Mods for "Skyrim": abilities, compatibility, description. Mods for "Skyrim": abilities, compatibility, description Download Skyrim mod for improving perks

Meet SPERG - a fully customizable global mod to overhaul the skill system and add many other gameplay elements, created to incorporate the best of past TES titles, greatly increasing interest in the game!

More details:
In the original Skyrim, some skills are much more difficult to develop than others, and some abilities in the skill trees are practically useless. SPERG fixes both of these issues by adjusting the effort required to level up a skill, adding a number of different sources of skill gain for some of the most difficult skills, and completely reworking all skill trees. The reward for mod users will be a much more exciting process of developing character skills instead of the dull and monotonous leveling of a bunch of useless abilities to achieve a few that are really needed. Now skills do not level up as quickly, but each SPERG ability is significant, unique and useful.
Try SPERG and you will understand why so many people can’t imagine playing games without it!

Features of the mod:
- reworking of all skill trees
- new potions, equipment items, spells and abilities
- new alchemical ingredients
- a quest with a new unique gameplay element as a reward
- detailed MSM menu with many settings
- hardcore mode for those who like it hotter
and many many others.

Why use SPERG:

- Import an existing character
You don't have to start a new game. When you first launch the SPERG mod, it automatically imports existing characters into its skill system, resetting ability points and allowing them to be redistributed in updated trees. At the same time, of course, installing the mod BEFORE starting a new game is not at all prohibited!
- Greater variety of play styles without regard to combat effectiveness
You can play as any character without worrying about their combat potential. Characters such as non-combat mages or thieves who prefer stealth mode are much more viable with this mod.
- Greater variety of character development options
Many players in the original Skyrim ended up with almost identical character development. SPERG, through the creation of new and interesting game elements for role-playing decisions and access to more diverse talents and abilities, gives each character a truly unique development, which makes the game even more fun and exciting. Do you want to play the role of a hunter, constantly fighting for survival and living in peace with wild animals? Or a Dwemer master who can disassemble anything and everything and gets along with the mechanisms? Now you can.
- Easy to install and customize the mod according to your preferences
Installing SPERG does not require choosing between several different modules or combinations of several plugins, you simply install it - using NMM, MO or manually - and play. If you want to fine-tune the mod's capabilities, the extensive MSM menu in the game provides many gameplay options. For users who play with a lot of mods (including other skill tree mods), SPERG has compatibility settings to eliminate potential conflicts. Playing with SPERG is as easy or as difficult as you want it to be!
- Organic fusion of gameplay elements of the mod with the original game
All innovations introduced by the mod are perceived as part of the original game. Without knowing for sure, you will never understand what is “native” in the game and what has been added by SPERG. Compliance of the mod with the spirit of the original game was one of the main priorities of the author.
- The pleasure of leveling up
Now leveling up is something you really want to strive for! With each level increase, you gain access to unique abilities that encourage you to change your game tactics in accordance with your newly acquired skills and allow you to feel the real development of your character. And it's not the same feeling when the only thing that changes from level to level is the appearance of your weapon!
- Carefully crafted balance
The author has put a lot of effort into avoiding any potential imbalance and is confident that the changes SPERG makes are consistently balanced at each stage of character development. The author calculated the character's potential damage based on the game's internal formulas and brought it into line with the original Skyrim. The overall average power is slightly higher due to the gradual increase in the character's skills and damage as the level increases, but the mod does not have any inflated abilities that give an excessive advantage to the character in a particular skill or other characteristics, so you should not expect the game to become easier .
- Skill interaction
The original skill trees provided certain advantages strictly within the corresponding skill, which left a feeling of isolation of skills both within the group (Warrior, Thief or Mage) and as a whole. New skill trees have a close relationship, for example, some abilities from one tree can affect the effectiveness of the abilities of another, extraneous skill, one or more, affect the proficiency of a third skill(s) and the general attributes of the character in general, making even the most useless ones At first glance, the skills are more interesting to level up.
- Hardcore mode
SPERG was created very close to the original Skyrim, so its level is aimed at the same difficulty of the game. Hardcore mode changes most abilities (both “native” and those added by SPERG), significantly reducing their bonuses. We end up with about a 60% reduction in character power by the time we reach high levels, although in the early stages of the game there is almost no difference. This prevents the game from waning in the later stages by providing a stronger sense of character.
Please note that there is no ability to dynamically change the values ​​of ability bonuses indicated in the description, so turning on hardcore mode provides additional complexity, hiding the real effects of many skills. Your abilities still work as described, but you don't know whether the ability provides +20% damage or +5%. The main reason for this is the technical limitations caused by using an option in the game menu instead of a separate esp file, but I think this will add to the thrill and will not stop the true hardcore player.
- Minimal conflict with other mods
Everything is carefully designed and implemented to be as compatible with other mods as possible. Even where conflicts do occur, correcting them through the mod's MSM menu settings should be a relatively simple task. SPERG is an extremely friendly mod.
- Less skill leveling, more gameplay
With SPERG, you no longer have to do things like let a mud crab pinch you for a long time and tediously to increase your armor, blocking, etc. skill. Forget about it and just play. SPERG will take care of the rest.

What exactly does SPERG do?
- Smooth progression in skill acquisition
Instead of tying your mastery level in a skill to the abilities you gain as you grow in that skill, SPERG ties it directly to your skill level. You no longer have to worry about learning abilities first if you want to use a skill effectively. Abilities add new skills, rather than making existing ones better.
- Automatic abilities
Each skill tree has five automatic abilities. The first - the "novice" rank - triggers an increase in skill power in accordance with the skill level. All characters start at this rank. Further, similar to how the skill system worked in Oblivion, you receive unique bonus abilities upon reaching level 25, 50, 75, and 100 (ranks - "apprentice", "adept", "expert" and "master") in each skill . These incentive abilities - the reward for advancing in a skill - are activated automatically, without the need to spend ability points to learn them.
- Completely updated skill trees
Of course, the skill trees are completely redone in this mod. Nothing was removed (except that the abilities were divided into Automatic and Learned), but, on the contrary, more than a hundred completely unique abilities were added.
- Fully customizable functionality
Don't like an item in the list of mod functionality? Don't worry, every SPERG option can be adjusted to your liking or even removed. You will never have to worry about undesirable mod features being used in the game. Everyone can play the game the way they like.
- Changing the speed of skill growth
SPERG through Skyrim -Community- Uncapper increases the level requirements for each skill (only slightly). The goal was to balance the speed at which all skills grow, but to do so without changing the feel of the original game. The default values ​​suggested by the author are well balanced, but you can change them to your liking or disable this feature completely.
- Additional sources of skill growth
SPERG adds some additional sources of skill growth to some typically underdeveloped skills to make skill growth feel more natural and logical. For example, your Speech increases when you use Shouts in battle, Alchemy increases when you eat ingredients and consume potions, and your Light or Heavy Armor skill increases when you run around in it. Play the game, not the skill system!
- Expanding the range of items available for disassembly
Metal, wood and leather items can be disassembled into components for reuse. This increases the availability of materials, allowing you to develop the Blacksmithing skill at the same pace as other skills, and also increases the reward for exploring dungeons or looting rich estates, increasing interest in the game. So rob and steal whatever your heart desires! This is a great addition if you have trouble finding raw materials to develop your craft, or if you just like to steal anything that isn't nailed down.
-Temporary bonuses from eating food
Among other things, SPERG expands the use of food in the game by providing temporary bonuses to health, stamina and magic when eating food. Eating cooked food is healthier than simply eating raw ingredients, and more expensive food items provide higher bonuses than cheaper ones. This mod feature is set up to prevent over-eating - the more you eat, the less bonus you get.
- Rewards for completing tasks
As another addition to the ability to increase character skill and reward for completing quests, this mod provides a bonus skill increase in one randomly selected skill each time you complete a quest (except radiant quests). This is another aspect of SPERG's gameplay that encourages you to just play the game rather than focus on leveling up your skills, and it also helps alleviate the frustration when a quest reward turns out to be completely useless to you.
- Reset abilities
You can reset your learned abilities at any time, allowing you to distribute your earned points differently each time. By default, this will impose a temporary penalty on your attributes - minus 40% of health, magic and stamina (rounded down by a multiple of 20), so that you will not be tempted to do this unless necessary. Attributes will be restored by 20 units. per day until they return to previous levels. If you are going to use this function often and consider the application of a fine unnecessary, then you can disable it completely. You can even turn off the fine after it has been issued and it will be removed immediately!
- Improved support for unarmed combat mode
Hand-to-hand combat has been made fully viable, with minor changes compared to the original. Of course, an unarmed character is not able to compete on equal terms with an armed opponent, so as not to contradict the original idea of ​​​​the developers, but he may well take on the role of a pugnacious tavern regular, which is much more appropriate (especially for Nords!).
- Increase in the effectiveness of spells along with the level of skill proficiency
The effectiveness of spells now directly depends on your level of skill in a particular skill. Destruction spells deal more damage, Illusion spells affect higher level targets, Restoration spells heal (or damage) more, and the effects of Illusion and Conjuration spells last longer. At skill level 100, spells are twice as effective.
- Improvement of staves
Playing as a pure mage can be difficult at low levels, but now staves can really help. While in the original game staves were already quite powerful, now through their use you can level up your own magical abilities. To add some interest to the use of staves, it is also now possible to learn spells from staves of all types after learning the appropriate ability, including unique staves such as Wabbajack and Skull of Corruption.

Updated skill trees
Warrior Skills
Shooting

Automatic abilities:
Excessive tension (beginner) - The higher your Shooting skill level, the higher the damage from small arms.
Critical Shot (Apprentice) - The higher your Shooting skill level, the higher the chance of a critical hit when shooting with small arms.
Lean Hunter (Adept) - 80% chance to collect back arrows from dead.
Huntsman (expert) - You can move faster with a tight bowstring.
Rapid Fire (Master) - You draw the string 30% faster.

Abilities learned:
Ethereal Arrows - Without equipped ammunition, the bow (crossbow) will use ethereal arrows (bolts) created from magic reserves. Arrows improve as the skills of the summoned weapon increase.
Eagle Eye - If you press the block key while aiming, you will zoom in on the target.
Steady hand - When aiming as the view approaches, time slows down by 50%.
Knockout - A bow strike briefly stuns the target. Can be used once every 15 seconds.
Survival - Most wild animals are friendly and will not attack first. The "Hunter's Mark" ability is also activated.
Power shot - Arrows have a 50% chance of causing all but the largest enemies to stagger. Critical damage from all weapons increased by 50%.
Sniper - An attack from a small weapon outside of combat is guaranteed to cause critical damage.
Headshot - A critical hit from a ranged weapon has a 10% chance of causing lethal damage. All weapons have a 5% increased chance to deal critical damage.
Shot in the knee - An attack from a small weapon has a 15% chance to paralyze the target for 12 seconds. A target without knees will also be paralyzed.

Blocking

Automatic abilities:
Shield Bearer (novice) - The higher your Blocking skill level, the higher your blocking effectiveness.
Shield Power Bash (Apprentice) - You can deliver power attacks with a shield.
Attack! (adept) - 20% chance to gain a short boost if an arrow hits you while blocking.
Arrow Deflection (Expert) - Arrows that hit the shield do not cause damage.
Block on the run (master) - You can move faster with a shield.
Abilities learned:
Great Defender - Your stamina is restored at full speed even in battle.
Survival Instinct - When your health is critical, time slows down before enemy melee attacks. Available once every 30 seconds.
Deadly Shield Blow - Normal shield attacks deal 10 times more damage and have a 30% chance to disarm the enemy.
Brutal blow - Power attacks with a shield deal 10 times more damage and have a 20% chance to stun the enemy.
Retribution - Blocking an attack has a 30% chance of granting a 20% bonus to melee damage for 4s.
Aegis - Blocking with a shield gives a 20% chance to absorb attacking magic and reduces incoming elemental damage by 50%.
Fast reflexes - If you block an enemy's power attack, time slows down.
Protective stance - You take 20% less damage. Blocking has a 20% chance to stun the enemy.
Living Hammer - Running with a raised shield knocks down most opponents.

Heavy armor

Automatic abilities:
Juggernaut (newbie) - The higher your Heavy Armor skill level, the higher the Heavy Armor class.
Good equipment (student) - Armor class increases by 25% when wearing a full set of heavy armor: helmet, cuirass, gloves, boots.
Hard Training (Adept) - When wearing heavy armor, it weighs nothing and does not slow down your movements.
Center of gravity (expert) - When wearing only heavy armor, you lose your balance 50% less often.
Heavy Armor Set (Master) - An additional 25% bonus to armor class when wearing three or more elements of the same type of heavy armor.
Abilities learned:
Fists of steel - When fighting without a weapon, heavy gloves deal additional damage and reduce the energy consumption for power attacks. The stronger the glove material, the stronger the effect (maximum 30%).
Thick skin - When wearing predominantly heavy armor, arrow damage is reduced by half and cold resistance is increased by 20%.
iron wall - When wearing predominantly heavy armor, enemies attacking you in close combat may be stunned.
Mounted knight - When fighting on horseback, you deal double damage and take 50% damage. When fighting on foot, you take 20% less damage from melee attacks.
Armor - amulet - For each piece of Heavy Armor equipped, you gain a 5% chance to avoid damage from elemental spells (maximum 20%).
Iron will - Immunity to paralysis and the "Ruthless Force" Shout.
High pain threshold - 20% chance to ignore damage received from a melee attack.

One-handed weapon

Automatic abilities:
Strong hand (beginner) - The higher your One-Handed Weapon skill level, the higher the damage from one-handed weapons.
Training (student) - Power attacks with one-handed weapons cost 25% less energy.
Parry (Adept) - Blocking with one-handed weapons is more effective. The stronger the material of the weapon, the stronger the effect.
Mobility (Expert) - You move 10% faster with a one-handed weapon.
Strike Back (Master) - Blocking with a one-handed weapon or shield has a 20% chance to trigger a counterattack, making your next attack 150% faster.
Abilities learned:
Bonecrusher - Mace attacks have a 10% chance to stun the enemy. Attacks with all types of weapons ignore 50% armor.
Slasher - Attacks with a one-handed ax deal 50% more critical damage. The chance of critical damage when attacking with any weapon increases by 5%.
Swordsman - Attacks with one-handed swords are 30% faster. Attacks with all other weapons are 15% faster.
Fighting stance - Swinging any weapon is 15% faster, critical damage is increased by 50% when using a one-handed weapon in one or both hands.
Weapons Expert - Melee attacks receive unique bonuses depending on the weapon type. Bonuses are listed in active magic effects.
Jerk - A power attack with a one-handed weapon in a sprint deals double critical damage. Power attacks with one-handed weapons have a 20% higher critical strike chance.
Merciless Strike - Power attacks with one-handed weapons when moving sideways instantly kill targets with low health and restore 100 units. reserve of strength for 5 s. if successful, and straight ones cut off the head.
Double meat grinder - Power attacks with one-handed weapons from two hands deal 25% more damage and their speed is 25% higher.
Paralyzing Squall - Within 6 s. After a power attack with a retreat when using a one-handed weapon, all attacks will paralyze the target. Available once every 20 seconds.

blacksmith craft

Automatic abilities:
Journeyman (newbie) - You can create iron and steel armor and weapons in all forges.
Knowledge of measures (student) - You can create Dwemer and Elven armor and weapons at all forges.
Experienced blacksmith (adept) - You can create Orcish, lamellar and plate armor and weapons at all forges.
Heat (expert) - You can create glass and ebony armor and weapons in all forges.
Hammer of Oblivion (master) - You can create Daedric armor and weapons at all forges.
Abilities learned:
Miner - When mining, you get twice as much ore and gems. 25% bonus to iron and steel armor class.
Light Armor Master - Light armor upgrades are twice as effective.
Open mind - 25% bonus to Elven and Dwemer armor class. Enchantments you place on Elven, Orcish, and Dwemer armor and weapons are 15% stronger.
Heavy Armor Master - Heavy armor upgrades are twice as effective.
Honorary Orc - Orcs consider you a friend, and their prices are 20% lower. 15% bonus to the class of iron, steel and orc armor and 30% bonus to damage of iron, steel and orc weapons.
Blacksmith Wizard - You can upgrade magical weapons and armor. Fire spells you cast are 15% stronger.
Gunsmith - Upgrades to weapons and shields are twice as effective.
Application of knowledge - Blacksmithing skill enhancement effects also increase weapon damage and armor class.
Dragon forging - You can create dragon armor and weapons at all forges.

Two-handed weapon

Automatic abilities:
Barbarian (newbie) - The higher your two-handed weapon skill level, the higher the damage from two-handed weapons.
Combat training (student) - Power attacks with two-handed weapons cost 25% less energy.
Tireless (Adept) - Your stamina regenerates 20% faster when holding a two-handed weapon.
Ruthlessness (Expert) - Normal attacks with two-handed weapons deal damage to all enemies in front.
Counterattack (master) - Blocking with a two-handed weapon has a 20% chance to trigger a counterattack, making your next attack 150% faster. If it is a power attack, it will not expend any energy.
Abilities learned:
Skull crusher - Power attacks with hammers while standing have a 30% chance to stun the enemy. Attacks with all types of weapons ignore 50% armor.
Flesh Tearer - Ax attacks deal 50% more critical damage. The chance of critical damage from a power attack with any weapon increases by 20%.
Wide scope - Attacks with two-handed swords are 30% faster. Attacks with all other weapons are 15% faster.
Champion stance - Attacks with two-handed weapons have a 10% chance to stun the enemy. Power attacks with all types of weapons deal 20% more damage.
Great Leap - A power attack with a two-handed weapon while sprinting deals double critical damage. Power attacks with two-handed weapons deal 50% more critical damage.
Fan attack - Power attacks with two-handed weapons when moving sideways deal damage to all enemies standing in front. +20% melee damage for 5s. after any power attack with a two-handed weapon.
Armor Severing - Direct power attacks with a two-handed weapon penetrate the target's shield if it is used, and also have a 30% chance to destroy a piece of the target's armor if there is no block.
Crushing blow - Power attacks with two-handed weapons deal 25% additional damage with a chance of cutting off the enemy's head. Melee attacks with two-handed weapons deal 10% more damage.
Martial artist - Power attacks with two-handed weapons have a 10% chance of causing lethal damage.

Thieving Skills
Alchemy

Automatic abilities:
Alchemist (novice) - The higher your Alchemy skill level, the higher the effectiveness of the potions and poisons you create.
Experimenter (student) - The higher your Alchemy skill level, the more properties of an ingredient you learn when you eat it.
Healer (adept) - Your potions that restore health, magic, or stamina are 25% more effective.
Poisoner (Expert) - The poisons you create are 25% more effective.
Herbalist (master) - You get two ingredients from plants.
Abilities learned:
Natural protection - Clothing and armor made of leather or fur receive a bonus to their armor class, depending on the level of the Alchemy skill. Potions that give an increase in health, magic or stamina are 50% more effective.
Troll Blood - Health is restored 50% faster. When your health falls below 50%, you have a 20% chance of poisoning an enemy with each melee attack.
Concentrated poison - Poison applied to a weapon affects more hits the higher your Alchemy skill level (maximum 10 hits). You gain 50% resistance to all poisons.
Side effects - 33% chance of receiving positive side effects when consuming potions, ingredients or food.
Good immunity - You do not experience negative consequences from eating the ingredients, and the positive effects are significantly enhanced.
Magic oil - The enchantment is 15% more effective on regular jewelry and 25% more effective on high-quality jewelry.
Surgeon - You find more food and ingredients (including unique ones) when searching bodies.
Hunger for knowledge - Allows you to create the Philosopher's Stone, which makes it possible to change the metal in ingots.
Purity - You create two potions or poisons instead of one at a time. Potions you create have no negative effects, and poisons have no positive effects.

Light armor

Automatic abilities:
Defensive Agility (Novice) - The higher your Light Armor skill level, the higher the light armor class.
Fit (student) - Armor class increases by 25% when wearing a full set of light armor.
Second Skin (Adept) - When wearing light armor, it weighs nothing and does not slow down your movements.
Agility (Expert) - Fall damage reduced by half.
Light Armor Set (Master) - An additional 25% bonus to armor class when wearing three or more elements of the same type of light armor.
Abilities learned:
Nomad - Movement speed on horseback is 50% higher. Damage taken while riding or sprinting is reduced by 30%.
Wings of the Wind - Your stamina is restored 50% faster. 20% chance to avoid damage from any attacks while sprinting.
Strategic retreat - When an enemy attack reduces your health below 20%, you gain speed for 10 seconds. Available once every 30 seconds.
Isolated action - For each piece of light armor equipped, the effect of potions and armor spells lasts 10% longer (maximum 40%).
Berserker's Rage - When you take damage, you have a 5% chance to regain Stamina and a 25% chance to increase Damage over 6 seconds. Chance is 100% when taking damage from a power attack.
Raid tactics - Bonuses that affect power attacks also have a minor effect on normal attacks.
Soldier - Power attacks consume 30% less energy.

Breaking

Automatic abilities:
Security (newbie) - The higher your Pickpick skill level, the easier it is to pick the lock.
Luck (student) - You find more gold in chests.
Treasure Hunter (Adept) - 50% more chance of finding a special treasure.
Burglar (expert) - The initial position of the pick is closer to the correct position.
Eternal Lockpick (Master) - Lockpicks don't break.
Abilities learned:
Breaking locks - You can try to open locked doors or chests by breaking the lock.
Insider - Allows you to gain access to inconspicuous chests located outside city prisons. They are used to “launder” stolen goods and pay fines at a discount.
Wanderer's Defense - Blocking with a torch is twice as effective.
Skillful hands - Ability to pick locks unnoticed. Carryable weight increased by 100 units.
Blinding Strike - Hitting an enemy with a torch gives a 30% chance of his attacks becoming sliding (10% damage) for 8 seconds.
Blazing Strike - Fire damage when hit with a torch is significantly increased and can cause the enemy to flee.
Dungeon Dweller - Coruses, skeevers and spiders are friendly and will not attack first. The "Underground Sense" ability is also activated.
Dwemer Engineer - Dwemer mechanisms are friendly and will not attack first. Also gives 30% lightning resistance and expands the range of Dwemer scrap metal available for smelting.

Pickpocketing

Automatic abilities:
Nimble fingers (beginner) - The higher your Pickpocket skill level, the higher the damage of your unarmed attacks and the lower the percentage of unsuccessful pickpockets.
Night Thief (Apprentice) - +25% to the probability of success when stealing from sleeping people.
Shchipach (adept) - Pickpocketing gold becomes 50% easier.
Keyholder (expert) - You almost always manage to steal a key from someone else's pocket.
Disorientation (Master) - You can steal any equipped items and weapons.
Abilities learned:
Patch pockets - Carrying capacity increased by 100 units, strength reserve increased by 50 units.
Venom carrier - You can covertly damage enemies by placing poison in their pockets.
Evasion - Chance to avoid damage from attacks when you are not wearing armor. The chance increases with increasing Pickpocket skill level (maximum 25%).
Robber's Brew - Drinking alcohol increases your melee damage by 30% for 15 seconds.
Runaway thief - Running speed increased by 30%.
Acid splash - While one of your hands is free (without a weapon or spell), melee attacks deal 50% more critical damage and have a 20% chance to deal additional damage. Poison damage over 3 seconds.
drunken rage - Drinking alcohol can send you into a drunken rage, increasing melee damage dealt and reducing damage taken by 50% each. The chance increases with the amount you drink.
Blade catcher - While one of your hands is free (without a weapon or spell), melee attacks deal 20% more damage and have a 10% chance to disarm the enemy.
Sudden Impact - While one of your hands is free (without a weapon or spell), power attacks have a 25% chance of paralyzing the target. The chance of critical damage when attacking without a weapon is increased by 5%.

Stealth

Automatic abilities:
Stealth (newbie) - The higher your Stealth skill level, the harder it is to be detected when you are sneaking.
Muffled footsteps (student) - Armor makes 50% less noise.
Silence (adept) - Walking and running do not affect detection.
Silent Roll (Expert) - When sprinting in stealth mode, a silent somersault occurs forward.
Assassin's Blade (Master) - Sneak attacks with daggers deal 25% more damage and ignore defense.
Abilities learned:
Sneak Attack - Sneak attack deals 3x damage with a bow, 6x with one-handed weapons, 8x with bare hands, and 15x with daggers. Killing with a two-handed weapon from stealth mode will send enemies into panic.
Keen Eye - Attacks with a dagger outside of combat are guaranteed to cause critical damage.
Cloak of Shadows - Chance to avoid damage from attacks. The chance increases with increasing Stealth skill level (maximum 10%).
Easy step - Pressure plates do not work when you step on them. 20% less chance of being staggered when hit.
Striking in the heart - Sneak attack has a 10% chance of causing lethal damage.
Assassin's reflexes - The ability to use an ability that slows down time due to the consumption of reserve strength.
Shadow Warrior - Crouching during combat makes you invisible for 2 seconds. Can be used once every 10 seconds.

Eloquence

Automatic abilities:
Discount (newbie) - The higher your Speech skill level, the more favorable the prices when buying and selling.
Merchant (apprentice) - You can sell any items to any merchants.
Investor (adept) - You can invest 500 gold in any store to permanently increase the owner's available gold supply.
Buyer (expert) - You can trade stolen goods with any merchant in whose business you have invested.
Trade Big (Master) - Each merchant in this world receives an additional 1000 gold for trading.
Abilities learned:
A compelling argument - You can bribe the guards so that they do not notice the crime. Persuasion attempts are made 30% easier, and threats are twice as successful.
Good listener - Skills grow 5% faster. More workouts available at each level.
Second wind - Sprinting consumes very little energy, power attacks consume 10% less energy.
Best friend - A loyal pet carries your luggage and fights side by side with you.
Charm - When trading with a representative of the opposite sex, prices are 30% more profitable. Also casts the Love's Embrace spell on the target.
Trained voice - Screams are 50% stronger and last 30% longer.
Master of Debate - You get 50 units. magic, and your Screams also block the ability of enemies to Scream for a while.
Patron - Alchemical shops and court magicians, in whose business funds are invested, will collect and store unique and expensive potions and scrolls for you.
Legendary skald - Voice recovery between Shouts has been halved.

Magic skills
Change

Automatic abilities:
Mystic (newbie) - The higher your Alteration skill level, the longer the duration of Alteration spells.
Expert (student) - Spells from the school of change consume half as much magic.
Adaptation (adept) - You gain the ability to breathe underwater. Most potions, spells and magical items that grant the same ability will allow you to walk on water in return.
Seer (expert)
Theurgist (master) - Once an hour, you can cast a ritual spell almost instantly with minimal magic consumption.
Abilities learned:
Awakening of the Ancestors - Your passive racial abilities are twice as strong, and you also gain an additional racial ability that can be used once every 6 hours.
Charged Spell - A one-handed spell becomes 15% more effective for every second of continuous use (maximum bonus 45%).
Magic armor - Magic armor spells do not require renewal. If you are not wearing armor, it is 4 times stronger and increases the level of the Change skill, as the armor skill would increase.
Efficiency Expert - As the level of your magical skills increases, the duration of the spells of each school increases (maximum doubled). Each school rank reduces the cost of that school's spells by 10%.
Mystical transmutation - Allows you to create a magic converter that turns magic into soul energy for enhanced enchantment. As your skill level increases, it is possible to create a more powerful converter.
Magic Resistance - Increases magic resistance by 30%.
Ancestor spirit - 10% chance to summon the Spirit of an Ancestor in battle, which drains the health, magic and strength of opponents and transfers it to you.
Chain reaction - Destruction spells gain power with each use. At its peak, the two-handed spell deals double damage without consuming magic for 5 seconds, after which the charge is reset.
Atronach - You absorb 30% of the magic from any spells that hit you.

Witchcraft

Automatic abilities:
Sorcerer (novice) - The higher your Conjuration skill level, the longer the duration of Conjuration spells.
Testament (student) - Spells from the school of witchcraft consume half as much magic.
Witcher (adept) - The summoned weapon absorbs the target's magic upon impact.
Occult Knowledge (Expert) - New spell volumes are being added to merchants.
Soul Reaper (Master) - You can fill two soul stones with one soul if the soul size allows it.
Abilities learned:
Summoner - Doubles the range of summoning spells and the duration of witchcraft spells. You receive 50 units. health, nearby summoned creatures receive 20% damage resistance.
Soul Stealer - The summoned weapon deals more damage and casts a soul capture spell on the target.
Dark souls - Raised undead receive an additional 100 units. health and absorbs the health of nearby enemies.
Elemental Power - Summoned atronachs are much stronger, you gain 25% resistance to all elements.
Mystical Summons - Summoned weapons deal more damage, banish summoned creatures and dispel raised ones.
Plague carrier - Ability to raise high-level undead. Raised undead spread a disease that slows movement, absorbs health and stamina, and increases damage taken by 30%.
Exile to Oblivion - Summoned weapons deal more damage and gain elemental enchantment.
Elemental Mastery - Summoned Atronachs gain new abilities and give you 30% elemental damage resistance during the summoning.
Twin souls - You can summon two atronachs at the same time or raise two zombies. Once every 6 hours, you can summon three atronachs at the same time or raise all the dead around you.

Destruction

Automatic abilities:
Awakener (Novice) - The higher your Destruction skill level, the more powerful your destruction spells.
Mage (apprentice) - Spells from the school of destruction consume half as much magic.
Initiation (adept) - Fire spells deal more damage to health, frost spells to stamina, and electric spells to magic.
Archmage (expert) - New spell volumes are being added to merchants.
Recoil (master) - When you have a destruction spell at the ready, enemies who attack you in melee receive elemental damage.
Abilities learned:
Double Spell - Makes it possible to cast any spells from all schools of magic with two hands. When casting a spell with two hands, a stronger version of it is obtained.
The proximity of the flame - Weapon attacks have a 20% chance to deal triple fire damage for 4 seconds. Blacksmithing upgrades are 20% more effective.
Hot flame - Fire damage causes an enemy with health below 30% to flee. 20% chance of re-casting a fire spell without spending magic.
Shock wave - Most destruction spells, when used with two hands, cause the enemy to lose balance. The likelihood increases when your magic is running low.
Frosty aura - Increases armor class and cold resistance by 20%. Nearby enemies gain 75% Cold Vulnerability and 20% Speed ​​Reduction.
Rune Master - Allows you to use two runes at the same time with triple range. Runes are much more powerful, but require 10 seconds. for charging. The time is reset when a new rune is activated.
D.C - Electricity spells deal double damage. All spells cost 20% less magicka.
Deep freeze - Cold damage paralyzes an enemy with health below 20%. 20% chance of re-casting a frost spell without consuming magicka.
Disintegration - Electricity damage disintegrates an enemy with health below 10%. 20% chance of re-casting an electrical spell without consuming magicka.

Enchantment

Automatic abilities:
Enchanter (novice) - The higher your Enchantment skill level, the stronger the enchantment you cast.
Soul Devourer (Apprentice) - Lethal blows to creatures, but not people, cause the weapon to recharge by 5% of the victim's soul.
Saving Souls (Adept) - Soul stones provide additional magic to recharge.
Life Charms (Expert) - Health, magic and stamina enchantments placed on armor are 25% stronger.
Enchant Skills (Master) - Skill enchantments applied to armor are 25% stronger.
Abilities learned:
Magic dust - Doubles the duration of the effect of all potions. The effects of potions that increase crafting skills last 10 times longer.
Elemental Enchantment - Elemental enchantments applied to weapons and armor are 25% stronger.
Essence - Potions and poisons are 50% more effective.
Connoisseur of rarities - Artifacts do not consume charges, other weapons consume 50% less charges. You can learn the spells of unique staves by using them.
Enchanted Weave - Enchantments placed on clothing are 25% stronger.
Shine - Weapons with damage enchantments deal 20% more damage. You can upgrade unique items and artifacts.
Soul Collector - Captured souls are one size larger than normal.
The keeper - Soul stones have a 50% chance to remain after use. Remaining soul stones have a 50% chance of returning the used soul.
Additional effect - You can place two enchantments on the same item.

Illusion

Automatic abilities:
Illusionist (novice) - The higher your Illusion skill level, the higher the level of targets affected by the effect of illusion spells.
Discipline (student) - Spells from the school of illusion consume half as much magic.
Durability (Adept) - The higher your Illusion skill level, the longer the duration of illusion spells.
Miracle Worker (Expert) - New spell volumes are being added to merchants.
Chameleon (master) - Your companions become invisible at the same time as you.
Abilities learned:
Silent Spells - You cast any spells of any school of magic silently for others.
Unity - Nearby allies receive 50 units. health, take 20% less damage and restore 6 units. health per second. Does not affect undead, daedra and machines.
Phantom Beast - Phantom creatures fight on your side during combat, sometimes using the Fear spell on the target. If a creature dies, it will not return for 3 hours.
Calming Presence - Giants, mammoths, ice ghosts and trolls are friendly and will not attack first. The "Serenity" ability is also activated.
ghost Warrior - 5% chance to take Spectral Form for 8 seconds when hit. In this form, you take no damage, deal 50% more damage, and illusion spells do not cost magicka.
Phantom Charm - For every 70 units. protection from equipped armor you gain 5% magic resistance (maximum 40%).
Ghost Walk - Invisibility effects last twice as long. While invisible, your movement is silent, and attacks and spells pass through you.
Master of the Mind - Spells from the school of illusion and the Rally ability affect undead, Daedra and mechanisms.
Phantom weapons - Invulnerable ghost weapons help you in battle.

Recovery

Automatic abilities:
Healer (novice) - The higher your Restoration skill level, the higher the effectiveness of restoration spells.
Awareness (student) - Spells from the school of restoration consume half as much magic.
Respite (adept) - Healing spells also restore your stamina.
Student (expert) - New spell volumes are being added to merchants.
Paladin (master) - You take 30% less damage from undead and deal 30% more damage to them.
Abilities learned:
Replenishment - Magic is restored 50% faster. The higher your Restoration skill level, the longer the duration of restoration spells.
Amulet-absorber - When you hit them with spells, amulets feed your magic. A melee attack from an enemy that hits the amulet has a 30% chance of stunning the attacker.
Concentration - Magic is restored at full speed even in battle.
Necromagus - All spells against undead are 25% more effective and last 50% longer.
Guardianship - Allies nearby restore 6 units. health per second in battle. When their health drops below 10%, time slows down. Available once every 30 seconds.
Exorcist - Your raise dead spells instantly kill low-level undead.
Escape from death - When hit, you have a 2% chance of instant healing. Once a day, if your health drops below 10%, 500 units are automatically restored. health.
Faith - When you cast a healing spell on yourself, half of the health restored above your maximum is converted into a temporary health bonus.
Restraint - Whenever you gain a temporary health boost from Faith, you gain an equivalent Stamina boost for 60 seconds.

Requirements:
Skyrim LE 1.9.32.0.8
SKSE 1.07.03 - required for many features used in SPERG
SkyUI 4.1 and higher (optional - SkyUI-Away) - required for customizing the menu in the game. Alternative settings menus are not supported.
Skyrim -Community-Uncapper - integrated into SPERG

Compatibility:
SPERG should be compatible with almost any mod. Of course, there will be no compatibility with global mods that affect almost every aspect of the game, but otherwise, if there are any conflicts, they will be minor. In SPERG, most options are toggled on/off, so getting it to work with other mods will likely be easy.
Compatibility with mods that change individual skill trees can be configured in several ways. You can simply place such a mod after SPERG in your load order and disable the unnecessary tree in the MSM menu, or use esp files from the "Override" folder that cancel changes to the SPERG skill tree, placing them in the load order between SPERG and another mod.
Note: Combining mods can be challenging for the inexperienced user, so make sure you know what you're doing.

Installation:(manual only)
1. Install the mods specified in the "Requirements" section.
2. Make a backup copy of your saves (You should always do this when installing new mods).
3. Install the folders Interface, SKSE and the files SPERG.bsa, SPERG.esm, SPERG.esp into the Data folder in the game and activate in the launcher, the SPERG.esm file should be higher than all mods that have an esp file. Next, if you have DLC Dawnguard or Dragonborn, then take the files SPERG-DB.esp and/or SPERG-DG.esp and also drop them into the Data folder in the game and activate them in the launcher.
4. The Option-Override folder contains esp files. canceling changes to the SPERG skill tree, you can disable the unnecessary tree in the MSM menu or use these esp files

Removal:
Attention! Do not uninstall the mod to troubleshoot! Removing a mod and reinstalling it on the same characters can cause clogged saves and many unexpected bugs. If you are looking for a problem, make a backup copy of your saves so you can return to it after you fix the problem. If you decide to reinstall SPERG after uninstalling it again on the same game, you do so at your own peril and risk.

It is not recommended to simply uninstall the mod without starting the uninstallation process through the in-game menu. Check the "uninstall SPERG" checkbox, exit the menu and wait for the uninstall process to complete. Save and then repeat this process for each character using this mod. Once you have made new saves for all characters, exit the game and uncheck all SPERG-related files in the launcher.
Upon subsequent loading, all character abilities will be reset, and you will have the number of ability points corresponding to your level. The first time you load the game, the papyrus log may show a small number of errors, but they should not appear again in the future.

From the localizer:
The mod is very voluminous. For translation, its subsequent “polishing” and bringing it into line with the off. localization of the game (I’m not talking about the description) took a lot of time and effort, but it’s still possible, although it’s unlikely that I missed something - I didn’t translate it accurately or appropriately, so please write to me in a PM if you come across anything something like that.

If you want to support the localization of the mod financially, I will be glad! Thank you!

HAPPY GAME EVERYONE!!!

Peculiarities:

  • All ability trees have been reworked: more than 400 unique perks.
  • Allows you to build the most viable character.
  • Compatible with almost everything, easy to ensure compatibility with everything else.
  • Simple, lightweight scripts that do not bloat your saves.
  • Thieving skills have been made more realistic and interesting.
  • NPCs also get new abilities

Compatibility:

  • Fully compatible with mods that change combat mechanics
  • Fully compatible with mods that add armor and weapons
  • Fully compatible with mods that add new characters
  • Mods that change the same perk trees will cause conflicts. If the mod will only change a few abilities that are not essential, load it before the Ordinator.
Compatibility List:

. ASIS: Compatible. Add _Proc and _OrdASISExclude to the list in the ASIS Automatic Perks INI file, as well as ORD_ to the list in the ASIS Automatic Spells INI.
. Apocalypse - Magic of Skyrim:
. Armor Disguises: You need to download a compatibility patch.
. Ars Metallica: Compatible.
. Aurora - Standing Stones of Skyrim: Compatible.
. Brawl Bugs Patch: Not compatible. Brawl Bugs Patch is outdated and does not fix all erroneous attacks. Ordinator includes a more effective Modern Brawl Bug Fix, so the Brawl Bugs Patch is no longer needed and should be removed.
. Campfire : Compatible. Campfire should be listed above Ordinator in the load list.
. Colorful Magic: Compatible. The only spell that does not use the Ordinator's perks is Thunder Storm.
. Combat Evolved: Compatible. If you are using the optional Thief Skills Rebalance file, place it in the download list below Combat Evolved.
. Complete Alchemy and Cooking Overhaul (CACO): Both mods change the Alchemy skill perk tree, and the one lower in the loadout list will take precedence.
. Complete Crafting Overhaul Remade (CCOR): Mostly compatible. Load it before Ordinator to change several perks. This will not greatly impact the functionality of CCOR.
. Dwemertech - Magic of the Dwarves: Compatible.
. Elemental Destruction Magic: You need to download a compatibility patch.
. Enhanced Blood Textures: Compatible. Enhanced Blood Textures should be listed above Ordinator in the load list.
. Forgotten Magic Redone: Compatible. Some spells added by Forgotten Magic Redone do not work with the Destruction magic perks. This is not a bug, this is the author's solution..
. Immersive NPCs in the Dark: Compatible. Immersive NPCs in the Dark should be listed above Ordinator in the loadout list.
. Imperious - Races of Skyrim: Compatible.
. Lost Grimoire: Compatible.
. Moonlight Tales: Compatible.
. Morrowloot Ultimate: For the classic version of Skyrim you need to download a compatibility patch. No patch is required for SSE.
. Multiple Enchantments: You need to download a compatibility patch.
. Open Cities: The Thief's Eye perk will not work since you do not cross the city gates. To fix this, enter in the console: ORD_Pic_ThiefsEye_Global_DisableCityWorldspaceOnly to 1
. Perkus Maximus (PerMa):
. Phenderix Magic Evolved: Compatible. Phenderix Magic Evolved should be listed above Ordinator in the download list. Some spells from Phenderix Magic Evolved do not have keywords and are therefore not affected by the new perks.
. Realistic AI Detection: Compatible.
. Reanimate Disintegration Fix: Compatible.
. Requiem: Not compatible. Both mods change the same perk trees.
. Scoped Bows: Compatible, but do not use the optional Eagle Eye Tweak file.
. Simple Magic Overhaul (SMO): Compatible. Simple Magic Overhaul should be listed above Ordinator in the load list. For the classic version of Skyrim, you need to download a compatibility patch.
. Skyrim Alchemy Fixed: You need to download a compatibility patch.
. Skyrim Community Uncapper (Elys" Uncapper): Compatible. For classic Skyrim you can use the settings file from here .
. Skyrim Redone (SkyRe): SkyRe core modules are not compatible because both mods change the same perk trees. Individual modules such as Races and Standing Stones are compatible.
. Sneak Tools: Compatible.
. Spectraverse - Magic of the Magna-Ge: Compatible.
. Stealth Skills Rebalanced: Partially compatible. Stealth Skills Rebalanced changes some mods and therefore conflicts with Ordinator. However, you can use the "base" version of Stealth Skills Rebalanced and load Ordinator below this mod, which will allow you to keep the stealth rebalance from Stealth Skills and apply the perks from Ordinator.
. Summermyst - Enchantments of Skyrim: Compatible.
. Thunderchild - Epic Shouts and Immersion: Compatible.
. Weapon and Armor Fixes Redone (WAFR): You need to download a compatibility patch.
. Weapon Parry Standalone: Compatible. Weapon Parry Standalone should be listed above Ordinator in the load list.
. Wildcat - Combat of Skyrim: Compatible.
. Wintermyst - Enchantments of Skyrim: Compatible.

Compatibility patches:

Compatibility patches for :
To use the ability trees from the Ordinator in conjunction with the CACO functionality (recommended) - download the patch from here: DOWNLOAD

To use ability trees from SASO with the addition of abilities from the Ordinator, download the patch from here: DOWNLOAD

Sharing Compatibility Patch Complete Alchemy & Cooking Overhaul + Skyrim Perk Enhancements and Rebalanced Gameplay(CACO+SPERG) : DOWNLOAD

Compatibility patch for Armor Disguises : DOWNLOAD

Compatibility patch for Elemental Destruction Magic:
Modifies Ordinator perk trees to be compatible with EDM spells and provides the ability to use EDM perks. DOWNLOAD

Compatibility patch for Apocalypse - Magic of Skyrim:DOWNLOAD

Compatibility patch for Weapons & Armor Fixes Remade: DOWNLOAD

Compatibility patch for MorrowLoot Ultimate: DOWNLOAD

Compatibility patches for Simple Magic Overhaul (SMO):

  • SMO + Ordinator..............................................DOWNLOAD
  • SMO + Ordinator + Dwemertech......................DOWNLOAD
  • SMO + Ordinator + Elemental Destruction.......DOWNLOAD
  • SMO + Ordinator + Magne-Ge .........................DOWNLOAD

Installation:

Place the Data folder from the downloaded archive in the folder with the installed game. Connect in the launcher.

ATTENTION!: When upgrading from a previous version, it is strongly recommended to reset all perks and distribute them again, since some already taken perks do not automatically change their characteristics.

If your character is above level 2, then after installing the mod, the procedure for resetting perks and returning ability points will begin. It can take some time. Wait for a message that the process has completed.
Please note that this will not reset perks from other mods. If you are using other mods that add or change perks, look for reset instructions on their page, or make all skills legendary to get your skill points back.

If you have previously used another mod that replaces perk trees, then first remove it according to its instructions.

You can reset your skills at any time by bringing 5 Daedra Hearts to the cooking area and creating a Scroll of Legends. If you don't want to cheat, make all skills legendary or use Dragonborn's respecialization feature.

You can also use the mod to reset perks


Additionally:

In the "Thief Skills Rebalance" folder there is an optional file for improving the new thief perks. It modifies a variety of game settings related to stealth, hacking, and theft to improve the thief experience: stealth effectiveness now depends more on light and movement levels and less on skill level, theft limit is 95%, and so on.
If desired, copy the Thief skills rebalance for Ordinator.esp file to the Data folder with the game installed.

The "Optional / 50-75-100" folder contains files for obtaining additional ability points when reaching level 50, 75 or 100.
If desired, copy the contents of the "50-75-100" folder to the Data folder with the game installed.

Removal:

Before deleting, use the perk reset function to return ability points.
Delete the files Ordinator - Perks of Skyrim.esp and Ordinator - Perks of Skyrim.bsa from the Data folder

Global change in game perks.

Ordinator revamps Skyrim's skill trees with over 400 changed or added perks. Many new possible "builds" will allow you to dive deeper into the game and feel interested in it again. The mod bills itself as a lightweight, compatible, and stable gameplay change.

Peculiarities:
➔ All skill trees have been changed, more than 400 new perks.
➔ Allows you to use many new ways to develop the GG.
➔ Good compatibility with many mods; in a pinch, making a patch is not difficult.
➔ Lightweight scripts that do not cause bugs or spoil saves.

You can find a list of all abilities and their descriptions.

Additionally:
➔ Perks from the mod have been added to many NPCs, so most likely the battles will be more vigorous.
➔ An optional mod is available with which you will receive additional ability points when you reach levels 50, 75 and 100 in any skill. This may come in handy because... There are really a lot of available perks.
➔ For Skyrim SE players, 2 other optional mods are also available, with which the player will receive 1 ability point every 2 or 5 levels - i.e. 50% or 20% more points.
➔ An optional rebalance of game parameters related to thief skills is available. Changed stealth, hacking and pickpocketing: the effectiveness of stealth will depend more on the level of light and character movements and less on skill level, the maximum success rate of pickpocketing has been changed to 95%, and that's not all. Read the full list of changes in the file "Thief skills rebalance for Ordinator.txt" in the add-on folder.

(In)compatibility with mods

From Creation Club (SSE only):
➔ Arcane Accessories [Compatible]
➔ Survival Mode [Partially incompatible]
The hunger debuff can give +70% attack speed instead of -30% if you already have the attack speed bonus. This may affect the "Rapid Fire" and "Destruction" perks. If the authors of Survival Mode or Unofficial Skyrim Survival Patch fix this, the conflict will be eliminated.

Regular mods:
➔ ASIS [Compatible]
Add _Proc and _OrdASISExclude to a section of the AutomaticPerks.ini file, then add ORD_ to a section of the AutomaticSpells.ini file.
➔ Apocalypse - Magic of Skyrim [Patch required]

➔ Armor Disguises [Patch required]
The patch is available in the collection only for SLE.
➔ Ars Metallica [Compatible]
➔ Aurora - Standing Stones of Skyrim [Compatible]
➔ Beyond Skyrim - Bruma [Patch required]
Patches are available in collections for SLE and SSE. They affect only one perk - “Investor”.
➔ Brawl Bugs Patch [Incompatible]
This fix has been deprecated and is now being replaced by the Modern Brawl Bug Fix, which is already built into Ordinator. Remove Brawl Bugs Patch.
➔ Campfire [Compatible]
Campfire includes the now unnecessary Brawl Bugs Patch. Place Ordinator below it in the download list.
➔ Colorful Magic [Compatible]
Ordinator does not affect only one spell from Colorful Magic - "Thunder Storm".
➔ Combat Evolved [Compatible]
If you are using the optional thief rebalance from Ordinator, place its plugin below the Combat Evolved plugin.
➔ Complete Alchemy and Cooking Overhaul [Patch required]

➔ Complete Crafting Overhaul Remade [Almost Compatible]
CCOR changes several perks, so place Ordinator below it on your loadout list. CCOR functionality will suffer only slightly.
➔ Deadly Combat [Patch required]
Patches are available on the page for versions 4.04 Lite and 1.11 SSE.
➔ Dwemertech - Magic of the Dwarves [Compatible]
➔ Elemental Destruction Magic [Patch required]
Patches are available in collections for SLE and SSE.
➔ Enhanced Blood Textures [Compatible]
EBT includes the now unnecessary Brawl Bugs Patch. Place Ordinator below it in the download list.
➔ Forgotten Magic Redone [Compatible]
Many Forgotten Magic Redone spells do not use perks. This is not a bug, but an idea of ​​the author himself.
➔ Immersive NPCs in the Dark [Compatible]
Immersive NPCs in the Dark includes the now unnecessary Brawl Bugs Patch. Place Ordinator below it in the download list.
➔ Imperious - Races of Skyrim [Compatible]
➔ Lost Grimoire [Compatible]
➔ Moonlight Tales [Compatible]
➔ Morrowloot Ultimate [Patch required]
The patch is available in the collection only for SLE (there are 2 versions).
➔ Multiple Enchantments [Patch required]
The patch is available in the collection only for SSE.
➔ Open Cities [Almost compatible]
Because You technically won't be entering cities, the Thief's Eye perk won't work. To fix this, enter "set ORD_Pic_ThiefsEye_Global_DisableCityWorldspaceOnly to 1" in the console. Only use this if you have Open Cities installed.
➔ Perkus Maximus [Incompatible]
➔ Phenderix Magic Evolved [Compatible]
Some PME spells lack logical keywords. This is not a bug, but an error or an idea of ​​the PME author himself.
➔ Phenderix Magic World [Compatible]
Place Ordinator below PMW in your download list.
➔ Realistic AI Detection [Compatible]
➔ Reanimate Disintegration Fix [Compatible]
➔ Requiem [Incompatible]
➔ Scoped Bows [Compatible]
Do not use the tweak to the "Eagle Eye" perk from Scoped Bows, Ordinator has its own version of this perk.
➔ Simple Magic Overhaul [Patch required]
The patch is available in a collection only for SLE (there are several versions for sharing with other magic mods).
➔ Skyrim Alchemy Fixed [Patch required]
The Ordinator compatible version is available in the SSE-only compilation (use it instead of the main version).
➔ Skyrim Community Uncapper (Elys" Uncapper) [Compatible]
You can also use special settings for Ordinator().
➔ Skyrim Redone [Partially incompatible]
Only the "Perks" module is incompatible, the rest can be used - "Races", etc.
➔ Sneak Tools [Compatible]
➔ Spectraverse - Magic of the Magna-Ge [Compatible]
➔ Stealth Skills Rebalanced [Partially incompatible]
Use the base version of Stealth Skills Rebalanced and place Ordinator below it in your loadout list.
➔ Summermyst - Enchantments of Skyrim [Compatible]
➔ Thunderchild - Epic Shouts and Immersion [Compatible]
➔ Undeath [Almost compatible]
Undeath affects vanilla summons, causing many Affliction perks to work incorrectly on them. Place Ordinator below Undeath on your download list.
➔ Weapon and Armor Fixes Redone [Compatible]
A compatibility patch existed, but was hidden by the author with the words "If you play without the patch, you still won't notice its absence."
➔ Weapon Parry Standalone [Compatible]
Weapon Parry Standalone includes the now unnecessary Brawl Bugs Patch. Place Ordinator below it in the download list.
➔ Wildcat - Combat of Skyrim [Compatible]
These two mods have a special synergy, the “Verified Block” from Ordinator will simply replace its counterpart from Wildcat, no additional actions are required.
➔ Wintermyst - Enchantments of Skyrim [Compatible]

General remarks:
➔ Ordinator is compatible with mods for combat changes, new weapons/armor, and new NPCs.
➔ The optional Thieves rebalance may conflict with mods that change the same game parameters. Most issues are resolved by load order - the plugin below has higher priority.
➔ For accurate information about the compatibility of Ordinator with mods that change the Blacksmithing perks, you need to carefully study the descriptions of these mods. Consult the authors.
➔ Almost all mods that change skill trees are incompatible with Ordinator. If the mod only changes a few not-so-important perks, place Ordinator below it in your loadout list.
➔ Perks that improve crafting fixtures may not work with custom fixtures in houses added by mods. The absence of the required keyword will lead to the impossibility of improvement, and another model may lead to clipping (in this case, you can use Disable in the console, but be careful).
➔ Some spells from the collections may not work correctly when cast with two hands; patches may be required.

Installation:
1a) If you are switching to Ordinator from another perk overhaul, then first completely remove it. Ordinator does not reset perks from other mods, so be sure to follow the instructions for removing the previous overhaul (if there is one).
1b) If you are updating Ordinator by changing the main version (for example, 8.30 - 9.26), reset the perks using one of the methods indicated in the "Removal" section.
2a) Installation from Fomod via mod manager (NMM or MO). Everything is extremely simple - select the desired options and click "Install".
2b) Installation by hand. The archive contains folders with resources, the contents of each can be copied to Data.
➔ There are 2 versions available for SLE: DLC (if you have Dragonborn) and No-DLC (if you don’t). Plus additional mini-mods.
➔ Only one version is available for SSE. Plus additional mini-mods.
3) Installing patches is a little more complicated: you will need to unpack the corresponding archive (SLE or SSE) and install patches from the folder. If you are not sure about the boot order, trust .
4) If your character is level 2 or higher, Ordinator will start the perk reset process - he will remove their effects from you and return them in the form of free ability points. This may take some time, so just wait until the operation is completed.

Removal:
1a) Use 5 Daedra hearts to create a “Scroll of Legends” in the cauldron and reset the perks.
1b) Declare skills Legendary.
1c) Use the ability to release perks from Dragonborn (only for the DLC version of SLE and SSE).
2) Wait for the message about the completion of the operation and save the game.
3) Exit the game and delete the files associated with the mod.

Questions and answers:
---
Q: Can I reset my abilities any time I want?
A: Yes, see “Removal” - 1a.
---
Q: I can't invest points into some perks even though all the requirements have been met.
A: Some other mod loaded after Ordinator changes these perks. Calculate it and put it higher in the download list.
---
Q: Some perks or entire skill trees remain vanilla.
A: See previous answer.
---
Q: Some perks have "NPC Perk" or something similar in their name.
A: See previous answer.
---
Q: Some perks have no effect. "Huntsman", "Rapid Shooting", "Block on the Run".
A: These are vanilla perks with special bugs.
---
Q: Fist fights end immediately or turn into real combat.
A: You may have an outdated Brawl Bugs Patch or a mod that includes it. Uninstall Brawl Bugs Patch (if it is one) or identify the problematic mod and put it higher in the download list. Another option is to put Modern Brawl Bug Fix ( , ) below all other mods.
---
Q: My monitor resolution does not allow me to read perk descriptions properly.
A: Use (for SLE only).
---

I'm a modder, do I need to make a compatibility patch for Ordinator?
Ordinator modifies the effects of Inferno, Deep Freeze, Disintegration, and Shockwave. If your spells use them in their vanilla form or don't use them at all, then a compatibility patch is not needed. If you created copies of these effects with other parameters, then a patch will be required.
1) Find in Ordinator the magic effects ORD_Des__Effect_WasPerk[...],
2) Select the element you need from them and copy the effect,
3) Edit it the same way you edited the vanilla effect copy,
4) Attach the resulting effect to your spell, replacing the previous analogue.
Addition #1 - Ordinator already contains unused analogues of some magical effects (FFTargetActor and FFSelfArea), you can pay attention to them.
Addition #2 - Do not use effects marked _Proc - they are related to scripts and are not made for general manipulation.

Requirements for SLE:
➔ Skyrim 1.9.32.0.8 (for both versions).
➔ Dragonborn (For DLC version).

Requirements for SSE:
➔ Skyrim SE any version.

Translator's Notes:
➔ If you encounter a bug with the “Bone Collector” perk, in which, after cutting off the head of an NPC, his neck disappears, use my fix, available in downloads. It only contains a modified script that will cause a decapitated NPC to have a neck that remains in place, but no bones when examined.
➔ If you are using the SkyUI mod (no matter SLE or SSE), install my version of the "Ordinator Perks" menu translation in MCM, available in downloads.

The Elder Scrolls V: Skyrim - Perk changes and gameplay rebalance



Game platform: TES V: Skyrim Legendary Edition​

Name: Skyrim Perk Enhancements and Rebalanced Gameplay (SPERG)​

Russian name: Perk changes and gameplay rebalancing

Current version: 4.0​

Mod language: Russian​

Size: 2.14 MB​

Description


SPERG is a “fully customizable global mod to overhaul the skill system and add many other gameplay elements, created to incorporate the best of past TES titles, greatly increasing interest in Skyrim.”

More details:

  • In the original Skyrim, some skills are much more difficult to develop than others, and some abilities in the skill trees are practically useless. SPERG fixes both of these issues by adjusting the effort required to level up a skill, adding a number of different sources of skill gain for some of the most difficult skills, and completely reworking all skill trees. The reward for mod users will be a much more exciting process of developing character skills instead of the dull and monotonous leveling of a bunch of useless abilities to achieve a few that are really needed. Now skills do not level up as quickly, but each SPERG ability is significant, unique and useful.
  • Try SPERG and you will understand why so many people can’t imagine playing games without it!

Features of the mod:

  • reworking of all skill trees;
  • new potions, equipment, spells and abilities;
  • new alchemical ingredients;
  • a quest with a new unique gameplay element as a reward;
  • detailed MSM menu with many settings;
  • hardcore mode for those who like it hotter;
  • and many many others.

Benefits of SPERG

Importing an existing character

  • You don't have to start a new game. When you first launch the SPERG mod, it automatically imports existing characters into its skill system, resetting ability points and allowing them to be redistributed in updated trees. At the same time, of course, installing the mod BEFORE starting a new game is not at all prohibited!

Greater variety of play styles without regard to combat effectiveness

  • You can play as any character without worrying about their combat potential. Characters such as non-combat mages or thieves who prefer stealth mode are much more viable with this mod.

Greater variety of character development options

  • Many players in the original Skyrim ended up with almost identical character development. SPERG, through the creation of new and interesting game elements for role-playing decisions and access to more diverse talents and abilities, gives each character a truly unique development, which makes the game even more fun and exciting. Do you want to play the role of a hunter, constantly fighting for survival and living in peace with wild animals? Or a Dwemer master who can disassemble anything and everything and gets along with the mechanisms? Now you can.

Easy to install and customize the mod according to your preferences

  • Installing SPERG does not require choosing between several different modules or combinations of several plugins, you simply install it - using NMM, MO or manually - and play. If you want to fine-tune the mod's capabilities, the extensive MSM menu in the game provides many gameplay options. For users who play with a lot of mods (including other skill tree mods), SPERG has compatibility settings to eliminate potential conflicts. Playing with SPERG is as easy or as difficult as you want it to be.

Organic fusion of gameplay elements of the mod with the original game

  • All innovations introduced by the mod are perceived as part of the original game. Without knowing for sure, you will never understand what is “native” in the game and what has been added by SPERG. Compliance of the mod with the spirit of the original game was one of the main priorities of the author.

The pleasure of leveling up

  • Now leveling up is something you really want to strive for! With each level increase, you gain access to unique abilities that encourage you to change your game tactics in accordance with your newly acquired skills and allow you to feel the real development of your character. And it's not the same feeling when the only thing that changes from level to level is the appearance of your weapon.

Carefully crafted balance

  • The author has put a lot of effort into avoiding any potential imbalance and is confident that the changes SPERG makes are consistently balanced at each stage of character development. The author calculated the character's potential damage based on the game's internal formulas and brought it into line with the original Skyrim. The overall average power is slightly higher due to the gradual increase in the character's skills and damage as the level increases, but the mod does not have any inflated abilities that give an excessive advantage to the character in a particular skill or other characteristics, so you should not expect the game to become easier .

Skill Interaction

  • The original skill trees provided certain advantages strictly within the corresponding skill, which left a feeling of isolation of skills both within the group (Warrior, Thief or Mage) and as a whole. New skill trees have a close relationship, for example, some abilities from one tree can affect the effectiveness of the abilities of another, extraneous skill, one or more, affect the proficiency of a third skill(s) and the general attributes of the character in general, making even the most useless ones At first glance, the skills are more interesting to level up.

Hardcore mode

  • SPERG was created very close to the original Skyrim, so its level is aimed at the same difficulty of the game. Hardcore mode changes most abilities (both “native” and those added by SPERG), significantly reducing their bonuses. We end up with about a 60% reduction in character power by the time we reach high levels, although in the early stages of the game there is almost no difference. This prevents the game from waning in the later stages by providing a stronger sense of character.
  • Please note that there is no ability to dynamically change the values ​​of ability bonuses indicated in the description, so turning on hardcore mode provides additional complexity, hiding the real effects of many skills. Your abilities still work as described, but you don't know whether the ability provides +20% damage or +5%. The main reason for this is the technical limitations caused by using an option in the game menu instead of a separate esp file, but I think this will add to the thrill and will not stop the true hardcore player.

Minimal conflict with other mods

  • Everything is carefully designed and implemented to be as compatible with other mods as possible. Even where conflicts do occur, correcting them through the mod's MSM menu settings should be a relatively simple task. SPERG is an extremely friendly mod.

Less skill leveling - more play

  • With SPERG, you no longer have to do things like let a mud crab pinch you for a long time and tediously to increase your armor, blocking, etc. skill. Forget about it and just play. SPERG will take care of the rest.

SPERG work

Smooth progression in skill acquisition

  • Instead of tying your mastery level in a skill to the abilities you gain as you grow in that skill, SPERG ties it directly to your skill level. You no longer have to worry about learning abilities first if you want to use a skill effectively. Abilities add new skills, rather than making existing ones better.

Automatic abilities

  • Each skill tree has five automatic abilities. The first - the "novice" rank - triggers an increase in skill power in accordance with the skill level. All characters start at this rank.
  • Further, similar to how the skill system worked in Oblivion, you receive unique bonus abilities upon reaching level 25, 50, 75, and 100 (ranks - "apprentice", "adept", "expert" and "master") in each skill . These incentive abilities - the reward for advancing in a skill - are activated automatically, without the need to spend ability points to learn them.

Completely updated skill trees

  • Of course, the skill trees are completely redone in this mod. Nothing was removed (except that the abilities were divided into Automatic and Learned), but, on the contrary, more than a hundred completely unique abilities were added.

Fully customizable functionality

  • Don't like an item in the list of mod functionality? Don't worry, every SPERG option can be adjusted to your liking or even removed. You will never have to worry about undesirable mod features being used in the game. Everyone can play the game the way they like.

Changing skill growth rate

  • SPERG through Skyrim -Community- Uncapper increases the level requirements for each skill (only slightly). The goal was to balance the speed at which all skills grow, but to do so without changing the feel of the original game. The default values ​​suggested by the author are well balanced, but you can change them to your liking or disable this feature completely.

Additional sources of skill growth

  • SPERG adds some additional sources of skill growth to some typically underdeveloped skills to make skill growth feel more natural and logical. For example, your Speech increases when you use Shouts in battle, Alchemy increases when you eat ingredients and consume potions, and your Light or Heavy Armor skill increases when you run around in it. Play the game, not the skill system.

Expanding the range of items available for disassembly

  • Metal, wood and leather items can be disassembled into components for reuse. This increases the availability of materials, allowing you to develop the Blacksmithing skill at the same pace as other skills, and also increases the reward for exploring dungeons or looting rich estates, increasing interest in the game. So rob and steal whatever your heart desires! This is a great addition if you have trouble finding raw materials to develop your craft, or if you just like to steal anything that isn't nailed down.

Temporary bonuses from eating food

  • Among other things, SPERG expands the use of food in the game by providing temporary bonuses to health, stamina and magic when eating food. Eating cooked food is healthier than simply eating raw ingredients, and more expensive food items provide higher bonuses than cheaper ones. This mod feature is set up to prevent over-eating - the more you eat, the less bonus you get.

Rewards for completing tasks

  • As another addition to the ability to increase character skill and reward for completing quests, this mod provides a bonus skill increase in one randomly selected skill each time you complete a quest (except radiant quests). This is another aspect of SPERG's gameplay that encourages you to just play the game rather than focus on leveling up your skills, and it also helps alleviate the frustration when a quest reward turns out to be completely useless to you.

Abilities Reset

  • You can reset your learned abilities at any time, allowing you to distribute your earned points differently each time. By default, this will impose a temporary penalty on your attributes - minus 40% of health, magic and stamina (rounded down by a multiple of 20), so that you will not be tempted to do this unless necessary. Attributes will be restored by 20 units. per day until they return to previous levels. If you are going to use this function often and consider the application of a fine unnecessary, then you can disable it completely. You can even turn off the fine after it has been issued and it will be removed immediately.

Improved support for unarmed combat mode

  • Hand-to-hand combat has been made fully viable, with minor changes compared to the original. Of course, an unarmed character is not able to compete on equal terms with an armed opponent, so as not to contradict the original idea of ​​​​the developers, but he may well take on the role of a pugnacious tavern regular, which is much more appropriate (especially for Nords!).

The effectiveness of spells increases along with the level of skill proficiency

  • The effectiveness of spells now directly depends on your level of skill in a particular skill. Destruction spells deal more damage, Illusion spells affect higher level targets, Restoration spells heal (or damage) more, and the effects of Illusion and Conjuration spells last longer. At skill level 100, spells are twice as effective.

Upgrading staves

  • Playing as a pure mage can be difficult at low levels, but now staves can really help. While in the original game staves were already quite powerful, now through their use you can level up your own magical abilities. To add some interest to the use of staves, it is also now possible to learn spells from staves of all types after learning the appropriate ability, including unique staves such as Wabbajack and Skull of Corruption.

Updated skill trees
Warrior Skills
Shooting


Automatic abilities:

  • Over-Draw (Novice) - The higher your Marksmanship skill level, the higher the damage from ranged weapons.
  • Critical Shot (Apprentice) - The higher your Marksmanship skill level, the higher the chance of a critical hit when shooting with a ranged weapon.
  • Thrifty Hunter (Adept) - 80% chance to collect back arrows from killed ones.
  • Huntsman (Expert) - You can move faster with a drawn bowstring.
  • Rapid Fire (Master) - You draw your bowstring 30% faster.

Abilities learned:

  • Ethereal Arrows - Without equipped ammunition, the bow (crossbow) will use ethereal arrows (bolts) created from magic reserves. Arrows improve as the skills of the summoned weapon increase.
  • Eagle Eye - If you press the block key while aiming, you will zoom in on the target.
  • Steady Hand - When aiming while zooming in, time slows down by 50%.
  • Knockout - A bow strike briefly stuns the target. Can be used once every 15 seconds.
  • Survival - Most wild animals are friendly and will not attack first. The "Hunter's Mark" ability is also activated.
  • Power Shot - Arrows have a 50% chance of causing all but the largest enemies to stagger. Critical damage from all weapons increased by 50%.
  • Sniper - An attack from a small weapon outside of combat is guaranteed to cause critical damage.
  • Headshot - Critical hits from ranged weapons have a 10% chance of causing lethal damage. All weapons have a 5% increased chance to deal critical damage.
  • Knee Shot - A ranged weapon attack has a 15% chance to paralyze the target for 12 seconds. A target without knees will also be paralyzed.

Blocking


Automatic abilities:

  • Shield Bearer (Novice) - The higher your Blocking skill level, the higher your blocking effectiveness.
  • Shield Power Bash (Apprentice) - You can perform power attacks with a shield.
  • Attack! (adept) - 20% chance to gain a short boost if an arrow hits you while blocking.
  • Deflecting Arrows (Expert) - Arrows that hit the shield do no damage.
  • Running Block (Master) - You can move faster while covering yourself with a shield.

Abilities learned:

  • Great Defender - Stamina regenerates at full speed even in battle.
  • Survival Instinct - When your health is low, time slows down before enemy melee attacks. Available once every 30 seconds.
  • Shield Bash - Normal shield bash deals 10 times more damage and has a 30% chance to disarm the enemy.
  • Brutal Strike - Power attacks with a shield deal 10 times more damage and have a 20% chance to stun the enemy.
  • Retribution - Blocking an attack has a 30% chance of granting a 20% bonus to melee damage for 4s.
  • Aegis - Blocking with a shield gives a 20% chance to absorb attack magic and reduces incoming elemental damage by 50%.
  • Fast Reflexes - If you block an enemy's power attack, time slows down.
  • Defensive Stance - You take 20% less damage. Blocking has a 20% chance to stun the enemy.
  • Living Hammer - Running with your shield raised will knock down most enemies.

Heavy armor


Automatic abilities:

  • Juggernaut (Novice) - The higher your Heavy Armor skill level, the higher the Heavy Armor class.
  • Good equipment (apprentice) - Armor class increases by 25% when wearing a full set of heavy armor: helmet, cuirass, gloves, boots.
  • Hard Training (Adept) - When equipped, heavy armor weighs nothing and does not slow down your movements.
  • Center of Gravity (Expert) - When wearing only heavy armor, you are 50% less likely to lose your balance.
  • Heavy armor set (master) - Additional 25% bonus to armor class when wearing three or more elements of the same type of heavy armor.

Abilities learned:

  • Fists of Steel - When fighting without weapons, heavy gloves deal additional damage and reduce the energy consumption for power attacks. The stronger the glove material, the stronger the effect (maximum 30%).
  • Thick-Skinned - When wearing predominantly heavy armor, arrow damage is reduced by half and cold resistance is increased by 20%.
  • Iron Wall - When wearing predominantly heavy armor, enemies attacking you in close combat can be stunned.
  • Mounted Knight - When fighting on horseback, you deal double damage and take 50% damage. When fighting on foot, you take 20% less damage from melee attacks.
  • Armor - Ward - For each piece of Heavy Armor equipped, you gain a 5% chance to avoid damage from elemental spells (maximum 20%).
  • Iron Will - Immune to paralysis and the "Ruthless Force" Shout.
  • High pain threshold - 20% chance to ignore damage received from a melee attack.

One-handed weapon


Automatic abilities:

  • Strong Hand (Novice) - The higher your One-Handed Weapon skill level, the higher the damage from one-handed weapons.
  • Training (student) - Power attacks with one-handed weapons consume 25% less strength.
  • Parry (Adept) - Blocking with one-handed weapons is more effective. The stronger the material of the weapon, the stronger the effect.
  • Mobility (Expert) - You move 10% faster while wielding a one-handed weapon.
  • Riposte (Master) - Blocking with a one-handed weapon or shield has a 20% chance to trigger a riposte, making the next attack 150% faster.

Abilities learned:

  • Bonecrusher - Mace attacks have a 10% chance to stun the enemy. Attacks with all types of weapons ignore 50% armor.
  • Slasher - Attacks with a one-handed ax deal 50% more critical damage. The chance of critical damage when attacking with any weapon increases by 5%.
  • Swordsman - Attacks with one-handed swords are 30% faster. Attacks with all other weapons are 15% faster.
  • Fighting Stance - Swing any weapon 15% faster, critical damage increased by 50% when using one-handed weapons in one or both hands.
  • Weapon Master - Melee attacks gain unique bonuses depending on the type of weapon.
  • Bonuses are listed in active magic effects.
  • Charge - A power attack with a one-handed weapon while sprinting deals double critical damage. Power attacks with one-handed weapons have a 20% higher critical strike chance.
  • Merciless Strike - Power attacks with one-handed weapons while moving sideways instantly kill targets with low health and restore 100 health. reserve of strength for 5 s. if successful, and straight ones cut off the head.
  • Double Meat Grinder - Power attacks with one-handed weapons from two hands deal 25% more damage and their speed is 25% faster.
  • Paralyzing Barrage - For 6 seconds. After a power attack with a retreat when using a one-handed weapon, all attacks will paralyze the target. Available once every 20 seconds.

Two-handed weapon


Automatic abilities:

  • Barbarian (Novice) - The higher your Two-Handed Weapon skill level, the higher the damage from two-handed weapons.
  • Combat training (apprentice) - Power attacks with two-handed weapons consume 25% less strength.
  • Tireless (Adept) - Your stamina regenerates 20% faster while holding a two-handed weapon.
  • Ruthless (Expert) - Normal attacks with two-handed weapons deal damage to all enemies in front.
  • Counterattack (Master) - Blocking with a two-handed weapon has a 20% chance to trigger a counterattack, making the next attack 150% faster. If it is a power attack, it will not expend any energy.

Abilities learned:

  • Skull Crusher - Power attacks with hammers while standing have a 30% chance to stun the enemy. Attacks with all types of weapons ignore 50% armor.
  • Bleeder - Ax attacks deal 50% more critical damage. The chance of critical damage from a power attack with any weapon increases by 20%.
  • Wide Swing - Attacks with two-handed swords are 30% faster. Attacks with all other weapons are 15% faster.
  • Champion Stance - Attacks with two-handed weapons have a 10% chance to stun the enemy. Power attacks with all types of weapons deal 20% more damage.
  • Great Dash - A power attack with a two-handed weapon while sprinting deals double critical damage. Power attacks with two-handed weapons deal 50% more critical damage.
  • Fan Attack - Power attacks with a two-handed weapon when moving sideways deal damage to all enemies standing in front. +20% melee damage for 5s. after any power attack with a two-handed weapon.
  • Armor Cleave - Direct power attacks with a two-handed weapon pierce the target's shield if equipped, and also have a 30% chance to destroy a piece of the target's armor when not blocking.
  • Crushing Blow - Power attacks with two-handed weapons deal 25% additional damage with a chance to cut off the enemy's head. Melee attacks with two-handed weapons deal 10% more damage.
  • Martial Artist - Power attacks with two-handed weapons have a 10% chance of causing lethal damage.

blacksmith craft


Automatic abilities:

  • Journeyman (Novice) - You can craft iron and steel armor and weapons at all forges.
  • Mer Knowledge (Apprentice) - You can create Dwemer and Elven armor and weapons at all forges.
  • Veteran Blacksmith (Adept) - You can create Orcish, lamellar and plate armor and weapons at all forges.
  • Heat (Expert) - You can craft glass and ebony armor and weapons at all forges.
  • Hammer of Oblivion (Master) - You can create Daedric armor and weapons at all forges.

Abilities learned:

  • Miner - When mining, you get double the amount of ore and gems. 25% bonus to iron and steel armor class.
  • Light Armor Master - Light armor upgrades are twice as effective.
  • Open Mind - 25% bonus to Elven and Dwemer armor class. Enchantments you place on Elven, Orcish, and Dwemer armor and weapons are 15% stronger.
  • Heavy Armor Master - Heavy armor upgrades are twice as effective.
  • Honorary Orc - Orcs consider you a friend, and their prices are 20% lower. 15% bonus to the class of iron, steel and orc armor and 30% bonus to damage of iron, steel and orc weapons.
  • Blacksmith Wizard - You can improve magical weapons and armor. Fire spells you cast are 15% stronger.
  • Gunsmith - Upgrades to weapons and shields are twice as effective.
  • Application of Knowledge - The effects of increasing the Smithing skill also increase weapon damage and armor class.
  • Dragon Forging - You can create dragon armor and weapons at all forges.

Thieving Skills
Alchemy


Automatic abilities:

  • Alchemist (novice) - The higher your Alchemy skill level, the higher the effectiveness of the potions and poisons you create.
  • Experimenter (Apprentice) - The higher your Alchemy skill level, the more properties of an ingredient you learn when you eat it.
  • Healer (Adept) - Your potions that restore health, magic or stamina are 25% more effective.
  • Poisoner (Expert) - The poisons you create are 25% more effective.
  • Herbalist (master) - You receive two ingredients from plants.

Abilities learned:

  • Natural Protection - Clothing and armor made of leather or fur receive a bonus to armor class, depending on the level of the Alchemy skill. Potions that give an increase in health, magic or stamina are 50% more effective.
  • Troll's Blood - Health is restored 50% faster. When your health falls below 50%, you have a 20% chance of poisoning an enemy with each melee attack.
  • Concentrated Poison - Poison applied to a weapon affects more hits the higher your Alchemy skill level (maximum 10 hits). You gain 50% resistance to all poisons.
  • Side Effects - 33% chance of experiencing positive side effects when consuming potions, ingredients, or food.
  • Good immunity - You do not experience negative consequences from eating the ingredients, and the positive effects are significantly enhanced.
  • Magic Oil - Enchantments are 15% more effective on regular jewelry and 25% more effective on high-quality jewelry.
  • Surgeon - You find more food and ingredients (including unique ones) when searching bodies.
  • Thirst for Knowledge - Allows you to create the Philosopher's Stone, which makes it possible to change metal in ingots.
  • Purity - You create two potions or poisons instead of one at a time. Potions you create have no negative effects, and poisons have no positive effects.

Light armor


Automatic abilities:

  • Defensive Agility (Novice) - The higher your Light Armor skill level, the higher the Light Armor class.
  • Fit (Apprentice) - Armor class increases by 25% when wearing a full set of light armor.
  • Second Skin (Adept) - When wearing light armor, it weighs nothing and does not slow down your movements.
  • Agility (Expert) - Fall damage reduced by half.
  • Light armor set (master) - Additional 25% bonus to armor class when wearing three or more elements of the same type of light armor.

Abilities learned:

  • Nomad - Movement speed on horseback is 50% faster. Damage taken while riding or sprinting is reduced by 30%.
  • Wings of the Wind - Your stamina is restored 50% faster. 20% chance to avoid damage from any attacks while sprinting.
  • Strategic Retreat - When an enemy attack reduces your health below 20%, you gain speed for 10 seconds. Available once every 30 seconds.
  • Isolated Effect - For each piece of light armor equipped, the effect of potions and armor spells lasts 10% longer (max 40%).
  • Berserker's Rage - When you take damage, you have a 5% chance to gain Stamina and a 25% chance to increase Damage over 6 seconds. Chance is 100% when taking damage from a power attack.
  • Raid Tactics - Bonuses that affect power attacks also have a minor effect on normal attacks.
  • Soldier - Power attacks cost 30% less energy.

Breaking


Automatic abilities:

  • Security (Novice) - The higher your Pickpick skill level, the easier it is to pick the lock.
  • Luck (apprentice) - You find more gold in chests.
  • Treasure Hunter (Adept) - 50% more chance of finding a special treasure.
  • Burglar (Expert) - The initial position of the lockpick is closer to the correct position.
  • Eternal Lockpick (Master) - Lockpicks do not break.

Abilities learned:

  • Breaking Locks - You can try to open locked doors or chests by breaking the lock.
  • Insider - Allows you to gain access to inconspicuous chests located outside the city prisons. They are used to “launder” stolen goods and pay fines at a discount.
  • Wanderer's Defense - Blocking with a torch is twice as effective.
  • Skillful hands - Ability to pick locks unnoticed. Carryable weight increased by 100 units.
  • Blinding Strike - Hitting an enemy with a torch gives a 30% chance for their attacks to slide (10% damage) for 8 seconds.
  • Blazing Strike - The fire damage of a torch strike is greatly increased and can cause the enemy to flee.
  • Dungeon Dweller - Coruses, skeevers and spiders are friendly and will not attack first. The "Underground Sense" ability is also activated.
  • Dwemer Engineer - Dwemer machines are friendly and will not attack first. Also gives 30% lightning resistance and expands the range of Dwemer scrap metal available for smelting.

Pickpocketing


Automatic abilities:

  • Nimble Fingers (Novice) - The higher your Pickpocket skill level, the higher the damage of your unarmed attacks and the lower the percentage of unsuccessful pickpockets.
  • Night thief (student) - +25% to the probability of success when stealing from sleeping people.
  • Shchipach (adept) - Pickpocketing gold becomes 50% easier.
  • Key Holder (Expert) - You almost always manage to steal a key from someone else's pocket.
  • Disorientation (Master) - You can steal any equipped items and weapons.

Abilities learned:

  • Patch pockets - Carrying capacity increased by 100 units, strength reserve increased by 50 units.
  • Poison Carrier - You can stealthily deal damage to enemies by placing poison in their pockets.
  • Evasion - Chance to avoid damage from attacks when you are not wearing armor. The chance increases with increasing Pickpocket skill level (maximum 25%).
  • Robber's Brew - Drinking alcohol increases your melee damage by 30% for 15 seconds.
  • Runaway Thief - Running speed increased by 30%.
  • Acid Surge - While one of your hands is free (without a weapon or spell), melee attacks deal 50% more critical damage and have a 20% chance to deal extra damage. Poison damage over 3 seconds.
  • Drunken Rage - Drinking alcohol can send you into a drunken rage, increasing melee damage dealt and reducing damage taken by 50% each. The chance increases with the amount you drink.
  • Bladecatcher - While one of your hands is free (without a weapon or spell), melee attacks deal 20% more damage and have a 10% chance to disarm the enemy.
  • Flash Strike - While one of your hands is free (without a weapon or spell), power attacks have a 25% chance to paralyze the target. The chance of critical damage when attacking without a weapon is increased by 5%.

Stealth


Automatic abilities:

  • Stealth (Novice) - The higher your Stealth skill level, the harder it is to be detected while sneaking around.
  • Muffled Footsteps (Apprentice) - Armor makes 50% less noise.
  • Silence (Adept) - Walking and running have no effect on detection.
  • Silent somersault (expert) - When sprinting in stealth mode, a silent somersault occurs forward.
  • Assassin's Blade (Master) - Sneak attacks with daggers deal 25% more damage and ignore defense.

Abilities learned:

  • Sneak Attack - Sneak attack deals 3x damage with a bow, 6x with one-handed weapons, 8x with bare hands, and 15x with daggers. Killing with a two-handed weapon from stealth mode will send enemies into panic.
  • Keen Eye - Dagger attacks outside of combat are guaranteed to cause critical damage.
  • Cloak of Shadows - Chance to avoid damage from attacks. The chance increases with increasing Stealth skill level (maximum 10%).
  • Light Step - Pressure plates do not engage when you step on them. 20% less chance of being staggered when hit.
  • Heart Strike - Sneak attack has a 10% chance of causing lethal damage.
  • Assassin's reflexes - The ability to use an ability that slows down time by expending the reserve of strength.
  • Shadow Warrior - Crouching during combat causes you to become invisible for 2 seconds. Can be used once every 10 seconds.

Eloquence


Automatic abilities:

  • Discount (newbie) - The higher your Speech skill level, the better the prices when buying and selling.
  • Merchant (apprentice) - You can sell any items to any merchants.
  • Investor (Adept) - You can invest 500 gold in any store to permanently increase the owner's available gold supply.
  • Buyer (Expert) - You can trade stolen goods with any merchant in whose business you have invested.
  • Trade Big (Master) - Each merchant in this world receives an additional 1000 gold for trading.

Abilities learned:

  • Strong argument - You can bribe the guards so that they do not notice the crime. Persuasion attempts are made 30% easier, and threats are twice as successful.
  • Good listener - Skills grow 5% faster. More workouts available at each level.
  • Second wind - Sprinting consumes very little energy, power attacks consume 10% less energy.
  • Best Friend - A loyal pet carries your luggage and fights alongside you.
  • Charm - When trading with a representative of the opposite sex, prices are 30% more profitable. Also casts the Love's Embrace spell on the target.
  • Trained Voice - Screams are 50% stronger and last 30% longer.
  • Master of Arguments - You receive 50 units. magic, and your Screams also block the ability of enemies to Scream for a while.
  • Patron - Alchemy shops and court magicians, in whose business funds are invested, will collect and store unique and expensive potions and scrolls for you.
  • Legendary Skald - Voice recovery between Shouts has been halved.

Magic skills
Change


Automatic abilities:

  • Mystic (Novice) - The higher your Alteration skill level, the longer the duration of Alteration spells.
  • Expert (student) - Spells from the school of change consume half as much magic.
  • Adaptation (Adept) - You gain the ability to breathe underwater. Most potions, spells and magical items that grant the same ability will allow you to walk on water in return.
  • Seer (expert) - New spell volumes are being added to merchants.
  • Theurgist (master) - Once per hour, you can cast a ritual spell almost instantly with minimal magic consumption.

Abilities learned:

  • Awakening of the Ancestors - Your passive racial abilities are twice as powerful, and you also gain an additional racial ability that can be used once every 6 hours.
  • Charged Spell - A one-handed spell becomes 15% more effective for every second of continuous use (maximum bonus 45%).
  • Magic Armor - Magic armor spells do not require renewal. If you are not wearing armor, it is 4 times stronger and increases the level of the Change skill, as the armor skill would increase.
  • Efficiency Expert - As your magical skills increase, the duration of each school's spells increases (maximum doubled). Each school rank reduces the cost of that school's spells by 10%.
  • Mystical Transmutation - Allows you to create a magical transmuter that turns magic into soul energy for enhanced enchantment. As your skill level increases, it is possible to create a more powerful converter.
  • Magic Resistance - Increases magic resistance by 30%.
  • Ancestor's Spirit - 10% chance to summon an Ancestor's Spirit in battle, which drains the health, magic and strength of opponents and transfers it to you.
  • Chain Reaction - Destruction spells gain more power with each use. At its peak, the two-handed spell deals double damage without consuming magic for 5 seconds, after which the charge is reset.
  • Atronach - You absorb 30% of the magic from any spells that hit you.

Witchcraft


Automatic abilities:

  • Sorcerer (Novice) - The higher your Conjuration skill level, the longer the duration of Conjuration spells.
  • Covenant (student) - Spells from the school of witchcraft cost half as much magic.
  • Witcher (Adept) - The summoned weapon absorbs the target's magic upon impact.
  • Occult Knowledge (Expert) - New spell volumes are being added to merchants.
  • Soul Reaper (Master) - You can fill two soul stones with one soul if the soul size allows it.

Abilities learned:

  • Summoner - Doubles the range of summoning spells and the duration of conjuration spells. You receive 50 units. health, nearby summoned creatures receive 20% damage resistance.
  • Soul Stealer - Summoned weapons deal more damage and cast a Soul Steal spell on the target.
  • Dark Souls - Raised undead gain an additional 100 units. health and absorbs the health of nearby enemies.
  • Elemental Power - Summoned Atronachs are significantly stronger, you gain 25% resistance to all elements.
  • Mystic Summoning - Summoned weapons deal more damage, banish summoned creatures, and dispel raised ones.
  • Plague Carrier - Ability to raise high-level undead. Raised undead spread a disease that slows movement, absorbs health and stamina, and increases damage taken by 30%.
  • Banished to Oblivion - Summoned weapons deal more damage and gain elemental enchantment.
  • Elemental Mastery - Summoned Atronachs gain new abilities and grant you 30% elemental damage resistance during the summoning.
  • Twin Souls - You can summon two atronachs at the same time or raise two zombies. Once every 6 hours, you can summon three atronachs at the same time or raise all the dead around you.

Destruction


Automatic abilities:

  • Awakener (Novice) - The higher your Destruction skill level, the more powerful your destruction spells.
  • Mage (student) - Spells from the school of destruction consume half as much magic.
  • Dedication (adept) - Fire spells deal more damage to health, frost spells to stamina, electric spells to magic.
  • Archmage (expert) - New spell volumes are added to merchants.
  • Recoil (Master) - When you have a Destruction spell at the ready, enemies who attack you in melee take elemental damage.

Abilities learned:

  • Double Spell - Makes it possible to cast any spells of all schools of magic with two hands. When casting a spell with two hands, a stronger version of it is obtained.
  • Flame Affinity - Weapon attacks have a 20% chance to deal triple Flame damage for 4 seconds.
  • Blacksmithing upgrades are 20% more effective.
  • Hot Flame - Fire damage causes an enemy with less than 30% health to flee. 20% chance of re-casting a fire spell without spending magic.
  • Shockwave - Most destruction spells, when cast with two hands, cause the enemy to lose balance. The likelihood increases when your magic is running low.
  • Frosty Aura - Increases armor class and cold resistance by 20%. Nearby enemies gain 75% Cold Vulnerability and 20% Speed ​​Reduction.
  • Rune Master - Allows you to use two runes at the same time with triple range. Runes are much more powerful, but require 10 seconds. for charging. The time is reset when a new rune is activated.
  • Direct Current - Electricity spells deal double damage. All spells cost 20% less magicka.
  • Deep Freeze - Cold damage paralyzes an enemy below 20% health. 20% chance of re-casting a frost spell without consuming magicka.
  • Disintegration - Electrical damage disintegrates an enemy below 10% health. 20% chance of re-casting an electrical spell without consuming magicka.

Enchantment


Automatic abilities:

  • Enchanter (Novice) - The higher your Enchantment skill level, the stronger the enchantments you cast.
  • Soul Devourer (Apprentice) - Lethal blows to creatures, but not people, cause the weapon to recharge by 5% of the victim's soul.
  • Soul Saver (Adept) - Soul Gems provide additional magic to recharge.
  • Life Enchantments (Expert) - Health, Magicka and Stamina enchantments placed on armor are 25% stronger.
  • Skill Enchantments (Master) - Skill enchantments placed on armor are 25% stronger.

Abilities learned:

  • Magic Dust - Doubles the duration of the effect of all potions. The effects of potions that increase crafting skills last 10 times longer.
  • Elemental Enchantments - Elemental enchantments placed on weapons and armor are 25% stronger.
  • Essence - Potions and poisons are 50% more effective.
  • Connoisseur of rarities - Artifacts do not consume charges, other weapons consume 50% less charges. You can learn the spells of unique staves by using them.
  • Enchanted Weave - Enchantments placed on clothing are 25% stronger.
  • Radiance - Weapons with a damage enchantment deal 20% more damage. You can upgrade unique items and artifacts.
  • Soul Collector - Captured souls are one size larger than normal.
  • Guardian - Soul stones have a 50% chance to remain after use. Remaining soul stones have a 50% chance of returning the used soul.
  • Additional effect - You can apply two enchantments to the same item.

Illusion


Automatic abilities:

  • Illusionist (novice) - The higher your Illusion skill level, the higher the level of targets affected by the effect of illusion spells.
  • Discipline (apprentice) - Spells from the school of illusion consume half as much magic.
  • Durability (Adept) - The higher your Illusion skill level, the longer the duration of illusion spells.
  • Miracle Worker (expert) - New spell volumes are being added to merchants.
  • Chameleon (master) - Your companions become invisible at the same time as you.

Abilities learned:

  • Silent Spells - You cast any spells from any school of magic silently for others.
  • Rally - Nearby allies receive 50 damage. health, take 20% less damage and restore 6 units. health per second. Does not affect undead, daedra and machines.
  • Phantom Beast - Phantom creatures fight at your side during combat, sometimes casting the Fear spell on the target. If a creature dies, it will not return for 3 hours.
  • Calming Presence - Giants, mammoths, ice wraiths and trolls are friendly and will not attack first. The "Serenity" ability is also activated.
  • Phantom Warrior - 5% chance when hit to transform into Spectral Form for 8 sec. In this form, you take no damage, deal 50% more damage, and illusion spells do not cost magicka.
  • Ghostly amulet - For every 70 units. protection from equipped armor you gain 5% magic resistance (maximum 40%).
  • Ghost Walk - Invisibility effects last twice as long. While invisible, your movement is silent, and attacks and spells pass through you.
  • Master of the Mind - Spells from the school of illusion and the Rally ability affect undead, Daedra and mechanisms.
  • Phantom Weapons - Invulnerable phantom weapons help you in battle.

Recovery


Automatic abilities:

  • Healer (novice) - The higher your Restoration skill level, the higher the effectiveness of restoration spells.
  • Awareness (student) - Spells from the school of restoration consume half as much magic.
  • Respite (Adept) - Healing spells also restore stamina.
  • Scholar (expert) - New volumes of spells are added to merchants.
  • Paladin (Master) - You take 30% less damage from undead and deal 30% more damage to them.

Abilities learned:

  • Replenishment - Magic is restored 50% faster. The higher your Restoration skill level, the longer the duration of restoration spells.
  • Absorbing Ward - Wards feed your magic when you hit them with spells. A melee attack from an enemy that hits the amulet has a 30% chance of stunning the attacker.
  • Concentration - Magic is restored at full speed even in battle.
  • Necromage - All spells against undead are 25% more effective and last 50% longer.
  • Guardianship - Allies nearby restore 6 units. health per second in battle. When their health drops below 10%, time slows down. Available once every 30 seconds.
  • Exorcist - Your raise dead spells instantly kill low-level undead.+ or (alternate setup menus are not supported)
  • Skyrim -Community- Uncapper (integrated into SPERG)

Compatibility:

  • SPERG should be compatible with almost any mod. Of course, there will be no compatibility with global mods that affect almost every aspect of the game, but otherwise, if there are any conflicts, they will be minor. In SPERG, most options are toggled on/off, so getting it to work with other mods will likely be easy.
  • Compatibility with mods that change individual skill trees can be configured in several ways. You can simply place such a mod after SPERG in your load order and disable the unnecessary tree in the MSM menu, or use esp files from the "Override" folder that cancel changes to the SPERG skill tree, placing them in the load order between SPERG and another mod.
  • Note: Combining mods can be challenging for an inexperienced user, so make sure you know what you're doing.

Installation only manually:​

  1. Install the mods listed in the "Requirements" section.
  2. Make a backup copy of your saves (it is highly recommended to do this when installing any new mods).
  3. Place the Interface, SKSE folders and the SPERG.bsa, SPERG.esm, SPERG.esp files from the archive into the Data folder of your game.
  4. Confirm replacing files if required.
  5. Connect the mod in the launcher.
  6. The SPERG.esm file should be located above all mods that have an esp file.
  7. If you have the Dawnguard or Dragonborn DLC, then move the SPERG-DB.esp and/or SPERG-DG.esp files also to the Data folder in the game and activate it in the launcher.
  8. The Option-Override folder contains esp. undoing changes to the SPERG skill trees. You can disable the unnecessary tree in the MSM menu or use these esp files.

Removal:

  • Attention! Do not uninstall the mod to troubleshoot! Removing a mod and reinstalling it on the same characters can cause clogged saves and many unexpected bugs. If you are looking for a problem, make a backup copy of your saves so you can return to it after you fix the problem. If you decide to reinstall SPERG after uninstalling it again on the same game, you do so at your own peril and risk.
  • It is not recommended to simply uninstall the mod without starting the uninstallation process through the in-game menu. Check the "uninstall SPERG" checkbox, exit the menu and wait for the uninstall process to complete. Save and then repeat this process for each character using this mod. Once you have made new saves for all characters, exit the game and uncheck all SPERG-related files in the launcher.
  • Upon subsequent loading, all character abilities will be reset, and you will have the number of ability points corresponding to your level. The first time you load the game, the papyrus log may show a small number of errors, but they should not appear again in the future.

Everyone knows that Skyrim is famous for its replay value. Even when the game seems to have been played through and through, it still manages to surprise. And that’s why it’s so interesting to return to it.

However, there is an opportunity to make a repeat playthrough even more interesting and unusual. To do this, just install Skyrim mods for abilities that will allow you to look at the game in a new way. And this article is dedicated to the best of these modifications.

Perkus Maximus

A really high-quality mod for new abilities for Skyrim. The author has done a tremendous job and replaced all the standard perks with new, much more interesting ones. As a result, the character development system has noticeably changed and, as a result, the gameplay has changed significantly.

It is worth noting that in Perkus Maximus, unlike the original leveling tree, almost all perks have only one rank. Only a small part of them can be developed two or three times. At the same time, the total number of perks has approximately doubled, so you will have much more options for developing your hero.

In addition, the mod also affects the magic system. If in the original game high-rank spells were just a stronger version of the previous ones, then here everything is completely different. Each magic is unique and has its own characteristics, so this allows it not to lose its relevance at all stages of its passage.

Please note that other ability mods for Skyrim are not compatible with Perkus Maximus. Don’t even try to install them at the same time, otherwise you risk encountering numerous bugs or even “breaking” the game.

SPERG

Fully customizable Skyrim mod for abilities. Its main purpose is to radically change the skill system and add new gameplay features. At the same time, both mechanics found in previous parts of the TES series and absolutely unique game elements were taken as a basis.

According to the creator of the mod, some skills in the original version of the game are too difficult to level up, while others are completely useless and not worth the effort spent on them. SPREG solves this problem. All the perks added by this modification are of equal value, so developing your hero will be much more interesting for you.

It is also worth noting the serious balance improvements introduced by the mod. For example, characters who rely on stealth are no longer inferior in effectiveness compared to those heroes who prefer to destroy their enemies with magic or brute physical force.

Requiem

A global mod for Skyrim with new abilities that completely reworks the role-playing component. The author, during its creation, was inspired by the cult RPGs of the old school, but at the same time tried not to violate the key elements of the TES series. Now that the project has been released, we can say with confidence that he succeeded.

It’s worth noting right away that this modification significantly complicates the game. Your hero, even when facing the weakest opponent, will suffer, so you will have to work hard not to go to your forefathers. Use poisons and traps, attack enemies from ambush, use potions - this is the only way you can survive.

It would seem that it is simply impossible to enjoy such excessive complexity. But in reality, everything is completely different. You will rejoice at every skill you earn and learn, and this, as you might guess, significantly increases their value. By the way, even after leveling up to a high level, you still won’t kill your opponents with one hit. This, as you know, was a problem with the original version of the game, so the creator of Requiem decided to fix this problem.

Skyrim Naruto Anime Overhaul

And this is a rather unusual mod for Skyrim based on Naruto’s abilities. It adds more than three dozen spells from the anime of the same name to the game, as well as many themed pieces of equipment and more than a hundred eye options for each race.

More specifically, your hero, for example, will learn to walk on water, summon various animals and monsters as allies, move in space, slow down time, and so on. However, initially the character will not know all these spells, so you will have to travel around the game world in search of masters who can teach you new abilities.

It’s also good that the author of the modification periodically releases updates for it. For example, in one of the latest patches he added a unique location - Naruto Island. True, there is nothing on it yet, but the creator of the mod promises to actively work on it.

As for compatibility, Skyrim Naruto Anime Overhaul “gets along” well with most modifications to the appearance of characters, abilities and magic. In addition, the mod is easy to install and does not require any “dancing with a tambourine”.

Royal Bloodline

An excellent mod for Skyrim on the abilities of the Vampire Lord. Adds several very important perks to the skill tree that will allow your character to become a true lord of the night.

First of all, your hero will be able to learn the Bloodline ability, which automatically replaces the standard vampire armor with the royal version. This is exactly the kind of equipment the well-known Harkon wears. The new armor does not have any particular practical use, but it looks very stylish.

The skills “Summon Goliath” and “Blood Conversion” will greatly help you in battle. The first allows you to call upon the leader of the gargoyles to help you, and the second converts your life into mana. The modification also adds the ability to fly for a long time and create a shield that absorbs damage. Well, having pumped up well, you can terrify your enemies and even cause a temporary solar eclipse.

It is noteworthy that this mod for Skyrim for the abilities of the Vampire Lord has excellent compatibility. You can easily install it along with other modifications that add new talents and abilities.

Ordinator

This mod for Skyrim abilities adds more than 400 new perks, which, in turn, allows you to use many unique options for the development of the main character. At the same time, the modification is made very high quality, so you will not encounter any unpleasant bugs after installing it.

By the way, the mod adds new abilities not only to your hero, but also to other characters. This means that even when fighting the most ordinary bandit, you must always be on your guard. Otherwise, you risk receiving an unexpected blow and saying goodbye to your life.

In addition, Ordinator has many settings. So, for example, by selecting the appropriate option, you can receive more ability points per level with this mod for Skyrim. Considering how many new perks this modification adds, this will definitely come in handy.

Speaking of compatibility, Ordinator works great with mods for appearance, equipment, companions and races. However, installing additional modifications that add new abilities will in most cases lead to serious problems.

Skyrim Redone

A major change to Skyrim's core gameplay. First of all, the modification was created to enrich the role-playing component of the game and significantly expand the possibilities for character development. Moreover, the mod has many settings, so you can adapt it to your preferences.

The talent tree in Skyrim Redone has been completely redesigned. Not only did the author change the existing perks, but he also added many new talents. At the same time, in order not to upset the balance, many other aspects of the game were also edited. First of all, changes affected magic, equipment, enemy strength and the combat system. As a result, you will no longer be able to create a “cheat” hero who will take out all enemies with one hit.

Despite such drastic changes, Redone has excellent compatibility. Moreover, all the innovations introduced by the mod fit perfectly into the canonical TES universe, so you don’t have to worry about it.

Better Vampires

Perhaps the best mod for Skyrim for vampire abilities. Adds a lot of talents, spells and other interesting mechanics. At the same time, you can independently customize all the strengths and weaknesses of your night predator so that it is interesting for you to play with it. As they say, everything is in your hands.

One of the main features of the mod is that you can turn certain characters into vampires or, on the contrary, cure them of vampirism. Moreover, you will have the opportunity to recruit any converted NPC to be your companion.

In addition, you will be able to summon various creatures that will fight on your side in battle. Plus, you can resurrect the dead, and they will also become your temporary allies.

As for other abilities, with the Better Vampires mod your hero, being a vampire, will receive full resistance to diseases and poisons, will become better versed in Illusion spells, will be able to carry more things, and also evade enemy attacks.

By the way, this mod for “kayrim” for vampire abilities is fully compatible with Royal Bloodline. By installing both of these modifications, you will get even more unique features.

Passive Racial Abilities

An excellent mod for racial abilities for Skyrim. As you might guess, it replaces your hero’s vanilla skills with new, more interesting and useful ones. At the same time, the balance is not disturbed, so you don’t have to worry that your character will become imbalanced after installing the modification.

More specifically, all Altmer will receive 100 points of bonus magic and will be able to restore it 50% faster. In addition, they will learn all magical arts one and a half times faster.

Argonians will learn to breathe underwater and will be less susceptible to the effects of diseases and poisons (by 80%). At the same time, their armor will increase by 30 units, and health regeneration will occur twice as fast as that of representatives of other races.

The Bosmer, as they should be, will become unsurpassed archers. They will fire faster and deal more damage with ranged weapons. Plus, they themselves will receive less damage from arrows.

Bretons will gain resistance to magical damage. In addition, their Witchcraft will last twice as long, and magical energy will be restored faster.

Dunmer will become virtually immune to fire (80% resistance), and their Destruction spells will begin to deal a quarter more damage to enemies. Again, like all representatives of the elven races, the magical energy of the Dunmer will be restored faster.

Imperials are given a 20% bonus on the purchase and sale of all goods. In addition, they learn all skills better and restore stamina faster.

Khajiit are able to see in the dark and deal more damage with their claws. They also learn all stealth skills faster and restore stamina twice as fast.

Nords learn combat skills better and recover shouts faster. In addition, this race gains 80% resistance to cold.

Orcs deal 50% more damage to enemies and absorb 10% of incoming damage. They also use Hardening more effectively and restore mana faster.

And finally, the Redguards carry out melee attacks one and a half times faster. At the same time, they better restore stamina and resist poisons.

Witchery Skill

A very interesting mod for Skyrim based on the Witcher’s abilities. It is perfect for all connoisseurs of the work of Andrzej Sapkowski and fans of the game series from CDProject RED.

As soon as the modification is installed, a new branch will appear in your skill menu - the witcher branch. Thanks to it, you will be able to study signs, as well as improve your art of wielding a steel and silver sword. In general, 22 unique perks will be available in this branch that will help you become a real witcher and compare in skill with the notorious Geralt of Rivia.

In addition, the mod adds the ability to meditate. This mechanic is needed to obtain unique ingredients, which, in turn, are used to create witcher elixirs, which are well known to both fans of the book and game saga.

Also note that according to canon, witchers do not kill dragons. Accordingly, the damage of all your attacks against these fire-breathing reptiles will be reduced by 50%. For this reason, it is highly not recommended to install Witchery Skill simultaneously with Deadly Dragons (a mod for complex dragons).

Bloodmoon Rising

A high-quality mod for Skyrim with werewolf abilities. It changes all the standard werewolf talents and also adds a large number of new perks. With this modification, the physical strength and abilities of werewolves will be much more consistent with their appearance.

In particular, by feeding on the bodies of defeated enemies, you will restore not 100 health units, as in the basic version of the game, but 400. In addition, you will be able to develop the “Animal Strength” branch and learn how to deliver fan attacks with sweeping paw strikes.

At the same time, the “Rage” perk has changed significantly. Now it adds as much as 80% to attack speed at the maximum level of pumping. It is especially useful to use this perk in combination with the “Furious Claws” skill, which increases the chance of landing a critical attack and its strength.

Several perks have also been added, giving the ability to cause enemies to bleed, gain resistance to physical damage, and run faster. In general, a complete set of skills that every self-respecting werewolf should have.

Perks For Blood

Mod for Skyrim for ability points for killing characters. After installing it, a script is added to each of the NPCs living in the game world, which is triggered during death at the hands of Dovahkiin.

Thus, you will receive a certain share of points for killing each enemy. Moreover, the stronger the enemy you killed, the greater the number of bonuses you will be given. As soon as this value reaches one, you will receive a new level.

In addition, if you are not satisfied with the basic version of the modification, you can configure it manually. For example, you are free to make sure that you receive another level for almost every kill. This will allow you to quickly develop your hero without spending extra time on long leveling.

Notes

Of course, the modifications given in this article are not the only ones of their kind and they have many analogues. Nevertheless, the mods mentioned above are rightfully considered the highest quality and most complete.

In other cases, the authors either create modifications carelessly or abandon them without releasing them. For example, some time ago a promising mod for Skyrim was announced based on the abilities of the prototype from the game of the same name. But, unfortunately, the process of its creation never got off the ground.

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