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TTR Skill Overhaul

Introduction
TTR.S.O. is a minimalistic and modular skill overhaul aimed at balancing the vanilla skills while maintaining the vanilla feel. Magic, Combat and Stealth skill trees have been balanced to offer meaningful choices with perks, spells and some mechanics.

If you feel the vanilla Skyrim was doing a "good" job but was just missing something, this mod is for you. Overall, the game is gonna be a bit harder since I've fixed a lot of exploits, but it won't be overwhelming nor will prevent you from becoming a legend.

Each skill tree has its own ESP file so you can activate only the ones you want. For a list of all the changes in this mod, check the images on the Nexus or the "Changes" section of this site. Highlighted parts show what changed from vanilla Skyrim. Notes are always new changes so I didn't highlighted them to avoid color oversaturation. Perks not present anymore in the skill trees have been modified to reflect the perks they have been replaced with. This will allow NPCs to benefit from those perks the same way you do yours.

Download the file on the Nexus


Main features
  • General: Minimalistic approach, stay true to vanilla Skyrim as much as possible
  • General: Balanced approach that offers more playstyles, overpowered skills were brought back in line while underpowered ones were buffed
  • General: The Magic, Combat and Stealth skill trees now have 100 perks each
  • General: Main perks of most skill tree scale according to your skills, no more flat 20% boost
  • General: Each type of armor (heavy, light and unarmored) have their own bonuses and drawbacks
  • General: Shouts can play a more important role but you have to invest yourself for that power
  • General: Unarmed damage has been given a boost
  • General: All the custom items/spells added by this mod are sold by a new merchant in The Frozen Heart inn (Winterhold)
  • General: Reset a perk tree whenever you want
  • Magic: Main perks from the magic schools now boost magnitude or duration
  • Magic: The master perk of each magic school now also affect dual casting (uniform 2.5x multiplier for cost, duration and magnitude)
  • Magic: It's not possible anymore to cast magic for free
  • Magic - Alteration: Equilibrium is now a "state" where your magicka is your health (akin to blood mages)
  • Magic - Alteration: Mage Armor spells now give less protection, but you keep your full magicka and stamina regeneration rates intact
  • Magic - Conjuration: Bound weapons have new abilities to make them as powerful as physical weapons
  • Magic - Conjuration: Reanimated bodies and conjured atronach will be more useful to those dedicated to the art
  • Magic - Destruction: Most perks now have a chance to trigger instead of always doing so, making Destruction fun and not boring
  • Magic - Enchanting: Staves are now worth using if you're willing to invest some perks
  • Magic - Illusion: Build you character around Illusion and be a force to be reckoned with even past level 50
  • Magic - Restoration: Wards are now useful against any style of combat
  • Combat - Archery: Bows are now even deadlier than before, especially to the unsuspecting target
  • Combat - Block: Blocking is a bit less effective, but offers a bit more offensive
  • Combat - Heavy Armor: Most perks work as long as you wear at least 3 pieces of Heavy Armor
  • Combat - Heavy Armor: Gives the maximum protection, but comes at the cost of lower magicka and stamina regeneration rates
  • Combat - One-Handed: Perks have been streamlined by regrouping weapon types
  • Combat - Smithing: The reorganized tree offers you more choices about which perks you want to invest in
  • Combat - Smithing: "Infusion" perks allow you to craft equipment just as strong as Daedric and Dragon
  • Combat - Two-Handed: Perks have been streamlined by regrouping weapon types
  • Stealth - Alchemy: Reworked to match or surpass the power of existing potions and poisons while keeping balance
  • Stealth - Light Armor: Most perks work as long as you wear at least 3 pieces of Light Armor
  • Stealth - Light Armor: Give you less protection than Heavy Armor but the lower magicka and stamina regeneration rates are not as bad either
  • Stealth - Lockpicking: Those not dedicated enough will have a really hard time picking locks
  • Stealth - Pickpocket: Those not dedicated enough will have a much harder time in their endevour
  • Stealth - Sneak: Detection has been improved, light has a greater effect and NPCs will search for you longer
  • Stealth - Sneak: Sneak attack with two-handed weapons
  • Stealth - Speech: Shouts have perks to give longer duration, greater magnitude and lower cooldown
  • Stealth - Speech: Bartering is now more dependent on your speech skills


Installation and Requirements
-- Requirements --
  • Latest version of Skyrim
  • (optional) Dawnguard
  • (optional) Dragonborn
  • (optional) Heartfire

-- Install (auto) --
For an automatic install without risk of errors, I suggest you use the NexusModManager. Simply select the DLC you use, if any, click "Next" and select the skill trees you want to install.

-- Install (manual) --
For a manual install, extract the files from this mod and copy them to the appropriate folders. The important thing to remember is that each ESP is complete by itself, meaning you only need 1 ESP perk skill.

If you don't have any DLC, you should remove all files with suffixes (_DB, _DBDG, _DBDGHF, _DBHF, _DG, _DGHF, _HF).

If you use one or more DLCs, it's a bit more complicated as you need to keep the ones that "applies" to your situation. Each DLC has a suffix associated with it (DG:Dawnguard, DB:Dragonborn, HF:Heartfires) and you need to eliminate the ESPs you can't use by keeping the only file that match the right suffixes. For any combination of DLCs, there is only 1 ESP possible. If a skill doesn't have any ESP with the suffix for your DLC, that means the DLC has no impact on it and thus don't need to be part of the suffix for that skill.

When all is said and done, I suggest you remove the suffixes from the ESPs you install, meaning that "TTR_Skill_Overhaul_Sneak_DB.esp" would become "TTR_Skill_Overhaul_Sneak.esp". This will ensure a smoother upgrade to newer versions.

-- Built-in install/reset/uninstall quest --
There's a built-in quest to manage installation, reset and uninstallation of each module (ESP and ESM).

The first time you load your game, the install phase will automatically start after 5 seconds. Then, the reset phase will begin and each skill tree will be reset, giving you back all your perk points.

This will happen only once and it's necessary to have all the right settings. If a new version need some initializations, it will automatically reset only the required skill trees when you load your game the first time after an update.

If you want to manually reset a module to get back your perk points, open the console and type SetStage TTR_Reset_Module 50. Simply replace "Module" with the module you want to reset (Alteration, Archery, etc.). This can be done as many time as you want and you can find all the required commands in the TTR_Reset_Module.txt file included in this mod.

As a precaution while a module installs/resets itself, it would be wise to wait until the messages stops before doing anything.

The uninstall quest will be detailed further down.

-- The problem with Legendary skills and Dragonborn's "reset perks" option --
Unfortunately, legendary skills and Dragonborn's "reset perks" option don't reset everything correctly, even for the vanilla perks. You get back all your perk points, but some things aren't reset like your higher chance to find special treasure with Treasure Hunter. This means that after picking Tresure Hunter and use any of those 2 options to get back your perk points, you don't have to invest in this perk again to benefit from it... That's one of the reason why I included a built-in reset quest. Unfortunately, I couldn't reset everything either, but I take care of much more things than those 2 options do on their own.

To force a clean reset after using legendary skills or Dragonborn's "reset perks", simply save and reload your game. The reset quest will automatically start after 5 seconds, even if you used quick save/load functionality. If you don't want to save/reload, simply launch the reset manually with the console.

-- Uninstall --
To remove all traces of this mod from your save game (even the scripts), load your game and open the console. The command to launch the built-in uninstall quest is the same as with the reset quest, but you will use a stage of 100 instead of 50 (SetStage TTR_Reset_Module 100).

Do not forget to uninstall the ESM module, it's very important.

When you're done, save your game in a new slot, quick saves won't work.

Finally, close your game and use the uninstall function of the NexusModManager or manually delete all the files of this mod. Be sure you're not in The Frozen Heart inn (Winterhold) when doing so because there's a custom merchant there.

If you change your mind after uninstalling my mod, you can re-install it following the "install" section and then launching the built-in install quest. While the reset quest used stage 50 and the uninstall quest used stage 100, the install quest use stage 0 (SetStage TTR_Reset_Module 0). Quite simple isn't it?

If for any reason you have a problem after uninstalling this mod, try to install the ESM module only and this should solve the problem. I'm pretty confident this won't be necessary.


Compatibility
  • Obviously, this mod will conflict with other perk mods. Fortunately, this mod is modular so you can decide which modules you want
  • Ace - Combat Skills: There's a weapon speed fix included in the "Melee" module that will conflict with my mod. To disable ACE's weapon speed fix, simply open the console and type "set WeaponSpeedBaseFix to 0"


Future plans
  • A final content update to balance and ameliorate a few things
  • Release a new all-in-one file (will probably be released as a new mod with this one as a base)


Credits
I would like to thank all the mod authors out there for their work, they have inspired me countless times. I would extend a special thanks to:



Changes
You will find here the description of almost all the changes made by this mod. Highlighted parts show what changed from vanilla Skyrim. Notes are always new changes so I didn't highlighted them to avoid color oversaturation. Perks not present anymore in the skill trees have been modified to reflect the perks they have been replaced with. This will allow NPCs to benefit from those perks the same way you do yours.

Alteration

Perks
  • Novice: Cast Novice level Alteration spells for half magicka. The duration of all Alteration spells scales with your skills up to 25%
  • Apprentice: Cast Apprentice level Alteration spells for half magicka. The duration of all Alteration spells scales with your skills up to 50%
  • Adept: Cast Adept level Alteration spells for half magicka. The duration of all Alteration spells scales with your skills up to 75%
  • Expert: Cast Expert level Alteration spells for half magicka. The duration of all Alteration spells scales with your skills up to 100%
  • Master: Cast Master level Alteration spells for half magicka. Dual casting Alteration spells requires 15% less magicka and last 15% more time
  • Dual Casting: Dual casting an Alteration spell overcharges the spell, allowing it to last longer
  • Mage Armor (1): Protection spells like Ironflesh are twice as strong if not wearing armor. This effect also affects unarmed damage
  • Mage Armor (2): Protection spells like Ironflesh are three times stronger if not wearing armor. This effect also affects unarmed damage
  • Mage Armor (3): Protection spells like Ironflesh are four times stronger if not wearing armor. This effect also affects unarmed damage
  • Magic Resistance (1): Blocks 10% of a spell's effects
  • Magic Resistance (2): Blocks 20% of a spell's effects
  • Magic Resistance (3): Blocks 30% of a spell's effects
  • Stability: While unarmored and casting a spell, you are protected from all staggering effects
  • Atronach (1): Absorb 15% of the magicka of any spells that hit you
  • Atronach (2): Absorb 30% of the magicka of any spells that hit you
  • Tip the Scale (1): You now get 2 points of magicka for every point of health when in Equilibrium state
  • Tip the Scale (2): You now get 3 points of magicka for every point of health when in Equilibrium state

Notes
  • Candlelight automatically turn off while sneaking
  • "Dragon Hide" has been changed to a normal "Mage Armor" type spell with a lower armor rating than the damage cap, but it has now greater duration
  • "Mage Armor" type spells now have a fortify unarmed damage of 10% of caster armor rating
  • With all the appropriate perks , the "Dragon Hide" spell will give you about 50% damage reduction without casting Ward spells


Conjuration

Perks
  • Novice: Cast Novice level Conjuration spells for half magicka. The duration of all Conjuration spells scales with your skills up to 25%
  • Apprentice: Cast Apprentice level Conjuration spells for half magicka. The duration of all Conjuration spells scales with your skills up to 50%
  • Adept: Cast Adept level Conjuration spells for half magicka. The duration of all Conjuration spells scales with your skills up to 75%
  • Expert: Cast Expert level Conjuration spells for half magicka. The duration of all Conjuration spells scales with your skills up to 100%
  • Master: Cast Master level Conjuration spells for half magicka. Dual casting Conjuration spells requires 15% less magicka and last 15% more time
  • Dual Casting: Dual casting a Conjuration spell overcharges the spell, allowing it to last longer
  • Mystic Binding: Bound weapons' damage scale with your skills up to 100%
  • Soul Stealer (1): Bound weapons cast Soul Trap on targets
  • Soul Stealer (2): Bound weapons cast Soul Trap on targets and absorb 10 Magicka
  • Oblivion Binding: Bound weapons will banish summoned creatures and turn raised ones
  • Ethereal Binding: Bound weapons gain the ability to phase through enemies, ignoring 15% of the target's armor
  • Weave Binding: Bound weapons deal 5% of caster's current magicka in additional damage
  • Dark Souls (1): Reanimated undead have 75 points more health
  • Dark Souls (2): Reanimated undead have 150 points more health
  • Gravebound: Reanimated body do not turn to ashes once released
  • Twin Souls: You can have two atronachs or reanimated zombies
  • Elemental Potency (1): Conjured Atronachs level with the caster up to level 35
  • Elemental Potency (2): Conjured Atronachs level with the caster up to level 40
  • Elemental Potency (3): Conjured Atronachs level with the caster up to level 45
  • Summoner: Summons and raised bodies last twice as long and can be cast twice as far away

Notes
  • Cloak spells don't dispel summons anymore
  • Conjure Dremora Warlock (new spell) lasts 60 seconds
  • Conjure Potent Storm Atronach now works as intended
  • "Conjure" type spells cannot be absorbed by the player or NPC anymore
  • Dead Thrall is now one-handed, have a short casting time and works on anything just like any other "Reanimate" type spells
  • Dual casting "Reanimate" type spells will now affect magnitude to allow for higher level raised bodies
  • Higher tier Reanimate staff sold by the custom merchant
  • New "Bound" type spells for dagger, greatsword, mace, pickaxe, war axe, warhammer and woodcutter's axe sold by the custom merchant
  • Released bodies from "Reanimate" type spells will turn to ashes if the caster doesn't have the Grave Bound perk
  • Staves are now as powerful as their spell counter part


Destruction

Perks
  • Novice: Cast Novice level Destruction spells for half magicka. The damage of all Destruction spells scales with your skills up to 25%
  • Apprentice: Cast Apprentice level Destruction spells for half magicka. The damage of all Destruction spells scales with your skills up to 50%
  • Adept: Cast Adept level Destruction spells for half magicka. The damage of all Destruction spells scales with your skills up to 75%
  • Expert: Cast Expert level Destruction spells for half magicka. The damage of all Destruction spells scales with your skills up to 100%
  • Master: Cast Master level Destruction spells for half magicka. Dual casting Destruction spells requires 15% less magicka and do 15% more damage
  • Dual Casting: Dual casting a Destruction spell overcharges the effects into an even more powerful version
  • Intense Flames (1): Fire damage has 10% chance to cause targets to flee if their health get below 40%. Novice, wall and cloak spells only have a 2% chance while master spells always trigger this effect
  • Intense Flames (2): Fire damage has 20% chance to cause targets to flee if their health get below 50%. Novice, wall and cloak spells only have a 4% chance while master spells always trigger this effect
  • Deep Freeze (1): Frost damage has 10% chance to paralyze targets if their health get below 40%. Novice, wall and cloak spells only have a 2% chance while master spells always trigger this effect
  • Deep Freeze (2): Frost damage has 20% chance to paralyze targets if their health get below 50%. Novice, wall and cloak spells only have a 4% chance while master spells always trigger this effect
  • Disintegrate (1): Shock spells has 5% chance to disintegrate targets if their health get below 40%. Novice, wall and cloak spells only have a 1% chance
  • Disintegrate (2): Shock spells has 10% chance to disintegrate targets if their health get below 50%. Novice, wall and cloak spells only have a 2% chance
  • Disintegrate: Bound weapons will banish summoned creatures and turn raised ones
  • Rune Master: You can now cast a total of 2 runes and place them five times farther away
  • Impact (1): Most destruction spells have now 15% chance to stagger an opponent when dual cast. Novice spells only have a 3% chance
  • Impact (2): Most destruction spells have now 30% chance to stagger an opponent when dual cast. Novice spells only have a 6% chance
  • Well-timed Spell: Destruction spells have a 25% chance of doing 50% more damage if the target is staggered

Notes
  • Blizzard's duration is increased from 10 to 15 seconds
  • Casting time of master spells reduced from 3 to 2.5 seconds
  • "Cloak" type spells are automatically turned off while sneaking to avoid detection
  • "Cloak" type spells now show their real damage in their description, have slightly reduced damage and dual casting doesn't affect them anymore
  • Fear effect from Intense Flame perk reduced from 15 to 5 seconds
  • "Wall" type spells now show the real damage in their description


Enchanting

Perks
  • Enchanter (1): The magnitude of all enchantments scales with your skills up to 25%
  • Enchanter (2): The magnitude of all enchantments scales with your skills up to 50%
  • Enchanter (3): The magnitude of all enchantments scales with your skills up to 75%
  • Elemental Enchanter: Elemental enchantments are 15% stronger
  • Insightful Enchanter: Skill enchantments are 15% stronger
  • Corpus Enchanter: Health, magicka, and stamina enchantments are 15% stronger
  • Extra Effect (1): Can put two enchantments on the same item
  • Extra Effect (2): Can put three enchantments on the same item
  • Soul Squeezer: Soul gems provide extra magicka for recharging
  • Soul Siphon (1): Death blows to creatures, but not people, trap 5% of the victim's soul, recharging the weapon
  • Soul Siphon (2): Death blows trap 10% of the victim's soul, recharging the weapon
  • Enchanter Focus: The first time a staff cast a spell after being equipped, it creates a link with the caster. When the link is created, it remembers the charge state of the staff and will slowly regenerate the staff's charge back to that "remembered" state. Unequipping the staff will sever the link and stop this effect
  • Weave Focus: Holding a staff grants you a 25% magicka regeneration bonus and an extra 50 magicka
  • Defensive Focus: Holding a staff grants you a 15% resistance bonus to magicka, fire, frost and shock
  • Atronach Focus: Holding a staff allows you to absorb 15% of the magicka of any spells that hit you
  • Offensive Focus: Holding a staff allows you to "dual cast" spells with your other hand. Dual casting spells this way won't trigger any abilities based on dual casting, but the magnitude, duration and cost will be the same

Notes
  • All new enchanted items are sold by the custom merchant at The Frozen Heart inn (Winterhold)
  • Enchantments have been reworked so that with 100 skill and all the perks, you get about the same power as the best items with this enchantment
  • "Fortify skills" type of enchantments aren't affected by restoration skill anymore
  • Muffle enchantment is now a flat 25% so you can't "cheat" by sneaking in Heavy Armor
  • New enchantments allow for greater duration or magnitude depending on the school of magic (Enchantment excluded)
  • Restrictions on what you can put enchantments have been modified to be more free without giving full permission either
  • Robes with "Skill Cost and Magicka Regen" will now give you 20% reduced magicka cost and 125% magicka regen with 100 skill and all perks
  • "Skill Cost" enchantments can only be applied on body to avoid a 100% reduction, meaning equipment can only reduce the cost by a maximum of 45%
  • Slow effect on Frost Damage has been reduced from 3 to 1 second


Illusion

Perks
  • Novice: Cast Novice level Illusion spells for half magicka. The magnitude of all Illusion spells scales with your skills up to 25%
  • Apprentice: Cast Apprentice level Illusion spells for half magicka. The magnitude of all Illusion spells scales with your skills up to 50%
  • Adept: Cast Adept level Illusion spells for half magicka. The magnitude of all Illusion spells scales with your skills up to 75%
  • Expert: Cast Expert level Illusion spells for half magicka. The magnitude of all Illusion spells scales with your skills up to 100%
  • Master: Cast Master level Illusion spells for half magicka. Dual casting Illusion spells requires 15% less magicka and is 15% more potent
  • Dual Casting: Dual casting an Illusion spell overcharges the effects into an even more powerful version
  • Quiet Casting: All spells you cast from any school of magic are silent to others
  • Master Puppeteer: The duration of all Illusion spells scales with your skills up to 100%
  • Master of the Mind: Illusion spells work on undead, daedra and automatons
  • Weave's Link: Targets under the influence of rally-type spells have their magical and elemental resistance boosted
  • Terror: Targets under the influence of fear-type spells have 25% chance to be paralyzed for the duration of the spell
  • Zealot's Fury: Targets under the influence of rage-type spells move and attack faster
  • False Peace: Targets under the influence of calm-type spells have their magical and elemental resistance reduced
  • Dream Feeder: You regenerate 1% of your total magicka per second for every target under your influence
  • Nightmare: Your influence spells crush the mind of your enemies making them lose 1% of their total health every second
  • Phantasmal Killer: Enemies under your influence die instantly when their health drops below 15%

Notes
  • "Calm", "Fear", "Fury" and "Rally" type spells have been reduced in duration to balance the Master Puppeteer perk
  • "Calm", "Fear", "Fury" and "Rally" type spells can now affect anyone up to level 60 with all the perks and dual casting
  • Casting time of master spells reduced from 3 to 2.5 seconds and area of effect reduced from 250 to 50 feet
  • "Courage" effect added to "Call to Arms" to match the spells from this type of spells
  • Higher tier "influence" staves sold by the custom merchant
  • Muffle spell is now a flat 25% so you can't "cheat" by sneaking in Heavy Armor
  • Staves are now as powerful as their spell counter part


Restoration

Perks
  • Novice: Cast Novice level Restoration spells for half magicka. The magnitude of all Restoration spells scales with your skills up to 25%
  • Apprentice: Cast Apprentice level Restoration spells for half magicka. The magnitude of all Restoration spells scales with your skills up to 50%
  • Adept: Cast Adept level Restoration spells for half magicka. The magnitude of all Restoration spells scales with your skills up to 75%
  • Expert: Cast Expert level Restoration spells for half magicka. The magnitude of all Restoration spells scales with your skills up to 100%
  • Master: Cast Master level Restoration spells for half magicka. Dual casting Restoration spells requires 15% less magicka and are 15% more potent
  • Dual Casting: Dual casting a Restoration spell overcharges the effects into an even more powerful version
  • Ward Deflection: Arrows that hit the ward do no damage
  • Ward Absorb (1): Wards recharge your magicka when hit with spells
  • Ward Absorb (2): Wards recharge your magicka even more when hit with spells
  • Ward Bash: Melee attackers are staggered when they hit your ward with their weapon
  • Recovery (1): Magicka regenerates 25% faster
  • Recovery (2): Magicka regenerates 50% faster
  • Respite: Healing spells also restore Stamina
  • Necromage: All spells are more effective against undead (+15% effect and +30% effect duration)
  • Avoid Death: Once a day, heals 250 points automatically if you fall below 10% health

Notes
  • Healing Hands, Heal Others and Grand Healing spells now damage undeads
  • Healing Undead and Necromantic Healing spells now damage living creatures
  • Higher tier "turning" staff sold by the custom merchant
  • Staves are now as powerful as their spell counter part


Archery

Perks
  • Overdraw (1): Damage from bows scales with your skills up to 25%
  • Overdraw (2): Damage from bows scales with your skills up to 50%
  • Overdraw (3): Damage from bows scales with your skills up to 75%
  • Critical Shot (1): 10% chance of a critical hit that does extra damage
  • Critical Shot (2): 15% chance of a critical hit that does 25% more critical damage
  • Critical Shot (3): 20% chance of a critical hit that does 50% more critical damage
  • Hunter's Discipline: Recover twice as many arrows from dead bodies
  • Ranger: Able to move faster with a drawn bow
  • Puncturing Shot (1): Target bleeds for 20 points of damage over 10 seconds
  • Puncturing Shot (2): Target bleeds for 45 points of damage over 15 seconds
  • First Draw: Bow attacks are guaranteed a critical hit when firing from out of combat
  • Eagle Eye: Pressing Block while aiming will zoom in your view
  • Steady Hand (1): Zooming in with a bow slows time by 25%
  • Steady Hand (2): Zooming in with a bow slows time by 50%
  • Power Shot (1): Arrows stagger all but the largest opponents 15% of the time
  • Power Shot (2): Arrows stagger all but the largest opponents 30% of the time
  • Well-timed Shot: Bows have a 25% chance of doing 50% more damage if the target is staggered
  • Quick Shot (1): Can draw a bow 20% faster
  • Quick Shot (2): Can draw a bow 40% faster
  • Bullseye: 5% chance of dealing massive damage (10x) to a target

Notes
  • Bullseye: Arrows don't miss your target anymore because of the paralyzing effect making your target fall on the ground before the arrow reach it


Block

Perks
  • Shield Wall (1): Blocking is 10% more effective
  • Shield Wall (2): Blocking is 20% more effective
  • Shield Wall (3): Blocking is 30% more effective
  • Deflect Arrows: Arrows that hit the shield do no damage
  • Respite Stance: Regenerate health 50% faster while blocking during combat
  • Elemental Protection (1): Blocking with a shield reduces incoming fire, frost, and shock damage by 25% of your skills
  • Elemental Protection (2): Blocking with a shield reduces incoming fire, frost, and shock damage by 50% of your skills
  • Block Runner: Able to move faster with a shield or weapon raised
  • Defensive Stance: 10% chance to reflect melee damage back to the enemy while wearing a shield
  • Power Bash: Able to do a power bash
  • Deadly Bash: Bashing does five times more damage
  • Disarming Bash: Chance to disarm when power bashing
  • Shield Charge: Sprinting with a shield raised knocks down most targets
  • Quick Reflexes: Time slows down if you are blocking during an enemy's power attack

Notes
  • Block Runner: Can't be used while sneaking
  • Shield Charge: Can't be used while sneaking


Heavy Armor

Perks
  • Juggernaut (1): Increases armor rating for Heavy Armor by 10%
  • Juggernaut (2): Increases armor rating for Heavy Armor by 20%
  • Juggernaut (3): Increases armor rating for Heavy Armor by 30%
  • Fist of Steel (1): Unarmed attacks with Heavy Armor gauntlets do 1.5 times their armor rating in extra damage
  • Fist of Steel (2): Unarmed attacks with Heavy Armor gauntlets do 3 times their armor rating in extra damage
  • Horseman: Reduce by 50% the penalty to stamina regeneration rate from wearing a piece of Heavy Armor
  • Conditioning (1): Heavy Armor weights 25% less. If wearing at least 3 pieces of Heavy Armor, you gain an additional 20 points of Health and Stamina
  • Conditioning (2): Heavy Armor weights 50% less. If wearing at least 3 pieces of Heavy Armor, you gain an additional 40 points of Health and Stamina
  • Arcane Defender: Reduce by 50% the penalty to spell cost and magicka regeneration rate from wearing a piece of Heavy Armor
  • Well Fitted: 10% Armor bonus if wearing at least 3 pieces of Heavy Armor
  • Tower of Strength: 50% less stagger if wearing at least 3 pieces of Heavy Armor
  • Matching Set: 10% Armor bonus if wearing at least 3 pieces of Heavy Armor from a matched set
  • Reflect Blows: 10% chance to reflect melee damage back to the enemy if wearing at least 3 pieces of Heavy Armor

Notes
  • For each piece of Heavy Armor you wear, you suffer a 10% penalty to spell cost and magicka regeneration rate. This can be reduced by half with the Arcane Defender perk
  • For each piece of Heavy Armor you wear, you suffer a 10% penalty to stamina regeneration rate. This can be reduced by half with the Horseman perk
  • Steed Stone now gives 125 carry weight instead of 100, but you don't benefit from a weightless armor anymore
  • With 100 skill, all the appropriate perks and enchantments, you will reach about 70% damage reduction without shield and 80% with a shield


One-Handed

Perks
  • Armsman (1): Damage from one-handed weapons scales with your skills up to 25%
  • Armsman (2): Damage from one-handed weapons scales with your skills up to 50%
  • Armsman (3): Damage from one-handed weapons scales with your skills up to 75%
  • Precision Strike (1): Attacks with one-handed weapons have a 10% chance of doing critical damage
  • Precision Strike (2): Attacks with one-handed weapons have a 15% chance of doing critical damage. Critical damage is also increased by 25%
  • Precision Strike (3): Attacks with one-handed weapons have a 20% chance of doing critical damage. Critical damage is also increased by 50%
  • Lacerations (1): Attacks with swords, daggers and axes cause extra bleeding damage while attacks with maces ignore 30% of armor
  • Lacerations (2): Attacks with swords, daggers and axes cause more bleeding damage while attacks with maces ignore 60% of armor
  • Swift Strike: Dagger attacks made from out of combat are guaranteed a critical hit
  • Dual Flurry (1): Dual wielding attacks are 20% faster
  • Dual Flurry (2): Dual wielding attacks are 40% faster
  • Dual Savagery (1): Dual wielding power attacks do 25% bonus damage
  • Dual Savagery (2): Dual wielding power attacks do 50% bonus damage
  • Fighting Stance (1): Power attacks with one-handed weapons cost 15% less stamina
  • Fighting Stance (2): Power attacks with one-handed weapons cost 30% less stamina
  • Critical Charge: Can do a one-handed power attack while sprinting that does double critical damage
  • Savage Strike (1): Standing power attacks do 15% bonus damage with a chance to decapitate your enemies
  • Savage Strike (2): Standing power attacks do 30% bonus damage with a chance to decapitate your enemies
  • Well-timed Strike: One-handed weapons have a 25% chance of doing 50% more damage if the target is staggered
  • Paralyzing Strike (1): Backwards power attack has a 15% chance to paralyze the target
  • Paralyzing Strike (2): Backwards power attack has a 30% chance to paralyze the target


Smithing

Perks
  • Basic Smithing: Can create a greater variety of basic equipment at forges. Deal 5% more damage against enemies wearing those types of armor
  • Advanced Smithing: Can create advanced equipment at forges. Deal 5% more damage against enemies wearing those types of armor
  • Master Blacksmith (1): Your knowledge in armor and weapon smithing let you improve them 20% further
  • Master Blacksmith (2): Your knowledge in armor and weapon smithing let you improve them 40% further
  • Master Blacksmith (3): Your knowledge in armor and weapon smithing let you improve them 60% further
  • Arcane Blacksmith: You can improve magical weapons and armor
  • Dwarven Smithing: Can create Dwarven equipment at forges. Deal 5% more damage against Dwarven Automatons and enemies wearing Dwarven armors
  • Elven Smithing: Can create Elven equipment at forges. Deal 5% more damage against enemies wearing Elven armors
  • Orcish Smithing: Can create Orcish equipment at forges. Deal 5% more damage against enemies wearing Orcish armors
  • Glass Smithing: Can create Glass equipment at forges. Deal 5% more damage against enemies wearing Glass armors
  • Ebony Smithing: Can create Ebony equipment at forges. Deal 5% more damage against enemies wearing Ebony armors
  • Daedric Smithing: Can create Daedric equipment at forges. Deal 5% more damage against Daedras and enemies wearing Daedric armors
  • Dragon Smithing: Can create Dragon equipment at forges. Deal 5% more damage against Dragons and enemies wearing Dragons armors
  • Daedric Infusion: Infuse Daedra hearts into high-quality minerals or alloys to create heavy equipment just as strong as Daedric, but heavier and less valuable
  • Dragon Infusion: Infuse dragon scales into high-quality minerals or alloys to create light equipment just as strong as Dragonscales, but heavier and less valuable

Notes
  • The perk tree has been modified for a more natural progression


Two-Handed

Perks
  • Barbarian (1): Damage from two-handed weapons scales with your skills up to 25%
  • Barbarian (2): Damage from two-handed weapons scales with your skills up to 50%
  • Barbarian (3): Damage from two-handed weapons scales with your skills up to 75%
  • Deep Wounds (1): Attacks with two-handed weapons have a 10% chance of doing critical damage
  • Deep Wounds (2): Attacks with two-handed weapons have a 15% chance of doing critical damage. Critical damage is also increased by 25%
  • Deep Wounds (3): Attacks with two-handed weapons have a 20% chance of doing critical damage. Critical damage is also increased by 50%
  • Limbsplitter (1): Attacks with greatswords and battle axes cause extra bleeding damage while attacks with warhammers ignore 30% of armor
  • Limbsplitter: Attacks with greatswords and battle axes cause more bleeding damage while attacks with warhammers ignore 60% of armor
  • Champion's Stance (1): Power attacks with two-handed weapons cost 15% less stamina
  • Champion's Stance (2): Power attacks with two-handed weapons cost 30% less stamina
  • Devastating Blow (1): Standing power attacks do 15% bonus damage with a chance to decapitate your enemies
  • Devastating Blow (2): Standing power attacks do 30% bonus damage with a chance to decapitate your enemies
  • Great Critical Charge: Can do a two-handed power attack while sprinting that does double critical damage
  • Well-timed Blow: Two-handed weapons have a 25% chance of doing 50% more damage if the target is staggered
  • Sweep: Sideways power attacks with two-handed weapons hit all targets in front of you
  • Warmaster (1): Backwards power attack has a 15% chance to paralyze the target
  • Warmaster (2): Backwards power attack has a 30% chance to paralyze the target


Alchemy

Perks
  • Alchemist (1): The magnitude of all potions and poisons you brew scales with your skills up to 25%
  • Alchemist (2): The magnitude of all potions and poisons you brew scales with your skills up to 50%
  • Alchemist (3): The magnitude of all potions and poisons you brew scales with your skills up to 75%
  • Physician (1): Potions you mix that restore Health, Magicka or Stamina are 15% more powerful
  • Physician (2): Potions you mix that restore Health, Magicka or Stamina are 30% more powerful
  • Benefactor (1): Potions you mix with beneficial effects have an additional 15% greater magnitude
  • Benefactor (2): Potions you mix with beneficial effects have an additional 30% greater magnitude
  • Experimenter (1): Eating an ingredient reveals first two effects
  • Experimenter (2): Eating an ingredient reveals first three effects
  • Experimenter (3): Eating an ingredient reveals all its effects
  • Poisoner (1): Poisons you mix are 15% more effective
  • Poisoner (2): Poisons you mix are 30% more effective
  • Concentrated Poison (1): Poisons applied to weapons last for 2 hits
  • Concentrated Poison (2): Poisons applied to weapons last for 3 hits
  • Green Thumb: Two ingredients are gathered from harvestable ingredient sources
  • Snake Blood: 50% resistance to all poisons
  • Purity: All negative effects are removed from created potions, and all positive effects are removed from created poisons

Notes
  • "Fortify" potions don't stack anymore
  • Most of the alchemy ingredients have seen their magnitude changed to match the potency of existing potions
  • Some potions have seen their magnitude changed to a more balanced value


Light Armor

Perks
  • Agile Defender (1): Increases armor rating for Light Armor by 7%
  • Agile Defender (2): Increases armor rating for Light Armor by 14%
  • Agile Defender (3): Increases armor rating for Light Armor by 21%
  • Custom Fit: 7% Armor bonus if wearing at least 3 pieces of Light Armor
  • Finesse (1): 10% attack speed bonus if wearing at least 3 pieces of Light Armor
  • Finesse (2): 20% attack speed bonus if wearing at least 3 pieces of Light Armor
  • Matching Set: 7% Armor bonus if wearing at least 3 pieces of Light Armor from a matched set
  • Second Skin: Reduce by 50% the penalty to stamina regeneration rate from wearing a piece of Light Armor
  • Unhindered (1): Light Armor weights 25% less. If wearing at least 3 pieces of Light Armor, you gain an additional 10 points of Health and Stamina
  • Unhindered (2): Light Armor weights 50% less. If wearing at least 3 pieces of Light Armor, you gain an additional 20 points of Health and Stamina
  • Wind Walker (1): Stamina regenerates 25% faster if wearing at least 3 pieces of Light Armor
  • Wind Walker (2): Stamina regenerates 50% faster if wearing at least 3 pieces of Light Armor
  • Arcane Duelist: Reduce by 50% the penalty to spell cost and magicka regeneration rate from wearing a piece of Light Armor
  • Deft Movement: 10% chance of avoiding all damage from a melee attack if wearing at least 3 pieces of Light Armor

Notes
  • For each piece of Light Armor you wear, you suffer a 5% penalty to spell cost and magicka regeneration rate. This can be reduced by half with the Arcane Duelist perk
  • For each piece of Light Armor you wear, you suffer a 5% penalty to stamina regeneration rate. This can be reduced by half with the Second Skin perk
  • With 100 skill, all the appropriate perks and enchantments, you will reach about 60% damage reduction without shield and 70% with a shield


Lockpicking

Perks
  • Novice: Novice locks are much easier to pick
  • Apprentice: Apprentice and lower level locks are much easier to pick
  • Adept: Adept and lower level locks are much easier to pick
  • Expert: Expert and lower level locks are much easier to pick
  • Master: Master and lower level locks are much easier to pick
  • Nimble Fingers: You no longer suffer a penalty to lockpicking when wearing gauntlets
  • Quick Hands: Able to pick locks without being noticed
  • Wax Key: Automatically gives you a copy of a picked lock's key if it has one. You also gain the ability to forge lockpicks at forges
  • Treasure Hunter (1): Twice as much chance of finding special treasure
  • Treasure Hunter (2): Three times as much chance of finding special treasure
  • Treasure Hunter (3): Four times as much chance of finding special treasure
  • Golden Touch: Find more gold in chests
  • Marauder (1): +5% damage against targets carrying 5 or more gold
  • Marauder (2): +10% damage against targets carrying 20 or more gold, +5% damage minimum against any target carrying gold
  • Locksmith: Pick starts close to the lock opening position
  • Unbreakable: Lockpicks never break

Notes
  • All locks will damage the lockpicks equally, meaning Master locks won't break your lockpick like if it was made of glass
  • Wearing gauntlets will affect your lockpicking effectiveness by 50%. This can be corrected with the Nimble Fingers perk, wearing gloves (clothing) or being bare hands
  • Reduced the partial areas and sweet spots on locks, meaning lockpicking will be pretty difficult without the perks
  • Your chance of finding special treasure without the Treasure Hunter perks is half as much as vanilla Skyrim


Pickpocket

Perks
  • Light Fingers (1): Add a pickpocket bonus that scales with your skills up to 25
  • Light Fingers (2): Add a pickpocket bonus that scales with your skills up to 50
  • Light Fingers (3): Add a pickpocket bonus that scales with your skills up to 75
  • Cutpurse (1): Add a pickpocket bonus of 25% when pickpocketing gold
  • Cutpurse (2): Add a pickpocket bonus of 50% when pickpocketing gold
  • Night Thief: +25% chance to pickpocket if the target is asleep
  • Purse Snatcher: Increases movement speed by 25%
  • Extra Pockets (1): Carrying capacity is increased by 50
  • Extra Pockets (2): Carrying capacity is increased by 100
  • Extra Pockets (3): Carrying capacity is increased by 150
  • Poisoned: Silently harm enemies by placing poisons in their pockets
  • Keymaster: Pickpocketing keys almost always works
  • Sleight of Hand (1): The penalty to pickpocket from wearing gauntlets is reduced from 50 to 25%
  • Sleight of Hand (2): You no longer suffer a penalty to pickpocket from wearing gauntlets
  • Misdirection: Can pickpocket equipped weapons
  • Perfect Touch: Can pickpocket equipped items

Notes
  • Doubles the weight multiplier for pickpocket difficulty because grabbing something heavy should be difficult
  • Wearing gauntlets will affect your pickpocket effectiveness by 50%. This can be corrected with the Sleight Of Hand perks, wearing gloves (clothing) or being bare hands
  • The maximum chance for pickpocket has been increased from 90% to 100%


Sneak

Perks
  • Stealth (1): You are 10% harder to detect when sneaking
  • Stealth (2): You are 20% harder to detect when sneaking
  • Stealth (3): You are 30% harder to detect when sneaking
  • Assassin's Blade (1): Sneak attacks with daggers now multiply damage by 7.5
  • Assassin's Blade (2): Sneak attacks with daggers now multiply damage by 15
  • Backstab (1): Sneak attacks with one-handed weapons now multiply damage by 4.5
  • Backstab (2): Sneak attacks with one-handed weapons now multiply damage by 6
  • Deadly Aim (1): Sneak attacks with bows now multiply damage by 3
  • Deadly Aim (2): Sneak attacks with bows now multiply damage by 4
  • Brutal Shadows (1): Sneak attacks with two-handed weapons now multiply damage by 3
  • Brutal Shadows (2): Sneak attacks with two-handed weapons now multiply damage by 4
  • Heart Seeker: Sneak attacks have a 10% chance to deal massive damage (100x) on any living creature
  • Muffled Movement (1): Noise from armor is reduced by 25%. Each piece of Heavy Armor reduces this effect by 5%, up to a 20% penalty
  • Muffled Movement (2): Noise from armor is reduced by 50%. Each piece of Heavy Armor reduces this effect by 5%, up to a 20% penalty
  • Light Foot: You won't trigger pressure plates
  • Silent Roll: Sprinting while sneaking executes a silent forward roll
  • Shadow's Embrace (1): Reduce the relative effect that light has on detection by 25%
  • Shadow's Embrace (2): Reduce the relative effect that light has on detection by 50%
  • Chameleon: You are 15% harder to detect when sneaking and completely still
  • Shadow Warrior: Crouching stops combat for a moment and forces distant opponents to search for a target

Notes
  • Crime reporting radius for guards and citizens has been reduced to a more realistic distance
  • Detection times have been significantly increased. The detection AI of NPCs should now appear more natural, and NPCs will continue searching for you much longer, especially if they've been attacked
  • Detection view cone for NPCs has been narrowed to 165 degrees
  • Once alerted, an NPC's perception will actually increase and they will become much more aware of any small sounds or movements, so they'll have a better chance of actually finding you, especially if your character still has a low sneak skill
  • Shadow Warrior: Effect cannot be absorbed anymore


Speech

Perks
  • Haggling (1): Buying and selling prices are 10% better
  • Haggling (2): Buying and selling prices are 20% better
  • Haggling (3): Buying and selling prices are 30% better
  • Orator: Your talents as orator allows you to persuade, intimidate or bribe to achieve your goals
  • Merchant: Can sell any type of item to any kind of merchant
  • Investor: Can invest 500 gold with a shopkeeper to increase his available gold permanently
  • Fence: Can barter stolen goods with any merchant you have invested in
  • Master Trader: Every merchant in the world gains 1000 gold for bartering
  • Talos' Touch (1): Reduce time between shouts by 10%
  • Talos' Touch (2): Reduce time between shouts by 20%
  • Talos' Touch (3): Reduce time between shouts by 30%
  • Thu'um's Serenity (1): Most of your shouts last 20% longer
  • Thu'um's Serenity (2): Most of your shouts last 40% longer
  • Thu'um's Serenity (3): Most of your shouts last 60% longer
  • Thu'um's Fury (1): Most of your shouts are 20% more powerful
  • Thu'um's Fury (2): Most of your shouts are 40% more powerful
  • Thu'um's Fury (3): Most of your shouts are 60% more powerful

Notes
  • Bartering is now more dependent on speech skills
  • Cooldowns on shouts have been reworked entirely so you can actually use them and be efficient
  • Duration and magnitude of shouts have been reworked entirely so having shout perks will yield more benefits than vanilla Skyrim while being weaker if you don't invest at all in those perks
  • Shouts aren't affected by any magic perk anymore
  • Shouts give experience proportional to their cooldown, meaning a small cooldown gives less experience and a big cooldown gives more