tier 0: Iron, Hide, Studded, Wood
Tier 1: Steel, Leather, Bonemold, Silver
Tier 2: Steel Plate, Scaled, Chitin, Falmer, Most Faction Armors and Weapons
Tier 3: Dwarven, Moonstone
Tier 4: Orcish, Quicksilver
Tier 5: Ebony, Malachite, Stalhrim
Tier 6: Daedric, Nightingale
Tier 7: Dragonbone, Dragonscale
Tier 8: Armor Spells, Bound Weapons
Difficulty Damage Multipliers have been changed, so the player does more damage at higher difficulties, and less damage at lower difficulties, like enemies. This was changed to make the Difficulty slider more about reaction times, rather than damage, so fights are fast and deadly for both sides at higher difficulty, and slower and easier to react to at lower difficulty. If you wish to change this, you can remove the iDiffMult gamesettings forms from the mod using xEdit.
One-Handed Perks
Aspiring Armsman - One-Handed weapons do reasonable damage, require less stamina to swing, and experience can be gained in
One-Handed. Requires possessing a skill book if above Level 1.
Labourer - Pickaxes ignore 1% of heavy armor per level in One-Handed. Woodcutting axes ignore 1% of light armor per level in One-Handed.
Hero's Blades - If the only One-Handed weapons that are carried are equipped, damage
done with them is increased by 1% per level in One-Handed.
Hero's Edge - If the only One-Handed weapons that are carried are equipped,
critical damage done with them is increased by 2% per level in
One-Handed.
Hero's Grip - If the only One-Handed weapons that are carried are equipped, the stamina required to power
attack with them is decreased by 1% per level in One-Handed, down to
25%.
Symmetry - If dual wielding weapons of the same type, weapon swing speed is increased by 25%.
Balance - If dual wielding weapons made of the same material, weapon swing speed is further increased by 25%.
Break Down - Dual wielding power attacks have a 25% chance to weaken target's armor.
Edge Alignment - Swords and daggers do 1% more damage per level in One-Handed and the
stamina required to perform power attacks with them is decreased by 1%
per level in One-Handed, down to 50%.
Biting Blades - Power attacks with swords or daggers have a 10% chance to inflict
bleeding damage. The chance is increased by 10% for every 25 levels in
One-Handed.
Precise Strikes - The chance for swords and daggers to critically hit is increased by 1% per level in
One-Handed, up to 50%, and critical damage inflicted by them is
increased by 1% per level in One-Handed.
Opportunistic - Power attacks with swords and daggers are 25% more likely to critically hit targets that are staggered or intimidated.
Slip Through - Swords and daggers have a 15% chance to completely ignore armor when power attacking staggered and intimidated targets.
Cut Vein - Power attacks with swords and daggers are guaranteed to inflict bleeding damage on targets that are staggered or intimidated.
Splitting Strength - War Axes inflict 1% more damage per level in One-Handed and the
stamina required to perform power attacks with them is decreased by 1%
per level in One-Handed, down to 50%.
Hefty Blade - Power attacks with war axes have a 5% chance to inflict bleeding damage
and a 5% chance to inflict bruising damage. The chances increase by 5%
for every 25 levels in One-Handed.
Precise Chops - The chance for war axes to critically hit is increased by 1% per level
in One-Handed, up to 50%, and critical damage inflicted by them is
increased by 1% per level in One-Handed.
Cripple - Power attacks with war axes have a 25% chance to reduce the movement
speed and weapon swing speed of injured or intimidated targets.
Intimidate - Power attacks with war axes have a 25% chance to cause most injured or intimidated targets to flee.
Maim - Power attacks with war axes have a 25% chance to reduce the maximum health of injured or intimidated targets.
Blunt Force - Maces inflict 1% more damage per level in One-Handed and the stamina
required to perform power attacks with them is decreased by 1% per level
in One-Handed, down to 50%.
Trauma - Power attacks with maces have a 10% chance of inflicting bruises. The chance is
increased by 10% for every 25 levels in One-Handed.
Precise Blows - The chance for maces to critically hit is increased by 1% per level in
One-Handed, up to 50%, and critical damage inflicted by them is
increased by 1% per level in One-Handed.
Daze - Power attacks with maces have a 25% chance to stagger and interrupt the spell casting of exhausted or intimidated targets.
Break Through - Power attacks with maces ignore 1% of target's armor per level in One-Handed if they are exhausted or intimidated.
Concuss - Power attacks with maces have a 25% chance to reduce the magicka and stamina regeneration of exhausted or intimidated targets.
Savage Strike - Standing and sideways power attacks with One-Handed weapons do 1% more damage per level in One-Handed, and have a chance to decapitate enemies.
Desperate Strikes - The stamina costs of power attacks with One-Handed weapons are decreased by 1% per 1 point of health lost while below 100 health.
Pierce - One-Handed weapons ignore 1% of the target's armor per level in One-Handed if made of material stronger than the target's armor.
Full Strength Strikes - Performing standing power attacks while at full stamina consume all stamina and deal additional 5 points of extra damage per level in One-Handed.
Critical Charge - Performing One-Handed power attacks while sprinting are guaranteed to be a critical strike and deal double critical damage.
Paralyzing Strike - Backwards power attacks with One-Handed weapons have a 25% chance to paralyze the target.
Two-Handed Perks
Aspiring Warrior - Two-Handed weapons do reasonable damage, require less stamina to swing, and experience can be gained in
Two-Handed. Requires possessing a skill book if above Level 1.
Champion's Blade - If the only Two-Handed weapon that is carried is equipped, damage done with it is increased by 1% per level in Two-Handed.
Champion's Edge - If the only Two-Handed weapon that is carried is equipped, critical
damage done with it is increased by 2% per level in Two-Handed.
Champion's Grip - If the only Two-Handed weapon that is carried is equipped, the
stamina required to power attack with it is decreased by 1% per level in
Two-Handed, down to 25%.
Gash - Greatswords do 1% more damage per level in Two-Handed and the stamina required to
perform power attacks with them is decreased by 1% per level in
Two-Handed, down to 50%.
Slice - Power attacks with greatswords have a 10% chance to inflict bleeding damage. The chance is
increased by 10% for every 25 levels in Two-Handed.
Slash - The chance for greatswords to critically hit is increased by 1% per
level in Two-Handed, up to 50%, and critical damage inflicted by them is
increased by 1% per level in Two-Handed.
Cleave - Power attacks with greatswords ignore 1% of armor per level in Two-Handed of targets that are staggered or intimidated.
Heavy Blade - Power attacks with greatswords are guaranteed to bruise staggered or intimidated targets.
Eviscerate - Power attacks with greatswords are 25% more likely to critically hit targets that are staggered or intimidated.
Hack - Battle axes do 1% more damage per level in Two-Handed and the stamina
required to perform power attacks with them is decreased by 1% per level
in Two-Handed, down to 50%.
Chop - Power attacks with battle axes have a 5% chance to inflict bleeding damage and a 5%
chance to inflict bruising damage. The chances increase by 5% for every
25 levels in Two-Handed.
Hew - The chance for battle axes to critically hit is increased by 1% per level in Two-Handed, up
to 50%, and critical damage inflicted by them is increased by 1% per
level in Two-Handed.
Devastate - Power attacks with battle axes have a 25% chance to do 3% more damage per level in
Two-Handed when performed on targets that are injured or intimidated.
Dominate - Power attacks with battle axes on intimidated or injured targets have a
25% chance to interrupt their casting or cause them to drop their
weapons.
Execute - Killing an enemy with a battle axe while power attacking has a chance to cause nearby enemies to flee
if they are intimidated or injured.
Bash - War hammers do 1% more damage per level in Two-Handed and the stamina
required to perform power attacks with them is decreased by 1% per level
in Two-Handed, down to 50%.
Wreck - Power attacks with war hammers have a 10% chance to inflict bruising damage. The
chance is increased by 10% for every 25 levels in Two-Handed.
Smash - The chance for war hammers to critically hit is increased by 1% per
level in Two-Handed, up to 50%, and critical damage inflicted by them is
increased by 1% per level in Two-Handed.
Hammer - Power attacks with war hammers have a 25% chance of knocking over exhausted or intimidated targets.
Rend - Power attacks with war hammers have a 25% chance to massively reduce the armor of exhausted or intimidated targets.
Blind - Power attacks with war hammers have a 25% chance to blind exhausted or intimidated targets.
Devastating Blow - Standing and sideways power attacks with Two-Handed weapons do 1% more damage per level in Two-Handed, and have a chance to decapitate enemies.
Desperate Strike - The stamina costs of power attacks with Two-Handed weapons are decreased by 1% per 1 point of health lost while below 100 health.
Sunder - Two-Handed weapons ignore 1% of the target's armor per level in Two-Handed if made of material stronger than the target's armor.
Full Strength Strike - Performing standing power attacks while at full stamina consume all stamina and deal additional 5 points of extra damage per level in Two-Handed.
Great Critical Charge - Performing Two-Handed power attacks while sprinting are guaranteed to be a critical strike and deal double critical damage.
Sweep - Sideways power attacks with Two-Handed weapons hit all targets in front of you.
Warmaster - Backwards power attacks with Two-Handed weapons have a 25% chance to paralyze the target.
Marksman Perks
Aspiring Archer - Arrows and bolts fired from bows and crossbows do reasonable damage, and experience can be gained in Marksman. Requires a skill book if above Level 1.
Point-Blank Shot - The chance for arrows and bolts to deal critical strikes is increased by 1% per level in Marksman if the target is within 5 meters, up to 50%.
Quick Shot - Can draw and fire bows and crossbows 30% faster.
Bow Brawler - Damage done by bashing targets with a bow or crossbow is increased by 10% per level in One-Handed.
Ranger - Able to move faster with a drawn bow.
Barbed Knuckles - Equipped arrows and bolts increased damage done by unarmed attacks by the damage of the equipped ammunition.
Power Shot - Arrows and bolts stagger targets that are recoiling or fleeing.
Sniper - Arrows and bolts deal double damage on enemies that are at least 50 meters away.
Eagle Eye - Pressing Block while aiming will zoom in your view by 1% per level in Marksman.
Precise Aim - Arrows and bolts completely ignore armor on staggering targets.
Steady Hand - Zooming in with a bow slows down time by 20% every 20 levels in Marksman.
Interrupted - Arrows and bolts fired at targets swinging weapons or casting spells has a 25% chance to interrupt their attack and momentarily slow them.
Target Down - Arrows and bolts fired at sprinting targets knocks them to the ground.
Overdraw - Arrows and bolts fired from bows and crossbows do 1% more damage per level in Marksman.
Tenacity - The stamina drain for holding a drawn bow is halved.
Critical Shot - The chance for arrows and bolts to deal critical strikes, and the critical damage done by arrows and bolts, are both increased by 1% per level in Marksman.
Puncture - Arrows and bolts ignore 1% of the target's armor per level in Marksman if made of material stronger than the target's armor.
Blindspot - Arrows and bolts fired at targets that don't see you briefly paralyze them.
Hunter's Discipline - Chance to recover arrows from corpses increased by 1% per level in Marksman.
Arrow Scrounger - Gives a lesser power that highlights nearby arrows and bolts when used.
Aspiring Hunter - While holding a war axe and crouching, some animals and creatures can be gutted for edible meat. Requires possessing a skill book if above Level 1.
Game Hunter - Weapons deal 20% more damage and spells, scrolls, and staves are 20% stronger against animals for every 50 animals killed, up to 100%.
Monster Hunter - Weapons deal 20% more damage and spells, scrolls, and staves are 20% stronger against creatures for every 50 creatures killed, up to 100%.
Demon Hunter - Weapons deal 20% more damage and spells, scrolls, and staves are 20% stronger against daedra for every 25 daedra banished, up to 100%.
Man Hunter - Weapons deal 20% more damage and spells, scrolls, and staves are 20% stronger against people for every 50 people killed, up to 100%.
Vampire Hunter - Weapons deal 20% more damage and spells, scrolls, and staves are 20% stronger against undead for every 50 undead killed, up to 100%.
Pelt Hunter - While holding a dagger and sneaking, some animals and creatures can be skinned for a hide or pelt.
Heavy Armor Perks
Aspiring Juggernaut - Heavy armor can be worn without being encumbered, and experience can be gained in Heavy Armor. Requires possessing a skill book if above Level 1.
Well Fitted - Armor rating for Heavy Armor increases by 1%, 2%, 3%, or 4% per level in Heavy Armor when wearing 1, 2, 3, or 4 pieces of Heavy Armor, respectively.
Fastened Plates - Damage from bladed and ranged weapons and bleeding is reduced by 1% per level in Heavy Armor, down to 85%, 70%, 55%, or 40% if wearing 1, 2, 3, or 4 pieces of Heavy Armor, respectively. Being staggered or paralyzed negates this.
Tailored Padding - Damage from blunt weapons is reduced by 1% per level in Heavy Armor, down to 85%, 70%, 55%, or 40% if wearing 1, 2, 3, or 4 pieces of Heavy Armor, respectively. Being staggered or paralyzed negates this.
Secured Rigging - Damage from animals and monsters is reduced by 1% per level in Heavy Armor, down to 85%, 70%, 55%, or 40% if wearing 1, 2, 3, or 4 pieces of Heavy Armor, respectively. Being staggered or paralyzed negates this.
Long Marches - Wearing at least four pieces of heavy armor while running or sprinting gives experience in Heavy Armor.
Conditioning - The weight of worn Heavy Armor is reduced by 1% per level in Heavy Armor.
Cushioned - Damage from falling is reduced by 1% per level in Heavy Armor, down to 75%, 50%, 25%, or 0% if wearing 1, 2, 3, or 4 pieces of heavy armor, respectively.
Impregnable - Wearing a matching set of Heavy Armor eliminates the chance of bleeding or being poisoned or diseased. Being staggered or paralyzed negates this.
Impenetrable - Wearing a matching set of Heavy Armor eliminates damage from bladed and ranged weapons. Being staggered or paralyzed eliminates this.
Indestructible - Wearing a matching set of heavy armor reduces incoming damage from weapons made of inferior materials by 1% per level in Heavy Armor.
Tower of Strength - Incoming staggering attacks are less effective by 1% per level in Heavy Armor, down to 85%, 70%, 55%, or 40% if wearing 1, 2, 3, or 4 pieces of Heavy Armor, respectively.
Fists of Strength - Unarmed attacks with Heavy Armor gauntlets do their base armor rating in extra damage.
Fury Charge - Sprinting with a weapon or spell out reduces incoming damage from melee and magical attacks by 1% per level in Heavy Armor, down to 85%, 70%, 55%, or 40% if wearing 1, 2, 3, or 4 pieces of Heavy Armor, respectively.
Quaking Earth - Falling from a great height while wearing four pieces of Heavy Armor will stagger or knock down nearby enemies upon landing.
Breaking Charge - Sprinting into enemies with a weapon out while wearing four pieces of Heavy Armor will cause most enemies to
flee if they are intimidated, exhausted, or injured.
Whirlwind of Savagery - Power attacking or casting a spell while moving sideways reduces incoming melee and magical damage by 1% per level in Heavy Armor, down to 85%, 70%, 55%, or 40% if wearing 1, 2, 3, or 4 pieces of Heavy Armor, respectively.
Battle Frenzy - Incoming attacks have a 25% to restore Magicka and Stamina if wearing Heavy Armor and moving and either power attacking or casting a spell.
Immovable - Standing still with a weapon out while wearing four pieces of Heavy Armor will cause advancing and sprinting
enemies to flee if they are intimidated, exhausted, or injured.
Reflect Blows - While wearing four pieces of Heavy Armor, incoming power attacks from enemies may rebound and stagger them.
Light Armor Perks
Aspiring Evader - Light armor provides reasonable protection, and experience can be gained in Light Armor. Requires possessing a skill book if above Level 1.
Close Fitted - Armor rating for Light Armor increases by 1%, 2%, 3%, or 4% per level in Light Armor when wearing 1, 2, 3, or 4 pieces of Light Armor, respectively.
Quick Feet - Damage from two-handed weapons and bruises has a 10% chance to be completely evaded every 10 levels in Light Armor, up to 20%, 40%, 60%, or 80% if wearing 1, 2, 3, or 4 pieces of Light Armor, respectively. Being staggered or paralyzed negates this.
Sleek Shell - Damage from animals, and creatures has a 10% chance to be completely evaded every 10 levels in Light Armor, up to 20%, 40%, 60%, or 80% if wearing 1, 2, 3, or 4 pieces of Light Armor, respectively. Being staggered or paralyzed negates this.
Flowing Motion - Damage from one-handed and ranged weapons has a 10% chance to be completely evaded every 10 levels in Light Armor, up to 20%, 40%, 60%, or 80% if wearing 1, 2, 3, or 4 pieces of Light Armor, respectively. Being staggered or paralyzed negates this.
Tactical Retreat - Damage from physical and magical attacks is decreased by 1% per level in Light Armor, down to 85%, 70%, 55%, or 45% if wearing 1, 2, 3, or 4 pieces of light armor, and sprinting with weapons sheathed.
Winding Treks - Wearing at least four pieces of light armor while running or sprinting gives experience in Light Armor.
Padded - Wearing a matching set of Light Armor eliminates the chance of bruising. Being staggered or paralyzed negates this.
Unhindered - The weight of worn Light Armor is reduced by 1% per level in Light Armor.
Feather Fall - Damage from falling is reduced by 1% per level in Light Armor, down to 75%, 50%, 25%, or 0% if wearing 1, 2, 3, or 4 pieces of light armor, respectively.
Adrenaline Burst - Incoming attacks will briefly increase attack and movement speed by 10%, 20%, 30%, or 40% if wearing 1, 2, 3, or 4 pieces of Light Armor, respectively, and moving and either power attacking or casting a spell.
Coupled Joints - Wearing a matching set of light armor increases movement speed and weapon speed by 25%.
Insulated - Wearing a matching set of Light Armor decreases fire, frost, and shock damage by 1% per level in Light Armor, down to 25%. Being staggered or paralyzed negates this.
Imperceptible - Damage from blinded enemies has a 20%, 40%, 60%, or 80% chance to be completely evaded if wearing 1, 2, 3, or 4 pieces of light armor. Being staggered or paralyzed negates this.
Impervious - Wearing a matching set of light armor reduces incoming damage from weapons made of inferior materials by 1% per level in Light Armor.
Deft Movement - Damage from physical weapons and creatures is completely evaded if wearing a matching set of Light Armor, and moving or sprinting, and current Stamina is at least 300 points.
Block Perks
Aspiring Defender - Shields can be worn without being encumbered, blocking with weapons is effective, and experience can be gained in Block. Requires possessing a skill book if above Level 1.
Shield Wall - Blocking with shields and weapons blocks 1% more damage per level in Block.
Unbreaking Defense - Blocking reduces incoming damage from two-handed weapons by 1% per level in Block, down to 10% if using a shield, or down to 25% if using a weapon.
Unwavering Defense - Blocking reduces incoming damage from animals and creatures by 1% per level in Block, down to 10% if using a shield, or down to 25% if using a weapon.
Agile Defense - Blocking reduces incoming damage from one-handed weapons by 1% per level in Block, down to 10% if using a shield, or down to 25% if using a weapon.
Block Runner - Able to move faster while blocking with a shield or weapon.
Unstoppable - Sprinting with a shield raised knocks down most targets.
Disarm - Bashing a target with a shield while they are attacking has a chance to disarm them. Power bashing or the target power attacking both increase the disarming chance.
Strong Arm - Equipped shields weigh 1% less per level in Block.
Deflect Arrows - Arrows that hit the shield do no damage.
Quick Reflexes - Time slows down while blocking during an enemy's power attack.
Unshakeable - Blocking with a shield reduces incoming damage from weapons made of inferior materials by 1% per level in Block.
Grounded - Blocking with a shield reduces incoming fire, frost, and shock damage by 1% per level in Block.
Parry - Bashing with a weapon at the same moment an enemy swings at you increases your attack speed and movement speed by 50% for 5 seconds.
Fend - Bashing low-level animals and undead with a torch has a 25% chance to cause them to flee.
Power Bash - Able to do a power bash.
Deadly Bash - Bashing does 10% more damage per level in Block.
Unyielding - Blocking with a weapon reduces incoming damage from weapons made of inferior materials by 1% per level in Block, down to 25%.
Conducting - Bashing targets while being damaged by elemental magic applies the same elemental damage.
Midnight Bell - Bashing a moving target has a chance to knock them to the ground. Power bashing or bashing a running or sprinting target increases the chances.
Spells, scrolls, staves, and magic perks have been changed to combat most of the weaknesses of Skyrim's magic system:
Firstly, all scrolls and staves have had their effects changed to be identical to their associated spell, including effects added by perks, like Intense Flames, and Respite.
Secondly, the difference between different spell ranks has been made more significant. Spells of higher rank are now much more powerful, especially Destruction and Illusion spells. However, spells of higher rank now take longer to cast. Novice spells take only half a second, or instantly if they're concentration spells. Apprentice spells take one second, Adept spells take one and a half, Expert spells take two, and Master spells take three seconds like normal. This was done to make the climb through the ranks of spells feel worthwhile, without turning either the player or NPC mages into overpowered spammy cannons.
Thirdly, the Novice, Apprentice, Adept, etc perks have been replaced with skill-wide perks that effect spell cost, spell magnitude and duration, scroll magnitude and duration, and staff magnitude and duration.
Finally, several spells have been expanded upon and changed, and a few new spells have been added, primarily to the school of Illusion:
- Wall of Flames, Frost, and Storms stagger enemies that try to pass through it if they aren't immune to the element.
- Fear spells cause Magicka Damage, and Fury spells cause Stamina Damage if the target resists the spell's influence.
- Courage spells increases damage done by the targets instead of increasing Health, Magicka, and Stamina.
- Fury, Calm, Fear, and Courage are now all Apprentice spells.
- Frenzy, Pacify, Rout, and Rally are now all Adept spells.
- New spells, Distract, novice and concentration; and Blind apprentice and fire & forget, that blind the target for a short period of time.
- New novice, concentration variants of Illusion spells: Anger, Still, Dread, and Daring.
- New expert, instantaneously cast variants of Illusion spells: Enrage, Mollify, Terrify, and Marshal.
Like the other skills, attempting to use magic is nearly impossible without taking an appropriate Aspiring perk, with the costs of all spells increased dramatically until then.
In future updates I plan to add and expand Alteration and Restoration spells, possibly adding degrade armor spells, skill blessings and curses, and
expanding turn undead and ward spells. Spell Research integration with the new and changed spells will also come in future updates.
Alteration Perks
Aspiring Thaumaturge - The casting costs of Alteration spells are reduced to reasonable values and experience can be gained in Alteration. Gives a Novice Spell if taken at Level 1. Requires possessing a skill book or access to the College of Winterhold if above Level 1.
Apprentice Thaumaturge - The casting costs for Alteration spells are further decreased by 1% per level in Alteration, down to 25% of the original cost.
Able Thaumaturge - The magnitude and duration of all Alteration spells are increased by 1% per level in Alteration.
Scholarly Thaumaturge - The magnitude and duration of Alteration scrolls are increased by 2% per level in Alteration.
Recognized Thaumaturge - The magnitude and duration of Alteration staves are increased by 3% per level in Alteration.
Charged Thaumaturgy - Can dual cast Alteration spells to overcharge the effects into more powerful versions.
Uninterrupted Rituals - Charging a master level spell or scroll from any school of magic prevents incoming attacks from staggering.
Mage Armor - The magnitude and duration of your armor spells are increased by 3%, 2%, or 1% per level in Alteration if you are wearing zero, one, or two pieces of armor, respectively.
Arcane Synergy - The magnitude and duration of all Alteration spells are increased by 1% per level in Alteration if you are under the effect of an armor spell.
Desperate Armor - Armor spells cost 1% less to cast per level in Alteration if you are not carrying any armor, down to 20% of the original cost.
Arcane Shielding - The magnitude and duration of incoming hostile magic attacks, bleeding, and bruising are decreased by 1% per level in Alteration, down to 25%, 50%, or 75% of the original effect while under the effect of an armor spell and wearing zero, one, or two pieces of armor, respectively.
Sustained Armor - Dual charging an armor spell creates a physical barrier that reduces incoming physical damage by 1% per level in Alteration.
Forceful Landing - Your armor spells now provide a cushion that reduces falling damage by 1% per level in Alteration, down to 20% of the original damage.
Siphon - Worn or casted armor now conducts and siphons magicka from incoming spells, 15% per 100 armor rating, up to 60%.
Illumination - When not crouched, light spells last 5% longer per level in Alteration. When crouched, casting light spells immediately dispels them.
Illuminated - The magnitude and duration of all spells cast on targets under the effect of light spells are increased by 1% per level in Alteration.
Soul Searcher - Detect Dead costs 1% less to cast while undead, and Detect Life costs 1% less to cast if while not undead. Both costs decrease down to 10% of the original.
Dreamer - Transmute-like spells cost 1% less to cast, down to 25% of the original cost, and are 4% more powerful per level in Alteration.
Amphibious - Waterbreathing spells lasts 5% longer per level in Alteration.
Mystic Grasp - Paralysis spells last 3% longer per level in Alteration.
Mystic Reach - Telekinesis spells cost 1% less to cast, per level in Alteration, down to 10% of the original cost.
Mystic Force - Items propelled by telekinesis spells do 20% more damage per level in Alteration.
Conjuration Perks
Aspiring Conjurer - The casting costs of Conjuration spells are reduced to reasonable values and experience can be gained in Conjuration. Gives a Novice Spell if taken at Level 1. Requires possessing a skill book or access to the College of Winterhold if above Level 1.
Apprentice Conjurer - The casting costs for Conjuration spells are further decreased by 1% per level in Conjuration, down to 25% of the original cost.
Able Conjurer - The magnitude and duration of Conjuration spells are increased by 1% per level in Conjuration.
Scholarly Conjurer - The magnitude and duration of Conjuration scrolls are increased by 2% per level in Conjuration.
Recognized Conjurer - The magnitude and duration of Conjuration staves are increased by 3% per level in Conjuration.
Charged Summonings - Can dual cast Conjuration spells to overcharge the effects into more powerful versions.
Atromancer - Conjured daedra and bound weapons remain in this plane for 5% longer per level in Conjuration.
Summoner - Conjured Daedra and Spirits can be summoned 5% further away per level in Conjuration.
One with the Elements - Summoning elemental daedra costs less, equivalent to your resistance to the associated element, down to 25%.
Cast out the Unbound - Banishments cast on unbound daedra do 10% more damage per level in Conjuration.
The Gate is Open - Banishments are twice as strong against certain daedra if one of their kind is under your control.
Daedric Comradery - Command spells are twice as powerful against daedra if you have the same species of daedra at your side.
Daedric Affinity - Summoned daedra are linked to you, and newly summoned daedra will be stronger based on your level and experience.
Master of Oblivion - Can summon an additional daedra from the realms of Oblivion for every 20 levels in Conjuration.
Soul Stealer - Bound weapons cast Soul Trap on targets.
Oblivion Binding - Bound weapons will banish summoned creatures and turn raised ones.
Soul Rend - Bound weapons do 3% more damage per level in Conjuration if the target has been soul trapped by something besides a bound weapon.
Desperate Weaponry - Bound weapons do more damage, and cost 1% less per level in Conjuration, down to 10%, if no physical weapons are carried.
Undying Servants - Summoned spirits and raised or summoned undead remain reanimated 5% longer per level in Conjuration.
Animancer - Raised animals and creatures do not disintegrate on death.
Morguemancer - Raised decayed or prepared corpses do not disintegrate on death.
Necromancer - Raised humanoids do not disintegrate on death.
Experimental Rituals - Reanimation spells cast while crouching are able to raise much stronger corpses, but have a 50% chance to instantly fail.
Mediator - Can trade with and equip reanimated humanoids.
Well Acquainted - Reanimations spells are able to reanimate stronger people, animals, creatures, and undead by 5 levels for every 50 killed, up to 20 levels.
Undead Commander - Reanimated undead recover Health, Magicka, and Stamina rapidly if you are also undead.
Master of the Dead - Can reanimate an additional corpse, or summon an additional undead spirit, for every 10 levels in Conjuration.
Destruction Perks
Aspiring Warlock - The casting costs of Destruction spells are reduced to reasonable values and experience can be gained in Destruction. Gives a Novice Spell if taken at Level 1. Requires possessing a skill book or access to the College of Winterhold if above Level 1.
Apprentice Warlock - The casting costs for Destruction spells are further decreased by 1% per level in Destruction, down to 25% of the original cost.
Able Warlock - The magnitude and duration of Destruction spells are increased by 1% per level in Destruction.
Scholarly Warlock - The magnitude and duration of Destruction scrolls are increased by 2% per level in Destruction.
Recognized Warlock - The magnitude and duration of Destruction staves are increased by 3% per level in Destruction.
Charged Sorcery - Can dual cast Destruction spells to overcharge the effects into more powerful versions.
Impact - Most destruction spells will stagger targets when dual cast.
Rune Strategist - Runes of any school of magic can be placed 10% further away per level in Destruction.
Rune Master - An additional rune of any school of magic can be placed for every 20 levels in Destruction, up to six runes total.
Cloak Master - Cloak spells last for 5% longer per level in Destruction.
Elemental Aura - The magnitude and duration of fire, frost, and shock spells are further increased by 1% per level in Destruction if cast under the effect of their associated cloak spell.
Natural Synergy - The magnitude and duration of fire, frost, and shock spells are increased by 1% per level in Destruction while in clear weather, blizzards, and rain storms, respectively.
Temperature Shock - The magnitude and duration of fire and frost spells are 1% stronger per level in Destruction if the target is under the opposite effect.
Conduction - The magnitude and duration of frost and lightning spells are 1% stronger per level in Destruction if the target is under the opposite effect.
Pyromancer - The magnitude and duration of fire spells are further increased by 1% per level in Destruction.
Cryomancer - The magnitude and duration of frost spells are further increased by 1% per level in Destruction.
Electromancer - The magnitude and duration of shock spells are further increased by 1% per level in Destruction.
One with the Flame - Damage taken from fire spells is reduced by 1% per level in Destruction while wielding a fire spell, down to 25% of the original effect.
One with the Blizzard - Damage taken from frost spells is reduced by 1% per level in Destruction while wielding a frost spell, down to 25% of the original effect.
One with the Storm - Damage taken from lightning spells is reduced by 1% per level in Destruction while wielding a lightning spell, down to 25% of the original effect.
Intense Flames - Fire damage causes targets to flee if their health is low.
Deep Freeze - Frost damage paralyzes targets if their health is low.
Disintegrate - Shock damage disintegrates targets if their health is low.
Illusion Perks
Aspiring Illusionist - The casting costs of Illusion spells are reduced to reasonable values and experience can be gained in Illusion. Gives a Novice Spell if taken at Level 1. Requires possessing a skill book or access to the College of Winterhold if above Level 1.
Apprentice Illusionist - The casting costs for Illusion spells are further decreased by 1% per level in Illusion, down to 25% of the original cost.
Able Illusionist - The magnitude and duration of Illusion spells are increased by 1% per level in Illusion.
Scholarly Illusionist - The magnitude and duration of Illusion scrolls are increased by 2% per level in Illusion.
Recognized Illusionist - The magnitude and duration of Illusion staves are increased by 3% per level in Illusion.
Charmer - The magnitude and duration of calm and rally spells are further increased by 1% per level in Illusion.
Betrayer - Damage from sneak attacks and critical strikes on calmed targets are increased by 3% per level in Illusion.
Compelling - People under the effect of a calm spell can be persuaded to show their inventory.
Master of Mortals - The magnitude and duration of Illusion spells are further increased by 1% per level in Illusion when cast on mortals.
Instigator - The magnitude and duration of frenzy spells are further increased by 1% per level in Illusion.
Undefensive - Physical attacks against targets under the effect of a frenzy spell ignore 1% of their armor per level in Illusion, up to 90%.
Blind Rage - Incoming physical damage from enemies under the effect of a frenzy spell is reduced by 1% per level in Illusion, down to 25% of the original damage.
Master of Monsters - The magnitude and duration of Illusion spells are further increased by 1% per level in Illusion when cast on monsters and creatures.
Horror - The magnitude and duration of fear spells are further increased by 1% per level in Illusion.
Weak Grip - Power attacks on targets under the effect of a fear spell have a 25% chance to cause them to drop their weapon.
Executioner - The magnitude and duration of non-Illusion spells, and the damage of melee weapons, are increased by 1% per level in Illusion when used on targets under the effect of a fear spell.
Master of Beasts - The magnitude and duration of Illusion spells are further increased by 1% per level in Illusion when cast on animals.
Long Silence - The duration of muffling spells are further increased by 5% per level in Illusion.
Quiet Casting - All spells from all schools of magic make no noise while under the effect of a Muffle spell. Muffle spells make no noise in all circumstances.
Desperate Quiet - The casting costs for muffling spells are further decreased by 1% per 1 point of health lost while below 100 health, down to 10% of the original cost.
Blindsighted - The duration of blinding spells are further increased by 3% per level in Illusion.
Unseen - The duration of invisibility spells are further increased by 5% per level in Illusion.
Desperate Escape - The casting costs for invisibility spells are further decreased by 1% per 1 point of health lost if your health is below 100, down to 10% of the original cost.
Charged Illusions - Can dual cast Illusion spells to overcharge the effects into more powerful versions.
Compounding Illusions - The duration and magnitude of fear, frenzy, calm, and rally spells are further increased by 1% per level in Illusion if the target is already under one of these effects.
Bogeyman - The duration and magnitude of fear, frenzy, calm, and rally spells are further increased by 1% per level in Illusion if the target is sleeping.
Master of All - Illusion spells now influence all creatures, apart from Dragons. Requires Master of Beasts, Master of Monsters, and Master of Mortals.
Restoration Perks
Aspiring Cleric - The casting costs of Restoration spells are reduced to reasonable values and experience can be gained in Restoration. Gives a Novice Spell if taken at Level 1. Requires possessing a skill book or access to the College of Winterhold if above Level 1.
Apprentice Cleric - The casting costs for Restoration spells are further decreased by 1% per level in Restoration, down to 25% of the original cost.
Able Cleric - The magnitude and duration of Restoration spells are increased by 1% per level in Restoration.
Scholarly Cleric - The magnitude and duration of Restoration scrolls are increased by 2% per level in Restoration.
Recognized Cleric - The magnitude and duration of Restoration staves are increased by 3% per level in Restoration.
Charged Concentrations - Can dual cast Restorations spells to overcharge the effects into more powerful versions.
Sun's Fury - The magnitude and duration of Sun and Turn Undead spells are increased by 1% per level in Restoration while outside during clear weather.
Purge - The magnitude and duration of all spells cast on targets under the effect of a turn undead spell are increased by 1% per level in Restoration.
Burial Rites - Activating a corpse while wearing an Amulet of Arkay gives the option to bury it. Burying the body reduces incoming damage from individuals of the body's race group: Humans, Elves, Beasts, or Orcs, and strengthens Restoration spells cast on individuals of the exact same race.
Hallow - Activating a corpse while wearing an Amulet of Arkay gives the option to consecrate the body, preventing it from being reanimated for several minutes.
Pacifist - Ward spells are 3% stronger per level in Restoration while no weapons are carried and no Destruction spells are equipped.
Purity - Dual-casting a ward increases poison and disease resistances by 50%.
Ward Absorb - The magicka of incoming spells hitting your wards is absorbed, recharging your own magicka. 1% of the magicka of incoming spell is absorbed per level in Restoration.
Regeneration - The magnitude of healing spells are further increased by 1% per level in Restoration.
Humble - The magnitude of healing spells are further increased by 1% per level in Restoration while wearing no armor, rich clothing, or expensive jewelry.
Respite - Healing spells also restore Stamina.
Strengthening Circles - The magnitude and duration of Restoration spells are increased by 1% per level in Restoration while inside a Guardian Circle or Circle of Protection.
Bless - Activating people while wearing a religious amulet gives the option to bless them, making them more resilient to fire, frost, shock, magic, or poison, depending on the amulet worn. Only one blessing can be active on one person at a time.
Martyr - Healing spells cast on others are 1% more powerful per level in Restoration. The effects are even stronger if your health is below 100, 1% further per level in Restoration per 25 points lost.
Avoid Death - Once a day, automatically heal 250 points if health falls below 10%.
Terminal Casting - The casting costs for all spells are decreased by 1% per 1 point of health lost if your health is below 100, down to 10% of the original cost.
The three thief skills, Sneak, Lockpicking, and Pickpocket, have been greatly expanded to add many new features and abilities befitting a thief. Additionally, like the other skills, the player is not adept at any skills unless certain perks are taken. It will be near impossible to remain undetected without taking the Aspiring Scout perk. For Lockpicking, you won't be able to pick locks in certain areas until you take the requisite perks, starting with Aspiring Burglar allowing you to pick locks in towns and cities. For Pickpocket, it will be impossible to remove items from anyone without the Aspiring Thief perk, the vanilla Misdirection and Perfect Touch perks have been split up into multiple perks, so you'll need to invest heavily until you're able to strip the entire province of its clothing.
Sneak Perks
Aspiring Scout - Can effectively evade detection and experience can be gained in Sneak. Requires possessing a skill book if above Level 1.
Muffled Joints - Noise from armor is halved if sneaking and moving slowly.
Matching Joints - Noise from armor is eliminated if wearing a matching set of armor, or no armor.
Ghost - You are 1% harder to detect when sneaking per level in Sneak if you have not been detected after entering a location.
Light Foot - Pressure plates won't trigger when stepped on.
Hide - Activating large containers like barrels, wardrobes, and large chests while sneaking gives the option to hide inside.
Silent Roll - Sprinting while sneaking executes a silent forward roll.
Sixth Sense - Crouching momentarily reveals all nearby people, creatures, daedra, and machines.
Lowlife - People find you 1% harder to detect every 2 levels in Sneak while wearing poor clothing in a town and city and not wearing armor or expensive jewelry.
Masked Scent - Animals and creatures find you 1% harder to detect every 2 levels in Sneak while not wearing any armor or clothing.
Softened Steps - You are 1% harder to detect when sneaking every 2, 3, 4, or 5 levels in Sneak if wearing 0, 1, 2, or 3 pieces of heavy armor, respectively.
Fly on the Wall - People sitting, sleeping, or in combat with someone besides you find you 1% harder to detect every 2 levels in Sneak.
Infiltrate - Wearing a full matching uniform of Imperial, Stormcloak, or Penitus Oculatus soldiers, or of Thalmor Justiciars, while not running, sneaking, or in combat, causes you to be undetectable to the associated faction. Searching a container breaks the disguise.
Disguise - Wearing a full fur outfit, forsworn outfit, or black robes and boots, while not running, sneaking, or in combat causes you to be undetectable to Bandits, Forsworn, and Warlocks and Necromancers respectively. Searching a container breaks the disguise.
Backstab - Sneak attacks with one-handed weapons perform 1% additional damage per level in Sneak.
Backslash - Sneak attacks with two-handed weapons perform 1% additional damage per level in Sneak.
Backshot - Sneak attacks with bows and crossbows perform 1% additional damage per level in Sneak.
Backblast - Spells cast on targets that don't see you are 1% more powerful per level in Sneak.
Deception - Power attacks on targets that don't see you have a 10% chance to cause them to attack their allies in confusion. This chance is increased by 10% for every 25 levels in Sneak.
Slit Throat - Sneak attacks with daggers perform 2% additional damage per level in Sneak.
Open Vein - Power attacks with daggers have a 10% chance to cut open a vein, decreasing their poison resistance. This chance is increased by 10% for every 25 levels in Sneak.
Mind the Gap - Attacks ignore 1% of the target's armor per level in Sneak if they don't see you.
Lockpicking Perks
Aspiring Burglar - Locks in occupied civilian areas can be effectively picked, and experience can be gained in Lockpicking. Requires possessing a skill book if above Level 1.
Jailbreaker - Locks in jails, prisons, military camps and forts, and outlaw hideouts can be effectively picked.
Vagabond - Locks out in the wilderness can be effectively picked.
Archaeologist - Locks in ancient ruins can be effectively picked.
Loot Master - Locks on chests and other containers are 3% easier to pick per level in Lockpicking.
Locksmith - Pick starts within 90 degrees of the unlock position, and starts 1 degree closer per level in Lockpicking, down to within 10 degrees.
Supply - Certain merchants and vendors can supply lockpicks.
Entry Master - Locks on doors and trap triggers are 3% easier to pick per level in Lockpicking.
Wax Key - Picking a lock gives a wax copy of the lock's key, if it has one.
Lock - Activating unlocked doors and containers gives the option to lock them. The last door or container locked can be activated again to unlock it.
Handyman - Activating chests and doors with expert or lower locks while wielding a pickaxe gives the option to break them open. Attempting to break the lock has a chance to fail, increasing the lock's level.
Known Pockets - Lockpicks can be found on bandits and other outlaws, at a chance of 1% per level in Lockpicking.
Scavenge - Once a day, furniture and containers can be activated while sneaking to look for scraps of metal that can be used as lockpicks or shivs.
Night Burglar - Lockpicking is 50% easier while in low light levels.
Quick Hands - Locks can be picked without being noticed while not wearing heavy gauntlets.
Gut - Small treasure can be found on animals and other non-humanoid creatures, at a chance of 1% per level in Lockpicking.
Sabotage - Activating an automaton while crouched and not in combat gives the option to jam a lockpick into its steam pipes, damaging it over an extended period of time.
Three Men, With One Lockpick - If carrying no weapons or armor, wielding no spells, and carrying at least one lockpick, unarmed damage is increased by 100 points. After three swings, one lockpick will break.
Golden Touch - Additional gold can be found in chests, at a chance of 1% per level in Lockpicking.
Treasure Hunter - The chance of finding special treasure is increased by 1% per level in Lockpicking.
Spare Nail - Your last lockpick breaks less often.
Pickpocket Perks
Aspiring Thief - The maximum pickpocketing chance is increased to reasonable odds, dependent on your skill in Pickpocketing, and experience can be gained in Pickpocketing. Requires possessing a skill book if above Level 1. (This is the only SKSE requirement in the entire mod.)
Goldfinger - The chance to pickpocket coins, jewels, and soul gems is increased by 1% per level in Pickpocket.
Foodee - The chance to pickpocket food, potions, poisons, and ingredients is increased by 1% per level in Pickpocket.
Craftsman - The chance to pickpocket ingots, pelts, leather, and other crafting ingredients is increased by 1% per level in Pickpocket.
Collector - The chance to pickpocket miscellaneous items is increased by 1% per level in Pickpocket.
Curious - The chance to pickpocket books, notes, and scrolls is increased by 1% per level in Pickpocket.
Keymaster - The chance to pickpocket keys is increased by 1% per level in Pickpocket.
Hidden Pocket - Allows access to a hidden pocket that can hold a very small weight of items that the authorities can't access.
Night Thief - Attempting to pickpocket items off of sleeping targets increases the chances of successfully pickpocketing by 1% per level in Pickpocket.
Stumble - Activating sleeping targets, or targets that are seated and don't see you, while sneaking gives the option to trick them, causing them to stumble and fall over when they next try to move.
Plant Suspicion - Activating an aggressive target while sneaking gives the option to plant suspicion, possibly causing them to attack anything nearby after one minute. Pickpocketing items increases the chance to cause them to attack.
Drowse - Activating targets that don't see you while sneaking gives the option to slip something in their drink, making them drowsy and blind to your actions for several minutes.
Poisoned - Can silently harm enemies by placing poisons in their pockets.
Unload - Able to pickpocket daggers, arrows, and bolts of off targets.
Armsman - Able to pickpocket shields, swords, war axes, and maces off of targets.
Armsmaster - Able to pickpocket greatswords, battle axes, war hammers, bows, crossbows, and staves off of targets.
Weapon Collector - The chance to pickpocket weapons and ammo is increased by 1% per level in Pickpocket.
Jeweler - Able to pickpocket rings, necklaces, and circlets off of targets.
Helmsman - Able to pickpocket head attire off of targets if they are sleeping or blinded.
Cobbler - Able to pickpocket hand and feet attire off of targets if they are sleeping or blinded.
Voyeur - Able to pickpocket body attire off of targets if they are sleeping or blinded, and not wearing hand, foot, or head attire.
Armor Collector - The chance to pickpocket armor, clothing, and jewelry, is increased by 1% per level in Pickpocket.
The three crafting skills, Smithing, Alchemy, and Enchantment have had their perks split and expanded upon, and often have more requirements, so that mastering them will require significant investment. Additionally, most crafting tables and most crafting ingredients will be inaccessible until the requisite perks are acquired. Most perks for crafting are in these skills, with the exception of two perks in the Marksman tree. Butcher allows you to harvest meat from animals, and Skinner allows you to harvest pelts and other crafting materials from animals.
For Smithing, you won't be able to use the forge until you take both Aspiring Leatherworker and Aspiring Metalworker. Also, you won't be able to temper equipment without knowledge of the equipment's material, either Aspiring Leatherworker for hide equipment; Aspiring Metalworker for iron equipment; Basic Techniques for steel, leather, chitin, and bonemold; and an associated Metallurgy perk for the more exotic materials.
For Alchemy, you will need to take Aspiring Alchemist to use alchemy benches and learn effects from consumed ingredients. You won't be able to harvest any ingredients until you take either the Herbalist or Harvester perk.
For Enchanting, you won't be able to use enchanting tables or recharge enchanted weapons and staves until you take the Aspiring Enchanter perk, and you will only be able to enchant daggers, jewelry, and shields. You will need to take an appropriate Imbuing perk to widen the types of equipment you can enchant.
Smithing Perks
Aspiring Leatherworker - Tanning racks can be used, hide equipment can be improved, experience can be gained in Smithing, and forges can be used by Aspiring Metalworkers. Requires possessing a skill book or training if above Level 1.
Aspiring Metalworker - Smelters can be used, iron equipment can be improved, experience can be gained in Smithing, and forges can be used by Aspiring Leatherworkers. Requires possessing a skill book or training if above Level 1.
Basic Techniques - Basic steel and leather items can be crafted, equipment made of mundane materials can be improved, and hide and iron equipment can be improved 1% further per level in Smithing.
Nordic Techniques - Traditional Nordic equipment can be crafted, and all Nordic equipment can be improved 1% further per level in Smithing. Requires Nordic heritage or acquiring 3 relevant items.
Imperial Techniques - Imperial equipment can be crafted and improved 1% further per level in Smithing. Requires Imperial heritage or acquiring 3 relevant items.
Western Techniques - Redguard, Breton, and Reachmen equipment can be crafted and improved 1% further per level in Smithing. Requires Redguard or Breton heritage or acquiring 3 relevant items.
Northern Elven Techniques - Dunmer and Falmer equipment can be crafted and improved 1% further per level in Smithing. Requires Dunmer heritage or acquiring 3 relevant items.
Southern Elven Techniques - Mundane Altmer and Bosmer equipment can be crafted and improved 1% further per level in Smithing. Requires Altmer or Bosmer heritage or acquiring 3 relevant items.
Exotic Techniques - Akaviri, Khajiiti, and Argonian equipment can be crafted and improved 1% further per level in Smithing. Requires Khajiiti or Argonian heritage or acquiring 3 relevant items.
Moonstone Metallurgy - Equipment made of Moonstone can be crafted and improved. Requires acquiring an Moonstone ingot and one piece of Moonstone equipment.
Dwarven Metallurgy - Equipment made of Dwarven Metal can be crafted and improved. Requires acquiring a Dwarven Metal ingot and one piece of Dwarven equipment.
Orichalcum Metallurgy - Equipment made of Orichalcum can be crafted and improved. Requires Orcish heritage or acquiring an Orichalcum ingot and one piece of Orcish equipment.
Quicksilver Metallurgy - Equipment made of Quicksilver can be crafted and improved. Requires acquiring a Quicksilver ingot and one piece of Quicksilver equipment.
Malachite Metallurgy - Equipment made of Malachite can be crafted and improved. Requires acquiring an Malachite ingot and one piece of Glass equipment.
Ebony Metallurgy - Equipment made of Ebony can be crafted and improved. Requires acquiring an Ebony ingot and one piece of Ebony equipment.
Daedric Corruption - Ebony can be corrupted into Daedric metal, and the resulting equipment can be improved afterwards. Requires acquiring a daedra heart and a single piece of Daedric equipment.
Dragon Forging - Dragon bones and dragon scales can be warped at a forge into weapons and armor. Requires acquiring dragon bones, dragon scales, and a single piece of dragon-forged equipment.
Mastersmith - Enchanted equipment and artifacts can be improved, and equipment made from exotic materials can be improved 1% further per level in Smithing.
Alchemy Perks
Aspiring Alchemist - Alchemy tables can be used, effects can be learned from ingredients by eating them, and experience can be gained in Alchemy. Requires possessing a skill book or training if above Level 1.
Herbalist - Flowers, mushrooms, and other flora can now be harvested for ingredients.
Fungus Expert - Every 20 levels in Alchemy allows an additional ingredient to be harvested from mushrooms, lichen, and other fungus.
Arbor Expert - Every 20 levels in Alchemy allows an additional ingredient to be harvested from roots, grasses, mosses, and barnacles.
Floral Expert - Every 20 levels in Alchemy allows an additional ingredient to be harvested from flower bushes.
Produce Expert - Every 20 levels in Alchemy allows an additional ingredient to be harvested from berry bushes and fruit trees.
Harvester - While holding a dagger and crouching, some animals and creatures can be harvested for ingredients and crafting materials. Insects and nests can also be harvested.
Reaper - While holding a dagger and crouching, some humanoids can be harvested for ingredients and crafting materials.
Fauna Expert - Every 25 levels in Alchemy allows an additional ingredient to be harvested from bird nests and egg sacs, and additional ingredients can be harvested from creatures.
Distillation - Potions mixed without any harmful effects are 2% more potent per level in Alchemy.
Field Medic - Activating non-hostile targets while in combat or while crouching gives the option to administer potions to them.
Self Experimentation - Effects from eating alchemical ingredients are 10 times more potent.
Meditator - Potions drunk while sitting down and out of combat last for five times as long.
Under Masser - Pure potions mixed while Masser is overhead are twice as potent.
Concentration - Poisons mixed without any beneficial effects are 2% more potent per level in Alchemy.
Lasting Venom - Poisons applied to weapons last for an additional hit for every 10 levels in Alchemy.
Snakeblood - Poison resistance is increased by 10% for every 50 ingredients consumed, up to 50% poison resistance.
Under Secunda - Pure poisons mixed while Secunda is overhead are twice as potent.
Experimenter - Eating an ingredient has a 25% chance of revealing an additional effect. At levels 50 and 75 in Alchemy there are additional 25% chances to discover additional effects.
Purify - All negative effects are removed from created potions, and all positive effects are removed from created poisons.
Under the Warrior - Potions mixed with combat skill effects are 1% more potent per level in Alchemy, or 3% more potent if mixed during the months of the Warrior and his Charges.
Under the Thief - Pure potions mixed with stealth skill effects are 1% more potent per level in Alchemy, or 3% more potent if mixed during the months of the Thief and her Charges.
Under the Mage - Pure potions mixed with magic skill effects are 1% more potent per level in Alchemy, or 3% more potent if mixed during the months of the Mage and his Charges.
Infuse Health - Pure potions and poisons mixed with health effects are 2% more potent per level in Alchemy.
Infuse Magicka - Pure potions and poisons mixed with magicka effects are 2% more potent per level in Alchemy.
Infuse Stamina - Pure potions and poisons mixed with stamina effects are 2% more potent per level in Alchemy.
Infuse Fire - Pure potions and poisons mixed with fire resistance effects are 2% more potent per level in Alchemy.
Infuse Frost - Pure potions and poisons mixed with frost resistance effects are 2% more potent per level in Alchemy.
Infuse Shock - Pure potions and poisons mixed with shock resistance effects are 2% more potent per level in Alchemy.
Infuse Afflictions - Pure potions and poisons mixed with poison resistance effects are 2% more potent per level in Alchemy.
Infuse Magic - Pure potions and poisons mixed with magic resistance effects are 2% more potent per level in Alchemy.
Infuse Alteration - Pure potions and poisons mixed with paralysis, slow, and waterbreathing effects are more potent if mixed while under the effects of Fortify Alteration potions.
Infuse Illusion - Pure potions and poisons mixed with frenzy, fear, and invisibility effects are 2% more potent if mixed while under the effects of Fortify Illusion potions.
Enchanting Perks
Aspiring Enchanter - Arcane Enchanters can be used to enchant jewelry, shields, and daggers, enchanted weapons can be recharged, and experience can be gained in Enchanting. Requires possessing a skill book, training, or access to the College of Winterhold if above Level 1.
Shimmering Silver - Enchantments on jewelry are 1% stronger per level in Enchanting, or 2% stronger per level in Enchanting if the item is valuable.
Shimmering Shields - Enchantments on armor, clothing, and shields are 1% stronger per level in Enchanting, or 2% stronger per level in Enchanting if the item is valuable.
Shimmering Swords - Enchantments on weapons are 1% stronger per level in Enchanting.
Transcribe - Activating an Arcane Enchanter while carrying a quill gives the option to craft scrolls with rolls of paper and inkwells. The associated spell must be known to craft a given scroll.
Staff Journeyman - Traveling while wielding a staff will slowly recharge it.
Soul Squeezer - Souls are used more efficiently when recharging weapons, increasing the amount recharged by 1% per level in Enchanting.
Soul Siphon - Death blows to creatures trap 1% of their soul per level in Enchanting, recharging the weapon used to slay them.
Unimpeded Magics - Equipped enchanted items are 1% more powerful per level in Enchanting while not wearing or carrying any armor.
Compounding Magics - Equipped enchanted items are 1% more powerful per level in Enchanting
while wearing another enchanted item with the same effect.
Gauntlet Imbuing - Gauntlets, bracers, and gloves can be enchanted.
Greave Imbuing - Boots, shoes, and greaves can be enchanted.
Helm Imbuing - Hats, helmets, and circlets can be enchanted.
Cuirass Imbuing - Tunics and Cuirass' can be enchanted.
Blade Imbuing - Swords and Greatswords can be enchanted.
Axe Imbuing - War Axes and Battleaxes can be enchanted.
Blunt Imbuing - Maces and Warhammers can be enchanted.
Bow Imbuing - Bows and Crossbows can be enchanted.
Ambidextrous Enchanter - Can use both hands to put two enchantments on one item. Requires perks to enchant all weapons or all apparel.
Alteration Channeling - Paralysis enchantments are stronger if made while wearing an enchanted item with the Fortify Alteration enchantment.
Conjuration Channeling - Soul Trap and Banish enchantments are stronger if made while wearing an enchanted item with the Fortify Conjuration enchantment.
Illusion Channeling - Fear enchantments are stronger if made while wearing an enchanted item with the Fortify Illusion enchantment.
Restoration Channeling - Turn Undead enchantments are stronger if made while wearing an enchanted item with the Fortify Restoration enchantment.
Firmament of Combat - Combat skill enchantments are 1% stronger per level in Enchanting, or 3% stronger if enchanted during the months of the Warrior and his Charges.
Firmament of Stealth - Stealth skill enchantments are 1% stronger per level in Enchanting, or 3% stronger if enchanted during the months of the Thief and her Charges.
Firmament of Magic - Magic skill enchantments are 1% stronger per level in Enchanting, or 3% stronger if enchanted during the months of the Mage and his Charges.
Health Channeling - Fortify, regenerate, and absorb health enchantments are 1% stronger per level in Enchanting.
Stamina Channeling - Fortify, regenerate, damage, and absorb stamina enchantments are 1% stronger per level in Enchanting.
Magicka Channeling - Fortify, regenerate, damage, and absorb magicka enchantments are 1% stronger per level in Enchanting.
Fire Channeling - Fire damage and fire resistance enchantments are 1% stronger per level in Enchanting.
Frost Channeling - Frost damage and frost resistance enchantments are 1% stronger per level in Enchanting.
Storm Channeling - Shock damage and shock resistance enchantments are 1% stronger per level in Enchanting.
Plague Channeling - Disease resistance and poison resistance enchantments are 1% stronger per level in Enchanting.
Speechcraft has had the largest upgrade by far in terms of number of perks added and breadth of abilities. It is now actually SIX separate sub-trees: Bartering, Persuasion, Intimidation, Bribery, Bard Performing, and Shouting.
Like the other 17 skills, the player will be unskilled in all manners of Speechcraft without taking an associated Aspiring perk. Persuasion and Intimidation will be impossible, Bribes will be incredibly expensive, and instruments will be impossible to play.
Additionally, the mercantile aspect of the game has been incredibly nerfed. Without any speechcraft perks, it is nearly impossible to make cash by selling old equipment, and a lot of equipment will be out of the price range of a burgeoning adventurer. With Aspiring Haggler, the price to buy equipment will be much more reasonable, but you will only be able to sell equipment at reasonable prices at General Merchants.
Specialized merchants, like Blacksmiths, Apothecaries, and Court Wizards will need to be persuaded to take your acquired or crafted goods at a decent price. You will need to take a specific perk from the Bartering tree, and you will need to level up the associated skill. For example, to sell second-hand or crafted armor and weapons to blacksmiths, you will need the Arms Dealer perk, and you will need to level up your Smithing skill.
For most adventurers, receiving or finding Septims will be the only way to make a profit from their travels.
Speech Perks
Aspiring Haggler - Items can be bought at reasonable prices and sold to general merchants at reasonable prices, and experience can be gained in Speechcraft. Requires possessing a skill book if above Level 1.
Patrolling Soldier - Merchants will sell items at a 10% discount while wearing the armor of the Civil War faction their hold gives allegiance to, and not carrying the armor of the opposing faction.
Visiting Noble - Merchants will sell items at a 15% discount while wearing rich clothing, jewelry, and while not carrying any armor or weapons.
Fence - Can barter stolen goods with any merchant you have invested in.
Potion Seller - Potions, poisons, and ingredients can be sold to alchemists for 1% more gold per level in Alchemy.
Arms Dealer - Weapons, armor, and crafting materials can be sold to blacksmiths and fletchers for 1% more gold per level in Smithing.
Finery Peddler - Clothes and jewelry can be sold to tailors and jewelers for 1% more gold per level in Smithing.
Local Hunter - Pelts, meat, and animal parts can be sold to innkeepers and other hunters for 1% more gold per level in Marksman.
Magical Supplier - Soul gems, clothing, jewelry, scrolls, books, and staves can be sold to mages for 1% more gold per level in Enchanting.
Merchant - Can sell any type of item to any kind of merchant.
Master Trader - Every merchant in the world gains 1000 gold for bartering.
Aspiring Diplomat - Persuasion attempts are now possible, and experience can be gained in Speechcraft. Requires possessing a skill book if above level 1.
Kinsman - Speech skill is increased by 10 points while talking with fellow men, mer, or beastfolk. Speech skill is increased a further 10 points while talking with members of your race.
Romantic - Speech skill is increased by 15 points when talking to members of the opposite sex. Speech skill is increased a further 10 points if the person does not have a romantic interest.
Negotiator - Grants the Negotiate power, allowing you to halt combat with humanoids and either convincing them to leave you be, or convincing them to let you speak with their leader.
Silver Tongue - While speaking with leaders of outlaws through Negotiation, you can persuade, bribe, or intimidate them to leave the area, allowing you to claim any bounties on their head.
Aspiring Hardman - Intimidation attempts are now possible, and experience can be gained in Speechcraft. Requires possessing a skill book if above Level 1.
Speaking Steel - Wielding powerful weapons increases your chances of successful intimidation, depending on the material and type of the weapon.
Imposing Plates - Wearing a full set of armor increases your chances of successful intimidation, depending on the material of the armor.
Known Criminal - Having bounties larger than 1000 gold for violent crimes in the various holds increases the chances of successful intimidation.
Commanding Presence - Having summoned daedra or reanimated creatures by your side increases your chances of successful intimidation.
Aspiring Politician - Guards can be bribed to ignore crimes, people can be bribed through negotiation, other bribes can be made for much lower prices, and experience can be gained in Speechcraft. Requires possessing a skill book if above Level 1.
Aristocrat - The cost of bribes in all scenarios is decreased by 1% per level in Speechcraft, down to 25% of the original cost.
Investor - Can invest 500 gold with a shopkeeper to increase their available gold permanently.
Aspiring Bard - Instruments can be played by selecting them in your inventory, and experience can be gained in Speechcraft by playing them. Requires access to the Bard's College if above Level 1.
Performing Bard - People watching your performance will occasionally throw coins your way if you are playing in a city or inn.
Traveling Bard - Food and ingredients can be bought from innkeepers for 1% less per level in Speechcraft, down to 50%, while carrying an instrument.
Aspiring Tongue - Experience can be gained in Speechcraft from using the voice. Requires access to High Hrothgar if above Level 1.
Projecting Voice - The strength and duration of shouts is increased by 3% per level in Speechcraft.
Vigorous Throat - The time between shouts is reduced by 10% every 20 levels in Speechcraft, down to 50%.
Dovah Debate - While in combat with a dragon, the time between shouts is reduced by a further 50%.
Other Changes
New Artifact Effects
As and when I come up with good ideas for them, I will add new effects to
the various artifacts and unique items in the game, which may be
incorporated into the perks. Currently there are only two changed are
Clavicus Vile's Artifacts:
The Masque of Clavicus Vile - Intimidation attempts almost always succeed, and Speech skill is increased by 25 points.
(This effects perks like Cripple, Concuss, and Breaking Charge)
The Rueful Axe - Does 50 points of undefendable damage to Werewolves, Werebears, Vampires, Daedra, and Dragons.
Potential Updates and Addons
I labeled this initial release as a BETA for a few reasons. The most important one is simply testing and balancing. I don't have nearly the time to test and balance all the possible play-styles this mod supports and adds. The other reason is the number of features that I want to add to the mod, but haven't gotten around to yet, despite working on this mod for about three years. So, I've decided to release the mod as a stable and mostly complete perk overhaul, with a few ideas left on the cutting room floor that I might add to the mod later on, or add as separate and plugins.
Improved Alteration and Restoration
-New Armor Degradation spells and associated perks
-New Skill Blessings/Curses and associated perks
-Expanded Turn/Repel Undead spells
-Expanded Wards
-Possible Holy Rituals involving sacrificing jewels
Expanded and Unified Creature Abilities
-Creature armor effects, like Animal Fat, Animal Hide, Dwarven Plating, that interact with the Material Tier system.
-Adding normal player spells to appropriate creatures, like Flames, Firebolt, and Fireball to Flame Atronachs.
-Adding creature use for perks, e.g. allowing Animals to take advantage of One-Handed and Two-Handed perks.
-Ensuring each creature type is varied enough to require different combat tactics.
Expanded and Unified NPC Abilities
-Replacing simple damage multiplier perks with player-available perks for most humanoid npcs.
-Adding more utility spells to NPCs, e.g. Banish Daedra to Vigilants of Stendarr.
-Allowing NPCs to make use of enchanted gear and potions.
-Implementing more unique and varied perk load outs for both enemies and allies.
Interesting and Unique Bosses
-Ensuring most unique Bosses have a 'damage condition' so that they require some thought to defeat.
-Adding appropriate special abilities.
-Possibly implementing unique appearances.
More Interesting Unique Weapons and Armor
-Changing the effects of unique weapons and armor to be both unique and useful that can interact with the perks and systems the mod already adds.
More Unique Loot
-Changing end-of-dungeon chests to have 'styled' loot that would be useful to only one type of player, similar to More Interesting Loot.
-Changing the loot of utility containers like sacks and barrels to be more useful.
-Changing merchant loot to be more predictable and useful for players that can't craft anything themselves.
Compatibility
While this mod mainly touches on perks, there are a number of compatibility concerns that can crop up. I've tried to list all the compatibility issues here, if a mod type isn't listed, assume it's compatible.
Automatically Compatible:
The Anniversary and VR editions
Mods that don't touch any vanilla content
Weapon, armor, and other equipment mods (Except shields, arrows, and bound weapons)
New Spell Mods (Except new Soul Trap spells)
Follower and NPC mods
Stealth Mods
Crafting Mods
Enchantment Mods
Compatible With a Patch:
Creature and animal mods
(The keywords and abilities added to the creature races need to be added in a patch)
Player Race mods
(For some perks to work the "SynergyHumanoidChanges" spell needs to be added to Player Races)
Shield Mods
(Need to replace ArmorMaterial keywords with appropriate ShieldMaterial keywords)
Arrow Mods
(Need to add appropriate ArrowMaterial keywords)
Plant and Tree Mods
(Need to replace harvest item from normal ingredients with loot list item)
Bound Weapon Mods
(Need to add the WeapBound keyword)
Soul Trap Spell Mods
(Needs the MagicSoulTrapKeyword added)
Mods that edit the player character directly
(Several perks were added to the player character to control several aspects of the mod, if another mod also edits the player character, then this mod won't
work correctly)
Some mods that change item leveled lists may also need a patch
Optional Integration through a Patch:
Spell Mods
(Can change the 'Casting Time' of magic effects to match Synergy's)
New Armor and Weapon Mods
(Can make use of the several new perks in the Smithing tree for new armor sets, ie modded Leather Bosmer Armor being craftable after taking
Southern Elven Techniques)
Problematic:
Mods that edit vanilla spells, scrolls, staves
(You'll need to inherit the multiple various changes Synergy makes, or just load Synergy after the mod)
Mods that change weapon speed multipliers
(This mod increases the weapon speed of all humanoid NPCs to 1.0 through a racial spell. If other mods do the same you'll need to disable this buff or
everyone will be swinging like the tazmanian devil. To disable Synergy's weapon speed fix, set the global SynergyWeaponSpeedFix to 0 through the console.)
Incompatible:
Other Perk Mods