Skyrim Special Edition
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About this mod

Complete re-imagination of classes for Skyrim. Develop your character via a system that lets you decide which skills to use, abilities to gain, and how to specialize as your character advances. A much simpler implementation than prior CORI version, eliminating restrictions and out-of-date frameworks, and utilizing a simple MCM approach.

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Class Overhaul RImagined

A complete overhaul and re-imagination of classes. Develop your character through a series of 3 archetypes, 6 classes, and 21 specializations. The options available depend upon how you play and develop your character. No need to micromanage details (such as skill advancement), and no navigating through tedious frameworks.


How does it work?

  • One class point is provided from the start. Select your beginning archetype and ability, and play.
  • Every 5 character levels you receive a class point to use to develop your archetype as you see fit.
  • Each archetype has its own ability which will advance along with your archetype level.
  • Upon placing 5 points in archetype(s), class(es) will become available, with more ability selections to further customize your character.
  • Upon placing 5 points in class(es), specialization(s) will become available, with very specific ability selections.
  • You can put class points in any combination of archetypes, classes, and/or specializations.
  • Archetypes and their abilities (Tier 1) max out at level 15.
  • Classes and their abilities (Tier 2) max out at level 5 (you can become a level 10 class with two abilities leveled up to 5).
  • Specializations and their abilities (Tier 3) max out at level 2.
  • You will continue to receive a class point every 5 levels to use as you wish. 

Classes

Archetypes
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Warrior
  • Ability: Combat Focus
  • Available Classes: Champion, Battlemage, Nomad
Mage
  • Ability: Magic Focus
  • Available Classes: Battlemage, Acolyte, Mystic
Thief
  • Ability: Stealth Focus
  • Available Classes: Nomad, Mystic, Agent

Classes
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Champion
  • Abilities: Combat Specialty, Sworn Enemy
  • Available Specializations: Knight, Cleric, Nightblade, Paladin, Ranger, Templar
Battlemage
  • Abilities: Combat Specialty, Magic Specialty, Sworn Enemy (@ Level 6), Spell Aptitude (@ Level 6)
  • Available Specializations: Crusader, Paladin, Spellsword, Dervish, Wayfarer, Evoker
Acolyte
  • Abilities: Magic Specialty, Spell Aptitude
  • Available Specializations: Sorcerer, Cleric, Shadowcaster, Spellsword, Druid, Duskmage
Mystic
  • Abilities: Magic Specialty, Stealth Specialty, Spell Aptitude (@ Level 6), Stealth Talent (@ Level 6)
  • Available Specializations: Oracle, Templar, Duskmage, Minstrel, Evoker, Monk
Agent
  • Abilities: Stealth Specialty, Stealth Talent
  • Available Specializations: Rogue, Nightblade, Dervish, Assassin, Minstrel
Nomad
  • Abilities: Combat Specialty, Stealth Specialty, Sworn Enemy (@ Level 6), Stealth Talent (@ Level 6)
  • Available Specializations: Barbarian, Ranger, Druid, Assassin, Wayfarer, Monk

Specializations
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Knight
  • Knight's Oath: Non-combat skills advance 50% slower.
  • Sentinel Stance: While stationary, power attacks do 25/50% more damage, and incoming power attacks do 25/50% less.
  • Vanguard Conditioning: One/two-handed damage and heavy/light armor benefit from 12.5/25% of two/one-handed skill and light/heavy armor skill.
  • Command Formations: Give orders organize allies, fortifying a chosen skill set by 15/30 for 30/60s.
Sorcerer
  • Sorcerer's Oath: Non-magic skills advance 50% slower.
  • Aetherial Reflex: Magicka regenerates 25/50% faster in combat at the cost of regenerating 50/25% slower out of combat.
  • Aegis Ward: Blocking with a staff equipped prevents 25/50% of magic damage.
  • Maelstrom: For 15 seconds, dual casting costs 0 magicka.
Rogue
  • Rogue's Oath: Non-stealth skills advance 50% slower.
  • Uncanny Initiative: Damage dealt by enemies at full health is reduced by 40/80%.
  • Scoundrel's Luck: The last skill to have leveled is learned 15/30% faster.
  • Jack Of All: Fortify a selected skill by 15/30 points for 30/60 seconds.
Crusader
  • Extirpate Pledge: Deal 10% less damage to targets other than sworn enemies.
  • Resolute Purge: Deal 15/30% more and take 15/30% less damage from sworn enemies.
  • Demiurgic Favor: Regenerate 2.5/5% faster per aedric quest, and deal 5/10% more power attack damage with 10/5% more stamina per daedric quest.
  • Tireless Resolve: Power attack damage and stamina is improved by 50/100% for 30 seconds.
Barbarian
  • Barbaric Ego: Armor rating of equipment is reduced by 25%.
  • Primal Fury: As stamina decreases, regular attacks do 5-25/10-25% more damage.
  • Bloodlust: As the target's health decreases, power attacks deal 5-25/10-50% more damage.
  • Undying Ferocity: Any incoming lethal attacks are reduced to 0 damage for 30/60 seconds.
Oracle
  • Celestial Compact: Abilities are negated while an altar blessing is active.
  • Zodiac Ascendency: Standing Stones provide stronger or additional benefits. [See Tier 3 Abilities section]
  • Diaphenous Aura: As magicka decreases, magic resistance improves by 5-25/10-50%.
  • Veil Of Tranquility: Remove negative effects from allies and positive effects from enemies. Enemies will not regenerate magicka for 30/60 seconds.
Cleric
  • Aichmo Accord: Non-crushing weapons deal 50% less damage.
  • Pious Devotion: Altar blessings provide stronger effects: +25%
  • Faithful Repose: Self targetting spells cast out of combat are 25/50% more effective.
  • Consecration: Lower armor of undead within 50/100ft by 100/200 for 30/60 seconds, with a 25/50% chance of destroying those under level 15/30.
Nightblade
  • Darkhand Vow: Non-piercing weapons deal 50% less damage.
  • Lumina Reverence: Improve melee damage dealt and taken by 5-25/10-50% based on lighting.
  • Pale Mark: Power attacks inflict target with the inability to regenerate stamina for 60/120 seconds.
  • Essence Bind: For 30/60 seconds, slow enemies within 50/100 feet by 50% while improving critical hit chance and damage by 25/50%.
Paladin
  • Divine Covenant: Abilities are nullified while under any non-guardian Standing Stone.
  • Seraphic Refuge: Altar blessings provide 15/30% protection under various circumstances.
  • Aspect Of Valor: Power attacks have a 25/50% chance of stunning the target for 2 seconds.
  • Renewing Touch: Restore up to 125/250 health of an ally that is bleeding out.
Ranger
  • Burden Pact: Carry weight is reduced by 100.
  • Superior Mettle: Disease and poison resistance are improved by 25/50%. Movement increased by 15/30% while stamina is above 75/50%.
  • Kindled Rage: Attack damage increases between 5-25/10-50% as health decreases, and 5-25/10-50% as stamina decreases.
  • Temporal Tether: Stamina regenerates almost instantly for 60/120s, as long as it does not reach 0.
Templar
  • Servile Troth: Must have a divine or daedric item equipped for abilities to work.
  • Unleashed Zealotry: Stamina cost for power attacks decreases by 10-50/20-100% as health decreases.
  • Relic Scourge: Daedric artifacts deal 25/50% more damage, or proivde 25/50% more protection.
  • Pass Judgement: Deplete targets magicka and stamina and prevent their regeneration for 15/30 seconds, and deal up to 40/80% damage to their health.
Shadowcaster
  • Dark Trust: Magicka and stamina regenerate between 25% and 100% slower in light.
  • Umbra Shroud: Spells cast from the shadows are 5-25/10-50% stronger and 50/100% quiter depending on light levels.
  • Faded Reality: While at full health, gain a 12.5/25% chance of dodging melee attacks and 25/50% chance of dodging ranged attacks.
  • Shadow Meld: Become nearly imperceptible for 30/60 seconds.
Spellsword
  • Binate Bond: Dual casting and two-handed weapons are 50% less effective.
  • Corporeal Channel: Spells cast with the left hand are 15/30% more effective with a weapon equipped in the right.
  • Permeating Soul: One-handed weapons in the right hand gain a bonus based on the wielder's preferred school of magic.
  • Soulshift: Enchanted weapons require 25/50% less charge, enchanting is 50/100% stronger, and get 50/100% more from soul gems for 5 minutes.
Druid
  • Fauna Treaty: Damage dealt to animals and creatures is reduced by 50%.
  • Feral Affliction: Power attacks inflict 2/4 points of poison damage per second for 5/10 seconds.
  • Dire Morph: Regeneration rates increase by 50/100% for 15 seconds when health drops below 25%.
  • Purification Ritual: Cure all diseases and poisons, and increase resistance to both by 25/50% for 5 minutes.
Duskmage
  • Grim Rite: Stamina drains to replenish magicka, and magicka drains to replenish stamina if either falls below 50%.
  • Twilight Adaptation: Magicka / stamina regenerates 25/50% faster when stamina / magicka drops below 50%.
  • Evenfall Blade: Power attacks with daggers decrease target's resistance to disease, poison, physical, and magic damage by 25/50 points for 15 seconds.
  • Gloom Surge: Magicka and stamina regenerate 100/200% faster for 30/60 seconds, followed by 75% slower for 60 seconds.
Dervish
  • Warfare Trammel: Equipping heavy armor or two-handed weapons negate abilities and reduces stagger resistance by 25%.
  • Elan Deflection: Blocking a power attack with a one-handed weapon restores 25/50 stamina and improves physical resistance by 25/50 for 5/10 seconds.
  • Enigma Burst: Spells targeting an opponent following a melee attack are 25% stronger.
  • Even The Odds: Dual wielding power attacks deal an additional 50/100% damage for every two opponents faced, up to 250/500%, for 30 seconds.
Assassin
  • Mortal Contract: Assassin abilities begin at about 20% strength, and grow an additional 20% for every two successful assassinations.
  • Coup De Grace: Sneak attacks against targets not in combat and at full health do 50-250/100-500% more damage, and instantly kill sleeping targets.
  • Dim Sense: While sneaking and not moving, detect moving targets within 10-50/20-100 feet.
  • Element Of Surprise: Critical chance and speed are increased by 5-25/10-50%, and critical damage is increased by 50-250/100-500% for 30 seconds.
Wayfarer
  • Drifter Fate: Abilities become 5% less effective with each permanent residence you acquire, up to 25%.
  • Furtive Stride: Move 25/50% faster with less chance of being discovered while out of combat.
  • Vagrant Predator: Sneak attacks with weapons or magic are 50/100% more effective.
  • Acculturate: Move amongst potential hostiles unnoticed for 30/60 seconds.
Minstrel
  • Master of None: Actions randomly improve skill 5-15% slower than normal.
  • Protean Savant: Gain 2/2 additional perk points.
  • Bardic Lore: The more kills of a particular enemy type, the more damage dealt to that type, up to 25/50%.
  • Adventurer's March: Use an instrument to buff allies or debuff enemies. Magnitude and/or duration are doubled at level 2. Songs last for 30 seconds.
Evoker
  • Somatic Crux: Spells cast without a staff or scroll cost 50% more magicka.
  • Sibylline Supremacy: Spells cast from staffs and scrolls are 50/100% more effective.
  • Arcanic Echo: There is a 25/50% chance that spells cast without a staff or scroll are 25/50% stronger. This chance is doubled if not wearing armor.
  • Atronach Glyph: Gain complete immunity to a selected element or material group for 30/60 seconds.
Monk
  • Benevolent Spirit: Donate to those in need on a daily basis, or abilities will only be 50% effective.
  • Unbound Attunement: Improve armor rating by 20/40 per piece of armor not worn, and a 10/20% chance to evade attacks when wearing no armor.
  • Iron Palm: Unarmed power attacks have a 15/30% chance of staggering, stunning, or disarming the target, or any combination of the three.
  • Meditate: Unarmed power attacks cost 50/100% less stamina, and armor rating is improved by 100/200 points for 1 minute.


Abilities

Tier 1
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Each Tier 1 class (archetype) only has 1 ability available. These are generalized abilities, but have the opportunity to grow up to 15 levels. 
These bonuses improve every 5 levels, providing a benefit to staying on the archetype path versus advancing to classes and specializations.
The bonuses listed are for Levels 1-5 / Levels 6-10 / Levels 11-15, per archetype level.

Combat Focus
  • Increase range weapon damage: +2% / +3% / +5%
  • Increase melee weapon damage: +2% / +3% / +5%
  • Increase heavy armor rating: +2% / +3% / +5%
  • Decrease power attack stamina: -1% / -2% / -3%
  • Improve tempering health: +2% / +3% / +5%
Magic Focus
  • Decrease spell cost: -1% / -2% / -3%
  • Increase spell duration (Alteration, Conjuration, and Illusion): +2% / +3% / +5%
  • Increase spell magnitude (Destruction, Restoration): +2% / +3% / +5
  • Increase spell range: +2% / +3% / +5%
  • Improve enchanting strength: +2% / +3% / +5%
Stealth Focus
  • Increase light armor rating: +2% / +3% / +5%
  • Increase lockpicking ease: +2% / +3% / +5%
  • Increase pickpocket chance: +2% / +3% / +5%
  • Increase sneak attack damage: +2% / +3% / +5%
  • Improve alchemy effectiveness: +2% / +3% / +5%

Tier 2
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Tier 2 abilities are more specific, but provide larger bonuses. There are 5 levels for each. Classes immediately have access to two of these, with hybrid classes gaining access to two more at level 6. The bonuses listed are per class level.

Combat Specialty
  • Archer: Ranged weapons deal more damage: +20%
  • Shieldman: Improve blocked damage and bashing damage: +20%
  • Swordsman: Piercing weapons (swords/greatswords) deal more damage: +20%
  • Axeman: Slashing weapons (waraxes/battleaxes) deal more damage: +20%
  • Maceman: Crushing weapons (maces/warhammers) deal more damage: +20%
  • Guardian: Take less damage in all heavy armor: -10%
Magic Specialty
  • Transmuter: Alteration spells last longer: +20%
  • Summoner: Conjuration spells last longer: +20%
  • Elementalist: Destruction spells are stronger: +10%
  • Magician: Illusion spells last longer: +20%
  • Healer: Restoration spells are stronger: +10%
  • Arcanist: All spells cost less magicka: -5%
Stealth Specialty
  • Skirmisher: Take less damage in all light armor: -10%
  • Burglar: Increase ease of lockpicking: +20%
  • Cutpurse: Increase ease of pickpocketing: +5%
  • Skulker: Improve chance of sneaking without being noticed: +20%
  • Haggler: Improve barter rates: +10%
  • Daggerman: Increase damage with daggers: +20%
Sworn Enemy
  • Automatons: Deal more damage to dwarven automatons: +20%
  • Beast Races: Deal more damage to argonians, khajiit, and orcs: +20%
  • Creatures: Deal more damage to animals and creatures: +20%
  • Daedra: Deal more damage to daedra: +20%
  • Elf Races: Deal more damage to altmer, bosmer, and dunmer: +20%
  • Falmer: Deal more damage to falmer: +20%
  • Giants: Deal more damage to giants: +20%
  • Human Races: Deal more damage to bretons, imperials, nords, and redguards: +20%
  • Outlaws: Deal more damage to bandits and forsworn: +20%
  • Undead: Deal more damage to undead: +20%
Spell Aptitudes
  • Bound Flesh: Bound weapons and flesh spells are both more effective when used together: +20% damage and +10% protection
  • Cloak Skin: Cloak spells provide physical protection: +10%
  • Mind Breaker: Influence spells will work on higher level targets: +5
  • Augmented Ward: Wards provide additional physical and magical protection: +10%
  • Runesage: Runes deal  more damage: +20%
  • Spirit Shackler: Increase the maximum number of commanded creatures allowed: +1
  • Soul Bender: Turn spells work on undead targets of higher levels: +5
  • Broken Psyche: Destruction spells are more effective against those under the effects of an illusion spell: +20%
  • Revival Cloak: Cloak spells enhance regeneration rates: +5%
  • Lucid Concentration: Concentration spells cost less to maintain: -10%
Stealth Talents
  • Acrobat: Reduce fall damage: -10%
  • Ambidexter: Increase dual-wielding damage: +20%
  • Athlete: Move faster while sprinting: +10%
  • Beguiler: Fortify speech checks: +5
  • Chymist: Increased alchemy effectiveness, and poisons last longer: +20% and +1
  • Heckler: Incoming power attacks do less damage: -10%
  • Misericord: Critical hit chance and damage are increased with daggers: +5% and +50%
  • Parrier: Deal more damage when your attack is blocked, and take less when attacking: +5% and -5%
  • Prowler: Move faster while sneaking: +10%
  • Suborner: Intimidation attempts are easier, and bribes cost less: +10% and -10%

Tier 3
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Tier 3 abilities are very specific to the selected specialization. The flaw is added automatically when the specialization is chosen. The choices available include 2 passives and 1 power or lesser power. Each of the choices has 2 levels. Most of this info is above under the Specializations section, but those that have options within an ability are listed below.

Knight: Command Formations
  • Echelon Offense: Fortify one and two-handed skill of allies: +15
  • Bulwark Defense: Fortify block, heavy armor, and light armor skills of allies: +15
  • Volley Sequence: Fortify archery skill of allies: +15
Oracle: Zodiac Ascendancy
  • Apprentice: Magicka regenerates 25/50% faster.
  • Atronach: Spell magnitude improved by up to 5/10% per school skill level.
  • Lady: Health and stamina regenerate faster: +15/30%
  • Lord: Physical and magic resistance improved by 15/30%.
  • Lover: All skills advance 10/20% faster.
  • Mage: Magic skills advance 15/30% faster.
  • Ritual: Increase maximum number of commanded creatures by 1/2.
  • Serpent: Disease and poison resistance improved by 25/50%.
  • Shadow: Chance to be detected improved by 40/80%.
  • Steed: Carry weight and walking speed increased by 100/200 and 15/30%.
  • Thief: Stealth skills advance 15/30% faster.
  • Tower: Stagger resistance and chance to stagger improved by 40/80%.
  • Warrior: Combat skills advance 15/30% faster.
Paladin: Seraphic Refuge
  • Akatosh: Additional protection against dragons: +15%
  • Arkay: Additional protection against undead: +15%
  • Auriel: Additional protection against bows: +15%
  • Azura: Additional protection against summoned/conjured creatures: +15%
  • Boethiah: Additional protection against two-handed weapons: +15%
  • Dibella: Additional protection against those of the same gender: +15%
  • Julianos: Additional protection against magic: +15%
  • Kynareth: Additional protection while sprinting: +15%
  • Mephala: Additional protection against one-handed weapons: +15%
  • Mara: Additional protection against those of the opposite gender: +15%
  • Nocturnal: Additional protection while sneaking: +15%
  • Stendarr: Additional protection against human races: +15%
  • Talos: Additional protection against elf races: +15%
  • Zenithar: Additional protection against unlawful opponents: +15%
Spellsword: Permeating Soul
  • Alteration: Power attacks penetrate armor dealing extra damage: +15%
  • Conjuration: Power attacks have a chance of destroying commanded creatures: 15% chance
  • Destruction: Power attacks reduce the target's magic resistance briefly: -15%
  • Illusion: Power attacks have a chance to inflict confusion briefly: 15% chance
  • Restoration: Power attacks have a chance of destroying undead: 15% chance
Minstrel: Adventurer's March
  • Stendarr's Requiem: [Drum] Chance to inflict fear and/or confusion on all enemies
  • Deibella's Ballad: [Drum] Chance to disorient enemies, causing them to drop their weapons or attack aimlessly
  • Mara's Melody: [Drum] Chance to disrupt enemy spell casting
  • Zenithar's Lullaby: [Lute] Calms everybody within range
  • Arkay's Lament: [Lute] Lowers enemies' resistance to disease, poison, and magic.
  • Akatosh's Minuet: [Lute] Slows enemies' movement, including attack speed.
  • Juliano's Rhyme: [Flute] Allies' magica and magica regeneration are boosted.
  • Kynareth's Canticle: [Flute] Allies receive a movement and weapon speed boost.
  • Talos's Overture: [Flute] Allies receive a bonus to melee damage and critical hit chance.
Evoker: Atronach Glyph
  • Fire: Immunity to fire.
  • Frost: Immunity to frost.
  • Shock: Immunity to shock.
  • Mythrilic: Immunity to basic materials such as iron and steel.
  • Adamantic: Immunity to meric materials such as orcish, dwarven, and elven.
  • Titaniac: Immunity to crystalline  materials such as glass, ebony, and stalhrim.

As with my other SkyRem mods, one of my goals is to ensure maximum compatibility. Thanks to mods such as SPID/KID, I was able to avoid making changes to vanilla records with this version, minimizing compatibility issues or the need for patching.

While not an incompatibility, mods that introduce a class system may not mesh well with Cori (either become OP much more quickly, or just become completely inconsistent with character building).

Cori is designed to work along side other overhauls, including combat, magic, and perk overhauls.



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
Perk Trees: Masterly - Intuitive Skill Tree Integration
Standing Stones: Constellations - A Standing Stones Improvement
Magic and Enchantments: <<Current Project>>

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