Skyrim Special Edition
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The SkyRem take on a Skill and Perk Tree Overhaul. Includes a complete overhaul of the skills and their respective perk trees, with the goal of increasing play-style variety through both an increase in the available perks and integrations between the trees themselves.

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Masterly -  Intuitive Skill Tree Integration

A complete overhaul of skills and perk trees.

Skill effectiveness and progression tweaks aimed at making for a more strategic and realistic (and more difficult) play through, while offering a completely redone set of perk trees with different ways to role-play and build your character.

Vanilla Skyrim has 180 unique perks, requiring 251 points to invest in 100% of the available options.
Misti has increased this to 432 unique perks with 540 points to invest - 24 unique perks in each tree, with a total of 30 potential points each.
The goal is not to attain every possibility, but rather to increase character development options and introduce/encourage new play-styles.



Misti is not just a perk tree overhaul, but a skill overhaul. Many of the factors influencing skills have been tweaked for a more realistic, and often more difficult, experience. As with the other SkyRem mods, more thought needs to be put into the development of your character. This is not intended for the casual, jack-of-all, master everything play-styles. Decisions on how you approach your character will have benefits and consequences (primarily in the form of not being able to max out every ability in every skill).

Here are the highlights of changes, but more details can be found in the specific sections below.

  • Difficulty: Applied debuff to all character skills to varying degree for balance and difficulty (Toggleable via MCM). Nothing is easy without a perk.
  • Realism: An additional debuff to simulate more realistic situations (Toggleable via MCM). See below for more info.
  • Primary Skills: The first 6 skills you invest in become primary skills (Adjustable via MCM from 3 to 12 in increments of 3).
  • Secondary Skills: Core perks invested in after choosing the primaries will require 2 perk points (only the core perks, not all of them).
  • Scaling: Many perks have been designed to scale by 1) improving the skill, 2) investing in core perks of the skill, or 3) investing in its associated stat (HMS).
  • Chance: Many skills include an element of randomness. These "chances" may improve as you invest in the skill (see previous bullet).
  • Synergy: While most perks rely on the scaling mentioned above, many can be improved by your investment in other skills.
  • Core Perks: Each skill contains 5 unique core perks (no perk dumping 5 points in 1 bonus) that enhance other perks (and other skills - see Synergy above).
  • Paragon Perks: Each tree offers a Paragon Perk, allowing you to immediately learn 4 low to mid-level perks in that tree. Only 1 Paragon Perk per character.
  • Scope Perks: Perks within the magic schools that affect all magic, not just that particular school's spells.
  • Prodigy Perks: The 3 crafting skills have Prodigy Perks, allowing you to invest in your learning of that perk (to make crafting a little less grindy).
  • Upgrade Perks: The 3 crafting skills also have perks allowing you to upgrade the various crafting stations for even better... well crafting.
  • Aid Perks: Perks that offset realism debuffs. These are pointless if the Realism debuff is not on.
  • Capstone Perks: Capstone requirements have been reduced to 90, so you can enjoy them before making the skill legendary if you choose to do so.
  • Material: More emphasis is placed on material types, particularly with light and heavy armor. This includes crafting and utilization of equipment.
  • Limits: Only 1 Paragon Perk may be selected, and only 1 Capstone Perk per skill (not all have multiple Capstones).
  • Settings: A large number of base game settings have been tweaked to make many of the skills more challenging, and perks more important.
  • Perk Points: To get started, you are provided with 3 perk points from the beginning. Without investing a perk point, any skill is virtually useless.

Difficulty
Many normal functions are debuffed anywhere from 25% to 75% until a core perk is acquired. The MCM includes a toggle option for this to affect the PC and an option for NPCs.
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- Default Critical Hit Chance is set to 1 (1%) with default Critical Damage set to 150%.
- Sweep Attacks are on by default for two-handed weapons (versus needing the Two-Handed perk).
- Arrow Recovery Chance is set to 10% (prior to taking the first core Archery perk). Vanilla default is 33%.
Ranged Attack Damage is reduced to 25% (prior to taking the first core Archery perk).
- Damage Blocked by weapons and shields is reduced to 12.5% and 25% respectively (prior to taking the first core Block perk).
Arrow Damage Blocked by a shield is set to 10% (prior to taking the first core Block perk).
- Bash Damage with weapons and shields is reduced to 25% and 50% respectively (prior to taking the first core Block perk).
Armor Rating for Heavy Armor and Light Armor is reduced to 25% (prior to taking the first core Heavy Armor or Light Armor perk respectively).
- One and Two-Handed Attack Damage is reduced to 25% (prior to taking the first core One-Handed or Two-Handed perk respectively).
- One and Two-Handed Power Attack Damage is reduced to 50% (prior to taking the first core One-Handed or Two-Handed perk respectively).
- One and Two-Handed Power Attack Stamina cost is increased by 150% (prior to taking the first core One-Handed or Two-Handed perk respectively).
Dual Cast is on by default with a 2.5x cost and effectiveness. Vanilla default is 2.8x and 2.2x.
- Spell Cost is increased by 150% (prior to taking the core perk for the spell's school and level).
- Spell Duration is reduced to 25% (prior to taking the core perk for the spell's school and level).
- Spell Magnitude is reduced to 25% (prior to taking the core perk for the spell's school and level).
- Spell Range is reduced to 25% (prior to taking the core perk for the spell's school and level).
- Telekinesis Damage and Distance is reduced by 25% (prior to taking the first core Alteration perk).
- Ward absorption Percent is reduced to 25% (prior to taking the first core Restoration perk).
- Magic provided by Soul Gems for enchanting and recharging is reduced to 25% (prior to taking the first core Enchanting perk).
- Lockpicking Chance is set to 0 (prior to taking the core perk for the lock's level).
- Chance of picking a lock being recognized as a Crime is increased by 150% (prior to taking the first core Lockpicking perk).
- Chance of being detected while Sneaking is increased by 150% (prior to taking the first core Sneak perk).
- Sneak Attack Damage is reduced to 50% (prior to taking the first core Sneak perk).
- Buying and Selling Prices are both 25% worse (prior to taking the first core Speech perk).
- Bribing is allowed by default, but the Bribe Cost is increased by 100% (prior to taking the first core Speech perk).
- Intimidation effectiveness is reduced to 50% (prior to taking the first core Speech perk).
- Ingredient Harvesting chance is reduced to 25% (prior to taking the first core Alchemy perk).
- All Crafting effectiveness is reduced to 25% (prior to taking the respective first core Smithing, Enchanting, or Alchemy perk).

Realism
While the difficulty is more about global debuffiing, realism is about making actions just that - more realistic.
The majority of these can be improved (but not eliminated) by various perks (Aid Perks).
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- Running (not just sprinting), drawing and holding a ranged weapon, and holding up a shield or weapon to block drain Stamina over time.
- Ranged Attack Damage is reduced by 25% while wearing a Helmet.
- Movement Speed is reduced by 5% and 2.5% for each piece of worn Heavy and Light Armor respectively.
- Spell Duration and Magnitude are reduced by 25% if casting while wearing Gauntlets or Gloves.
- Fall Damage is increased by 25% and 12.5% for each piece of worn Heavy and Light Armor respectively.
- Lockpicking and Pickpocket Chance are both reduced by 25% while wearing Gauntlets or Gloves.
- Movement Noise is increased by 20% and 10% for each piece of worn Heavy and Light Armor respectively (making sneaking more difficult).
- Buying and Selling Prices are 15% worse while wearing a Helmet.
- Buying and Selling Prices are 15% better while wearing expensive Jewelry or Clothes.
- Buying and Selling Prices are 5% worse while wearing poor Clothes.

Skills
Primary Skills are chosen by simply investing a perk. The first 6 (or how ever many you choose via MCM) will be your primary skills (also listed in the MCM). These skills will continue to require 1 point per perk. Any skill invested in after this will be a secondary skill, requiring 2 points per perk for the Core perks only. Non-core perks will remain at 1 point per perk.
Perks also have tags to help identify which ones fall into which categories, or at the very least more easily identify how they scale.
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- [Core]: These are the core perks for the skill. Each skill has 5 (generally the main "branch"). These are the perks that scale other skills as well.
- [Perk]: Scale based on the number of Core perks selected within the same skill.
- [Skill]: Scale with the skills level. The higher you raise the level, the better the effect of this perk.
- [Stat]: Scale with the skills associated stat (Health, Magicka, Stamina). The thresholds for these are adjustable in the MCM.
- [Flat]: Perks that do not scale - they have a set effect and that is that.
- [Synergy]: Perks that do not scale, but do improve based on another skill. The more Core perks taken in that skill, the more effective this perk.
- [Aid]: Perks that simply offset a debuff from the Realism group. If Realism is turned off, these will have no effect in-game.
[Paragon]: Perk that add the listed perks. Each skill has one Paragon that adds four additional perks at once. Only one Paragon can be selected.
- [Capstone]: Perks that require 90 in their skill, and only one can be chosen within the same skill.
- [Upgrade]: Add the ability to upgrade crafting stations (crouch and activate). Up to 4 points for up to 4 upgrade levels. Cost can be adjusted in MCM.
- [Prodigy]: Increase the rate at which you learn the skill based on the listed conditions. Goal: Make crafting less of a grind.
- [Scope]: Though probably ascertainable in the description, this is just reassurance that this perk will affect any spell from any school.

Materials
Materials for armor and weapons are divided in up to 6 categories. Several skills have perks that are material specific. This was done for balance and realism (just because you know how to effectively make, temper, and utilize items made of iron does not make you the same level expert when working with glass or ebony for example). Due to some early quest opportunities (need some help at the forge), iron and hide is excluded from Basic Smithing for the purpose of completing these without needing a perk in Smithing.
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- Light Basic Materials: Hide, Leather, Imperial (light variants)
- Light Meric Materials: Chitin (light variants), Elven
- Light Advanced Materials: Scaled, Faction Based (light variants)
- Light Crystalline Materials: Glass
- Light Precious Materials: Amber, Dark
- Light Mythic Materials: Dragonscale

- Heavy Basic Materials: Iron, Banded Iron, Steel, Imperial (heavy variants)
- Heavy Meric Materials: Bonemold, Chitin (heavy variants), Dwarven, Orcish, Falmer
- Heavy Advanced Materials: Steel Plate, Nordic, Faction Based (heavy variants)
- Heavy Crystalline Materials: Ebony, Stalhrim
- Heavy Precious Materials: Golden, Madness
- Heavy Mythic Materials: Dragonplate, Daedric

Perk Trees: Combat

Misti does nothing with NPC AI or the combat system itself. This is not (nor does this include) a comprehensive combat overhaul. I feel this is out of scope for a skill overhaul, and recommend using a combat overhaul of your choice alongside Misti.

Armor requirements for perks do not include helmets. In order to achieve a "full set" of armor, you must have the cuirass, boots, and gauntlets.
Some of the auto-aim settings have been turned off, so archery will not be as easy as vanilla.
Dodging arrows is also more difficult (this applies mainly to NPCs).

Archery
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Core Branch
Good Shot: Use ranged weapons effectively, and deal an additional 0.1-0.5% damage.
Focus Shot: Improve stagger resistance by 12.5-50% while drawing or aiming with a ranged weapon.
Critical Shot: Increase critical hit chance and damage with ranged weapons by 5-15% and 100-300%.
Power Shot: Ranged attacks have a 15-30% chance to stagger all but the largest targets.
Merciful Shot: Ranged attacks on targets with less than 25% health have a 25% chance of dealing lethal damage.

Utility Branch
Archery Paragon: Gain Good Shot, Disciplined Hunter, Deadeye, and Unwary Prey.
Disciplined Hunter: Recover 25% more arrows from bodies. Improved by Lockpicking.
Strong Arm: Aiming with a ranged weapon uses 25/50% less stamina.
Compensatory Aim: Penalty for wearing a helmet while using a ranged weapon is decreased by 25/50%.
Eagle Eye: Pressing block while aiming with a ranged weapon will zoom in and slow time by 25/50%.
Strider: Move faster while aiming with a ranged weapon, and draw 30% faster.
Doubletap: Shoot two arrows or bolts at once, dealing 100-200% more damage.

Precision Branch
Deadeye: Ranged weapons gain an additional 0.5% critical hit chance against staggered targets, dealing 2x critical damage.
Rapid Fire: Hitting the same target with a ranged weapon again within 3 seconds deals 5-25/10-50% more damage.
Light Biter: Arrows and bolts ignore 25% of light armor. Improved by Light Armor.
Bullseye: [Capstone] Increase critical chance and damage with ranged weapons by 1%, and paralyzes target for 5 seconds.

Power Branch
Unwary Prey: Sneak attacks with ranged weapons on a target at full health deal 25/50% more damage. Improved by Sneak.
Point Blank: Ranged weapons deal an additional 0.25/0.5% damage to targets within 10 meters.
Bash And Pierce: Bashing with a ranged weapon increases ranged damage to that target by 25% for 5 seconds. Improved by Block.
Heavy Biter: Arrows and bolts ignore 25% of heavy armor. Improved by Heavy Armor.
Impaler: [Capstone] Increase critical chance and damage with ranged weapons by 1%, and slow targets by 50% for 5 seconds.

Misc Perks
Toxic Nock: Arrows and bolts inflict an additional 5% damage to poisoned targets. Improved by Alchemy.
Witchhunter: Ranged attacks use 1 magicka per second to deal 50% more damage against summoned targets. Improved by Conjuration.
Barbed Tips: Ranged attacks deal an additional 2 points per second of bleed damage for 15 seconds. Improved by Smithing.

Block
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Core Branch
Shield Wall: Use shields and weapons to block effectively, preventing an additional 0.1-0.5% damage.
Fortress: Fortifying a position (not moving) improves blocking effectiveness by an additional 0.125-0.5%.
Power Bash: Perform a power bash that deals 2x-6x more bash damage.
Hold The Line: Reduce stagger chance by 0.25-0.5% while blocking.
Disarm Bash: Power bashes have a 25% chance to disarm the target.

Utility Branch
Block Paragon
: Gain Shield Wall, Power Bash, Targe Instinct, and Quick Reflexes.
Quick Reflexes: Time slows down by 33/67% while blocking during a power attack.
Block Runner: Move faster while blocking.

Shield Branch
Target Instinct: Shields provide 0.25/0.5% more protection when blocking.
Deflect Arrows: Blocking with a shield has a 30/60% chance to deflect arrows causing no damage. Improved by Archery.
Stalwart Posture: Holding a shield up to block uses 25/50% less stamina.
Shield Blitz: Shield power bashing during a target's power attack has a 5-30% chance knocking targets down.
Bone Rattler: Shield power bashing reduces the target's attack damage by 10-50% for 5 seconds.
Shield Charge: Sprinting with a shield raised knocks down most targets.

Weapon Branch
Fast Feint: One-handed bashes deal an additional 5/10 points of damage. Improved by One-Handed.
Fierce Feint: Two-handed bashes deal an additional 7.5/15 points of damage. Improved by Two-Handed.
Riposte: Weapon blocking a power attack increases attack damage by 20-100% for 3 seconds.
Fend Thrust: Weapon blocking a power attack has a 5-25% chance to reflect half of the damage back to the attacker.
Tempest Charge: Sprinting while blocking with a weapon causes 10 seconds of bleed damage to all enemies not blocking.

Misc Branch
Ethereal Barrier: Blocking is an additional 25% more effective while a spell is charged in the other hand. Improved by Alteration.
Chaos Proof: Blocking reduces the strength of incoming elemental spells by 25%. Improved by Destruction.
Daze And Confuse: Bashing a target has a 25% chance of inflicting confusion for 5 seconds. Improved by Illusion.
Apocalypse Bash: Bashing summoned and undead targets deals 50% more damage. Improved by Conjuration.
Mental Shelter: While blocking, magicka regenerates 50% faster. Improved by Restoration.

Heavy Armor
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Core Branch
Juggernaut: Use heavy armor effectively, and improve protection of worn heavy armor by an additional 0.1-0.5%.
Well Fitted: Wearing all heavy armor provides an additional 2.5-10% protection.
Heavy Knowledge: Ignore 10-30% of target's heavy armor if wearing at least 2 pieces and no light armor.
Battle Fatigue: Take 12.5-25% less damage from targets under 25% stamina while wearing all heavy armor.
Tower Of Strength: Reduce incoming power attack damage and stagger by 50% while wearing all heavy armor.

Utility Branch
Heavy Armor Paragon: Gain Juggernaut, Conditioning, Heavy Basic, and Fists Of Steel.
Conditioning: Heavy armor weighs 12.5/25% less when worn. Improved by Smithing.
Graceful Gestures: Penalty for spell casting while wearing heavy gauntlets is reduced by 25/50%.
Unrestricted Movement: Well Fitted works at 50% strength with at least two pieces of heavy and up to two pieces of light armor.
Cushioned: Penalty for wearing heavy armor on fall damage is reduced by 25/50%.
Plated Strutter: Penalty for wearing heavy armor on movement is reduced by 25/50%.

Set Branch
Heavy Basic: A full set of basic heavy armor provides an additional 0.25% of protection.
Heavy Meric: A full set of meric heavy armor provides an additional 0.25% of protection.
Heavy Advanced: A full set of advanced heavy armor provides an additional 0.25% of protection.
Heavy Crystalline: A full set of crystalline heavy armor provides an additional 0.25% of protection.
Heavy Precious: A full set of precious heavy armor provides an additional 0.25% of protection.
Heavy Mythic: A full set of mythic heavy armor provides an additional 0.25% of protection.

Combat Branch
Fists Of Steel: Unarmed attacks with heavy gauntlets deals 2-4 more damage, and 1-3 more per tier with the associated set perk.
Perilous Charge: Take 5-30/10-60/15-90% less damage while sprinting if wearing all heavy armor.
Immovable Object: [Capstone] While stationary in all heavy armor, incoming attacks have a 5-25% chance of doing half damage.
Unstoppable Force: [Capstone] While moving in all heavy armor, gain a 10-50% chance to reflect 10-50% of power attack damage.

Misc Branch
Eternal Vigor: Damage taken is reduced by 15% when health is below 25% and wearing all heavy armor. Improved by Restoration.
Chaos Conduction: Take 5% less damage from elemental spells while wearing all heavy armor. Improved by Destruction.
Altered Combat: Take 20% less damage and move 5% faster for 5 seconds after taking an unblocked hit in all heavy armor. Improved by Alteration.

One-Handed
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Core Branch
Armsman: Use one-handed weapons effectively, and deal an additional 0.1-0.5% damage with them.
Fighter Stance: Stamina cost for one-handed power attacks is reduced by 12.5-50%.
Battle Master: One-handed attacks are 10-30% faster.
Savage Strike: One-handed critical chance and critical damage is increased by 5-10% and 2x-4x, with a chance to decapitate.
Critical Charge: Sprinting one-handed power attacks guarantees a critical hit that deals 5x critical damage.

Utility Branch
One-Handed Paragon: Gain Armsman, Sword Mastery, Mace Mastery, and Waraxe Mastery.

Sword Branch
Sword Mastery: Swords & daggers deal an additional 0.125/0.25% damage.
Bladesman: Swords and daggers have an additional 1-5/2-10% greater chance of dealing a critical hit that inflicts 3x more critical damage.
Swordplay: Sword and dagger attacks blocked by a weapon have a 5-25% chance of disarming the target.
Posture Breaker: [Capstone] Sword and dagger power attacks have a 25% chance to reduce the target's attack damage by 15-90% for 5 seconds.

Mace Branch
Mace Mastery: Maces deal an additional 0.125/0.25% damage.
Bone Cracker: Maces ignore 25% of the target's light armor. Improved by Light Armor.
Bone Crusher: Maces ignore 25% of the target's heavy armor. Improved by Heavy Armor.
Spirit Crasher: [Capstone] Mace power attacks drain the target's stamina by 50-300 points.

Waraxe Branch
Waraxe Mastery: Waraxes deal an additional 0.125/0.25% damage.
Bloodletter: Waraxes have a 5-30% chance of causing bleed damage.
Hack And Slash: Waraxes have a 6-36/12-72% chance of doubling the damage of the next power attack for 3 seconds.
Lacerator: [Capstone] Waraxe power attacks have a 5-25% chance to paralyze the target for 3 seconds.

Dual Branch
Dual Flurry: Dual wield attacks are 5-30% faster.
Dual Savagery: Dual wield power attacks deal 0.125/0.25% more damage.
Dual Fangs: Dual wielding sneak attacks deal 25% more damage and slows the target for 5 seconds. Improved by Sneak.

Misc Branch
Fiend Flail: One-handed power attacks against summoned targets have an increased 25% critical hit chance. Improved by Conjuration.
Mortal Rift: Two one-handed power attacks within 5 seconds drain the target of 50 magicka and stamina. Improved by Restoration.
Elemental Angst: Increase one-handed attack damage by 25% if targets are affected by an elemental spell. Improved by Destruction.

Two-Handed
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Core Branch
Berserker: Use two-handed weapons effectively, and deal an additional 0.1-0.5% damage with them.
Hero Stance: Stamina cost for two-handed power attacks is reduced by 12.5-50%.
War Master: Two-handed attacks are 10-30% faster.
Devastating Strike: Two-handed critical chance and critical damage is increased by 5-10% and 2x-4x, with a chance to decapitate.
Great Critical Charge: Sprinting two-handed power attacks guarantees a critical hit that deals 5x critical damage.

Utility Branch
Two-Handed Paragon: Gain Berserker, Greatsword Mastery, Warhammer Mastery, and Battleaxe Mastery.

Greatsword Branch
Greatsword Mastery: Greatswords deal an additional 0.125./0.25% damage.
Deep Wounds: Greatswords have an additional 1-5/2-10% greater chance of dealing a critical hit that inflicts 3x more critical damage.
Overpower: Greatsword attacks blocked by a weapon have a 5-25% chance of disarming the target.
Greatsword Expertise: Greatsword critical chance and damage are increased by 0.15% and 2.5%.
Poise Breaker: [Capstone] Greatsword power attacks have a 25% chance to reduce the target's attack damage by 15-90% for 5 seconds.

Warhammer Branch
Warhammer Mastery: Warhammers deal an additional 0.125./0.25% damage.
Skull Splitter: Warhammer attacks ignore 25% of the target's light armor. Improved by Light Armor.
Skull Smasher: Warhammer attacks ignore 25% of the target's heavy armor. Improved by Heavy Armor.
Warhammer Expertise: Warhammer critical chance and damage are increased by 0.1/0.2% and 2.5/5%.
Spirit Shredder: [Capstone] Warhammer power attacks drain the target's Stamina by 75-450 points.

Battleaxe Branch
Battleaxe Mastery: Battleaxes deal an additional 0.125./0.25% damage.
Bloodspiller: Battleaxes have a 5-30% chance of causing bleed damage.
Limbsplitter: Battleaxes have a 6-36/12-72% chance of doubling the damage of the next power attack for 3 seconds.
Battleaxe Expertise: Battleaxe critical chance and damage are increased by 0.15% and 2.5%.
Debilitator: [Capstone] Battleaxe power attacks have a 3-15% chance to knockdown and paralyze the target for 3 seconds.

Misc Branch
Thrall Thrash: Two-handed power attacks against summoned targets have an increased 25% Critical Hit chance. Improved by Conjuration.
Ephemeral Rift: Two two-handed power attacks within 5 seconds drain the target of 50 magicka and stamina. Improved by Restoration.
Elemental Rage: Increase two-handed attack damage by 25% if targets are affected by an elemental spell. Improved by Destruction.

Smithing
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Core Branch
Novice Smithing: Able to improve basic equipment, and equipment improved is tempered by an additional 0.2-1%.
Apprentice Smithing: Able to improve meric equipment.
Adept Smithing: Able to improve advanced equipment.
Expert Smithing: Able to improve crystalline equipment.
Master Smithing: Able to improve mythic equipment.

Utility Branch
Smithing Paragon: Gain Novice Smithing, Basic Metallurgy, Excavator, and Arcane Blacksmith.
Whetstone Grinder: Pay to upgrade grindstones, allowing for an additional 25/50/75/100% improvement to weapons.
Armorer Workstation: Pay to upgrade workbenches, allowing for an additional 25/50/75/100% improvement to armor.
Scavenger: Gain a 10% chance to find usable basic materials from fallen enemies based on the equipment they used.
Armor Lore: Improve armor 5-25% better.
Excavator: Gain a 15-90% chance to mine an additional resource.
Weapon Lore: Improve weapons 5-25% better.
Pillager: Gain a 20% chance to find usable materials up to meric tier from fallen enemies based on the equipment they used.
Arcane Blacksmith: Able to improve enchanted equipment.
Reclaimer: Gain a 30% chance to find usable materials up to crystalline tier from fallen enemies based on the equipment they used.
Metalsmith Prodigy: Smithing skill increases 15% faster when working with heavy armor. Improved by Heavy Armor.
Craftsman Prodigy: Smithing skill increases 15% faster when working with light armor. Improved by Light Armor.
Small Arms Prodigy: Smithing skill increases 15% faster when working with one-handed weapons. Improved by One-Handed.
Large Arms Prodigy: Smithing skill increases 15% faster when working with two-handed weapons. Improved by Two-Handed.

Create Branch
Basic Metallurgy: Create basic tier equipment.
Meric Metallurgy: Create meric tier equipment.
Advanced Metallurgy: Create advanced tier equipment.
Crystalline Metallurgy: Create crystalline tier equipment.
Mythic Metallurgy: [Capstone] Create mythic tier equipment.


Perk Trees: Magic

The core magic perks affect duration, magnitude, range, cost, dual casting effectiveness, and resistance to the individual schools.

Spell levels are also not treated equally. Taking a branch perk that affects a higher tiered group of spells may do very little without having the core perk for that tier.

Some perks under each school affect all spell casting, not just the school for which the perk is found (Scope Perks). Therefore every school can have a positive influence over all spell casting.

An Aberrant perk is also available in each school, to benefit spells that might be added by mods and are not covered in other areas. As with a combat overhaul, I feel a magic overhaul / magic system / spell package / etc. is out of scope here, so Misti intentionally does not include one, but a perk is available to capture and improve any mod added spells that do not fall into any other basic spell groups for this reason.

Alteration
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Core Branch
Novice Alteration: Cast novice alteration spells effectively, and improve alteration spell duration by 0.1-0.5%.
Apprentice Alteration: Cast apprentice alteration spells effectively, and improve alteration spell range by 0.25-1%.
Adept Alteration: Cast adept alteration spells effectively, and decrease alteration spell cost by 0.17-0.5%.
Expert Alteration: Cast expert alteration spells effectively, and improve alteration dual casting duration and cost by 0.25-0.5%.
Master Alteration: Cast master alteration spells effectively, and gain 0.25% resistance to hostile alteration spells.

Utility Branch
Alteratoin Paragon: Gain Novice Alteration, Aberrant Alteration, Mage Armor, and Contact Blight.
Aberrant Alteration: Non-basic alteration spells improve an additional 0.25% in duration and magnitude.
Mind Over Matter: Telekenetic spells costs 5-25% less magicka, throw objects 10-50% further, and thrown objects deal 5-25x more damage.
Arcane Stability: [Scope] All spells with a duration last 25% longer.
Synergic Mobility: Movement speed is increased by 10-50% when under the effect of an alteration spell.
Elevated Duality: [Scope] Dual casting any spell costs 25% more magicka, but provides 50% the duration or magnitude.
Transfiguration: Alteration spells that target others increase an additional 0.5% in duration and magnitude.
Knowledge Is Power: [Capstone][Scope] Spells are 5% stronger, last 5% longer, and cost 5% less for every 20 spells learned (up to 25%).
Power Is Power: [Capstone][Scope] Spells are 5% stronger, last 5% longer, and cost 5% less for every 5 dragon souls absorbed (up to 25%).

Defense Branch
Mage Armor: Flesh spells are 2/2.5/3 times stronger without armor, or reduce damage by 5/10/15% with armor.
Tactile Adaptation: Absorb 50% of damage from any weapon of the same material as the from the last hit taken for 10 seconds.
Bolster Guard: Drain 5 magicka per second while blocking to improve protection an additional 25%. Improved by Block.
Antimage Armor: While a flesh spell is active, gain 5/10% magic resistance for each level of Mage Armor acquired.
Aetheric Shell: Prevent 2.5-15/5-30% of incoming spell effects while casting (double if no armor equipped).
Atronach Aura: Absorb 15/30% of the magicka from incoming spells.

Offense Branch
Contact Blight: Lower the targets armor protection or weapon damage by 10 points for 10 seconds with each hit.
Flesh To Arms: Flesh spell effects extend to weapons, increasing their damage by 10/20% of the spells base protective value.
Lacunic Strike: One-handed power attacks decrease the target's magic resistance by 25% for 5 seconds. Improved by One-Handed.
Lacunic Smite: Two-handed power attacks decrease the target's magic resistance by 25% for 5 seconds. Improved by Two-Handed.

Conjuration
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Core Branch
Novice Conjuration: Cast novice conjuration spells effectively, and improve conjuration spell duration by 0.1-0.5%.
Apprentice Conjuration: Cast apprentice conjuration spells effectively, and improve conjuration spell range by 0.25-1%.
Adept Conjuration: Cast adept conjuration spells effectively, and decrease conjuration spell cost by 0.17-0.5%.
Expert Conjuration: Cast expert conjuration spells effectively, and improve conjuration dual casting duration and cost by 0.25-0.5%.
Master Conjuration: Cast master conjuration spells effectively, and gain 0.25% resistance to hostile conjuration spells.

Utility Branch
Conjuration Paragon: Gain Novice Conjuration, Aberrant Conjuration, Mystic Binding, and Necromancy.
Aberrant Conjuration: Non-basic conjuration spells improve an additional 0.25% in duration and magnitude.
Soul Burn: Soul Trap drains targets of 5 health, magicka, and stamina per second while active. Improved by Destruction.
Grave Breach: Conjuration spells affect dead targets 3-15 levels higher.
Distorting Sigil: [Scope] Alteration and illusion spells last 25/50% longer, but conjuration spells have a shortened duration of 50/25%.
Corrupting Sigil: [Scope] Destruction and restoration spells are 25/50% stronger, but conjuration spells have a shortened duration of 50/25%.

Bound Branch
Mystic Binding: Bound weapons deal 0.5% more damage.
Soul Binding: Bound weapons phase through materials, ignoring 5-30% of armor, and casts Soul Trap on the target.
Power Binding: One-handed power attacks with bound weapons have an additional 15% critical chance. Improved by One-Handed.
Potent Binding: Two-handed power attacks with bound weapons have an additional 15% critical chance. Improved by Two-Handed.
Oblivion Binding: Bound weapons will banish summoned creatures and turn raised ones.

Summon Branch
Necromancy: Reanimated undead last 25-125/50-250% longer and have 25-125/50-250 more health.
Atromancy: Summoned atronachs last 25-125/50-250% longer, and you gain a permanent 1-5/2-10% resistance to the elements.
Dark Souls: Reanimated undead deal and resist an additional 5-30 points of damage.
Atropotency: Summoned atronachs are 50% stronger and have more powerful spells.
Ashes To Ashes: Damage dealt to commanded targets, physical or magical, is increased by 0.25/0.5%.
Dust To Dust: Destroy creature under your control, absorbing 50/100 health and magicka in the process. Improved by Restoration.
Twin Souls: [Capstone] Control an additional summoned or reanimated creature.
Army Of One: [Capstone] Control up to an additional 3 creatures, at the cost of 50% duration.

Destruction
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Core Branch
Novice Destruction: Cast novice destruction spells effectively, and improve destruction spell duration by 0.1-0.5%.
Apprentice Destruction: Cast apprentice destruction spells effectively, and improve destruction spell range by 0.25-1%.
Adept Destruction: Cast adept destruction spells effectively, and decrease destruction spell cost by 0.17-0.5%.
Expert Destruction: Cast expert destruction spells effectively, and improve destruction dual casting duration and cost by 0.25-0.5%.
Master Destruction: Cast master destruction spells effectively, and gain 0.25% resistance to hostile destruction spells.

Utility Branch
DestructionParagon: Gain Novice Destruction, Augmented Flames, Augmented Frost, and Augmented Shock.
Aberrant Destruction: Non-basic destruction spells improve an additional 0.25% in duration and magnitude.
Profane Projection: [Scope] All spells can be cast 50/100% further. Improved by Archery.
Impact Force: Most destruction spells will stagger an opponent when dual cast.
Apex Void: [Scope] Cloak spells from any school have an increased area of 2%.
Despairing Conduit: When below 25/50% health, destruction spells cost 33/67% less, but are also 50/25% less effective.
Cataclysmic Pride: When above 75% health, destruction spells cost 50/25% more, but are also 25/50% more effective.

Element Branch
Augmented Flames: Fire spells are an additional 0.25/0.5% stronger.
Intense Flames: Fire spells cause fear in targets below 20% health.
Augmented Frost: Frost spells are an additional 0.25/0.5% stronger.
Intense Frost: Frost spells cause paralysis in targets below 20% health.
Augmented Shock: Shock spells are an additional 0.25/0.5% stronger.
Intense Shock: Shock spells disintigrate targets below 20% health.

Misc Branch
Arcanic Fracture: One-handed hits inflict 5 seconds of 25% weakeness to any element the target is affected by. Improved by One-Handed.
Arcanic Rupture: Two-handed hits inflict 5 seconds of 25% weakeness to any element the target is affected by. Improved by Two-Handed.
Essence Fusion: Take 0.5% less damage from spells of the same element as an equipped spell.
Eco Extraction: Fire, frost, and shock spells are 0.5% stronger under the right conditions (sunny, snowy, rainy).
Chaos Chain: [Capstone] Elemental spells hitting an opponent affected by a different element are 1% stronger.
Elemental Assimilation: [Capstone] Prevent 50% of damage from elements you have mastered (two levels of Augmented and one level of Intense).

Illusion
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Core Branch
Novice Illusion: Cast novice illusion spells effectively, and improve illusion spell duration by 0.1-0.5%.
Apprentice Illusion: Cast apprentice illusion spells effectively, and improve illusion spell range by 0.25-1%.
Adept Illusion: Cast adept illusion spells effectively, and decrease illusion spell cost by 0.17-0.5%.
Expert Illusion: Cast expert illusion spells effectively, and improve illusion dual casting duration and cost by 0.25-0.5%.
Master Illusion: Cast master illusion spells effectively, and gain 0.25% resistance to hostile illusion spells.

Utility Branch
IllusionParagon: Gain Novice Illusion, Aberrant Illusion, Animage, and Kindrimage.
Aberrant Illusion: Non-basic illusion spells improve an additional 0.25% in duration and magnitude.
Phantom Pains: Targets affected by an influence spell have health, magicka, and stamina regeneration reduced by 50/100%.
Quiet Casting: [Scope] All spells have a 15-90% chance of being completely silent.
Might Whispers: Shouts have a 50% chance of being silent. Improved by Speech.
Primal Focus: [Capstone] Spells cast with full health, magicka, and stamina will cost 95% less to cast, and have double the duration or magnitude.
Death Or Glory: [Capstone] Spells cast while below 25% health, magicka, and stamina cost 95% less, and have double the duration or magnitude.

Influence Branch
Animage: Influence spells work on animals and creatures 3-15/6-30/9-45  levels higher.
Kindrimage: Influence spells work on humans, elves, and beast races 3-15/6-30/9-45 levels higher.
Master Of Mind: Influence spells will work on all valid targets an additional 5-30/10-60 levels higher.
Aspect Of Peace: Spells that decrease aggression (Calm) work on targets an additional 15 levels higher.
Aspect Of Terror: Spells that decrease confidence (Fear) work on targets an additional 15 levels higher.
Aspect Of Rage: Spells that increase agression (Fury) work on targets an additional 15 levels higher.
Aspect Of Courage: Spells that increase confidence (Courage) work on targets an additional 15 levels higher.
Storm Or Still: Courage and calm spells increase and decrease armor rating respectively by 20-100 points.
Fight Or Flight: Fear and fury spells increase damage taken and damage dealt respectively by 1-50 points.

Target Branch
Mindless Soul: Illusion spells that normally only work on living targets affect undead at 50% level. Improved by Restoration.
Mindless Vessel: Illusion spells that normally only work on living targets affect automatons at 50% level. Improved by Alteration.
Mindless Fiend: Illusion spells that normally only work on living targets affect daedra at 50% level. Improved by Conjuration.

Restoration
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Core Branch
Novice Restoration: Cast novice restoration spells effectively, and improve restoration spell duration by 0.1-0.5%.
Apprentice Restoration: Cast restoration alteration spells effectively, and improve restoration spell range by 0.25-1%.
Adept Restoration: Cast adept restoration spells effectively, and decrease restoration spell cost by 0.17-0.5%.
Expert Restoration: Cast expert restoration spells effectively, and improve restoration dual casting duration and cost by 0.25-0.5%.
Master Restoration: Cast master restoration spells effectively, and gain 0.25% resistance to hostile restoration spells.

Utility Branch
Restoration Paragon: Gain Novice Restoration, Aberrant Restoration, Regeneration, and Necromage.
Aberrant Restoration: Non-basic restoration spells improve an additional 0.25% in duration and magnitude.
Cleansing Malice: Direct damage restoration spells (like poison and sun) are an additional 0.5% more potent.
Ward Absorb: Wards hit with a spell recharge magicka by 0.25%.
Mortal Boon: While a blessing is active, disease, poison, and magic resistances are increased by 5%.
Proprium: [Scope] Most beneficial spells are 0.25% stronger when cast on a target with the Proprium perk.
Ward Lord: Wards are 100% stronger. Improved by Block.

Heal Branch
Regeneration: Healing spells are an additional 0.25/0.5% stronger.
Respite: Healing spells also restore stamina.
Recovery: Gain a 3-15/6-30% chance to restore 50/100 magicka and stamina when hit by a melee power attack.
Avoid Death: [Capstone] Once a day, heal 50-300 points of health automatically if health falls below 10%.

Undead Branch
Necromage: [Scope] All spells are 0.5/1% more effective against undead.
Tortured Soul: Turn spells affect undead an additional 10-50 levels higher.
Hallowed Connection: All physical attacks against undead are 0.25% stronger.
Vile Scourge: Turn spells drain 5-30 health per second on undead.
Deatheater: All incoming physical damage is reduced by 5% for every hostile undead creature nearby (up to 50%).
Divine Rage: One-handed power attacks have a 10/20% chance of instantly destroying undead targets of lower level. Improved by One-Handed.
Divine Wrath: Two-handed power attacks have a 10/20% chance of instantly destroying undead targets of lower level. Improved by Two-Handed.
Divine Anger: Ranged attacks have a 5/10% chance of instantly destroying undead targets of lower level. Improved by Archery.

Enchanting
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Core Branch
Basic Infusion: Able to enchant basic tier equipment effectively, and all new enchantments are 0.1-0.5% stronger.
Meric Infusion: Able to enchant meric tier equipment effectively.
Advanced Infusion: Able to enchant advanced tier equipment effectively.
Crystalline Infusion: Able to enchant crystalline tier equipment effectively.
Mythic Infusion: Able to enchant mythic tier equipment effectively.

Utility Branch
Enchanting Paragon: Gain Enchanter, Chaos Magus, Basic Infusion, and Soul Squeezer.
Arcane Amplification: Pay to upgrade enchanting tables, allowing for additional 25/50/75/100% stronger enchantments.
Ornate Illusory: New enchantments placed on jewelry are 15% stronger. Improved by Illusion.
Soul Squeezer: Soul Gems provide 1/2% additional magicka for recharging. Improved by Conjuration.
Soul Siphon: Death blows to creatures trap 25% of the victim's soul, recharging an enchanted weapon. Improved by Conjuration.
Trinket Prodigy: Enchanting skill increases 15% faster when working with jewelry.
Heavy Charm Prodigy: Enchanting skill increases 15% faster when working with heavy armor. Improved by Heavy Armor.
Light Charm Prodigy: Enchanting skill increases 15% faster when working with light armor. Improved by Light Armor.
Small Charm Prodigy: Enchanting skill increases 15% faster when working with one-handed weapons. Improved by One-Handed.
Large Charm Prodigy: Enchanting skill increases 15% faster when working with two-handed weapons. Improved by Two-Handed.

Enchant Branch
Forte Magus: New skill-based enchantments placed on equipment are 15% stronger. Improved by Alteration.
Chaos Magus: New elemental-based enchantments placed on equipment are 15% stronger. Improved by Destruction.
Corpus Magus: New stat-based enchantments placed on equipment are 15% stronger. Improved by Restoration.
Dyadic Charge: [Capstone] Place an additional enchantment on newly enchanted items.
Cautious Extraction: [Capstone] Learn enchantments without destroying the enchanted item itself.

Misc Branch
Potent Recitation: While magicka is above 75/50%, scrolls are reinforced to increase the spell's duration and magnitude by 10-50/20-100%.
Potent Imbuement: While magicka is above 75/50%, staves are reinforced to increase the spell's duration and magnitude by 10-50/20-100%.
Enduring Grimoire: Scrolls have a 15-90% chance of not being comsumed upon use.
Undying Scepter: Staffs recharge at the rate of 1-6 points per second while equipped, but magicka will not regenerate while a staff is equipped.

Perk Trees: Stealth

The majority of stealth skills have been tweaked extensively via game settings.

Lockpicking by default is more difficult, but this also makes the perks more impactful.

The base pickpocketing chance is set from 5% (min) to 79% (max). Perks can raise the max to 99%. Weight factors into the success of pickpocketing more. While improving the skill will help your chances, without investing perks pickpocketing will remain a challenge.

Sneaking relies more heavily on skill, lighting, and sound. Similar to pickpocket, improving the skill will help, but to be truly good at sneaking you will need to invest in perks, and perks affecting each of these elements are available.

Speech incorporates vanilla speech actions (bribe, persuade, intimidate, barter), but shouts have been incorporated to improve cool-down, duration, and strength.

Perks are also available to improve speech skill through reading books and shouting. While this is included in many other mods as a feature, these can still be used to improve the amount of speech skill acquired through these actions.

Light Armor
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Core Branch
Agile Defender: Use light armor effectively, and improve protection of worn light armor by an additional 0.1-0.5%.
Custom Fit: Wearing all light armor provides an additional 2.5-10% protection.
Light Knowledge: Ignore 10-30% of target's light armor if wearing at least 2 pieces and no heavy armor.
Combat Fatigue: Take 12.5-25% less damage from targets under 25% stamina while wearing all light armor. Fatigue: 
Pillar Of Celerity: Reduce incoming power attack damage and stagger by 50% while wearing all light armor.

Utility Branch
Light Armor Paragon: Gain Agile Defender, Unhindered, Light Basic, and Fists of Leather.
Unhindered: Light armor weighs 12.5/25% less when worn. Improved by Smithing.
Elegant Motions: Penalty for spell casting while wearing light gloves is reduced by 25/50%.
Unrestrained Movement: Custom Fit works at 50% strength with at least two pieces of light and up to two pieces of heavy armor.
Padded: Penalty for wearing light armor on fall damage is reduced by 25/50%.
Wind Walker: Penalty for wearing light armor on movement is reduced by 25/50%.

Set Branch
Light Basic: A full set of basic light armor provides an additional 0.25% of protection.
Light Meric: A full set of meric light armor provides an additional 0.25% of protection.
Light Advanced: A full set of advanced light armor provides an additional 0.25% of protection.
Light Crystalline: A full set of crystalline light armor provides an additional 0.25% of protection.
Light Precious: A full set of precious light armor provides an additional 0.25% of protection.
Light Mythic: A full set of mythic light armor provides an additional 0.25% of protection.

Combat Branch
Fists Of Leather: Unarmed attacks with light gloves deals 1-3 more damage, and 1-2 more per armor tier with the associated set perk.
Cunning Dash: Take 5-30/10-60/15-90% less damage while sprinting if wearing all light armor.
Deft Movements: [Capstone] While stationary in all light armor, incoming attacks have a 10-50% chance of doing half damage.
Evasive Actions: [Capstone] While moving in all light armor, gain a 5-25% chance to evade all power attack damage.

Misc Branch
Fever Pitch: Incoming damage is reduced by 15% when health drops below 25% and wearing all light armor. Improved by Restoration.
Chaos Channel: Take 5% less elemental damage while wearing all light armor. Improved by Destruction.
Altered Reactions: Take 10% less damage and move 10% faster for 5 seconds after taking an unblocked hit in all light armor. Improved by Alteration.

Lockpicking
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Core Branch
Novice Locksmith: Able to pick novice locks, which become 0.15% easier.
Apprentice Locksmith: Able to pick apprentice locks, and all pickable locks are an additional 0.15% easier.
Adept Locksmith: Able to pick adept locks, and all pickable locks are an additional 0.15% easier.
Expert Locksmith: Able to pick expert locks, and all pickable locks are an additional 0.15% easier.
Master Locksmith: Able to pick master locks, and all pickable locks are an additional 0.15% easier.

Utility Branch
Locpicking Paragon: Gain Novice Locksmith, Apprentice Locksmith, Keyward Instinct, and Wardlock Knowledge. May only acquire 1 paragon perk.
Keyward Instinct: Lockpicks start 45/90 degrees closer to the opening position.
Quick Hands: Pick locks with a 50% less chance of being noticed. Improved by Speech.
Lockpick Ring: Lockpicks weigh nothing.
Steady Hands: Penalty for wearing gloves or gauntlets is reduced by 25/50%.
Wardlock Knowledge: Pick locks as if they were one level lower.
Wax Key: Upon successfully picking a lock, there is a 1% chance to create a key for the lock.
Gentle Touch: Lockpicks are 50% harder to break.
Escape Artist: Able to escape nearly any prison with ease.
Rapid Reflexes: Gain a 12.5-75% chance to avoid trap damage.

Lock Branch
Master Burglar: Chests are 0.25% easier to pick.
Breach Expertise: Doors are 0.25% easier to pick.
Under Pressure: Locks are an additional 25% easier when trespassing. Improved by Sneak.
Trapsmith: Traps are 0.25% easier to disarm.
Hook And Rake: [Capstone] Instantly pick locks of the same level or lower as locksmith level.

Treasure Branch
Gilded Fate: Containers with gold are 0.5% easier to pick.
Golden Touch: Gain a 25/50/75% chance to find more gold in chests.
Treasure Hunter: Gain a 25/50/75% of finding more valuables in chests.
Jackpot: [Capstone] Boss chests are guaranteed to have at least one enchanted item.

Pickpocket
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Core Branch
Light Fingers: Able to pickpocket effectively, and increases the chance to do so unnoticed by 0.05-0.25%.
Extra Pockets: Increase carry capacity by 25-100.
Sleight Of Hand: Increase the maximum success chance of pickpocketing by 8-25%.
Fast Break: While sneaking, move 12.5-25% faster.
Misdirection: Able to pickpocket equipped items, except armor.

Utility Branch
Pickpocket Paragon: Gain Light Fingers, Patient Stalker, Hoarder, and Bibliophile. May only acquire 1 Paragon perk.
Patient Stalker: Pickpocketing is 15% easier after sneaking for at least 10 seconds (lasts for 30 seconds). Improved by Sneak.
Nimble Fingerse: Penalty for wearing gloves or gauntlets is reduced by 25/50%.
Without A Fight: Gain a 25/50/75% chance to find additional gold and possibly gems on the recently slain.
Purse Of Holding: Gold weight is reduced by 50/an additional 50/an additional 50/an additional 50%.
Nose For Riches: [Capstone] Find the richest of citizens carrying their enchanted items.

Target Branch
Easy Target: Pickpocket chance is increased by an additional 10-50% when the target is sleeping.
Chance Predator: Chance of pickpocketing a target that does not know you is increased by 15%. Improved by Illusion.
False Kinship: Pickpocket chance of targets of the same race is increased by 0.1%.
Saboteur: Silently harm target by placing poison in their pockets.
Slow Burn: Poisons placed in a target's pockets have an increased duration of 25/50%. Improved by Alchemy.
Break Faith: Increase pickpocket chance by 5% for each positive relationship rank with the target. Improved by Speech.
Moving Target: Pickpocket chance of a walking target is increased by 5-30%.

Item Branch
Hoarder: Pickpocket chance of light, non-valuable items, foods, and drinks is increased by 0.1%.
Bibliophile: Pickpocket chance notes, books, maps, and scrolls is increased by 0.1%.
Philterphile: Pickpocket chance of ingredients, potions, and poisons is increased by 0.1%.
Glitterbug: Pickpocket chance of keys, gold, jewelry, and gems is increased by 0.1%.
Arsenalist: Pickpocket chance of unequipped weapons and armor is increased by 0.1%.
Perfect Touch: [Capstone] Able to pickpocket equipped armor.

Sneak
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Core Branch
Stealth: Able to sneak effectively, and improve chance of going undetected by 0.1-0.5%.
Motionless: Ability to go undetected while sneaking is improved an additional 0.125-0.5% while not moving.
Swift Sidle: Move 5-15% faster while sneaking, and execute a silent roll when sprinting while sneaking.
Dungeon Delver: Sneaking in dungeons is 0.25-0.5% more effective. {0.1%}
Gray Man: Sneaking in populated areas is improved by an additional 0.5%.

Utility Branch
Sneak Paragon: Gain Stealth, Motionless, Thrill Seeker, and Ambuscade.
Muffled Movement: Noise from light armor is reduced 25/50%. Improved by Light Armor.
Dampened Steps: Noise from heavy armor is reduced 25/50%. Improved by Heavy Armor.
Light Foot: Able to cross pressure plates without triggering them.
Thrill Seeker: Ability to go undetected while sneaking is improved an additional 0.25% when trespassing.
Fleet Foot: Walking and running, but not sprinting, has less affect on sneaking.
Light Bender: Light has 25% less effect on detection. Improved by Illusion.
Shadow Warrior: [Capstone] Crouching has a 15-90% chance of stopping combat, making enemies search.

Damage Branch
Ambuscade: Sneak attacks with a melee weapon ignores 0.25% of armor if undetected.
Backstab: Sneak attacks with one-handed weapons deal an additional 25/50% more damage. Improved by One-Handed.
Shrouded Aim: Sneak attacks with bows and crossbows deal an additional 25/50% more damage. Improved by Archery.
Blindside: Sneak attacks with two-handed weapons deal an additional 25/50% more damage. Improved by Two-Handed.
Assassin Blade: Sneak attacks with daggers deal an additional 0.25/0.5% more damage.
Death Touch: [Capstone] Sneak attacks while unarmed have a 15-90% chance of dealing lethal damage to humanoids.

Misc Branch
Dark Whispers: Illusion spells cast while sneaking and undetected can affect targets 10 levels higher. Improved by Illusion.
Veiled Repose: While sneaking, undetected, and not moving, health regenerates 25% faster. Improved by Restoration.
Hidden Desolation: Destruction spells cast on unaware targets while sneaking have a 25% increase in magnitude. Improved by Destruction.
Dimensional Agress: Sneak attacks against summoned creatures have a 25% chance of dealing lethal damage. Improved by Conjuration.
Souless Assault: Sneak attacks against undead creatures have a 25% chance of dealing lethal damage.Improved by Restoration.

Speech
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Core Branch
Eloquence: Able to utilize speechcraft effectively, improving all speech related activities by 5-25%.
Scholar: Reading books provides 50-200 Speech experience.
Pocket Liner: Able to attempt to bribe guards to ignore crimes, which costs 10-30% less.
Intimidator: Intimidation attempts are 25-50% easier.
Silver Tongue: Persuasion attempts are 25% easier.

Utility Branch
Speech Paragon: Gain Eloquence, Scholar, Protege, and Seasoned Trader.
Calming Guise: Penalty for wearing a helm while bartering is reduced by 25/50%.
Protege: Able to train up to 2/5 additional times each level, and trainers charge 25/an additional 25% less per session.
Investor: Invest in shops, permanently increasing their available gold.
Academic: Skill books provide an additional 1/2 level(s) of experience.
Private Stock: [Capstone] Invested shops have even more gold, and a chance for vendors offer their most valuable items.

Barter Branch
Seasoned Trader: Buying and selling prices are 0.15% better.
Allure: Buying and selling prices are 0.15% better with the opposite gender.
Kinship: Buying and selling prices are 0.15% better with the same race.
Fence: [Capstone] Barter stolen goods with any invested merchant.

Influence Branch
Domineering Visage: Intimidation attempts are 25% easier and bribes cost 25% less when wearing all heavy armor. Improved by Heavy Armor.
Elegant Visage: Intimidation attempts are 25% easier and bribes cost 25% less when wearing all light armor. Improved by Light Armor.
Illusions Of Grandeur: Intimidation attempts are 25% easier and bribes cost 25% less when wearing only clothing. Improved by Illusion.

Shout Branch 
Wyrm Tongue: Shouts provide 10-50 Speech experience.
Inner Voice: Self-targeting shouts are 0.25% stronger and last 0.25% longer, but have a 25% longer cool-down.
Encore: Shouts have a 2.5-15/5-30% chance of instant cool-down.
Resonance: Shouts last 5-25/10-50% longer.
Cacophony: Shouts are 5-25/10-50% stronger.
Dracablood: Below 25% health, shouts cool down 25% faster, last 25% longer, and are 25% stronger.

Alchemist
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Core Branch
Alchemist: Able to create mixtures effectively, and increase potency of new mixtures by 0.1-0.5%.
Herbalist: Beneficial and harmful effects of ingredients last 12.5-50% longer or shorter respectively.
Experimenter: Identify 1-3 additional effects of ingredient.
Metabolism: Beneficial and harmful effects of potions and poisons last 25-50% longer or shorter respectively.
Snakeblood: Poison resistance is improved by 25%.

Utility Branch
Alchemy Paragon: Gain Alchemist, Green Thumb, Benefactor, and Poisoner.
Chem Set: Pay to upgrade alchemy tables, allowing for an additional 25/50/75/100% stronger mixtures.
Green Thumb: Gain a 30/60/90% chance to collect an additional ingredient when harvesting.
Distillation: [Capstone] Gain a 15-90% chance to create an additional potion or poison when mixing.
Purity: [Capstone] Purify potions of negative effects and poisons of positive effects.
Potion Prodigy: Alchemy skill increases 25% faster when working with potions.
Poison Prodigy: Alchemy skill increases 25% faster when working with poisons.

Potion Branch
Forte Chemist: New skill-based mixtures are 15% more potent. Improved by Illusion.
Chaos Chemist: New element-based mixtures are 15% more potent. Improved by Destruction.
Corpus Chemist: New stat-based mixtures are 15% more potent. Improved by Restoration.
Mender Of Body: Potions that affect health are 0.25% stronger.
Mender Of Mind: Potions that affect magicka are 0.25% stronger.
Mendor Of Spirit: Potions that affect stamina are 0.25% stronger.

Poison Branch
Poisoner: New poisons are 0.5/1% more effective.
Chymical Fusion: Poisons applied to one-handed weapons last an additional 1-3 hits (2-6 for daggers). Improved by One-Handed.
Chymical Meld: Poisons applied to two-handed weapons last an additional 1-3 hits. Improved by Two-Handed.
Chymical Bond: Poisons applied to arrows last an additional 1-3 hits. Improved by Archery.
Caustic Brand: Ignore 25% of light armor if the target is affected by a poison. Improved by Light Armor.
Corrosive Brand: Ignore 25% of heavy armor if they are affected by poison. Improved by Heavy Armor.




As with my other SkyRem mods, one of my goals is to ensure maximum compatibility.

Misti will be incompatible with perk overhauls.

While not a complete incompatibility, mods that adjust game settings related to skills may conflict, but are not a hard incompatibility.

Mods that alter the following spells may conflict (at least with certain perks): Telekinesis, Atronach Summoning Spells, Soul Trap.



SkyRem Character Series
Genders: Genders Are Boringly Indistinct
Races: Race Abilities Enhanced
Attributes: Attribute Value Application
Classes: Class Overhaul Re-Imagined
Epochs: Epochs Life Skill Adjustment

SkyRem Immersion Series
Economy: Evolving Value Economy
Activations: More Immersive Activations
Encounter Zones: Improved NPC Encounter Zones
Loot: Loot Overhaul - Rarity & Abundance
Indigence: Indigent Residents In Skyrim

SkyRem Gameplay Series
Misti: Masterly - Intuitive Skill Tree Integration (SkyRem Perks) for SE and AE
Cassi: Constellations - A Standing Stones Improvement (SkyRem Standing Stones)

SkyRem: Skyrim Roleplay Enhancement Mod Guide
SkyRem Guide: A guide based on the SkyRem concept (Roleplay Enhancement Modding)