New Perk Trees

The main point of this mod is, of course, the perk system. As much as possible, the new trees still resemble the unmodified perk trees. However, the biggest change is that every perk tree now has five perks gained for free at different skill tiers: Novice (20), Apprentice (30), Adept (50), Expert (75), and Master (100). As a general rule, these are all of the most boring, passive perks from the old trees, many of which were required to make a skill feel worthwhile. This frees up perk points to be spent on the more unique and interesting perks, which have also increased in number.

Look below for a detailed look at all of the new perk trees, or see the notes section at the bottom for some explanations behind the changes.

Warrior Skills Thief Skills Mage Skills
Archery Alchemy Alteration
Block Light Armor Conjuration
Heavy Armor Lockpicking Destruction
One Handed Pickpocket Enchanting
Smithing Sneak Illusion
Two Handed Speech Restoration

Warrior Skills



Archery

An Archer is trained in the use of bows and arrows. The greater the skill, the more deadly the shot.

archery tree

Automatic perks

Overdraw (Novice) No Requirement
Your Archery skill increases the amount of damage you deal with bows.
Critical Shot (Apprentice) 25 Archery
Your Archery skill increases your chance to critically hit with bows.
Hunter's Discipline (Adept) 50 Archery
80% chance to recover arrows from dead bodies.
Ranger (Expert) 75 Archery
Able to move faster with a drawn bow.
Quick Shot (Master) 100 Archery
Can draw a bow 30% faster.

Specialization perks

Ethereal Arrows 10 Archery
Firing a bow without any arrows equipped will fire an ethereal arrow from your magicka pool. These arrows improve slightly with perks that affect bound weapons.
Eagle Eye 20 Archery, Ethereal Arrows
Pressing Block while aiming will zoom in your view.

Specialization perks (cont.)

Steady Hand 30 Archery, Eagle Eye
Zooming in with a bow slows time by 50%.
Knockout 40 Archery, Steady Hand
Bashing with a bow briefly knocks the target out. This ability can only be used once every 15 seconds.
Survivalist 55 Archery
Most wild animals are friendly until attacked. Gain use of the Hunter's Sight lesser power.
Hunter's Sight: See clearly in darkness.
Power Shot 65 Archery, Eagle Eye
Arrows stagger all but the largest opponents 50% of the time. Critical hits with all weapons deal 50% more damage.
Sniper 80 Archery, Eagle Eye
Bow attacks are guaranteed to critically hit when firing from out of combat.
Head Shot 90 Archery, Sniper
Critical hits with a bow have a 10% chance to deal lethal damage. All weapons are 5% more likely to critically hit.
Knee Shot 100 Archery
Bow attacks have a 15% chance to cripple the target for 12 seconds. Targets without vulnerable knees will be paralyzed instead.

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Block

The art of blocking an enemy's blows with a shield or weapon. Blocking reduces the damage and staggering from physical attacks.

block tree

Automatic perks

Shield Wall (Novice) No Requirement
Your Block skill increases the effectiveness of blocking.
Power Bash (Apprentice) 25 Block
Able to do a power bash.
Charge! (Adept) 50 Block
You have a 20% chance to gain a burst of speed if an arrow hits you while you're blocking.
Deflection (Expert) 75 Block
Arrows that hit the shield do no damage.
Hoplite (Master) 100 Block
Able to move faster with a shield raised.

Specialization perks

Stalwart Defender 10 Block
Stamina regenerates at its full rate even in combat.
Survival Instinct 20 Block, Stalwart Defender
When your health is critical, time slows down before enemy melee attacks. This can only occur once every 30 seconds.

Specialization perks (cont.)

Accurate Bash 35 Block, Stalwart Defender
Regular bashes with a shield deal ten times the damage and have a a 30% chance to disarm.
Brutal Bash 45 Block
Power bashes deal ten times the damage and have a 20% chance to daze the target.
Retaliation 65 Block, Brutal Bash
Blocking an attack has a 30% chance to trigger a 20% increase to melee damage for 4 seconds.
Aegis 80 Block
Blocking with a shield grants a 20% chance to absorb incoming magic and reduces incoming fire, frost, and shock damage by 50%.
Quick Reflexes 85 Block, Aegis or Retaliation
Time slows down if you are blocking during an enemy's power attack.
Defensive Stance 90 Block, Hoplite or Accurate Bash
You take 20% less damage. Blocking staggers the attacker 20% of the time.
Shield Charge 100 Block, Quick Reflexes or Defensive Stance
Sprinting with a shield raised knocks down most targets.

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Heavy Armor

Those trained to use Heavy Armor make more effective use of Iron, Steel, Dwarven, Orcish, Ebony, and Daedric armors. Heavy Armor wearers emphasize defense over speed.

heavy armor tree

Automatic perks

Juggernaut (Novice) No Requirement
Your Heavy Armor skill increases armor rating for Heavy Armor.
Well Fitted (Apprentice) 25 Heavy Armor
25% Armor bonus if wearing only Heavy Armor.
Conditioning (Adept) 50 Heavy Armor
Heavy Armor weighs nothing and doesn't slow you down when worn.
Tower of Strength (Expert) 75 Heavy Armor
50% less stagger when wearing only Heavy Armor.
Matching Set (Master) 100 Heavy Armor
Additional 25% Armor bonus if wearing at least three matched pieces of Heavy Armor.

Specialization perks

Fists of Steel 15 Heavy Armor
Heavy Armor gauntlets increase melee damage and reduce the stamina cost of power attacks. Gauntlets made of stronger materials have a greater effect (max 30%).

Specialization perks (cont.)

Thick Padding 30 Heavy Armor, Fists of Steel
When you are wearing mostly heavy armor, arrow damage is reduced by half and frost resistance is increased by 20%.
Wall of Iron 40 Heavy Armor, Thick Padding
When you are wearing mostly heavy armor, enemies that strike you in melee occasionally stagger.
Mounted Knight 55 Heavy Armor
When fighting on horseback you deal double damage and take half damage. When fighting on foot you take 20% less damage from melee attacks.
Warded Plate 65 Heavy Armor, Thick Padding
For each piece of heavy armor equipped, there is a 5% chance for incoming fire, frost, and shock spells to deal no damage (maximum 20% chance).
Iron Will 80 Heavy Armor, Wall of Iron or Mounted Knight
Grants immunity to paralysis and the strongest Unrelenting Force shouts.
Ignore Pain 90 Heavy Armor, Wall of Iron
20% chance of ignoring all damage from a melee attack.

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One Handed

The art of combat using one-handed weapons, such as daggers, swords, maces and war axes. Those trained in this skill deliver deadlier critical hits.

one handed tree

Automatic perks

Armsman (Novice) No Requirement
Your one-handed skill increases the amount of damage you deal with one-handed weapons.
Training (Apprentice) 25 One Handed
Power attacks with one-handed weapons cost 25% less stamina.
Parry (Adept) 50 One Handed
Blocking with one-handed weapons is more effective. This bonus increases based on the material of the weapon.
Mobility (Expert) 75 One Handed
You move 10% faster when wielding a one-handed weapon.
Riposte (Master) 100 One Handed
Blocking with a one-handed weapon or shield has a 20% chance to trigger a riposte, making your next attack 150% faster.

Specialization perks

Bone Breaker 10 One Handed
Attacks with maces have a 10% chance to stagger the target. Attacks with all weapons ignore 50% of armor.
Hack and Slash 20 One Handed
Attacks with war axes deal 50% more critical damage. Attacks with all weapons are 5% more likely to critically hit.

Specialization perks (cont.)

Bladesman 30 One Handed
Attacks with one-handed swords are 30% faster. Attacks with all other weapons are 15% faster.
Fighting Stance 40 One Handed
All weapons swing 15% faster and critical damage is increased by 50% when wielding one or more one-handed weapons.
Weapon Master 55 One Handed
Melee attacks gain unique bonuses based on weapon type. These bonuses are listed with active magic effects.
Critical Charge 65 One Handed
Can do a one-handed power attack while sprinting that does double critical damage. One handed power attacks are 20% more likely to critically hit.
Savage Strike 80 One Handed, Fighting Stance
One-handed sideways power attacks may slay targets low on health and regenerate 100 points of stamina over 5 seconds if successful. One handed standing power attacks may decapitate enemies.
Dual Savagery 90 One Handed, Weapon Master
Dual wielding power attacks do 25% bonus damage and dual wielding attacks are 25% faster.
Paralyzing Flurry 100 One Handed
For 6 seconds following a one-handed backwards power attack, all attacks paralyze their target. This can only occur once every 20 seconds.

Weapon Master

Intended for dual wield specialists, this perk grants one ability for each weapon equipped. If the weapons are different, it grants each of the two bonuses on the left. If they are the same, it grants both the 'single' and 'dual' bonus.

Single Weapons
Axe 25% increased critical hit damage
Dagger 5% increased melee damage
Mace Ignores 50% of armor
Sword 5% increased critical hit chance
Unarmed 5% increased melee damage.
Dual Weapons
Axes 10% increased critical hit chance
Daggers 3% chance to paralyze on hit
Maces Forward power attacks have a 30% to daze the target.
Swords Increases melee attack speed by 15%.
Unarmed 10% chance to daze on hit.

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Smithing

The art of creating and improving weapons and armor from raw materials.

smithing tree

Automatic perks

Basic Smithing (Novice) No Requirement
Can create Iron and Steel equipment at forges.
Worldly (Apprentice) 25 Smithing
Can create Elven and Dwarven equipment at forges.
Advanced Smithing (Adept) 50 Smithing
Can create Orcish equipment and Steel Plate armor at forges.
Intense Heat (Expert) 75 Smithing
Can create Glass and Ebony equipment at forges.
Hammer of Oblivion (Master) 100 Smithing
Can create Daedric equipment at forges.

Specialization perks

Prospector 15 Smithing
Find twice the ore and gems when mining. Gain a 25% bonus to Iron and basic Steel armor.
Light Armorer 30 Smithing
Can improve Light Armor twice as much.

Specialization perks (cont.)

Open Minded 35 Smithing, Prospector
Gain a 25% bonus to Elven and Dwarven armor. Enchantments you cast on Elven, Dwarven, and Orcish equipment are 15% more powerful.
Heavy Armorer 40 Smithing
Can improve Heavy Armor twice as much.
Honorary Orc 60 Smithing, Open Minded
Orcs consider you a friend and give you a 20% discount. Gain a 15% bonus to Iron, Steel, and Orcish armor, and a 30% bonus to Iron, Steel, and Orcish weapons.
Arcane Blacksmith 70 Smithing
You can improve magical weapons and armor. Fire damage enchantments you cast are 15% stronger.
Weaponsmith 80 Smithing, Armorer or Arcane Blacksmith
Can improve weapons and shields twice as much.
Applied Knowledge 90 Smithing, Honorary Orc
Fortify Smithing effects also increase weapon damage and armor rating.
Dragon Armor 100 Smithing
Can create Dragon armor (and weapons) at forges.

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Two Handed

The art of combat using two-handed weapons, such as greatswords, battle axes, and warhammers. Those trained in this skill deliver deadlier power attacks.

two handed tree

Automatic perks

Barbarian (Novice) No Requirement
Your Two-Handed skill increases the amount of damage you deal with two-handed weapons.
Seasoned (Apprentice) 25 Two Handed
Power attacks with two-handed weapons cost 25% less stamina.
Tireless (Adept) 50 Two Handed
Your stamina regenerates 20% faster when wielding two-handed weapons.
Merciless (Expert) 75 Two Handed
Normal two-handed attacks strike all targets in front of you.
Counterattack (Master) 100 Two Handed
Blocking with a two-handed weapon has a 20% chance to trigger a counterattack, making your next attack 150% faster. If it's a power attack, it costs no stamina.

Specialization perks

Skullcrusher 10 Two Handed
Standing power attacks with warhammers have a 30% chance to daze the target. Attacks with all weapons ignore 50% of armor.
Limbsplitter 20 Two Handed
Attacks with battleaxes deal 50% more critical damage. Power attacks with all weapons are 20% more likely to critically hit.

Specialization perks (cont.)

Great Swings 30 Two Handed
Attacks with greatswords are 30% faster. Attacks with all other weapons are 15% faster.
Champion's Stance 40 Two Handed
Attacks with two-handed weapons have a 10% chance to stagger the target. Power attacks with all weapons deal 20% more damage.
Great Critical Charge 60 Two Handed
Can do a two-handed power attack while sprinting that does double critical damage. Critical hits with two-handed power attacks deal 50% more damage.
Sweep 70 Two Handed
Sideways power attacks with two-handed weapons hit all targets in front of you. Melee damage is increased by 20% for 5 seconds after any two-handed power attack.
Sunder Armor 80 Two Handed
Two-handed forward power attacks destroy the target's shield if blocked and have a 30% chance to destroy a piece of the target's armor if unblocked.
Devastating Blow 90 Two Handed
Two-handed standing power attacks do 25% bonus damage with a chance to decapitate your enemies. Melee attacks with two-handed weapons deal 10% more damage.
Warmaster 100 Two Handed, Sunder Armor or Sweep
Two-handed power attacks have a 10% chance to deal lethal damage.

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Thief Skills



Alchemy

The art of brewing potions and poisons. A skilled Alchemist can harvest powerful ingredients, improve equipment, and transmute metals.

alchemy tree

Automatic perks

Alchemist (Novice) No Requirement
Your Alchemy skill increases the strength of the potions and poisons you make.
Experimenter (Apprentice) 25 Alchemy
The higher your Alchemy skill, the more effects you recognize when eating an ingredient.
Physician (Adept) 50 Alchemy
Potions that restore health, magicka, or stamina are 25% more powerful.
Poisoner (Expert) 75 Alchemy
Poisons you mix are 25% more effective.
Green Thumb (Master) 100 Alchemy
Two ingredients are gathered from plants.

Specialization perks

Fortifier 10 Alchemy
Clothing and body armor made of leather or fur gain armor rating based on your Alchemy skill. Potions that fortify health, magicka, or stamina are 50% more effective.
Troll Blood 20 Alchemy
Health regenerates 50% faster. When your health is below 50%, you have a 20% chance to poison enemies in melee range every time you get hit.
Envenom 30 Alchemy, Troll Blood or Metallurgy
Poisons applied to weapons last longer the higher your Alchemy skill (max 10 charges). You gain 50% resistance to all poisons.

Specialization perks (cont.)

Side Effects 40 Alchemy, Envenom or Mage Oil
33% chance to gain beneficial side effects when drinking potions or eating ingredients.
Wortcraft 55 Alchemy, Troll Blood or Side Effects
You suffer no negative effects from eating ingredients, and positive effects are substantially improved.
Mage Oil 65 Alchemy
Enchantments you cast are 15% more effective on regular jewelry and 25% more effective on high quality jewelry.
Surgeon 80 Alchemy, Wortcraft
Find unique stat-boosting ingredients, more food, and more rare ingredients when looting corpses.
Knowledge Seeker 90 Alchemy, Surgeon or Purity
Allows you to create the Philosopher's Stone, which unlocks the ability to transmute metal ingots.
Purity 100 Alchemy
You create two potions or poisons instead of one. All negative effects are removed from created potions, and all positive effects are removed from created poisons.

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Light Armor

Those trained to use Light Armor make more effective use of Hide, Leather, Elven, and Glass armors. Light Armor wearers emphasize speed and offense over protection.

light armor tree

Automatic perks

Agile Defender (Novice) No Requirements
Your Light Armor skill increases armor rating for Light armor.
Custom Fit (Apprentice) 25 Light Armor
25% Armor bonus if wearing only Light Armor.
Unhindered (Adept) 50 Light Armor
Light Armor weighs nothing and doesn't slow you down when worn.
Nimble (Expert) 75 Light Armor
Falling damage is reduced by half.
Matching Set (Master) 100 Light Armor
Additional 25% Armor bonus if wearing at least three matched pieces of Light Armor.

Specialization perks

Nomad 15 Light Armor
Horses you ride move 50% faster. Damage taken on horseback or while sprinting is reduced by 30%.

Specialization perks (cont.)

Wind Walker 30 Light Armor
Stamina regenerates 50% faster. You have a 20% chance to avoid all damage from an attack when sprinting.
Strategic Retreat 40 Light Armor, Wind Walker
When an attack brings your health below 20%, you gain a burst of speed for 10 seconds. This effect can only occur once every 30 seconds.
Insulating Wards 55 Light Armor
For each piece of light armor equipped, potions and armor spells have a 10% longer duration (maximum 40% increase).
Berserker Rage 65 Light Armor, Nomad
On being hit, you have a 5% chance to gain stamina regeneration and a 25% damage increase for 6 seconds. This chance is 100% if hit with a power attack.
Skirmish Tactics 80 Light Armor
Perks which affect power attacks have a lesser effect on regular attacks as well.
Soldier 90 Light Armor
Power attacks cost 30% less stamina.

Skirmish Tactics

This perk allows the light armored warrior to conserve stamina for sprinting without suffering as much from the lack of power attacks. Power attacks and sprints may still be used strategically, but the overall reliance on them is diminished through the bonuses below.

One Handed
Dual Mace Mastery
3% chance to knock back with mace attacks.
Critical Charge
One-handed attacks critically hit 5% more often and deal 25% more critical hit damage.
Savage Strike
This perk's effect has a 5% chance of occurring on one-handed attacks.
Dual Savagery
Damage when dual wielding is increased by 20%.
Paralyzing Flurry
5% chance to paralyze on one-handed attacks.
Two Handed
Skullcrusher
Warhammer attacks have a 3% chance to knock back.
Two Handed (cont.)
Limbsplitter
Critical hit chance is increased by 5%.
Champion's Stance
Melee damage is increased by 5%.
Great Critical Charge
Two-handed attacks critically hit 5% more often and deal 25% more critical hit damage.
Devastating Blow
Damage with two-handed weapons is increased by 5%.
Sunder Armor
Two-handed attacks have a 10% chance of destroying the target's shield if blocked.
Sweep
Two-handed attacks have a 50% chance of hitting all targets in front of you.
Warmaster
Two-handed attacks have a 2% chance of dealing lethal damage.

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Lockpicking

The art of opening locked doors and containers. Those trained in Lockpicking liberate valuables wherever they are found, from decadent manors to abandoned ruins.

lockpicking tree

Automatic perks

Security (Novice) No Requirements
Your lockpicking skill makes locks easier to pick.
Luck (Apprentice) 25 Lockpicking
Find more gold in chests.
Seeker (Adept) 50 Lockpicking
50% greater chance of finding special treasure.
Locksmith (Expert) 75 Lockpicking
Pick starts close to the lock opening position.
Unbreakable (Master) 100 Lockpicking
Lockpicks never break.

Specialization perks

Bash Locks No Requirements
You may attempt to open locked doors and containers by bashing them.
Inside Man 20 Lockpicking
Allows access to inconspicuous chests placed outside of town jails. These are used for laundering stolen goods and paying discounted fines.

Specialization perks (cont.)

Adventurous Parry 30 Lockpicking
Blocking with a torch is twice as effective.
Thief 40 Lockpicking, Inside Man
Able to pick locks without being noticed. Carrying capacity is increased by 100.
Blinding Bash 55 Lockpicking, Adventurous Parry
Bashing opponents with a torch gives their attacks against you a 30% chance to become a glancing blow (10% damage) for 8 seconds.
Blazing Bash 65 Lockpicking, Blinding Bash
Fire damage from your torch bash is significantly increased and may cause opponents to run in fear.
Dungeon Delver 85 Lockpicking
Chaurus, skeevers, and spiders are friendly until attacked. Gain use of the Dungeon Sense lesser power.
Dungeon Sense: Shows nearby dungeon creatures through walls.
Dwemer Engineer 100 Lockpicking, Dungeon Delver
Dwemer Automatons are friendly until attacked. Grants 30% shock resistance and increases the variety of dwemer scrap metal that may be melted into ingots.

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Pickpocket

The art of thievery by stealthy or more forceful means. Skilled Pickpockets are less likely to be detected when picking pockets and more capable of defending themselves if caught.

pickpocket tree

Automatic perks

Light Fingers (Novice) No Requirement
Your Pickpocket skill increases unarmed damage and your chances of successfully picking someone's pockets.
Night Thief (Apprentice) 25 Pickpocket
+25% chance to pickpocket if the target is asleep.
Cutpurse (Adept) 50 Pickpocket
Pickpocketing gold is 50% easier.
Keymaster (Expert) 75 Pickpocket
Pickpocketing keys almost always works.
Misdirection (Master) 100 Pickpocket
Can pickpocket equipped items.

Specialization perks

Extra Pockets 30 Pickpocket
Carrying capacity is increased by 100 and stamina is increased by 50.
Toxic Touch 35 Pickpocket
Silently harm enemies by placing poisons in their pockets.
Dodge 40 Pickpocket
When not wearing any armor, you have a chance to take no damage from incoming attacks. This chance increases with your pickpocket skill (max 25%).

Specialization perks (cont.)

Brigand's Brew 45 Pickpocket
Consuming alcohol increases your melee damage by 30% for 15 seconds.
Purse Snatcher 60 Pickpocket, Extra Pockets
Increases run speed by 30%.
Acid Splash 70 Pickpocket, Toxic Touch
As long as one hand is free, melee attacks deal 50% more critical damage and have a 20% chance to deal extra poison damage over 3 seconds.
Drunken Rage 80 Pickpocket, Brigand's Brew
Consuming alcohol has a chance of sending you into a drunken rage, increasing melee damage and reducing damage taken by 50% each. This chance increases the more you drink.
Blade Catcher 90 Pickpocket, Dodge
As long as one hand is free (unarmed or spell), melee attacks deal 20% more damage and you have a 10% chance to disarm attackers that strike you in melee.
Cheap Shot 100 Pickpocket, Blade Catcher
As long as one hand is free, power attacks have a 25% chance to cripple the target. Unarmed attacks have a 5% higher chance to critically hit.

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Sneak

Sneaking is the art of moving unseen and unheard. Highly skilled sneaks can even hide in plain sight.

sneak tree

Automatic perks

Stealth (Novice) No Requirement
Your sneak skill makes you harder to detect while sneaking.
Muffle (Apprentice) 25 Sneak
Noise from armor is reduced 50%.
Silence (Adept) 50 Sneak
Walking and running does not affect detection.
Silent Roll (Expert) 75 Sneak
Sprinting while sneaking executes a silent forward roll.
Assassin's Blade (Master) 100 Sneak
Attacks with daggers deal 25% more damage and ignore armor.

Specialization perks

Sneak Attack 20 Sneak
Sneak attacks deal 3x damage with bows, 6x with 1H weapons, 8x when unarmed, and 15x with daggers. Instant kills with 2H sneak attacks may cause nearby enemies to run in fear.

Specialization perks (cont.)

Keen Eye 35 Sneak, Sneak Attack
Dagger attacks made from out of combat are guaranteed to critically hit.
Cloak of Shadows 55 Sneak
You have a chance to take no damage from incoming attacks. This chance increases with your sneak skill (max 10%).
Light Foot 65 Sneak
You won't trigger pressure plates and you're 20% less likely to stagger when struck.
Heart Seeker 70 Sneak, Keen Eye
Sneak attacks have a 10% chance to deal lethal damage.
Assassin's Reflexes 85 Sneak, Heart Seeker
Grants the Assassin's Reflexes lesser power, which slows time in exchange for stamina.
Shadow Warrior 100 Sneak
Crouching in combat renders you invisible for two seconds. This can only occur once every ten seconds.

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Speech

This skill of persuasion can be used to get better prices from merchants, and persuade others to do as you ask. Skilled speakers can even use their voice as a weapon.

speech tree

Automatic perks

Haggling (Novice) No Requirement
Your Speech skill improves buying and selling prices.
Merchant (Apprentice) 25 Speech
Can sell any type of item to any kind of merchant.
Investor (Adept) 50 Speech
Can invest 500 gold with a shopkeeper to increase his available gold permanently.
Fence (Expert) 75 Speech
Can barter stolen goods with any merchant you have invested in.
Trader (Master) 100 Speech
Every merchant in the world gains 1000 gold for bartering.

Specialization perks

Convincing 10 Speech
Can bribe guards to ignore crimes. Persuasion attempts are 30% easier and intimidation is twice as likely to succeed.
Good Listener 20 Speech
Your skills increase 5% faster, and you can train substantially more per level.

Specialization perks (cont.)

Long Winded 30 Speech
Sprinting consumes very little stamina, and power attacks cost 10% less stamina.
Best Friend 40 Speech
A loyal animal companion carries your extra equipment and fights by your side.
Allure 60 Speech
30% better prices with the opposite sex. Also gain the "Lover's Comfort" buff.
Trained Voice 70 Speech
Shouts are 50% more powerful and last 30% longer.
Master Debater 80 Speech, Trained Voice
You gain 50 magicka, and your shouts prevent nearby enemies from shouting for a short time.
Patron 90 Speech
Alchemy shops and court wizards you invest in will stock unique and expensive potions and scrolls.
Legendary Skald 100 Speech, Trained Voice
Time between shouts is reduced by 50%.

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Mage Skills



Alteration

The School of Alteration involves manipulating the physical and magical worlds. This skill enhances other schools and makes it easier to cast spells like Waterbreathing, protection, and Paralysis.

alteration tree

Automatic perks

Mystic (Novice) No Requirement
Your Alteration skill increases the duration of your Alteration spells.
Sage (Apprentice) 25 Alteration
Cast Alteration spells for half magicka.
Adaptation (Adept) 50 Alteration
You gain the ability to breathe underwater. Most waterbreathing potions, spells, and enchantments give you the ability to walk on water instead.
Seer (Expert) 75 Alteration
New spell tomes may be found on appropriate merchants.
Theurgist (Master) 100 Alteration
Once every hour, you're able to cast a ritual spell near instantly for very little magicka.

Specialization perks

Ancestral Awakening 15 Alteration
Your passive racial abilities are twice as strong, and you receive a second, awakened version of your racial power that can be used every 6 hours.
Spell Charge 30 Alteration
Single cast spells are 15% more effective for each second spent casting them (max 45% increase).

Specialization perks (cont.)

Mage Armor 40 Alteration
Magic armor spells never need to be re-cast. When not wearing armor, they are four times as strong and level Alteration as if it were an armor skill.
Efficiency Expert 55 Alteration
Your magic skills increase the duration of spells in each school by up to double. Each rank in a school reduces the cost of spells in that school by 10%.
Mystic Transmutation 60 Alteration
Allows you to forge an Arcane Converter, which can convert magicka into soul energy for powering enchantments. Higher skill levels allow the creation of more potent converters.
Magic Resistance 70 Alteration
Blocks 30% of a spell's effects.
Spirit Echo 80 Alteration
10% chance of summoning a Spirit Echo in combat, which drains health, magicka, and stamina from enemies and returns it to you.
Chain Casting 90 Alteration, Spell Charge
Destruction spells charge with each spell cast. At max charge, dual casting a spell allows you to cast double damage spells at no magicka cost for 5 seconds, but afterwards the charge will reset.
Atronach 100 Alteration
Absorb 30% of the magicka of any spells that hit you.

Ancestral Awakening

For the most part, the abilities granted by this perk are inherently obvious, but there are a couple notable exceptions here.

Passive
Fortify Health (Orc) Awakening the latent energy in your Orc blood gives you 50 extra health.
Active
Skooma Frenzy (Khajiit) You attack and run at the speed of skooma, which is twice as fast as normal, for 1 minute.

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Conjuration

The School of Conjuration governs raising the dead and summoning creations from Oblivion. This skill makes it easier to cast these spells as well as Soul Trap and bindings.

conjuration tree

Automatic perks

Conjurer (Novice) No Requirement
Your Conjuration skill increases the duration of your Conjuration spells.
Covenant (Apprentice) 25 Conjuration
Cast Conjuration spells for half magicka.
Warlock (Adept) 50 Conjuration
Bound weapons drain magicka on hit.
Occult Lore (Expert) 75 Conjuration
New spell tomes may be found on appropriate merchants.
Soul Reaper (Master) 100 Conjuration
You can fill two soul gems with the same soul as long as the soul is the appropriate size.

Specialization perks

Summoner 15 Conjuration
Doubles the range of all summon spells and the duration of all conjuration spells. You gain 50 health, and friendly summoned creatures gain 20% damage resistance when near you.
Spirit Binding 20 Conjuration
Bound weapons do more damage and cast Soul Trap on targets.

Specialization perks (cont.)

Dark Souls 35 Conjuration
Reanimated undead have 100 points more health and leech health from nearby enemies.
Elemental Potency 45 Conjuration, Summoner
Conjured Atronachs are significantly more powerful, and you gain 25% resistance to all elements.
Mystic Binding 60 Conjuration, Spirit Binding
Bound weapons do more damage, banish summoned creatures, and turn raised ones.
Plague Carrier 70 Conjuration, Dark Souls
Can reanimate higher level undead. Reanimated undead spread a contagious disease that slows movement, drains health and stamina, and increases damage taken by 30%.
Oblivion Binding 80 Conjuration, Mystic Binding
Bound weapons do more damage and gain elemental enchantments.
Elemental Mastery 90 Conjuration, Elemental Potency
Conjured Atronachs gain new abilities and give you a 30% increase to elemental damage when summoned.
Twin Souls 100 Conjuration, Plague Carrier or Elemental Mastery
You can have two atronachs or reanimated zombies. Every six hours, you may summon three atronachs at once or reanimate all corpses around you.

Elemental Mastery

Here are the new abilities you can expect your empowered atronachs to make use of.

Flame Atronach
Fireball The atronach's fire bolt is upgraded to an explosive fireball.
Frost Atronach
Frost Aura The atronach causes nearby enemies to move 20% slower and gain a 50% weakness to frost damage.
Frozen Blows The atronach has a 5% chance to paralyze enemies on hit, or a 100% chance to knock them back when power attacking.
Storm Atronach
Lightning Bolt In addition to its normal attacks, the atronach can cast lightning bolts from a distance.
Chain Lightning A lightning area attack useful against enemy groups.

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Destruction

The School of Destruction involves the harnessing the energies of fire, frost and shock. This skill makes it easier to cast spells like Fireball, Ice Spike, and Lightning Bolt.

destruction tree

Automatic Perks

Evoker (Novice) No Requirement
Your Destruction skill increases the magnitude of your Destruction spells.
Mage (Apprentice) 25 Destruction
Cast Destruction spells for half magicka.
Dedication (Adept) 50 Destruction
Fire spells deal more health damage, Frost spells deal more stamina damage, and Shock spells deal more magicka damage.
Archmage (Expert) 75 Destruction
New spell tomes may be found on appropriate merchants.
Feedback (Master) 100 Destruction
When you have a Destruction spell readied, enemies that strike you in melee take elemental damage.

Specialization Perks

Dual Casting 10 Destruction
Enables dual casting for all spell schools. Dual casting a spell overcharges the effects into an even more powerful version.
Flame Affinity 20 Destruction
Weapon attacks have a 20% chance to make targets take triple damage from fire for 4 seconds. Smithing improvements are 20% more effective.

Specialization Perks (cont.)

Intense Flames 30 Destruction
Fire damage causes targets below 30% health to flee. 20% chance when casting a fire spell to instantly cast it a second time for no magicka.
Impact 40 Destruction, Dual Casting
Most destruction spells will stagger an opponent when dual cast.
Frost Aura 55 Destruction
Increases armor rating and frost resistance by 20%. Nearby enemies suffer 75% weakness to frost and 20% reduced movement speed.
Rune Master 65 Destruction
Can place runes five times farther away, runes temporarily disable their targets, and you can place two runes at once.
Flowing Current 80 Destruction
Shock spells deal 50% more damage. All spells cost 20% less to cast.
Deep Freeze 90 Destruction
Frost damage paralyzes targets below 20% health. 20% chance when casting a frost spell to instantly cast it a second time for no magicka.
Disintegrate 100 Destruction
Shock damage disintegrates targets below 10% health. 20% chance when casting a shock spell to instantly cast it a second time for no magicka.

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Enchanting

The art of binding magic to weapons and armor. Skilled enchanters harness enchanted items more effectively and can even manipulate powerful artifacts.

enchanting tree

Automatic Perks

Enchanter (Novice) No Requirement
Your Enchanting skill increases the strength of enchantments you cast.
Siphon (Apprentice) 25 Enchanting
Death blows to creatures, but not people, trap 5% of the victim's soul, recharging the weapon.
Economy (Adept) 50 Enchanting
Soul gems provide extra magicka for recharging.
Wisdom (Expert) 75 Enchanting
Health, magicka, and stamina enchantments on armor are 25% stronger.
Sagacity (Master) 100 Enchanting
Skill enchantments on armor are 25% stronger.

Specialization Perks

Magic Dust 10 Enchanting
Doubles the duration of all potions. Potions which fortify a crafting skill last ten times as long.
Intensity 20 Enchanting
Elemental enchantments on weapons and armor are 25% stronger.

Specialization Perks (cont.)

Imbue Potion 35 Enchanting, Magic Dust
Potions and poisons are 50% more effective.
Artificer 45 Enchanting, Intensity
Artifacts consume no charge, and all other weapons consume 50% less charge. You can learn the spells of unique staves by using them.
Enchanted Weave 60 Enchanting
Enchantments are 25% more effective on clothing.
Glittering Prizes 70 Enchanting, Artificer
Weapon enchantments deal 20% more damage. You can craft unique items and modify artifacts at an enchanter.
Soul Scavenger 80 Enchanting, Enchanted Weave
Souls you trap are one size larger than normal.
Preserver 90 Enchanting, Soul Scavenger
Soul gems have a 50% chance to remain after use. Soul gems that remain have a 50% chance to retain the soul being used.
Extra Effect 100 Enchanting
Can put two enchantments on the same item.

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Illusion

The School of Illusion involves manipulating the mind of the enemy and creating illusory puppets. This skill makes it easier to cast spells like Fear, Calm and Invisibility.

illusion tree

Automatic Perks

Illusionist (Novice) No Requirement
Your Illusion skill increases the magnitude of your Illusion spells.
Discipline (Apprentice) 25 Illusion
Cast Illusion spells for half magicka.
Longevity (Adept) 50 Illusion
Your Illusion skill increases the duration of your Illusion spells.
Thaumaturge (Expert) 75 Illusion
New spell tomes may be found on appropriate merchants.
Chameleon (Master) 100 Illusion
Your companions turn invisible whenever you do.

Specialization Perks

Quiet Casting 10 Illusion
All spells you cast from any school of magic are silent to others.
Rallying Presence 20 Illusion
Nearby allies have 50 more health, take 20% less damage, and regenerate 6 health per second. Does not work on undead, daedra or automatons.

Specialization Perks (cont.)

Phantom Beast 35 Illusion
Phantom creatures fight at your side during combat, occasionally casting fear on their targets. If the beast dies, it will not return for 3 hours.
Calming Presence 45 Illusion, Rallying Presence
Giants, mammoths, ice wraiths, and trolls are friendly until attacked. Gain use of the Tranquility lesser power.
Spectral Warrior 60 Illusion, Quiet Casting
5% chance to enter Spectral Form for 8 seconds when hit. In this form, you take no damage, deal 50% more damage, and illusion spells cost no magicka.
Spectral Warding 70 Illusion
For every 70 points of armor rating gained from worn armor, you also gain 5% magic resistance (max 40%).
Tranquility: Calms low level targets (up to level 30 at 100 Illusion).
Ghostwalk 80 Illusion, Spectral Warrior
Invisibility effects last twice as long. While invisible, your movement is silent, and attacks and spells pass through you.
Master of the Mind 90 Illusion, Calming Presence
Illusion spells and Rallying Presence work on undead, daedra and automatons.
Phantom Armory 100 Illusion, Master of the Mind or Ghostwalk
Invulnerable phantom weapons will aid you during combat.

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Restoration

The School of Restoration involves control over life forces. This skill makes it easier to cast spells like Healing, Turn Undead, and magical Wards.

restoration tree

Automatic Perks

Healer (Novice) No Requirements
Your restoration skill increases the magnitude of your restoration spells.
Conviction (Apprentice) 25 Restoration
Cast Restoration spells for half magicka.
Respite (Adept) 50 Restoration
Healing spells also restore Stamina.
Scholar (Expert) 75 Restoration
New spell tomes may be found on appropriate merchants.
Paladin (Master) 100 Restoration
You take 30% less damage from undead and deal 30% more damage to them.

Specialization Perks

Resolve 15 Restoration
Magicka regenerates 50% faster. Your restoration skill increases the duration of your restoration spells.
Ward Absorb 20 Restoration
Wards recharge your magicka when hit with spells. Melee attackers that strike your ward have a 30% chance to be staggered.

Specialization Perks (cont.)

Concentration 35 Restoration, Recovery
Magicka regenerates at its full rate even in combat.
Necromage 45 Restoration
Spells cast on undead are 25% more powerful and last 50% longer.
Guardian 60 Restoration
Nearby allies regenerate 6 health per second in combat. Time slows when their health drops below 10%. This can only occur once every 30 seconds.
Exorcist 70 Restoration, Necromage
Your turn undead spells instantly kill low level undead.
Succor 80 Restoration
When hit, you have a 2% chance to instantly heal yourself. Once a day, when your health drops below 10% you heal 500 health instantly.
Faith 90 Restoration
When you cast a healing spell on yourself, half of the health restored above your maximum is converted to temporary health.
Temperance 100 Restoration, Faith
Whenever you gain temporary health from Faith, you gain an equivalent amount of stamina for 60 seconds.

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Notes

Overall, the goal behind these changes was to make the skill system feel more like that of Morrowind and Oblivion without getting rid of the fun parts of Skyrim's new perk system. I found the simplest solution in the automatic granting of perks. This way the relative power of each skill remains somewhat constant while still freeing the player from the annoyance of spending valuable points on filler perks or on boring, passive perks that simply give flat bonuses. Now, simply raising a skill to the maximum will unlock its full potential.

On the other hand, perks should grant unique special abilities, or at least encourage the player to change the way they play the game. For example, the "Flowing Currents" perk in the Destruction tree only grants passive bonuses. However, it encourages pure mage characters to focus on shock for damage, while frost and fire have greater utility and appeal to non-mages. Thus a mage character will play very differently after acquiring the perk, even though it doesn't grant any new special abilities.

I also significantly re-worked many of the skill trees for the non-combat skills. In vanilla Skyrim, these skills primarily granted the benefit of making the game less annoying for the player. Spending points in Speech just reduces the amount of running around and waiting a player must do to sell all their goods, while points in Lockpicking merely make the minigame less frustrating (it's still possible to pick a master lock at 20 skill - I've done it). There are far more fun things to spend your perk points on, and automating the vast majority of the non-combat skill trees frees you up to do exactly that. This also allows room in those trees for even more perks which grant some benefit to combat, helping to reduce the unpleasant scaling effects that result from gaining too many levels from non-combat skills.

To fill the void left by collapsing all of these perks, I've had to slightly rethink the themes in several trees. Pickpocket has expanded to include perks for unarmed combat, making it feel appropriate for an amoral bandit. Lockpicking has taken on several perks appropriate for a dungeon explorer, constantly finding her way into places she shouldn't. Illusion now includes perks that summon phantom creatures, and Alteration has taken on some of the flavor of the old Mysticism skill. These upgrades are all lore friendly, but you might have to look past the name of the tree when trying to figure out what torches have to do with lockpicking.

Lastly, I felt that the original perk design felt too isolated. Your character naturally uses several skills to tackle different challenges, and obviously some skills go better together than others. Why shouldn't the perk system reflect that? I've designed many perks to be appealing to many different player types instead of only players who want to focus on that specific skill. This helps guide your character build by rewarding you for branching out into several different skill trees, and it also encourages you to experiment, because it's much harder to waste a perk point on something you'll never use again. As a result, perk points feel significantly more valuable.

Of everything, I think that is where this mod succeeds the most. It might open up paths for exploitation or make some builds significantly more viable than others, but that's always been part of the charm of the Elder Scrolls series. Bringing it back makes the game feel exactly like it always should have.

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