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SkyPE (Skyrim Perk Extravaganza)

NOTE: I test this with a perk setting of three every two levels. Two per level may work for you, but it feels a bit overpowered to me.

2.1 CHANGES
-Smithing tree has been redone to simulate the most realistic smithing experience possible. Yes, it makes it harder. It takes longer to become a smith because one must study the craft and spend time with it. The rewards for this time are great!
-Destruction dual casting has been fixed.
-Bound bow keyword added.
-Cleaned with TES5Edit.
-The Breton Race perks have been restored.

2.0 beta

With this version, SkyPE moves into a new level of realism and immersion. Much of the mod has been rebuilt from the ground up with these two factors in mind. During this process, new perk trees grew and exciting new perks began to blossom. In this beta version, SkyPE 2.0 is roughly 75% finished. It has been scrutinized in many tests, however, there have been so many changes, I felt I couldn't do it all alone and still release a finalized version in any short time.
The changes for SkyPE 2.0 are as follows:

1. The first change for SkyPE is that, in many cases, your skill levels no longer determine what perks you may choose. While each skill affects your overall performance of that action, in order to specialize in a particular action, you must perform that very action many times.
For instance, you can no longer rely on your Alchemy skill level to let you choose a perk that lets you gather extra ingredients from plants. Now you have to harvest plants again and again before you become skilled enough to pick that perk.
Other examples include:

-Choose perks to gain bonuses in fighting dragons, daedra, undead and other foes by killing those particular enemies.
-Choose perks that allow you to become better at making poisons, as well as to become immune to poison, by making poisons.
-Choose a perk that allows you to carry more weight by having carried large amounts of gold before.
-Choose perks that allow you to gain more power from soul gems by recharging your weapons.
-Choose perks that let you drain an enemy's soul with each hit by regularly using the Soul Trap spells.
-Choose a perk that allows you to let your poisons last longer by using poisons.
-Choose a perk that gives you disease immunity by catching diseases.
-Many more!


2. The second change is found in the new perk trees. These are as follows:

Vampire (Unfinished)
Hated Enemy (Finished)
Unarmed (Unfinished)
Unarmored (Unfinished)


3. The third change allows you to specialize in a certain aspect of Conjuration magick: Necromancy, Familiar Summoning, and Atronach Evocation. These allows similar perks for different types of creatures with some twists. Summoning is considered easiest and weakest. Evocation is most powerful, but very short. Necromancy can become powerful and is long-lasting. Note that many conjuration spells have been changed to accomodate these changes.

4. Reworking the Smithing tree to be more realistic. I've known a blacksmith and his apprentice son for almost 30 years. I've ordered swords and other weapons from them and watched how they are made. Due to this, it is painfully obvious that the Smithing tree is not realistic, but it does balance the game.
However, I have come up with a way to change it to be both realistic and balanced. This is a BIG change and is one of the next things I will be working on.
In this new system, the PC is not able to make all of a materials items, but must start out with the simplest ones first. It does not make sense for a PC to suddenly be able to make a complex cuirass or a finely edged sword when learning how to work with a metal. It is more realistic to start out crafting simple items like daggers and shields.
Each metal has four perks, two devoted to Armorsmithing and two devoted to Weaponsmithing, with a basic crafting perk and and advanced crafting perk. The Basic Armorsmithing perk allows you to make boots, gauntlets and shields. After you choose this, you may choose the Advanced Armorsmithing perk, which allows you to craft helms and cuirasses. The Basic Weaponsmithing perk of a metal allows you to create daggers, maces, war axes, and warhammers. The Advanced Weaponsmithing perk allows you to craft swords, greatswords and battle axes.
This split between basic and advanced weapons and armor is a division based on realism and balance. For instance, any weapon that is comprised mostly of a long handle like a mace, warhammer, or war axe would be simple, but something that has to have a longer blade and good balance would be more complex. For armors, cuirasses are the most complex piece of armor so they are obviously complex. Helms may or may not be so difficult to craft, but since they protect the most important part of the body, they are placed in the advanced level of smithing.
All crafting recipes for vanilla weapons and armors require the appropriate perk. You will not be able to craft regular equipment otherwise, but this does not pertain to other modded armors. Those crafting recipes remain unchanged.
While it now takes you four perks to be able to craft all that you previously could with one perk, this is balanced by buffing the tempering of these items. Each perk you choose for a metal grants you a 30% bonus to improving your armor and weapons and this bonus is stackable. This means that your equipment can be improved far greater than before as shown in here:

Perk(s) Amount Improved
0 0
1 30% more
2 69% more
3 119% more
4 285% more

The vanilla perk for each metal allowed you one 100% increase in your ability in tempering items. With SkyPE, you are able to pass that after three perks and nearly achieve triple improvement after that. This is calculated by multiplying 1.3 to your tempering ability with each perk.




Upcoming Changes not included yet are:


1. Finishing the unfinished trees and adding a Werewolf tree.

2. Working out any bugs from this release. One of the main things I anticipate will be changing is the requirements for some of these perks. It is hard for me in just my playstyle to determine if the new requirements for many perks are too high or too low, so your feed back is appreciated.


UPDATING:
It's always best to save your game before updating any mod and this is no exception. Keep a copy of the prior version handy, as well. Playtest it for a while and make sure all your prior perks are still with your character.
Although some perks have been made unavailable, they are still in SkyPE, so if you had them before, you still will.
There are two perks that have had their Editor ID's changed for clarity. These perks may have to be readded to your character through the console. I don't remember what they are...

Thank you for playing SkyPE. I look forward to hearing from you!



ALCHEMY

Alchemist
Ranks: 8
Misc. Stat Range: Potions Made 25/75/150/250/375/525/700/900
Benefits: 20% bonus per rank to potion effectiveness. This does not affect poisons. Potion value does not increase your ability to achieve this perk

Benefactor
Ranks: 8
Skill Range: 25/50/74/100/125/150/175/200
Benefits:Resist potions (fire, frost, shock, magick) are 25% stronger per rank to a maximum of 200%.

Buffer
Ranks: 8
Skill Range: 25/50/74/100/125/150/175/200
Benefits: Fortification potions (fire, frost, shock, magick) are 25% stronger per rank to a maximum of 200%.

Concentrated Poison
Ranks: 2
Misc. Stat Range: Poisons Used 50/100
Benefits: Poison applied to weapons last for one additional hit per rank.

Experimenter
Ranks: 3
Misc. Stat Range: Ingredients Eaten 10/25/50
Benefits: Eating an ingredient reveals 2-4 effects

Green Thumb
Ranks: 4
Misc. Stat Range: Ingredients Harvested 25/75/150/250
Benefits: One extra ingredient is gathered from plants per rank.

Inspirer
Ranks: 8
Skill Range: 25/50/74/100/125/150/175/200
Benefits: Restore Magicka potions are 25% stronger per rank to a maximum of 200%.

Invigorator
Ranks: 8
Skill Range: 25/50/74/100/125/150/175/200
Benefits: Restore Stamina potions are 25% stronger per rank to a maximum of 200%.

Physician
Ranks: 8
Skill Range: 25/50/74/100/125/150/175/200
Benefits: Restore Health potions are 25% stronger per rank to a maximum of 200%.

Poisoner
Ranks: 8
Misc. Stat Range: Poisons Made 25/75/150/250/375/525/700/900
Benefits: Poisons are 25% to 200% stronger

Purity
Ranks: 1
Skill Level: 100
Negative effects are removed from mixed potions and positive effects are removed from mixed poisons.
Notes: Take this perk only if you plan to drink more homemade potions than you sell, because it will reduce the value of potions that normally have both negative and positive effects.

Snakeblood
Ranks: 6
Misc. Stat Range: Poisons Mixed 25/75/150/250/375/500
Benefits: 15% resistance to poisoins per rank to a maximum of 90%.

Sorcerous Alchemy
Ranks: 4
Skill Range: Destruction And Alchemy 25/50/75/100
Benefits: Your poisons gain power from your Destruction skill, making your created Weakness (to Fire, Frost, Shock, Magic) poisons 25% stronger per rank.



ALTERATION

Expand Power: Mage Armor
Ranks: 2
Magicka Range: 150/300
Benefits: Magic armor spells scale with your Alteration skill at a rate of either 1% or 2% per skill point.
Notes: The first rank increases the magnitude of armor spells to double the protection at 100 Alteration. The second rank will triple this protection at that level. This bonus applies even if you are wearing armor and is cumulative with the Mage Armor perk if you are unarmored.

Feather Fall
Ranks: 1
Skill Level: 50
Benefits: When not wearing any armor, you no longer take fall damage

Mage Armor
Ranks: 3
Skill Range: 30/50/70
Benefits: Spells like Stoneflesh are 50% to 150% stronger if not wearing armor
Notes: This perk was nerfed slightly to make room for the Expand Power: Mage Armor perk, but it is still more effective than that perk at lower levels. This is cumulative with the Expand Power: Mage Armor.

Notes on Mage Armor/Expand Power: Mage Armor perks
The highest level armor spell is Ebony Flesh, which adds 100 to the mage�s armor rating. With the third rank of Mage Armor, this is increased to 250. With the addition of the EP: Mage Armor perk and 100 Alteration, the armor rating increases to 500. If the second rank of EP:MA is taken, the PC can reach 667 armor, which is the maximum rating in the game for someone not wearing any actual armor. This gives the mage 80% damage reduction, allowing the PC who is specializing in Alteration magic to temporarily have the same defense capabilities as a warrior with a number of Heavy Armor perks in armor that has been improved with a high level Smithing skill.

Psychokinesis
Ranks: 1
Skill Level: 70
Benefits: All Telekinesis spells cause 50% more damage and affect items further away

Stability
Ranks: 8
Skill Range: 25/50/75/100/125/150/175/200
Benefits: All alteration spell last 25% longer per rank to a maximum of 200% longer

Statue
Ranks: 1
Skill Level: 60
Benefits: Your body takes on the stablilty of a stone statue when casting a spell and unarmored, protecting you from all staggering effects

Thaumaturgist
Ranks: 5
Skill range: 1/20/40/60/80/100
Benefits: Alteration spells of increasing power (Novice to Master) cost less magicka, generally 50% less for the current level and 75% less for lower levels. For example, the Expert Thaumaturgist perk would decrease expert level Alteration spells by 50%, but Adept and lower level spells would decrease by 75%.

Example
Skill Title Description
50 Adept Adept Alteration spells cost 50% less magicka. Lower level spells cost 75% less magicka


ARCHERY

Archer (formerly Overdraw)
Ranks: 5
Skill Range: 20/40/60/80/100
Benefits: Bows do 20% per rank, to a maximum of 100% more damage, and have an increasing staggering effect.
Notes: I was going to nerf the damage bonus for this perk, but I believe arrows still do not do enough damage in Skyrim. Furthermore, a person should stagger when they get hit by a projectile going as fast as an arrow.

Crippling Shot (formerly Bullseye)
Ranks: 8
Skill Range: 25/50/75/100/125/150/175/200
Benefits: 5% chance to slow or paralyze the target for an increasing amount of time

Critical Shot
Ranks: 8
Skill Range: 25/50/75/100
Benefits: 5%-10% chance for critical hit that causes 25%-100% more damage

Deadly Accuracy
Ranks: 8
Skill Range: 25/50/75/100
Benefits: 2% to 15% chance to instantly kill your target

Eagle Eye
Ranks: 1
Skill Level: 30
Benefits: Pressing Block while aiming will zoom in your view

Hunter
Ranks: 8
Misc. Stat Range: Animals Killed 15/35/60/90/125/165/210/260
Benefits: All attacks with bows deal out 15% more damage to animals per rank.

Hunter's Discipline
Ranks: 1
Skill Level: 30
Benefits: You have a 66% chance of recovering arrows from dead bodies.

Power Shot
Ranks: 4
Skill Range: 25/50/75/100
Benefits: 25%-100% chance of adding an increasing amount of stagger to each hit
Notes: The first two ranks add .15 to stagger. Couple one of these with the first rank of Archer and your bow will have the stagger between a war axe and a mace. The last two ranks add .25 to stagger, so with the first rank of Archer, your bow will have a stagger equal to a mace.

Puncturing Shot
Ranks: 4
Skill Range: 25/50/75/100
Benefits: Target bleeds for an increasing amount of time causing 10-100 points of damage

Quick Shot
Ranks: 2
Skill Range: 35, 70
Benefits: You can draw a bow 15% to 30% faster

Ranger
Ranks: 4
Skill Range: 25/50/75/100
Benefits: Fire 15%-60% faster with a bow and move quicker with one drawn
Notes: Ok, I know these two perks are almost identical, however, Skyrim's system of bow speed is ridiculous in that the better bows are much slower than the weakest. The combination of these two perks should make up for that. At 100 Archery and the 4th rank of Ranger and the 2nd rank of Quick Shot, using an ebony bow is a little bit faster than using a long bow or swinging a sword. Otherwise, it is slower than a warhammer. If the PC uses a hunting bow after investing in these six perks and gaining 100 Archery, then the rate of fire gets close to Legolas speed and that is what I�m going for.

Sharpshooter
Ranks: 8
Misc. Stat Range: People Killed 10/30/60/100/150/210/280/360
Benefits: You do 25% more damage per rank with a bow against NPC's when you are outside and distant from your target.

Steady Hand
Ranks: 2
Skill Range: 40/80
Benefits: Zooming in with a bow slows time by 25% to 50%

Trick Shot
Ranks: 8
Skill Range: 25/50/75/100/125/150/175/200
Benefits: 10% chance per rank to disarm an opponent.




ATHLETICS (Located next to the Light Armor perk tree)

Ambidextrous
Ranks: 1
Requirements: None
Benefits: You gain +10% weapon speed in both hands. May not have Left- or Right-Handed perks.

Dash
Ranks: 1
Stamina Level: 200
Benefits: When unarmored, you can make a dash at twice your normal sprint speed, however, your stamina will drain twice as fast, as well.

Dodge
Ranks: 5
Stamina Range: 100/150/200/250/300
Benefits: While wearing no armor, you have a 5% chance per rank of avoiding all damage from incoming attacks.

Dodge Arrows
Ranks: 4
Stamina Range: 100/200/300/400
Benefits: While unarmored or in light armor, you have a 25%/50%/75%/95% chance to dodge all damage from arrows while you are sprinting.

Freedom of Movement (formerly Range of Movement)
Ranks: 4
Stamina Range: 100/150/200/250
Benefits: You move 10% quicker per rank when not wearing heavy armor.

Hardiness
Ranks: 4
Stamina Range: 150/200/250/300
Benefits: Your health is increased by 10 points per rank due to your high stamina

Heigtened Healing (formerly Regeneration)
Ranks: 4
Skill Range: 25/50/75/100
Benefits: Health recovers 25% faster per rank when not in combat or running

Left-Handed
Ranks: 1
Requirements: None
Benefits: You gain +10% weapon speed and +10% damage for weapons in your left hand. You block 10% more damage with a shield
Note: You cannot have Right-Handed or Amidextrous perks to get this perk. To activate the weapon bonuses, you must be not be holding a weapon in your right hand, although a spell or a staff would be fine. The block bonus does not have this limitation.

Paralyzing Palm
Ranks: 4
Misc. Stat Range: Brawls Won 1/2/3/4
Stamina Range: 150/200/250/300
Benefits: An unarmed backwards power attack has a 10% to 40% chance of knocking any opponent (except giants and dragons) down and paralyzing it for 2-5 seconds.

Respite
Ranks: 4
Stamina Range: 150/200/250/300
Benefits: 25% bonus per rank to stamina regeneration when not wearing armor

Right-Handed
Ranks: 1
Requirements: None
Benefits: You gain +10% weapon speed and +10% damage for weapons in your right hand.
Note: You cannot have Left-Handed or Amidextrous perks to get this perk. To activate the weapon bonuses, you must be not be holding a weapon in your left hand, although a spell or a staff would be fine.

Tough Skin
Ranks: 5
Stamina Range: 150/200/250/300
Benefits: You take 5% less damage from weapons per rank.




BLOCK

Blockrunner
Ranks: 1
Skill Level: 70
Benefits: Able to run faster with a shield raised

Centurion (formerly Shield Wall)
Ranks: 5
Skill Range: 20/40/60/80/100
Benefits: 10% extra physical damage avoided per rank when blocking and 5% chance per rank to block 50% more physical damage from one-handed weapons.

Deadly Bash
Ranks: 4
Skill Range: 50-200
Benefits: Bashing does 5 to 20 times normal damage

Deflect Arrows
Ranks: 3
Skill Range: 30/60/90
Benefits: 30% chance per rank of blocking arrows from all directions as long as you are blocking with a shield.
Notes: The normal perk requiring the arrow to hit your shield is buggy and hard for the game to determine if it's applicable. This modified perk is based on the much easier premise that your PC's insticts become attuned to blocking arrows to the degree that they may come from any direction. Although it seems more powerful, it is based on chance. You do not automatically swing your shield around to block arrows.

Disarming Bash
Ranks: 4
Skill Range: 35/70/105/140
Benefits: 25% to 99% chance to disarm when power bashing

Elemental Protection
Ranks: 4
Skill Range: 25/50/75/100
Benefits: Blocking with a shield reduces incoming fire, frost, and shock damage by 20% per rank.

Power Bash (Unchanged)
Ranks: 1
Skill Level: 30
Benefits: Able to do a power bash

Quick Reflexes (Unchanged)
Ranks: 1
Skill Level: 30
Benefits: Time slows down when you are blocking during an enemy's power attack

Shield Charge
Ranks: 1
Skill Level: 100
Benefits: Sprinting with a shield raised knocks down most targets.

Take Cover
Ranks: 4
Skill Range: 25/50/75/100
Benefits: When crouching, shields block 20% more damage per rank since more of your body is covered.



CLASSES (Located next to the Block per tree)

Acrobat
Requirements: 150 Stamina & 25 Sneak
Benefits: +10% movement speed, +10% less sound when moving, +10% sneak bonus when moving quickly.

Agent
Requirements: 25 Speech and Illusion
Benefits: Illusion spells affect people 3 levels higher; Persuasion attempts are 10% easier; Bribes cost 25% less.

Archer
Requirements: 25 Archery and 150 Stamina
Benefits: 10% chance for no damage from incoming arrows; +10% movement speed; Bow critical hit chance increased by 5%.

Assassin
Requirements: 25 Stealth and 10 murders
Benefits: Daggers do 50% more damage while sneaking; Lockpicking is 10% easier; Intimidating people is twice as easy.

Barbarian
Requirements: 25 Two-Handed & 150 Stamina
10% damage resistance; Power attacks do 10% more damage and can scare foes away.

Bard
Requirements: 25 Speech and Illusion
Benefits: 10% better prices; Persuasion attempts 10% easier; Calm spells affect targets 3 levels higher.

Battlemage
Requirements: 25 Destruction and Conjuration
Benefits: Bound weapons and Destruction spells do 10% more damage; Conjuration spells last 25% longer.

Crusader
Requirements: Killing 25 or more Undead
Benefits: Healing spells are 10% more powerful; Maces do 10% more damage; Divine Blessings are 15% more powerful.

Healer
Requirements: 25 Restoration and 0 Murders committed
Benefits: Crafted healing potions are 10% stronger; Healing spells are 15% stronger; Calm spells last 100% longer.

Knight
Requirements: 25 Speech & One-Handed
Benefits: Persuasion and Intimidation attempts are 50% easier; Swords, both great & normal, do 10% more damage.

Mage
Requirements: 150 Magicka and 12 spells learned
Benefits: All spells are 10% more powerful in magnitude and/or duration.

Monk
Requirements: 150 Stamina and 1 Brawl Won
Benefits: +6 damage and +50% attack speed when unarmed; 25% damage resistance when wearing no armor.

Nightblade
Requirements: 25 Sneak and 150 Magicka
Benefits: +20% movement speed at night; Illusion spells cost 10% less; Detection Light cut by 50%.

Pilgrim
Requirements: discovering 20 locations and reading 20 books.
Benefits: 20% better prices; Persuasion attempts 10% easier.

Rogue
Requirements: 25 One-Handed & 25 bartering transactions
Benefits: +10% better selling prices; Persuasion 10% easier; One-handed weapons 10% faster.

Scout
Requirements: 150 Stamina & 25 Sneak
Benefits: +15% movement speed when outdoors; +15% sneak bonus when outdoors; Stamina regenerates 25% faster.

Sorcerer
Requirements: 25 Enchanting & 150 Stamina
Benefits: +25% Stamina Regen.; +10% enchantment on weapons; Conjuration spells last 50% longer.

Spellsword
Requirements: 25 Heavy Armor and Alteration
Benefits: One-Handed and Destruction spells do 10% more damage; 'Flesh' spells last 25% longer

Thief
Requirements: 25 Pickpocket & Sneak
Benefits: +10% selling better prices; +20% sneak bonus when trespassing; +10% better pickpocketing.

Warrior
Requirements: 25 Archery & 150 Stamina
Benefits: +10% magic resistance; Bow attacks do 10% more damage; +10% movement speed.

Witchhunter
Requirements: +5% critical hit chance with melee weapons
Benefits: Improve armor and weapons 10% better; Power attacks cost 20% less stamina


CONJURATION

Bound Banishment (formerly Oblivion Binding)
Ranks: 1
Skill Level: 50
Benefits: Bound weapons will banish summoned creatures and turn raised ones.
Notes: Only the name was changed to reflect the turning ability of the bound weapon

Bound Force (formerly Mystic Binding)
Ranks: 5
Skill Range: 20/40/60/80/100
Benefits: Bound weapons transform into Numinous weapons and then do 25% to 100% more damage

Chill of the Grave
Ranks: 2
Skill Range: 100/200
Benefits: Reanimated undead have a Frost Cloak effect that does 4 points of damage per second per rank.

Conjurer
Ranks: 5
Skill Range: 1/20/40/60/80/100
Benefits: Conjuration spells of increasing power (Novice to Master) cost less magicka. Those spells of equal rank cost 25% less and weaker spells cost 50% less magicka. This is for the general practicioner of Conjuration magic. Further cost reductions may be found by specializing in an specific form: Summoning, Evoking, or Necromancy.

Conjuration Dual Casting
Ranks: 1
Skill Level: 20
Benefits: Dual casting a Conjuration spell overcharges the spell, allowing it to last longer.

Evocation (formerly Atromancy)
Ranks: 5
Skill Range: 40/80/120/160/200
Benefits: 3x to 15x duration for conjured Atronachs

Evoker
Ranks: 1
Skill Level: 50
Benefits: All Conjure Atronach spells cost 25% less.

Dead Flesh
Ranks: 5
Skill Range: 35/75/105/140/175
Benefits: Reanimated undead resist 10% damage per rank.

Death's Head
Ranks: 5
Skill Range: 35/75/105/140/175
Benefits: Reanimated undead have 10% magic resistance per rank.

Elemental Host
Ranks: 5
Skill Range: 40/80/120/160/200
Benefits: Allows you to have 1 to 5 additional conjured atronachs.

Elemental Potency
Ranks: 1
Skill Level: 70
Benefits: Conjured Atronachs are 50% more powerful

Familiar Pack
Ranks: 5
Skill Range: 35/70/105/140/175
Benefits: Allows you to have one additional summoned familiar per rank

Dark Powers (formerly Necromancer and Necromage)
Ranks: 8
Skill Range: 25/50/75/100/125/150/175/200
Benefits: The undead you raise become 3 levels more powerful per rank.

Distant Summons
Ranks: 4
Skill Range: 25/50/75/100
Benefits: Can summon familiars 2x, 3x, 4x, or 5x further than normal.

Necromancer
Ranks: 1
Skill Level: 50
Benefits: All Reanimate Undead spells cost 25% less.

Necromancy
Ranks: 5
Skill Range: 40/80/120/160/200
Benefits: 2x to 6x duration for reanimated undead

Revenant
Ranks: 4
Skill Range: 35/70/105/140
Benefits: Reanimated undead move 20% faster per rank.

Soul Stealer
Ranks: 1
Skill Level: 30
Benefits: Bound weapons cast Soul Trap on targets

Steady Summons
Ranks: 2
Skill Range: 30/60
Benefit: Summoned familiars now last 3x longer per rank.

Strengthen Familiar
Ranks: 1
Skill Level: 50
Benefits: Summoned Wolf Familiars are much stronger and much faster

Remote Evocation
Ranks: 5
Skill Range: 35/70/105/140/175
Benefits: Can summon atronachs or familiars 2x to 6x farther away.

Summoner
Ranks: 1
Skill Range: 25
Benefits: All Summon Familiar spells cost 25% less.

Summoning
Ranks: 2
Skill Range: 30/60
Benefits: Summon Familiar spells last 3 or 6 timex longer.

Undead Horde (formerly Twin Souls)
Ranks: 5
Skill Range: 40/80/120/160/200
Benefits: Allows you to have one extra reanimated undead per rank.




CRIME PERKS (Located next to the Sneak perk tree)

Anarchist
Ranks: 4
Misc. Stat Range: Largest Bounty 1000/2500/5000/10,000
Benefits: 25% damage to guards per rank

Escapee
Ranks: 1
Misc. Stat Range: Jail Escapes 2
Benefits: All lockpicking is 50% easier.

Executioner
Ranks: 2
Misc. Stat Range: 6/12
Benefits: Melee sneak attacks do 2x/4x normal sneak attack damage. This makes one-handed weapons do a total of 6x and 12x damage and two-handed weapons do 4x and 8x more damage. This is cumulative with the Cutthroat perk.

Hardened
Ranks: 1
Misc. Stat Range: Days Jailed 30
Benefits: Intimidations are three times more successul.

Highwayman
Ranks: 3
Misc. Stat Range: Assaults 20/40/60
Benefits: NPC's killed by you have more gold on their dead bodies with each rank.

Psychopath
Ranks: 2
Misc. Stat Range: People Killed 20/40
Benefits: Your love of killing the innocent gives you a 10% damage bonus per rank to unarmored victims.




DEADRIC PERKS (Located next to Lockpicking perk tree)

Disciple of Azura
Ranks: 1
Requires: Completing "the Black Star" quest
Benefits: Soul gems recharge and enchant 25% more

Disciple of Namira
Ranks: 1
Requires: Completion of the quest, "the Tast of Death"
Benefits: +15% stamina regeneration

Disciple of Sanguine
Ranks: 1
Requires: Completion of the quest, "A Night to Remember"
Benefits: 25% damage resistance from Dremora and Daedra

Disciple of Meridia
Ranks: 1
Requires: Completion of the quest, "the Break of Dawn"
Benefits: 10% damage resistance against undead; Requires

Disciple of Sheogorath
Ranks: 1
Requires: Completion of the quest, "the Mind of Madness"
Benefits: In combat, 50% chance to be granted 50 in health and/or magicka. 5% chance to lose 50 stamina at any time

Disciple of Hermaeus Mora
Ranks: 1
Requires: Completion of the quest "Discerning the Transmundane
Benefits: You gain +1 to every one of your skills; Requires

Disciple of Hircine
Ranks: 1
Requires: Completion of the quest, "Ill Met By Moonlight"
Benefits: You gain +10% magic resistance

Disciple of Peryite
Doubles bashing damage; requires completion of the quest, "the Only Cure"

Disciple of Clavicus Vile
Ranks: 1
Requires: Completing the quest, "A Daedra's Best Friend"
Benefits: 10% better prices at merchants and +5 Speech

Disciple of Boethia
Ranks: 1
Requires: Completing the quest, "Boethiah's Calling"
Benefits: Your attack has a 25% chance of poisoning your target.

Disciple of Molag Bal
Ranks: 1
Requires: Completion of "the House of Horrors" quest
Benefits: Double damage against Dark Elves

Disciple of Nocturnal
Ranks: 1
Requires: Completing the quest, "Darkness Returns"
Benefits: 50% chance that a lockpick will not break when it's supposed to

Disciple of Malacath
Ranks: 1
Requires: Completion of "the Cursed Tribe" quest
Benefits: +15 stamina

Disciple of Mephala
Ranks: 1
Requires: Completion of the quest, "the Whispering Door"
Benefits: +10 health

Disciple of Vaermina
Ranks: 1
Requires: Completion of the quest, "Waking Nightmare"
Benefits: Your Intimidation ability is 5x better and Fear spells are 2x powerful

Disciple of Mehrunes Dagon
Ranks: 1
Requires: Completion of the quest, "Pieces of the Past"
Benefits: Your fire spells cause 25% more damage



DESTRUCTION

Cyromancer
Ranks: 1
Skill Level: 25
Specialization in Frost Magic grants a 25% reduction in spell cost.

Cyromancy
Ranks: 4
Skill Range: 30/60/90/120
Benefits: Frot-based spells do 25% more damage per rank, but also cost 15% more magicka per rank.

Deep Freeze
Ranks: 1
Skill Level: 60
Benefits: Frost damage paralyzes a target if their health is low

Destruction Dual Casting
Ranks: 5
Skill Range: 40/80/120/160/200
Benefits: The first rank allows you to dual cast a Destruction spell for 250% damage at the cost of 250% magicka. Each rank thereafter increases the damage by 5% and lowers the spell cost by 5%.

Disintegrate
Ranks: 1
Skill Level: 70
Benefits: Shock damage disintegrates targets if their health is low.

Electromancer
Ranks: 1
Skill Level: 25
Specialization in Shock Magic grants a 25% reduction in spell cost.

Electromancy
Ranks: 4
Skill Range: 30/60/90/120
Benefits: Shock-based spells do 25% more damage per rank, but also cost 15% more magicka per rank.

Expand Power: Cloaks
Ranks: 2
Attribute Range: 150, 300 Magicka
Benefits: Your cloak spells now scale with your Destruction skill at a rate of 1% to 2% per skill point.
Notes: The first rank gives a 50% damage bonus to cloak spells at 50 Destruction and 100% damage bonus at 100 Destruction. The second rank gives a 50% damage bonus at 25 Destruction and a 200% damage bonus at 100.

Expand Power: Destruction
Ranks: 2
Magicka Range: 150/300
Benefits: The damage caused by your offensive destruction spells now increases with your skill at a rate of 1% to 2% per skill point
Notes: The first rank gives a 50% damage bonus to destruction spells at 50 Destruction and 100% damage bonus at 100 Destruction.

Impact
Ranks: 1
Skill Level: 40
Benefits: Most destruction spells will stagger an opponent when dual cast.

Intense Flames (Unchanged)
Ranks: 1
Skill Level: 50
Benefits: Fire damage causes targets to flee if their health is low

Pyromancer
Ranks: 1
Skill Level: 25
Specialization in Fire Magic grants a 25% reduction in spell cost.

Pyromancy
Ranks: 4
Skill Range: 30/60/90/120
Benefits: Fire-based spells do 25% more damage per rank, but also cost 15% more magicka per rank.

Rune Master
Ranks: 1
Skill Level: 40
Benefits: Can place runes five times farther away.

Sorcerer
Ranks: 5
Skill Range: 1-100
Benefits: Destruction spells of increasing power (Novice to Master) cost less magicka. Those spells of equal rank cost 25% less and weaker spells cost 50% less magicka. This is for the general practicioner of Destruction magic. Further cost reductions may be found by specializing in an element.



DRAGONBORN PERKS (Located next to the Illusion perk tree)

Dragon Horde
Ranks: 1
Misc. Stats Requires: 15 Dragon Souls Collected and 1500 Gold Found
Benefits: You can find much more treasure on a dragon after you kill it.

Dragonborn
Ranks: 4
Misc. Stats Required: 5/10/15/20 Dragon Souls Collected and 15/30/45/60 Times Shouted
Benefits: Shouts are 15% stronger per rank

Enhance Shout
Ranks: 4
Magicka Range: 150/200/250/300
Benefits: Shouts are 10% stronger per rank in magnitude, but cost magicka.

Favorite Shout
Ranks: 1
Requirements: None
Benefits: 10% more magnitude with your favorite shout

Fiery Propulsion
Ranks: 1
Misc. Stat Level: 15 Dragon Souls Collected
Benefits: For a short time, you can sprint faster than a dragon can fly, leaving behind a fiery trail.

Vocal Regeneration
Ranks: 4
Misc. Stat Range: Times Shouted 20/40/60/80
Benefits: Shouts recover 10% faster per rank.




ENCHANTING

Elemental Enchanting
Ranks: 8
Skill Range: Enchanting and Destruction 25/50/75/100/125/150/175/200
Benefits: Fire, shock and frost enchantments on weapons are 25% to 200% stronger
Notes: Instead of nerfing enchanting like everyone else, I chose to add an extra requirement with another spell school so only those accomplished in magic can be the best enchanters.

Enchanter
Ranks: 5
Misc. Stat Range: Magic Items Made 20/50/90/140/200
Benefits: New enchantments are 20% stronger per rank and soul gems allow for 20% more charges per rank on new enchanted items
Notes: This perk has been nerfed a bit. First to make it a general perk that allows for better bonuses with specialization and second, to stop enchantments from being game-breaking powerful.

Extra Effect
Ranks: 2
Skill Range: 100/200
Benefits: Can put two or three enchantments on the same item.

Forge Rings
Ranks: 5
Skill Range: 20/40/60/80/100
Benefits: You are skilled at forging exceptionally powerful magic rings and amulets. You receive +10% enchantment strength per rank on all jewelry.

Fortification Enchanting
Ranks: 8
Skill Range: Enchanting and Restoration 25/50/75/100/125/150/175/200
Benefits: Fortifying enchantments on armor are 25% stronger per rank.
Notes: This perk affects all enchantments that fortify health, stamina, and magicka, as well as their regeneration rates. All specialty enchantment bonuses require two minimum skills, the second one being in magic, to make sure that non-mages are not becoming the most powerful enchanters.

Proficiency Enchanting (Formerly Insightful Enchanter)
Ranks: 8
Skill Range: Alteration and Enchanting 25/50/75/100/125/150/175/200
Benefits: Skill enchancements on armor are 25% stronger per rank.
Notes: This perk affects all skill fortifications. All specialty enchantment bonuses require two minimum skills, the second one being in magic, to make sure that non-mages are not becoming the most powerful enchanters.

Resistance Enchanting
Ranks: 8
Skill Range: Alteration and Enchanting 25/50/75/100/125/150/175/200
Benefits: Resist enchantments on armor are 25% to 200% stronger. This includes resist enchantments for fire, frost, shock, poison, disease, and magic

Soul Siphon
Ranks: 5
Mist. Stat Range: Souls Trapped 25/75/150/250/400
Benefits: Death blows to creatures, and possibly people, trap 10% of the victim's soul per rank, recharging the weapon.

Soul Squeezer
Ranks: 4
Mist. Stat Range: Soul Gems Used 25/50/75/100
Benefits: Soul gems provide 25% more power per rank for recharging magic items





FACTIONS (Located in

Arch-Mage
25% Magic Resistance - Must be Arch-Mage of the College

Harbinger
+25% Attack Damage - Must be Harbinger of Companions

Imperial Soldier
Attacks against Stormcloaks cause 50% more damage. Requires swearing an oath of loyalty to the Emperor.

Stormcloak
Attacks against Imperial soldiers cause 50% more damage. Requires taking the Stormcloak Oath.





HATED ENEMIES PERKS (Located next to One-Handed tree)

These perks give you a damage bonus to specific types of enemies with ANY type of weapon.

Dismantler
Ranks: 4
Misc Stat Range: Automatons Killed 15/30/45/60
Benefits: 10% melee damage bonus per rank to dwemer automations.

Dragon Slayer
Ranks: 8
Mist. Stat Range: Dragon Souls Collected3/6/9/12/15/18/21/24
Benefits 10% melee damage per rank up to the 5th rank, then damage bonus is 15% per rank. Damage bonus applies to ALL damage, including Power Attacks and Critical Hit Damage.

Giant Slayer
Ranks: 8
Skill Requirements: 25/50/75/100/125/150/175/200 in either 1-Handed or 2-Handed
Benefits 10% melee damage per rank up to the 5th rank, then damage bonus is 15% per rank. Damage bonus applies to ALL damage, including Power Attacks and Critical Hit Damage.

Manslayer
Ranks: 8
Mist. Stat Range: People Killed 25/55/90/130/175/225/280/340 NPC's
Benefits: 10% melee damage bonus per rank to NPC's.

Monster Slayer
Ranks: 8
Mist. Stat Range: Monsters Killed 25/55/90/130/175/225/280/340 monsters
Benefits: 10% damage per rank to all monsters, including atronachs, trolls, chaurus, spiders, werewolves, hagravens, wisps, wraiths, and spriggans.

Undead Eliminator
Ranks: 8
Mist. Stat Range: Undead Killed 25/55/90/130/175/225/280/340
Benefits: 10% melee damage bonus per rank to undead.

Vigilant
Ranks: 4
Mist. Stat Range: Daedra Killed 8/18/30/43
Benefits: 10% melee damage bonus per rank to daedra and atronachs.




HEAVY ARMOR

Conditioning
Ranks: 2
Skill Range: 35-70
Benefits: Heavy armor seems to weigh 33% to 66% less on the PC due to being used to moving in it
Notes: Heavy armor has to be felt even among those most conditioned to using it, therefore, this perk was nerfed a little, but a new lower skill requirement was added.

Cushioned
Ranks: 4
Skill Range: 25-100
Benefits: Blunt weapons and falling damage cause 15% to 60% less damage when wearing all heavy armor
Notes: The vanilla Cushioned was just about worthless unless you liked to jump down from High Hrothgar. This enhancement lessens falling damage, but also such blunt force damage as that of maces and warhammers, since metal armor should absorb much of the damage anyway.

Knight (formerly Juggernaut)
Ranks: 5
Skill Range: 20/40/60/80/100
Benefits: Bonus of +20% to armor rating for heavy armor per rank. Wearing all heavy armor has a 55% to 95% chance of reflecting all unarmed damage back to its source.
Notes: Heavy armor is meant to protect and the greater bonuses reflect that. It should also protect better from unarmed opponents, actually reflecting damage back to their bruised fists and claws.

Matching Set
Ranks: 8
Skill Range: 25/50/75/100/125/150/175/200
Benefits: The pieces of a complete set of Heavy Armor fit perfectly together and provide a 10% greater Armor Bonus per rank.

Moving Fortress
Ranks: 3
Skill Range: 30/60/90
25% to 75% armor bonus if wearing all heavy plus a shield while running.
Notes: Need to rush an archer or run past a group of foes? This perk will give you some added protection.

Reflect Blows
Ranks: 2
Requires: 50/100
Benefits: 5% chance per level to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet.

Steadfast Stance (formerly Tower of Strength)
Ranks: 2
Skill Range: 50, 100
50% to 100% less stagger when wearing all heavy armor

Tooth and Claw
Ranks: 4
Skill Range: 35-140
Animals do 15% to 60% less damage while wearing all heavy armor

Warrior's Endurance
Ranks: 4
Skill Range: 25/50/75/100
Stamina regeneration is 25% faster per rank while wearing a heavy cuirass and boots.

Well-Fitted
Ranks: 4
Skill Range: 30/60/90/120
Benefits: 25% Armor bonus per rank if wearing all Heavy Armor: head, chest, hands, feet.




ILLUSION

Agitator (formerly Rage)
Ranks: 4
Skill Range: 25/50/75/100
Benefits: Frenzy spells work on opponents five levels higher per rank. Cumulative with Hypnotist and Beastmaster.

Assume Control (formerly Master of the Mind)
Ranks: 1
Skill Level 90
Benefits: Illusion spells work on undead, daedra and automatons

Beast-Master (formerly Animage)
Ranks: 4
Skill Range: 25-100
Benefits: Illusion spells affect higher level animals and, at higher levels, last 5x to 10x longer

Expand Power: Charm, Expand Power: Fear, Expand Power: Frenzy
Ranks: 2
Magicka Range: 150/300
Benefits: The level of enemy affected by the respective spells now increases with your Illusion skill at a rate of 1% to 2% per skill point.
Notes: At 100 Illusion, the level of enemy is effectively doubled with the first rank. It is tripled with the second rank at that same level. This is cumulative with other Illusion bonuses.

Fear-Monger (formerly Aspect of Terror)
Ranks: 4
Skill Range: 25/50/75/100
Benefits: The respective Illusion spells work on opponents 5 levels higher per rank. At higher levels, duration is increased 5x to 10x longer. Cumulative with other illusion perks.

Hypnotist (formerly Kindred Mage)
Ranks: 4
Skill Range: 25/50/75/100
Benefits: All Illusion spells work on people 5 levels higher per rank. At higher levels, duration is increased 5x to 10x longer. Cumulative with other illusion perks.

Illusion Dual Casting
Ranks: 1
Skill Level: 20
Benefits: Dual casting an Illusion spell overcharges the effects into an even more powerful version.

Illusionist
Ranks: 5
Skill Range: 1/25/50/75/100
Benefits: Illusion spells of the same power (Novice to Master) cost less magicka and less powerful spells last twice as long.

Whisperer (formerly Hypnotic Gaze)
Ranks: 4
Skill Range: 25/50/75/100
Benefits: Calm spells now work on opponents 5 levels higher per rank. At higher levels, duration is increased 5x to 10x longer. Cumulative with Hypnotist and Beastmaster.



LIGHT ARMOR/UNARMORED

Defensive Training
Ranks: 3
Skill Range: 25/50/75/100
Benefits: Your light armor training nets you 10% more protection, but weapon speed is lowered by 20% (additional perks reduce this penalty). The 2nd rank is 20% protection and a 15% speed penalty. The 3rd rank is 30% protection and only 10% speed penalty. The 4th rank is 40% protection and only 5% speed penalty.

Deft Movement
Ranks: 4
Skill Range: 50/100/150/200
Benefits: 5% chance per rank of avoiding all damage from a melee attack while wearing all Light Armor

Elemental Escapist (formerly Matching Set)
Ranks: 8
Skill Range: 25/50/75/100/125/150/175/200
Benefits: 10% chance per rank of dodging half the damage of Destruction magic used against you.

Mountaineer (formerly Windwalker)
Ranks: 4
Skill Range: 25/50/75/100/125/150/175/200
Benefits: 25% frost protection per rank when wearing all hide or fur armor

Notes
Now, all that useless armor that bandits seem to love makes sense. It gets cold in the wilderness and the right type of apparel helps.

Roll With the Punches (formerly Custom Fit)
Ranks: 2
Skill Range: 30/60
Benefits: 50% chance of reducing stagger effects by 50% or 100% when wearing all light armor, excluding helmets.

Skirmisher (formerly Agile Defender)
Ranks: 5
Skill Range: 20/40/60/80/100
Benefits: 10% armor rating bonus per rank for light armor; 10% chance per rank of dodging 50% of damage from two-handed weapons
Notes: Although light armor does not offer the juggernaut protection of its heavier counterpart, a person in light armor can be quick enough to avoid at least some of the massive damage caused by slow two-handed weapons.

Unhindered
Ranks: 2
Skill Range: 25/50
Benefits: Light armor encumbers you half as much or not at all when worn




LOCKPICKING

Adept Burglar
Ranks: 3
Skill Range: 35-65
Adept Locks are 100% to 200% easier to pick
Notes: The middle perk level at 150% is equal to the vanilla perk bonus on adept locks, but now you can get a headstart on cracking them earlier and become very proficient at cracking them later.

Apprentice Burglar
Ranks: 3
Skill Range: 10-40
Apprentice Locks are 100% to 200% easier to pick
Notes: The middle perk level at 150% is equal to the vanilla perk bonus on apprentice locks, but now you can get a headstart on cracking them earlier and become very proficient at cracking them later.

Expert Burglar
Ranks: 3
Skill Range: 60-90
Expert Locks are 100% to 200% easier to pick
Notes: The middle perk level at 150% is equal to the vanilla perk bonus on expert locks, but now you can get a headstart on cracking them earlier and become very proficient at cracking them later.

Golden Touch (Unchanged)
Ranks: 1
Misc. Stat Level: Gold Found 2000
Find more gold in chests

Light Touch
Ranks: 5
Misc. Stat Range: Locks Picked 20/50/90/140/200
Benefits: All lockpicking is 10% easier per rank.

Locksmith (Unchanged)
Ranks: 1
Skill Level: 80
Pick starts close to the lock opening position.

Master Burglar
Ranks: 3
Skill Range: 85-115
Master Locks are 100% to 200% easier to pick
Notes: The middle perk level at 150% is equal to the vanilla perk bonus on master locks, but now you can get a headstart on cracking them earlier and become very proficient at cracking them later.

Novice Burglar (Unchanged)
Ranks: 1
Skill Level: 0
Novice locks are 100% easier to pick

Quick Hands (Unchanged)
Ranks: 1
Skill Level: 40
Able to pick locks without being noticed

Treasure Hunter (Unchanged)
Ranks: 1
Misc. Stat Level: Chests Looted 150
50% greater chance of finding special treasure

Unbreakable (Unchanged)
Ranks: 1
Skill Level: 100
Lockpicks never break

Wax Key (Unchanged)
Ranks: 1
Skill Level: 50
Automatically gives you a copy of a picked lock's key if it has one.




MYSTICISM (Located next to the Enchanting perk tree)

Battlemage
Ranks: 8
Skill Range: Heavy Armor 25/50/75/100/125/150/175/200
Magicka Range: 50/100/150/200/250/300/350/400
Weilding two spells while wearing all heavy armor negates 10% of all incoming damage per rank.

Critical Cast
Ranks: 8
Magicka Range: 50/100/150/200/250/300/350/400
5% to 10% chance of gaining an extra 25% magnitude per rank on your cast spell.

Magic Resistance
Ranks: 5
Magicka Range: 100/150/200/250/300
Benefits: Blocks 10% of a spell's effects per rank.
Notes: This was moved from Alteration as it is a natural magic effect manifesting upon the PC

Meditation (formerly Recovery)
Ranks: 4
Magicka Range: 100/150/200/250
Benefits: Magicka regenerates 25% faster per rank than normal when not running or in combat.
Notes: Being one who meditates, it seems that the practice restores your spiritual energy, thus the name was changed to reflect this. I wanted to find some way of requiring some special pose (called an asana) or positioning of the hands (called a mudra) to activate this bonus, but had to go with not running or in combat. The rate of regeneration was increased slightly, also allowing the PC to obtain a 50% increase at 50 Mysticism instead of 60 in order to compensate for this requirement.

Nightblade
Ranks: 8
Skill Range: Sneak 25/50/75/100
Magicka Range: 50/100/150/200
Benefits: Spells and attacks do 15% more damage per rank while crouching and wielding a dagger

Spell Absorption (formerly Atronach)
Ranks: 4
Magicka Range: 150/200/250/300
Benefits: Absorb 15% per rank of the spells that hit you

Spellsword
Ranks: 8
Skill Range: One-Handed 25/50/75/100/125/150/175/200
Magicka Range: 50/100/150/200/250/300/350/400
Benefits: Weilding a spell in one hand and a sword in the other grants 10% to 80% more damage to both

Witch-Hunter
Ranks: 8
Skill Range: Archery 25/50/75/100
Attribute Range: Magicka 50/100/150/200
Benefits: Bow attacks take away 25 to 100 magicka with each hit

Wizardry
Ranks: 8
Magicka Range: 50/100/150/200/250/300/350/400
Benefits: Weilding a staff in one hand and a spell in the other increases the magnitude of both by 10% per rank.




ONE-HANDED

Weapon Proficiency (Axe, Dagger, Mace, Sword, Hammer)
Ranks: 8
Skill Range: 25/50/75/100/125/150/175/200
Benefits: Using the weapon appropriate to the chosen perk will cause 15% to 150% more damage

Concussion (formerly Bone Breaker)
Ranks: 4
Skill Range: 25/50/75/100
Benefits: Attacks with maces have a 5% to 20% chance of knocking an opponent out

Critical Charge
Ranks: 1
Skill Level: 50
Benefits: Can do a one-handed power attack while sprinting that does double critical damage.

Critical Strike (formely Bladesman)
Ranks: 4
Skill Range: 25/50/75/100
Benefits: 5% to 10% chance of doing a critical strike causing 25% to 100% more damage.
Notes: The chance for a critical strike applies to ALL one-handed weapons. I always thought it unfair that other weapons didn�t get critical damage bonuses, even if they did get other effects. So I made this and gave swords and greatswords the ability to damage an opponent�s armor.

Crippling Strike (Formerly Paralyzing Strike)
Ranks: 4
Skill Range: 25/50/75/100
Benefits: Backwards power attacks cause the target to lose movement speed for a short time, taking away the ability to move at all at the highest level
Notes: This perk is useful in making an escape from a powerful enemy.

Dual Defense
Ranks: 4
Skill Range: 25/50/75/100
Benefits: While dual-weilding, you are able deflect some incoming damage with your weapons gaining an armor rating bonus of 8 points per rank. This gives you protection like a shield, with the maximum amount (32) being close to an ebony shield. It does not affect blocking.

Dual Flurry
Ranks: 3
Skill Range: 30/60/90
Benefits: Dual wielding attacks are 15% faster per rank.
Notes: This modified only to create a regular pattern of improvement by nerfing the lower rank by 5%

Dual Savagery (formerly Savage Blows)
Ranks: 1
Skill Level: 70
Benefits: Dual wielding power attacks do 50% bonus damage

Duelist
Ranks: 4
Skill Range: 25/50/75/100
Benefits: When your left hand is empty and the other wields a sword, it swings 15% to 60% faster.
Notes: This can make your sword very fast, but you lose the ability to use a shield or spell at the same time.

Hack and Slash (Unchanged)
3 ranks
Skill Range: 30-90
Benefits: Attacks with war axes cause an increasing amount of bleeding damage

Hack Defenses
Ranks: 4
Skill Range: 25/50/75/100
Benefits: Attacks with swords reduce the target's armor by 5-20 points with each hit
Notes: This perk reduces the target's armor rating, making your sword cause more damage with every hit

Savage Strike
Rank: 1
Skill Level: 50
Benefits: Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.

Tendon Slash
Ranks: 2
Skill Range: 35/70
Benefits: When crouching and attacking with a dagger, you have a 5% chance to knock your target down and a 10% chance to make them move 50% slower for 15 seconds

Victor�s Stance (formerly Fighting Stance)
Ranks: 4
Skill Range: 25/50/75/100
Benefits: Power attacks with 1H weapons cost 15% less stamina and you receive a 15% bonus to stamina regeneration while using 1H weapons.
Notes: With three additional levels, this perk was nerfed slightly at the first one, but ends up being quite powerful once all four are gained.

Warrior (formerly Armsman)
Ranks: 5
Skill Range: 20/40/60/80/100
Benefits: +10% damage per rank with 1-H weapons, 5%-15% better weapon speed, 10% to 20% more stagger.
Notes: One-handed weapons do not cause as much damage as their heavier counterparts, however, they should still cause a slight stagger and that is added here. Their main benefit is being light, so it makes sense to make them faster the more experienced you are with them.
The following chart shows a comparison of stagger effects with the applicable perks

Perk Weapon Stagger Equilivent
1-2 Sword War Hammer
1-2 War Hammer Just short of a Mace
1-2 Mace Greatsword
3-4 Sword Between a War Hammer and a Mace
3-4 War Hammer Mace
3-4 Mace Battle-Axe
5 Sword Just short of a Mace
5 War Hammer Just short of a Greatsword
5 Mace Just short of a Warhammer



PICKPOCKET

Extra Pockets
Ranks: 4
Misc. Stat Range: Most Gold Carried 1000/25000/5000/10,000
Benefits: Carrying capacity increased to 50 per rank.

Keymaster (Unchanged)
Ranks: 1
Skill Level: 60
Benefits: Pickpocketing keys almost always works

Night Thief (Unchanged)
Ranks: 1
Skill Level: 30
Benefits: If your target is asleep, you get a 25% bonus to pickpocketing

Perfect Touch (Unchanged)
Ranks: 1
Skill Level: 100
Benefits: Can pickpocket equipped items.

Pickpocket (formerly Light Fingers)
Ranks: 5
Skill Range: 20-100
Benefits: Pickpocket bonus of 20% to 100%

Pilfer (formerly Cutpurse)
Ranks: 5
Skill Range: 1-100
Benefits: Pickpocketing food, books, gold, potions and other increasingly expensive items becomes 25% easier.
Notes: This was nerfed a little with the percentage to pickpocket gold, but gems were added to the same rank to make up for it.

Poisoned (Unchanged)
1 rank
Skill Level: 40
Silently harm enemies by placing poisons in their pockets.




RACES (Located next to the Pickpocket perk tree)

ARGONIAN
Snakeblood: You have 100% poison resistance. Must be an Argonian.
Regeneration: Your Health Regeneration is 50% faster
Chameleon: You can blend into the walls and gain a 100% bonus to Sneak if you are not wearing anything, are not running and not in combat.
Iron Scales: Your scales are very tough, granting you a natural bonus of 15 to your Armor Rating.

BOSMER
Bowman: You can snatch and fire arrows in one continuous motion, shooting 50% faster than normal.
Blending: +50% to Sneaking when outdoors. Must not be running or wearing heavy armor.
Woodland Virtue: You have a natural affinity with animals. They will not attack you.
Cannibal: +15 to Health. Must be a cannibalistic Bosmer, having completing the quest, "Taste of Death"

BRETON
Summoner: Summoning spells last 25% longer.
Enhanced Magic: You have +50 magicka.
Quest Obsession: Your numerous adventures give you very interesting tales to tell. +10 Speech. Must be Breton and have completed 25 quests.
Historical Enemies: +10% damage to Orcs and Nords.

DUNMER
Forgiven of Azura: In the hours of dusk and dawn, you only take 50% normal damage. Cannot have "Follower of Sotha Sil" or "Protected of Vivic" perks
Promiscuity: Your way with men gives you +10 speechcraft and 10% better prices. Must be a female Dark Elf
Follower of Sotha Sil: Destruction spells are 20% more powerful. Cannot have "Forgiven of Azura" perk
Protected of Vivic: Incoming damage is 10% less. Must be Dunmer. Cannot have "Forgiven of Azura" perk

IMPERIAL
Diplomacy: Your Calm spells affect living NPC's 8 levels higher, except for Nords.
Imperial Wealth: Eager to please, merchants offer you 20% better buying prices if you are carrying more than 1000 gold.
Natural Healer: Healing spells are 25% more powerful for you.
Hated Foe: You do 50% more damage to Thalmor

KHAJIIT
Long Claw: Your claws do 50% more damage
Stalk Your Prey: Your movement is 50% muffled.
Pounce: Sneak attacks with claws cause 8 times normal damage.
Moonborn: When the moons are in the night sky, you heal 50% faster than normal.

NORD
Son of Saathal: +25% damage to elves, especially Falmer.
Favored of Talos: Shouts recover 20% faster
Shout Immunity: 25% less damage from dragon breath and draugr shouts
Zealot of Sovngarde: Fighting recklessly, you do 25% more damage, but also receive 25% more damage.

ORC
Metalsmith: 100% bonus added to tempering of all heavy armors and weapons of iron, steel, silver, dwarven, orcish, ebony, or Daedric in origin.
Code of Malacath: As long as you don't have a bounty, you receive 10% less damage and do 10% more damage. Also -10 to Pickpocketing
Outcast: You gain a very large bonus to intimidation when dealing with civilized people in towns, cities, farms, and other settlements.
Follower of Trinimac: As follower of the old god of strength, you do 20% more damage in power attacks and use 20% less stamina. Must be Orc

REDGUARD
Sword-Singer: When your magicka is above 200, your sword does 25% more damage
Sword-Singer Smithing: Your enchantments on swords are 25% stronger
Shehai: Bound swords do 100% extra damage
Crownblood: Of a royal line, you are very persuasive in getting what you want. You receive better reputation and barter prices



RESTORATION

Bolster
Ranks: 1
Skill Level: 75
Benefits: Many Healing spells add a short Fortify Health effect. These include Heal Other, Fast Healing and Close Wounds.

Cleric
Ranks: 4
Skill Range: 25/50/75/100
Benefits: Turn Undead spells are 50% more powerful per rank and last 50% longer per rank if you are wearing one of the Divine's amulets.

Crusader
Ranks: 4
Skill Range: 25/50/75/100
Benefits: Your holy fervor grants you a 25% weapon damage bonus per rank to vampires and other undead if you wear one of the Divine's amulets.

Expand Power: Magic Wards
Ranks: 2
Magicka Range: 150/300
Benefits: Your magic ward spells now scale with your Restoration skill at a rate of 1% to 2% per skill point.

Expand Power: Healing
Ranks: 2
Magicka Range: 150/300
Benefits: Your healing spells now scale with your Restoration skill at a rate of 1% to 2% per skill point.
Notes: Your healing and ward spells get more powerful as your skill grows, increasing their effectiveness 2x or 3x as much with these perks.

Expand Power: Undead Turning
Ranks: 2
Magicka Range: 150/300
Benefits: Your turning spells now scale with your Restoration skill at a rate of 1% to 2% per skill point
Notes: Your power to turn undead increases with your Restoration skill, effectively doubling or tripling its effectiveness, depending on the perk.

Healer (formerly Restoration Novice to Master)
Ranks: 5
Skill Range: 01/20/40/60/80/100
Benefits: Restoration spells of increasing power (Novice to Master) cost less magicka.

Alchemy Synergy (formerly Catalyst)
Ranks: 4
Skill Range: 50/100/150/200 in both Alchemy and Restoration
Benefits: Potions you take that have only beneficial effects are 25% stronger per rank.

Refresh (Formerly Respite)
Ranks: 1
Skill Level: 40
Benefits: Healing spells also restore Stamina.

Resist Disease
Ranks: 2
Skill Range: 45/90
Benefits: 50% to 100% resistant to diseases

Ward Absorb
Ranks: 3
Skill Range: 60/120/180
Benefits: Wards allow you to absorb 25% of the magicka that hits you per rank.



ROLE-PLAYING (Located next to Heavy Armor perk tree)

Adventurer
Ranks: 2
Misc. Stat Range: Dungeons Cleared 20/40
Benefits: +15 to armor rating per rank

Apprentice
Rank: 2
Misc. Stat Range: Books Read 30/60
Benefits: Stealth skills improve 15% faster per rank.

Favorite Weapon
Rank: 1
Requirements: None
Benefits: 10% more damage with your Favorite Weapon

Favorite Spell
Ranks: 1
Requirements: None
Benefits: Your Favorite Spell cost 10% less to cast

Good Night's Sleep
Ranks: 2
Misc. Stat Rank: Hours Slept 240/480
Benefits: Health, Stamina, and Magicka regeneration is 20% faster per rank.

Immunity
Ranks: 2
Misc. Stat Range: Diseases Contracted 5/10
Benefits: 33% resistance to diseases per rank

Long Term
Ranks: 2
Misc. Stat Rank: Days Passed 60/120
Benefits: +10 to Health, Stamina, and Magicka per rank.

Cosmic Pilgrim
Ranks: 1
Requirement: Find all 13 Standing Stones
Benefits: +10% skill increase rate; +10% magicka/health/stamina regeneration

Scholar
Ranks: 2
Misc. Stat Range: Spells Learned 15/30
Benefits: Increase Mage skills 15% faster per rank

Student
Ranks: 2
Misc. Stat Range: Training Sessions 60/120
Benefits: Increase Warrior skills 15% faster per rank




SNEAK

Arcane Assassin (formerly Quiet Casting)
Ranks: 4
Skill Range: 25/50/75/100
Benefits: First rank lets you cast any spell without alerting others. All other ranks add 2x to 6x damage to magickal sneak attacks

Harmless Shadow
Ranks: 4
Skill Range: 25/50/75/100
When completely still with no weapons or spells out, you gain a 15% to 60% Sneak bonus

Cuthroat (formerly Assassin's Blade)
Ranks: 5
Skill Range: 20/40/60/80/100
Benefits: Sneak attacks with daggers cause 9x to 21x damage
Notes: In vanilla Skyrim, the maximum sneak attack bonus of 15x is sufficient to kill almost anything, as long as the PC has a high enough One-Handed skill. With the additional of more powerful foes from mods, however, I saw fit to increase the maximum multiplier tremendously for the best assassins out there, but this perk was slightly nerfed to accomodate the higher damage multipliers

Footpad (formerly Stealth)
Ranks: 5
Skill Range: 20/40/60/80/100
Benefits: 10% to 50% harder to detect while sneaking and an increasing chance to momentarily turn invisible, as well

Light Foot (Unchanged)
Rank: 1
Skill Level: 40
Benefits: You won't trigger pressure plates

Mugger (formerly Backstab)
Ranks: 5
Skill Range: 20/40/60/80/100
Benefits: Sneak attacks with 1H weapons ignore 20% to 100% of an opponents armor. After the 1st rank, increased sneak damage is available from 4.5x to 9x with 1H weapons.
Notes: The name changes to reflect the possibility of using of maces and war axes.
The sneak attack bonus has been slightly nerfed to compensate for the ability to ignore some armor that the target is wearing, making it more important to use daggers for sneak attacks, especially on creatures.
Only the weapon damage shown in your inventory is multiplied (including smithing upgrades). Magical and alchemical fortifications are added after the multiplier.

Cautious Pace (formerly Muffled Movement)
Ranks: 4
Skill Range: 25/50/75/100
Benefits: Noise from armor is reduced 25% to 100% while sneaking

Scout
Ranks: 4
Skill Range: 25/50/75/100
Benefits: When outdoors, you are 10% to 40% harder to detect and move 10% to 40% faster when sneaking

Shadow Warrior
Ranks: 4
Skill Range: 25/50/75/100
Benefits: Crouching stops combat from one to four seconds and forces distant opponents to search for a target.

Silent Roll
Ranks: 1
Skill Level: 50
Benefits: Sprinting while sneaking executes a silent forward roll.

Silent Running (formerly Silence)
Ranks: 4
Skill Range: 25/50/75/100
Benefits: 15% muffle per rank when walking or running.

Sniper (formerly Deadly Aim)
Ranks: 4
Skill Range: 25/50/75/100
Benefits: Sneak attacks with bows now do 3x to 6x damage.




SPEECH

Affinity Perks
1 rank each
Skill Level: 1
10% better prices in buying and selling with a particular race.
Notes: There is one perk for every playable race, each one giving you bartering bonuses when trading with certain races. This helps in roleplaying so that a Khajiit PC can get better prices with caravans or a Dark Elf PC can get better prices from the Dunmer trader in Winterhold.

Affluence
1 rank
Skill Level: 40
Merchants want to deal with someone who appears to have money. Wearing expensive outfits give you a 15% discount on buying items.

Charm
3 ranks
Skill Range: 30-90
Your appearance and charm has a 50% chance to make enemies of an increasing higher level stop fighting with you for a short time when you swing your weapon at them. Works on animals and monsters at higher ranks.

Flirt (Formerly Allure)
1 rank
Skill Level: 35
10% better prices with the opposite sex

Apothecary
8 ranks
Skill Range: 25-200 in both Speech and Alchemy
20% to 160% better prices when selling potions, poisons and ingredients

Arms Dealer
8 ranks
Skill Range: 25-200 in both Speech and Smithing
20% to 160% better prices when selling weapons

Blacksmith
8 ranks
Skill Range: 25-200 in both Speech and Smithing
20% to 160% better prices when selling armor

Bribery (Unchanged)
1 rank
Skill Level: 30
Can bribe guards to ignor crimes

Fence
2 ranks
Skill Range: 45, 90
10% to 20% better prices with a fence; second rank allows you to sell stolen goods to any merchant

Haggler
5 ranks
Skill Range: 20-100
5% to 25% better BUYING prices. +5 to +15 Speech bonus

Intimidator (formerly Intimidation)
2 ranks
Skill Range: 30, 60
Inimitdation is twice as successful at first rank. At second rank, opponents may flee for a short time after you swing at them

Investor
1 rank
Skill Level: 50
Can invest 500 gold with a shopkeeper to increase his available gold permanently.
Notes: The skill level for this perk has been lowered to 50 because you have to pay out all that money in hopes of recuping it by going back to that same vendor over and over again.

Expert Investor
2 ranks
Misc. Stat Range: Invest in 4 or 8 stores
15% to 30% better prices

Jeweler
8 ranks
Skill Range: 25-200 in both Speech and Smithing
20% to 160% better prices when selling jewelry and gems

Master Trader (Unchanged)
1 rank
Skill Level: 100
Every merchant in the world gains 1000 gold for bartering

Merchant (Unchanged)
1 rank
Skill Level: 50
Can sell any type of item to any kind of merchant.

Persuasion
1 rank
Skill Level: 50
Persuasion attempts are 30% easier

Skinner
8 ranks
Skill Range: 25-200 in both Speech and Archery
20% to 160% better prices when selling hides, pelts, and meat
Notes: The skills minimums for this perk are Speech and Archery to ensure that hunters get the best prices. I know it�s not that useful since even doubling the prices of pelts, etc. isn�t much of a difference, but this does have good role play value for hunter characters.


TWO-HANDED
Barbarian
5 ranks
Skill Range: 20-100
10% to 50% more damage with 2H weapons; +5% to 25% stagger; 5% chance to cause 10% to 50% more critical damage
Notes: The higher damage bonus spread out among all 2H weapons reflects their weight and ability to kill.
The critical damage bonus may seem underpowered, but this perk provides multiple effects. For greater critical hits, take Critical Blow. Remember that Skyrim seems to only apply this bonus to the base damage of a weapon, excluding all bonuses from perks, magic, potions, smithing, enchanting, etc. Therefore, if you are using a steel warhammer, the bonus is based solely on its base damage of 20 no matter what the damage displayed in your UI reads.
The stagger effect can be massive at the highest levels. At the third rank, a greatsword has the stagger of a warhammer. At the second rank, a battle-axe has the stagger of a warhammer.

Battle-Axe, Greatsword, and Warhammer Proficiency
8 ranks each
Skill Range: 25-200
15% to 150% more damage with the respective weapon

Berserker
2 ranks
Skill Range: 40, 80
+15% to +35% damage at the cost of taking an extra 15% to 30% damage

Champion's Stance
4 ranks
Skill Range: 25-100
Attribute Range: 100-250 Stamina
15% to 60% less stamina used in power attacks; Blocking with a 2H weapon negates 5% to 20% more damage
Notes: The stance of a champion now means that not only does the PC conserve a little of their stamina for power attacks, but also that he/she knows how to block better with a two-handed weapon. The bonus still doesn�t match what a shield could add to damage resistance for similar levels in Heavy or Light armor, but it is close.

Crippling Blow (formerly Warmaster)
4 ranks
Skill Range: 25-100
Backwards power attacks have a 10% chance to slow or paralyze your oppponent and can knock them down

Critical Blow (formerly Deep Wounds)
3 ranks
Skill Range: 30-90
Critical attacks chances are increased by 5% to 15% and damage is increased by 25% to 75%
Notes: This perk applies to ALL two-handed weapons. I always thought it unfair that other weapons didn�t get critical damage bonuses, even if they did get other effects. So I made this and gave swords and greatswords the ability to damage an opponent�s armor.

Deathblow
2 ranks
Skill Range: 40, 80
When a target is staggered, you have a 15% to 30% chance of doing 50% more damage to it

Devistating Blow (Unchanged)
1 rank
Skill Level: 50
Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.

Dragon Slayer
8 ranks
Skill Range: 25-200
10% to 100% more damage against dragons
Notes: The damage bonuses here count towards normal and power attacks, as well as critical hit damage.

Giant Killer
8 ranks
Skill Range: 25-200
10% to 100% more damage against giants
Notes: The damage bonuses here count towards normal and power attacks, as well as critical hit damage.

Great Critical Charge (Unchanged)
1 rank
Skill Level: 50
Can do a two-handed power attack while sprinting that does double critical damage.

Limb Splitter
3 ranks
Skill Range: 30-90
Attacks with battle-axes cause an increasing amount of bleeding damage

Shatter Defenses
4 ranks
Skill Range: 25-100
Greatswords lower the armor rating of an opponent by 10 to 25 ponits with every hit.

Notes: With every reduction in armor rating, the PC does more damage to the opponent, especially if the blade is shredding light armor in the process.

Skull Crusher
3 ranks
Skill Range: 30-90
Attacks with warhammers have a 10% to 20% chance of knocking an opponent out for 3-5 second.

Sweep
1 rank
Skill Level: 70
Sideways power attacks with two-handed weapons hit all targets in front of you.




UNARMED (Located next to the Archey perk tree)

Ambidextrous
Ranks: 1
Requirements: None
Benefits: You gain +10% weapon speed in both hands. May not have Left- or Right-Handed perks.

Fists of Steel
Ranks: 1
Skill Level: 0
Benefits: Unarmed attacks with Heavy Armor gauntlets do their armor rating in extra damage.

Left-Handed
Ranks: 1
Requirements: None
Benefits: You gain +10% weapon speed and +10% damage for weapons in your left hand. You block 10% more damage with a shield
Note: You cannot have Right-Handed or Amidextrous perks to get this perk. To activate the weapon bonuses, you must be not be holding a weapon in your right hand, although a spell or a staff would be fine. The block bonus does not have this limitation.

Paralyzing Palm
Ranks: 4
Misc. Stat Range: Brawls Won 1/2/3/4
Stamina Range: 150/200/250/300
Benefits: An unarmed backwards power attack has a 10% to 40% chance of knocking any opponent (except giants and dragons) down and paralyzing it for 2-5 seconds.

Right-Handed
Ranks: 1
Requirements: None
Benefits: You gain +10% weapon speed and +10% damage for weapons in your right hand.
Note: You cannot have Left-Handed or Amidextrous perks to get this perk. To activate the weapon bonuses, you must be not be holding a weapon in your left hand, although a spell or a staff would be fine.





VAMPIRE PERKS (located next to Illusion Tree)

Creature of the Night
Ranks: 4
Requirements: 20/40/6080 Necks Bitten
Benefits: The amount of hot blood you've sucked from your victims gives you 10% fire resistance per rank.

Timeless Blood
Ranks: 4
Requirements: 30/60/120/210 Days as a Vampire
Benefits: Health, Magicka, & Stamina rates returned by 20% per rank.