Ordinator for Skyrim SE - Global mods - Mod catalog - TES-Mods. Ordinator for Skyrim SE - Global mods - Mod catalog - TES-Mods 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!!!

Ordinator - Perks of Skyrim- a global plugin that reworks Skyrim's perk branches, adding about 400 abilities for more interesting and in-depth development of your character. At the same time, the mod tries to make as few changes to the game as possible to ensure maximum compatibility with other modifications.

Key Features:
  • All skills have been reworked, more than 400 perks are available;
  • Many viable character development paths;
  • Fully compatible with almost all mods, easily made compatible with others;
  • Light scripts. Your saves will not be affected;
Thieving skills rework:

The thief's abilities (stealth, hacking and pickpocketing) are implemented very sparingly in the original game. You may be familiar with situations where an enemy with an arrow sticking out of his face thinks “it was just the wind” or stops looking when you are hiding behind a closet. Many game variables have been changed to make the gameplay of stealth characters more realistic and interesting. The effectiveness of stealth now depends more on lighting and your movements and less on skill level. Now other mods are not needed to improve the game with secretive characters.

NPC Perks:

Ordinator changes perks that are usually assigned to NPCs (such as those related to weapon enchantment and elemental damage), turning them into perk combinations that include several other perks from the corresponding tree. This means that most NPCs receive the mod's basic perks without any further effort on the part of the user. To automatically distribute perks among NPCs, you can use ASIS if you make a few changes to its .ini files. See "Compatibility Lists" section below.

Installing the mod on existing saves and resetting perks:

If your character's level is 2 or higher, then the mod initiates a perk reset. This may take a while, so sit back and wait until the game tells you that the process is complete. NOTE: This will only work with standard perks. If you decide to upgrade to Ordinator from another mod that changes perks, first completely remove that mod (usually instructions for complete removal will be on the mod's page) or make all the skills legendary to get your ability points back.

You can start the process at any time. To do this, you need to bring 5 Daedra hearts to the cauldron and prepare the “Scroll of Legends”. This is not "official" functionality and may be removed in future versions. Another way is to make skills legendary or use Dragonborn's built-in reset option.

How to delete:
FAQ:

Use the reset function to return your ability points before deleting them.

  • Compatible with mods that change the combat system;
  • Compatible with mods that add armor and weapons;
  • Compatible with mods that add new NPCs;
  • Includes functions identical to many popular mods that change the mechanics of stealth;

Mods that change the same perk branches will conflict. If another mod changes some perks and they are not critical for its operation, load it before Ordinator. See the Compatibility Lists section below for exceptions.

Some mods that add new spells require compatibility patches to support the two-handed casting perks in the Destruction tree. See "Compatibility Lists" section below.

FAQ:
  • ASIS: Compatible. Add _Proc and _OrdASISExclude to the list in ASIS Automatic Perks INI and ORD_ to the list in ASIS Automatic Spells INI;
  • Apocalypse - Magic of Skyrim: The compatibility patch is available on the patches page;
  • Colorful Magic: Compatible. The only spell that does not work with all Ordinator perks is Thunderstorm;
  • Complete Alchemy and Cooking Overhaul (CACO): Both mods change the Alchemy branch and overwrite each other. A compatibility patch combining changes from both mods can be downloaded from the patches page;
  • Complete Crafting Overhaul Remade (CCOR): Mostly compatible. Load before Ordinator, because The mod changes some perks. This will have a small impact on CCOR functionality;
  • Dwemertech - Magic of the Dwarves: Compatible;
  • Forgotten Magic Redone: Compatible. Note: Most destruction spells will not benefit from two-handed casting perks. This is not a bug, but a decision of the mod author;
  • Lost Grimoire: Compatible. Note: Some destruction spells will not benefit from two-handed casting perks due to the fact that they do not apply the vanilla perks (Inferno, etc.);
  • Morrowloot: Mostly compatible. The compatibility patch is available on the patches page;
  • Perkus Maximus (PerMa): Incompatible;
  • Requiem: Incompatible;
  • Simple Magic Overhaul (SMO): Mostly compatible. Load before Ordinator, because it changes some perks. The feedback function will not work, but everything else is fine;
  • Skyrim Community Uncapper (Elys" Uncapper): Compatible;
  • Skyrim Redone (SkyRe): The main module is not compatible. Other modules, such as Races or Guardian Stones, will work fine;
  • Sneak Tools: Compatible;
  • Spectraverse - Magic of the Magna-Ge: Compatible;
  • Thunderchild - Epic Shouts and Immersion: Compatible;
  • Wintermyst - Enchantments of Skyrim: Compatible;

Question: I can't learn some abilities even though I've completed all the requirements.

Answer: This is caused by another mod loaded after Ordinator that changes the same perks. You cannot use two mods that change the same perks. In most cases, changes to another mod are not critical to its functioning, and you can simply load Ordinator after it.

Question: Descriptions of perks are cut off on monitors with an aspect ratio of 4:3.

Answer: Install the Extended UI mod.

Elder Scrolls 5: Skyrim "Improved perk tree / Ordinator - Perks of Skyrim"

Description and instructions

This mod radically changes the standard perk tree for players, adding over 400 new perks for more interesting build creation.

The mod is in English, there is a lot of text for translation, so if you don’t know this language at all, it’s better not to install it.

Additionally

Thief skills rebalance

In order to play with the new thief perks, there is an additional file that changes many of the game settings related to theft, hacking and theft. The effectiveness of stealing will depend on the level of light and movement, not on your skill level. The full list of changes is in the Readme file.

If you prefer standard settings or use some other mod, do not install this file.

Automatic perks for NPCs

With this file, NPCs will automatically learn new perks

After installing the mod, if your character is level 2 or higher, it will automatically return all your perk points, at which time you just need to wait for the message that the reset is complete.

Installation: Unpack it into the Data folder and activate the mod in your manager or in the game



New perks

  • 0 - Alchemy Mastery (2) - Potions and poisons you make are 20/40% stronger.
  • 20 - Physician - You may choose a type of beneficial potion: Health, Magicka or Stamina. Potions you mix that restore or fortify the chosen attribute are 50% stronger.
  • 20 - Stimulants - When you use a beneficial potion or ingredient, you regenerate 2% of your Magicka and Stamina per second for 30 seconds.
  • 30 - Advanced Lab - You may choose to upgrade one alchemy lab to an Advanced version for 2500 gold. Potions you mix are 25% stronger at an Advanced Lab. Can be "Disassembled" by sneaking, allowing you to upgrade another.
  • 30 - Experimenter - Eating an ingredient reveals all effects.
  • 30 - Poisoner - Poisons you mix are 1% more powerful per level of Alchemy.
  • 40 - Bottomless Cup - Poisons applied to weapons last for one additional hit per 10 levels of Alchemy.
  • 40 - Crimson Haze - Stimulants also increases movement speed by 10% for its duration.
  • 40 - Elemental Oil - You may choose a power: “Fire Oil”, “Frost Oil” or “Shock Oil”. At will, create a pool of oil that lasts 20 seconds. It reacts violently when struck by a projectile or explosion, exploding and dealing damage equal to your Alchemy skill level.
  • 50 - Alkahest - Your poisons are highly corrosive, enabling you to ignore 40% of the armor rating of an affected target for their duration.
  • 50 - Lab Skeever - For 20 seconds after using any alchemy lab, beneficial potions you drink last 15 times longer.
  • 60 - Alchemist’s Cookbook - You may choose a second Elemental Oil power. In addition to "Fire Oil", "Frost Oil" and "Shock Oil", you may also choose "Calming Oil", "Frenzy Oil", "Paralysis Oil" or "Hallowed Oil".
  • 60 - Green Thumb - Twice as many ingredients are gathered from plants.
  • 60 - Maenad - Magicka and Stamina are increased by 50 points when you are under the effect of a beneficial potion or ingredient, but reduced by 25 points when you are not.
  • 70 - Double Toil and Trouble - You mix twice as many potions at your Advanced Lab.
  • 70 - Pure Mixture - All negative effects are removed from created potions, and all positive effects are removed from created poisons.
  • 80 - Amplify Lethality - Grants the “Amplify Lethality” power. Once a day, point at a victim to silently reduce their poison resistance by 250% for 10 seconds.
  • 80 - Witchmaster - When you use a beneficial potion or ingredient, 50% chance to receive a powerful side effect, randomly chosen from a range of 40 side effects.
  • 90 - Chymical Wedding - Witchmaster side effects have 50% chance to cause side effects themselves.
  • 90 - Walking Disaster - In combat, periodically spill a random oil puddle on the ground. Puddles last 60 seconds.
  • 90 - World Serpent - When you shout, your blood turns poisonous for 15 seconds. The next time you get hit with a weapon, retaliate with a powerful poisonous strike that deals 50 points of poison damage per second for 10 seconds.
  • 100 - That Which Does Not Kill You... - Upon learning this perk, you imbibe a deadly toxin, taking 150 damage per second. If you survive for 60 seconds, you receive 3 perk points and a permanent 25% bonus to all potions and poisons you make.
  • 0 - Alteration Mastery (2) - Cast Alteration spells for 35/50% less Magicka, and Alteration spells last 0.5/1% longer per level of Alteration.
  • 20 - Alteration Dual Casting - Dual casting an Alteration spell empowers it, increasing effectiveness and cost.
  • 20 - Mage Armor (3) - Protection spells like Stoneflesh are 100/150/200% stronger if not wearing armor.
  • 30 - Geomancer - If wearing robes and no light or heavy armor, you take 20% less damage from attacks while charging or concentrating on a spell.
  • 30 - Innate Magic - You no longer use Magicka to cast spells, but have 4 spell slots. Spells are 25% more powerful or last 50% longer, but consume a spell slot when cast. Out of combat, spell slots recharge one at a time when you do not cast a spell for 10 seconds.
  • 30 - Philosopher's Stone - Once a day, generates gold equal to your Alteration skill level.
  • 30 - Wild Shrines - Five shrines dedicated to nature’s mysteries can be found in Skyrim. Each shrine grants a permanent bonus to one school of magic, making all spells from that school 15% more powerful or last 30% longer.
  • 40 - Alter Self: Resistances - You may choose two resistances to increase by 25%.
  • 40 - Distorted Shape - When you gain an armor spell in combat (or enter combat with an active armor spell), you are ethereal for 10 seconds or until you perform an offensive or defensive action.
  • 40 - Spellblade - Whenever you cast a spell with one hand, you deal 20% more attack damage for 4 seconds.
  • 50 - Chosen One - Choose a gift: Increases the number of spell slots to 7 -or- Spell slots regenerate in combat -or- Healing spells are 20% more powerful when you have spell slots remaining.
  • 50 - Command Lock - Twice a day, you can weaken an Expert or lower lock, reducing its difficulty to zero.
  • 50 - Energy Shield - If wearing robes and no light or heavy armor, reduces incoming attack and elemental damage by 25%, but you lose Magicka equal to the amount of Health lost. The damage reduction gradually diminishes as your Magicka falls below half.
  • 50 - Intuitive Magic (2) - Novice/ and apprentice spells of any school cost no Magicka to cast. If you have Innate Magic, they can still be cast when you are out of spell slots.
  • 60 - Alter Self: Attributes - You may choose an attribute (Health, Magicka, Stamina) to increase by 50 points.
  • 60 - Anchorite - Summons a permanent magical anchor at the location where you learn this perk. Alteration spells last twice as long if cast within 5000 feet, and fifty times longer if cast within 250 feet.
  • 60 - Welloc’s Dormant Arcana - Choose a spell type (Armor, Cloak, Conjure Daedra, Conjure Undead, Invisibility) and 3 magic effects (Fortify, Regenerate, Waterwalking, …). The chosen magic effects will activate when you are affected by the chosen spell type.
  • 70 - Energy Roil - Whenever you cast a spell with one hand, reduces the armor rating of nearby enemies within 10 feet by 150 points for 2 seconds.
  • 70 - The Monarch - You cannot regenerate Magicka and lose 10 points of Magicka per second but absorb 25 points of Magicka per second from living creatures within 20 feet, whether friend or foe.
  • 70 - Warrior-Prophet - When you have no Innate Magic spell slots remaining, your attack damage and critical strike damage is increased by 20%.
  • 80 - Aurification - You can use your Command Lock cooldown to activate most paralyzed enemies below half Health to turn their body into money worth 4 times your Alteration level. Has a 50% chance of creating gold ore. No effect on essential targets.
  • 80 - Dimension Door - Grants the “Dimension Door” power. Once a day, creates a magical doorway that teleports you to the location of your Anchor.
  • 80 - Throne of Nirn - When in combat and outdoors with a spell equipped, stand still for 5 seconds to raise a pillar of earth to carry you out of attack range. While atop the pillar, your spells are 20% more powerful or last 40% longer.
  • 90 - Emergency Teleport - When you fall below 15% Health due to combat damage, you briefly turn invulnerable and teleport back to the location where you entered combat.
  • 90 - Nullifier - You radiate a dampening field, preventing enemies within 25 feet from regenerating Magicka and Stamina.
  • 90 - Resonance Cascade - Whenever you attack an enemy affected by Energy Roil with a weapon, reduces their magic resistance by 30% for 5 seconds.
  • 100 - Arcane Thesis - Grants the “Arcane Thesis” power: use it to master the spell you are dual casting. A mastered spell is 20% more powerful or lasts 40% longer. Only one spell can be mastered.
  • 0 - Archery Mastery (2) - Bows and crossbows deal 20/40% more damage./, and critical strikes with bows and crossbows do 2% more critical damage per level of Archery.
  • 20 - Clean Kill - Bows and crossbows deal 20% more damage to a target at full Health.
  • 20 - Wingstrike (2) - Bashing with a bow always staggers the target. Bows and crossbows deal 20/40% more damage to that target for 10 seconds.
  • 30 - Long Shot (3) - Bows and crossbows deal 10/15/20% more damage for each 25 feet beyond the first 50 feet, up to 40/60/80%.
  • 30 - Steady Hand (3) - Pressing Block while aiming will zoom in your view/ and slow time by 25/50%.
  • 40 - Crippling Shot - Arrows and bolts slow a target within 25 feet by 10% for 20 seconds. This effect stacks.
  • 40 - Hunter’s Discipline - Recover twice as many arrows from dead bodies.
  • 40 - Thread the Needle (2) - Bows and crossbows ignore 25/50% armor if the target is not moving.
  • 50 - Pinning Shot - Arrows and bolts have a chance to stagger a target within 50 feet. More effective against targets with a lower remaining Health percentage. No effect on massive targets.
  • 50 - Ranger - Can move at full speed with a drawn bow.
  • 70 - Focus on the Prey - Cannot be staggered while holding a drawn bow or reloading a crossbow.
  • 60 - Quick Shot - Can draw a bow or reload a crossbow 30% faster.
  • 60 - Snipe - Shooting targets you haven’t shot within the past 10 seconds inflicts a critical strike that deals five times critical damage, and any weapon enchantments applied by the shot are twice as effective.
  • 70 - Ambush Predator - After standing still for 6 seconds with a bow or crossbow out, it does 25% more damage until you move.
  • 70 - Thieving Raven - Enemies within 25 feet are disarmed when shot during their power attack.
  • 80 - Deadeye - Grants the “Deadeye” power. Once a day, slow time and focus on your foes for 10 seconds, looking for opportunities for a killing shot. Finding their vulnerability takes 1 second per 125 Health. Once you do, you may shoot them for an instant kill.
  • 80 - Hailstorm - Attack 8% faster with bows and crossbows for 10 seconds after shooting a fully drawn bow or crossbow in combat. This effect stacks.
  • 80 - Trick Arrows - Able to upgrade many types of arrows at a forge or anvil, adding a bonus effect (Force, Immolation, Freezing, Grounding, Maze or Death) based on its material.
  • 90 - Hunt Together - When fighting only one enemy, hitting the target with a bow or crossbow manifests a Spirit Wolf for 30 seconds. The wolf deals damage equal to 15% of your current Stamina. This effect has a 30 second cooldown per target.
  • 90 - Lion's Arrow - Grants the “Lion's Arrow” power: use it to store the spell you are dual casting. Shooting a fully drawn bow in combat also releases the stored spell in the direction of the crosshair. Only works with spells that affect other targets.
  • 90 - Three Crows - Shooting a target beyond 25 feet three times, leaving less than 2.75 seconds between each hit, deals bonus damage equal to 15% of the target’s current Health (max. 150 damage) and knocks the target to the ground.
  • 100 - Perfect Aim - Bows deal 25% more damage if the shot strikes a target within 2 seconds after the bow is fully drawn. Crossbows deal triple damage to targets with 20% or less Health remaining.
  • 0 - Block Mastery (2) - Block 10/20% more damage.
  • 20 - Timed Block (2) - Assume a defensive position for 1 second after raising your shield or weapon, blocking 30% more damage and staggering attackers in melee range. (If you do not block an attack during this time, you cannot attempt another Timed Block for 2 seconds/1 second.)
  • 30 - Deflect Arrows - Arrows that hit the shield do no damage.
  • 30 - Poke the Dragon - After a successful Timed Block within 8 feet, you may retaliate with increased strength, increasing your attack damage and critical strike damage against the attacker by 25% for 5 seconds.
  • 40 - Apocalypse Proof (2) - Perform a Timed Block to mitigate incoming fire, frost and shock spells and effects, reducing their damage by 50%/to zero.
  • 40 - Power Bash - Able to do a power bash by holding down Attack while blocking.
  • 40 - Quick Reflexes - Time slows down if you are blocking during an enemy’s power attack.
  • 50 - Dominion - Take 25% less attack damage from any direction when blocking in combat.
  • 50 - Skull Rattler - Bashing deals 3% more damage per point of Stamina.
  • 60 - Dragon Tail - After a successful Timed Block, bashing the attacker within 5 seconds deals double damage.
  • 60 - Timing Streak - Performing 3 successful Timed Blocks in a row completes a Timing Streak, restoring 75 points of Stamina. (Taking an unblocked attack or blocking an attack outside the timed block window breaks the combo.)
  • 70 - Block Runner - Can move at full speed while blocking.
  • 70 - Mocking Blow - Power bashing with a weapon infuriates living targets for 30 seconds. They won’t flee from combat but can’t regenerate Stamina, lose 15 points of Stamina per second and you take no damage from their attacks during a Timed Block.
  • 80 - Break Their Teeth - Completing a Timing Streak violently disarms the last attacker, staggering all within an 8 foot radius.
  • 80 - Cast Aside - Interrupting an attack with a power bash with a shield knocks the attacker to the ground. Targets can only be affected once every 30 seconds.
  • 90 - Deliverance - Completing a Timing Streak grants 10% extra attack damage for 90 seconds. This effect stacks.
  • 90 - Hold the Line - During a Timed Block, allies within 10 feet gain 250 points of armor rating.
  • 90 - Unstoppable Force - Able to sprint with a shield raised. This knocks enemies in your path to the ground, but costs 10 points of Stamina per second. Enemies can only be affected once every 10 seconds.
  • 100 - Dragon Scales - You take no damage from attacks during a Timed Block as long as you have Stamina remaining.
  • 0 - Conjuration Mastery (2) - Cast Conjuration spells for 35/50% less Magicka, and Conjuration spells last 0.5/1% longer per level of Conjuration.
  • 20 - Bone Collector - Find 11 types of bones on humanoid corpses. 4 Bone Altars are marked on the map. At a Bone Altar, convert 1 of each bone into a Skeleton Warrior. Skeletons do not count against your summon limit. Enemies can only temporarily defeat them, not destroy them.
  • 20 - Conjuration Dual Casting - Dual casting a Conjuration spell empowers it, increasing effectiveness and cost.
  • 20 - Mystic Binding - Bound Weapon spells now summon Mystic Weapons which deal more damage.
  • 30 - Dead Tide (2) - Maximum number of Skeletons increased by 1 for each 75/50 points of base Magicka.
  • 30 - Planemeld - Can conjure Daedra and other non-undead minions five times farther away.
  • 30 - Ravenous Dead - The level cap of reanimation spells is increased by 1% per level of Conjuration, and reanimated undead gain 200% extra attack damage for 15 seconds after being reanimated.
  • 30 - Soul Raider - Bound weapons cast Soul Trap on targets for 5 seconds. After trapping 250 souls, all bound weapon perks last twice as long.
  • 40 - Atromancy - Conjured Daedra and other non-undead minions last three times as long (or five times at night).
  • 40 - Barrow Lord - You may give commands to all Skeletons within 150 feet at once, instead of one at a time. You gain the “Bury/Exhume” power: at will, make your Skeletons disappear or bring them back. Skeletons take 25% less damage from attacks.
  • 40 - Preservation - Reanimated undead last three times as long (or twenty times if you place Hagraven Feathers into their inventory or use the Dread Zombie or Dead Thrall spells). Additionally, reanimated undead gain 500 armor for 60 seconds after being reanimated.
  • 40 - Rat King - When entering combat, summons 3 Skees under your control. Their corpses can be raised, but they dissipate when combat ends. Use the "Merciful King" power to temporarily prevent this ability from activating.
  • 40 - Reap and Sow (2) - You loot 60/100% more bones from corpses and recover 50% more/all bones when you destroy a created Skeleton. Created Skeletons last 75/200% longer.
  • 40 - Rend From This World - Bound weapons banish conjured Daedra, turn reanimated undead and deal 100 extra damage to non-conjured Daedra.
  • 40 - Signed in Blood - When a conjured Daedra within 15 feet is below full Health, it absorbs your lifeforce to heal itself, regenerating 4% of its maximum Health per second but preventing you from regenerating Health.
  • 50 - Edge of Oblivion - You can summon or reanimate 1 additional minion and they last 50% longer. When you do not command a summoned or reanimated minion, you lose 250 points of armor and 50% magic resistance.
  • 50 - Pact Magic - Destruction spells and effects are 15% more effective for each conjured Daedra within 30 feet.
  • 50 - Skeleton Mages (2) - Able to create Skeleton Mages (Fire, Frost, Shock/, Poison, Drain Armor, Stagger) at a Bone Altar. /You may choose their element at the time of creation.
  • 50 - Undead Crown - Restores 10 points of Health and Magicka per second to reanimated undead within 15 feet.
  • 50 - Void Burn - Bound weapons brand victims with unholy energy for 5 seconds, halting Magicka and Stamina regeneration while draining 15 points per second. When both are depleted, the energy starts devouring their flesh, dealing 15 points of magic damage per second.
  • 60 - A Plague Upon Thee - If a reanimated undead is destroyed within 20 seconds, the attacker is stricken with a Daedric disease that deals 40 damage per second for 20 seconds. Those who have this perk are immune.
  • 60 - Conjure Altar - Grants the “Conjure Altar” power. Once a day, summons a Bone Altar for 60 seconds.
  • 60 - Fire Ritual - Able to ritually burn 1 of each bone at a Bone Altar, strengthening all Skeletons within 150 feet. Lasts until the Skeleton is destroyed and increases weapon damage by 15%, spell damage by 30% and Health by 50 points. This effect stacks.
  • 60 - Hollow Binding - Bound weapons cut through flesh and spirit, reducing magic resistance by 30% for 5 seconds.
  • 60 - Maelstrom - While you charge or concentrate on a spell, conjured Daedra within 30 feet gain 30% extra attack damage.
  • 70 - Corpse Gas - If your reanimated minion is destroyed while on fire within 30 seconds, it explodes, dealing up to 300 points of fire damage to targets without this perk. You deal five times as much fire damage to your reanimated minions.
  • 70 - Dark Whispers - Bound weapons induce a battle rage in their wielder, granting 20% ​​extra attack damage and 100 points of armor rating for 5 seconds when a target is struck.
  • 70 - Elemental Potency - Atronach conjurations now call Potent Atronachs that are higher level and more powerful.
  • 80 - Brand of the Necromancer - Brand a corpse by striking it with a bound weapon or by delivering the killing blow with a bound weapon attack. The brand grants 25% attack damage and 100 points of Health when reanimated or resurrected. Undead and automatons cannot be branded.
  • 80 - Feed the Monster - Able to feed Human Flesh to conjured or reanimated creatures, healing them and increasing Health, Magicka and Stamina by 200 points for 600 seconds. This effect stacks.
  • 80 - Necromaster - You can manipulate the inventory of reanimated humanoid undead. All reanimated undead return to you when separated, and emit a glow when slain that can be seen through walls. The level cap of reanimation spells is increased by 100%.
  • 80 - Unleash Hell - Conjured Daedra within 75 feet gain additional spells on a 30 second cooldown (Flame Atronach: fire explosion. Frost Atronach: reduced armor/magic resistance curse. Storm Atronach: magnetic knockdown. Dremora: increased attack damage and movement speed) .
  • 90 - Covenant of Coldharbour - Hollow Binding reduces magic resistance by an additional 30% if you control a conjured Daedra.
  • 90 - Daedra's Due - Able to donate a Human Heart to an atronach, granting it a powerful new elemental attack. Fire Atronachs learn Fireball, Frost Atronachs reduce frost resistance, Storm Atronachs learn Thunderbolt.
  • 90 - Shocked to Life - If your reanimated minion is struck by a shock spell within 30 seconds after reanimation completes, it attacks 250% faster and moves 50% faster for 10 seconds. You deal no damage to your reanimated minions with shock spells.
  • 90 - Puppet Master - Your created Skeletons take 25% less damage when you are blocking, deal 25% more attack damage when you are attacking, and their spells are 25% more powerful when you are casting a spell.
  • 100 - King of Bones - Assume Control of a Skeleton while becoming invulnerable. The Skeleton does quadruple damage and takes half damage. Unless commanded to remain passive, it automatically attacks foes in range. Lasts up to 45 seconds.
  • 100 - March of Oblivion - You can summon or reanimate 1 additional minion, plus 1 additional minion for each 250 points of base Magicka, up to 3 additional minions. Magicka bonuses from items are not counted.
  • 0 - Destruction Mastery (2) - Destruction spells cost 35/50% less Magicka, and Destruction spells are 0.25/0.5% more powerful per level of Destruction.
  • 20 - Combustion (2) - Fire spells and effects cast on others are up to 30/50% more powerful, based on the target’s missing Health percentage.
  • 20 - Destruction Dual Casting - Dual casting a Destruction spell empowers it, increasing effectiveness and cost.
  • 20 - Ionized Path (2) - Shock spells and effects cast on others are up to 30/50% more powerful, based on the target’s missing Magicka percentage.
  • 20 - Merciless Cold (2) - Frost spells and effects cast on others are up to 30/50% more powerful, based on the target’s missing Stamina percentage.
  • 30 - Force of Nature - Elemental spells and effects cost 30% less Magicka to cast in favorable weather: fire spells in sunlight, frost spells during snowfall, shock spells in the rain.
  • 30 - Frostfall - Frost spells reduce the attack damage of their targets by 25% for 5 seconds.
  • 30 - Scarring Burns - Fire spells reduce the fire resistance of their targets by 25% for 5 seconds.
  • 30 - Static Field - Shock spells that would leave their target above 75% Health deal enough additional damage to make up the difference.
  • 40 - Arc Burn - Shock spells hitting targets that are not fire resistant cause a plasma that deals 5 points of fire damage per second for 3 seconds.
  • 40 - Conflagration - Fire spells ignite the ground underneath their targets for 30 seconds. The burning ground deals 8 points of damage per second for 3 seconds on contact.
  • 40 - Crystalize - Frost spells freeze the blood of their targets, halting Stamina regeneration for 5 seconds. If the targets are not resistant to frost, frost spells also reduce armor by 125 points for 5 seconds.
  • 40 - Harsh Lesson - Destruction projectile spells interrupt targets that are casting a spell. Does not work on massive targets.
  • 40 - Runecaster - Can place runes 75 feet farther away, and place three times as many runes at a time.
  • 50 - Flash Fire - Fire spells have 15% chance to ignite the target for 2 seconds. The next instance of fire damage that hits an ignited target (except burning ground) detonates, dealing 125% more damage and causing a living target to flee the flames for 4 seconds.
  • 50 - Magnetize - Shock spells have 15% chance to lift the target into the air for 2 seconds, preventing movement. Your shock spells and effects are 50% more powerful against the suspended target.
  • 50 - Robe of the Magi - If wearing robes and no light or heavy armor, Destruction spells are 25% more powerful.
  • 50 - Shatter - Frost spells that hit a frost resistant target fragment and explode in a 15 foot area, reducing frost resistance by 25% for 15 seconds. This effect stacks.
  • 60 - Iced Earth - Dual casting frost spells freezes the earth under your feet. The frozen ground deals 40 points of damage per second to Health and Stamina for 4 seconds on contact. Frost spells and effects are 50% more powerful against affected targets.
  • 60 - Nova Charge - Dual casting 8 shock spells in combat triggers a shock nova that deals 250 points of shock damage to nearby enemies. This can only occur once per battle.
  • 60 - Pyromancer Ascension - Dual casting 8 fire spells in combat unleashes your power for 20 seconds: fire spells and effects are 50% more powerful and cost half Magicka, and you leave burning ground in your wake that deals 30 damage per second. This can only occur once per battle.
  • 70 - Ancient Seals - Destruction runes no longer deal instant damage, but inflict a stacking 10 second elemental burn that deals 20% damage per second.
  • 70 - Electroconvulsions - Shock spells incapacitate living targets below one third Health if they are not shock resistant.
  • 70 - Hypothermia - Frost spells paralyze living targets below one third Health if they are not frost resistant.
  • 70 - Scorched Earth - Fire spells (except concentration spells) burn corpses to cinders, creating a pyre that burns for 30 seconds. The burning ground deals 50 points of damage per second for 5 seconds on contact.
  • 70 - War of the Elements - You deal 30% more attack damage to targets that are taking damage from the burning ground created by Conflagration, Scorched Earth or Pyromancer Ascension or are being affected by Electroconvulsions or Hypothermia.
  • 80 - Elemental Specialization - You may choose one element (fire, frost, shock). Spells and effects of that element are 15% more powerful, while spells and effects of the other two elements are 15% weaker.
  • 80 - Exhaust - Frost spells and effects drain 50% more Stamina.
  • 80 - Show Them All - Shock spells and effects drain 50% more Magicka.
  • 80 - World in Flames - The burning ground created by Conflagration, Scorched Earth and Pyromancer Ascension deals 25% more damage. Additionally, other fire spells and effects are 25% more powerful against targets affected by burning ground.
  • 90 - Outburst - When you fall below 75 points of Health, the fiery energy within you explodes and ignites nearby enemies, dealing 15 points of fire damage per second for 4 seconds and applying fire spell perks. This effect has a 180 second cooldown.
  • 90 - Stormblast - You accumulate static energy from the ambient air. Every 6-12 seconds in combat, your next shock spell triggers a ground discharge that radiates outward from the target. All enemies in the area take 60 points of shock damage to Health and Magicka.
  • 90 - Winter's Majesty - You radiate freezing cold, reducing the frost resistance of enemies within 25 feet by 50%. This penalty is applied on top of Shatter.
  • 100 - Absolute Power - Aiming a Sparks, Lightning Bolt, Chain Lightning, Thunderbolt or Lightning Storm spell directly at a target will magnetically levitate them in front of you for 10 seconds, reducing magic resistance by 25%. This effect has a 45 second cooldown.
  • 100 - Cataclysm - Fire spells that hit targets affected by burning ground explode for 20% of their current Health (max. 250 damage), blasting them into the air and reducing magic resistance by 25% for 6 seconds. This effect has a 30 second cooldown.
  • 100 - Glacial Prison - Frost spells immobilize (non-essential) targets in a block of ice for 10 seconds, reducing magic resistance by 25%. This effect has a 120 second cooldown, but killing a victim affected by Glacial Prison or Hypothermia immediately ends the cooldown.
  • 0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger.
  • 20 - Last Word (2) - Scrolls are 2/4% more powerful or last 4/8% longer per level of Enchanting.
  • 20 - Soul Squeezer - Soul gems provide 4 extra weapon charge points per level of Enchanting.
  • 30 - Channeler - When a staff is equipped, weapon and staff enchantments drain 25% less weapon charge. You gain a small amount of Enchanting experience when holding a staff in combat.
  • 30 - Soul Siphon - Death blows with enchanted weapons to creatures, but not people, trap 5% of the victim’s soul, recharging the weapon. Does not apply to staves.
  • 40 - Gem Dust - You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 20% stronger when placed upon an item of the type corresponding to the gem.
  • 40 - Secretkeeper - When a staff is equipped, spells of any school are 20% more powerful or last 40% longer.
  • 40 - Spellscribe - Grants the “Spellscribe” power: use it to store the spell you are dual casting. Your power attacks and power bashes in combat unleash the stored spell for free, with a cooldown based on Enchanting skill. Only works with spells that affect other targets.
  • 50 - Preserver - Learning an item’s enchantment does not destroy it.
  • 50 - Starlight Sage - Regenerate Magicka 50% faster when wielding a staff in your right hand. Regenerate Stamina 50% faster when wielding a staff in your left hand.
  • 60 - Cosmic Fire - Enchantments on weapons are 20% more powerful or last 40% longer when striking a target, but enchanted weapons lose charge points at a rate of 15 points per second when drawn.
  • 60 - Might and Magic - Spells cast with your left hand are 20% more effective if you are wielding a weapon in your right hand. Attacks with a weapon in your right hand deal 20% more damage if you are holding a spell in your left hand.
  • 60 - Regalia - New enchantments placed upon robes, circlets and hoods are 30% stronger.
  • 70 - Battlemage - Weapon enchantments are 20% more powerful or last 40% longer when delivered by a power attack.
  • 70 - Charge Tap - Grants the “Charge Tap” power. At will, drains one fourth of your weapon charge to restore Magicka equal to 20% of your right charge, Stamina equal to 20% of your left charge and Health equal to 10% of both.
  • 70 - Power Echoes - Spellscribe activates twice before going on cooldown.
  • 80 - Rods from the Gods - The enchantments on dual wielded staves are 50% more powerful or last 100% longer when striking a target.
  • 80 - Twin Enchantment - Can place two enchantments upon the same item.
  • 90 - Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 15% stronger. Can be "Disassembled" by sneaking, allowing you to upgrade another.
  • 90 - Staff Flux - While charging up or concentrating on a staff in your left hand, you may attack with a weapon in your right hand, dealing 40% more weapon damage.
  • 100 - Miracle - You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat.
  • 0 - Heavy Armor Mastery (2) - Armor rating of Heavy Armor increased by 20/40%. You gain a small amount of Heavy Armor experience when wearing at least two pieces of Heavy Armor in combat.
  • 20 - Cushioned (2) - You take half/no damage from falling if wearing all Heavy Armor.
  • 30 - Battle Weary - Tired enemies have a harder time defeating your armor. You take up to 20% less attack damage from enemies with half or less Stamina, if wearing all Heavy Armor. The lower their Stamina, the less damage you take.
  • 30 - Heavy Armor Fit - Armor rating of Heavy Armor increased by 25% if wearing all Heavy Armor.
  • 40 - Defiance - You are trained to deflect incoming attacks while wearing all Heavy Armor. Whenever an enemy attacks you, you gain 15 points of armor rating for 10 seconds. This effect stacks.
  • 40 - Face of Death - You no longer need to wear a helmet to benefit from perks that require “wearing all Heavy Armor”. If you are not wearing a helmet, Heavy Armor pieces have 20% increased armor rating.
  • 40 - Rallying Standard - Grants the “Rallying Standard” power. Once a day, place a banner that grants 100 armor rating and 25% melee damage to allies within 15 feet wearing all Heavy Armor (including you) and prevents them from fleeing. Lasts 60 seconds.
  • 50 - Born to Fight - Heavy Armor weighs half as much and slows you down half as much when worn.
  • 50 - Revel in Battle - Defiance also increases melee weapon damage by 3% for 10 seconds. This effect stacks.
  • 60 - Bedrock - If wearing all Heavy Armor, you have 20% chance to brace for impact when attacked by an enemy, becoming immune to stagger for 4 seconds.
  • 60 - Break Upon Me - You are immune to basic melee weapon perks (Clash of Champions/Heroes, Denting/Crushing Blows, Bleed Like a Lamb/Dog, Bite Marks). If wearing all Heavy Armor, you take 10% less attack damage from enemies affected by one or more of these perks.
  • 60 - Never Kneel - If wearing all Heavy Armor, take 30% less attack damage from power attacks.
  • 70 - Lead the Tempest - Sprinting in combat increases the armor of allied people within 20 feet by 25% of your own armor, and the armor of allied Skeletons created by Bone Collector within 20 feet by 15% of your own armor. Lasts 30 seconds.
  • 70 - Reap the Whirlwind - When struck by a power attack or power bash, your attacks deal 125% more damage to the attacker for 5 seconds if wearing all Heavy Armor.
  • 80 - Out of the Inferno - Incoming fire, frost and shock damage reduced by 0.02% per point of armor if wearing all Heavy Armor.
  • 80 - Rise Above - If wearing all Heavy Armor, you intimidate enemies within 15 feet. They lose 5% attack damage and you gain 5% attack damage for each enemy affected.
  • 80 - Warbringer - Entering combat will place a Rallying Standard at your location for 120 seconds. This does not count against the limit of one Rallying Standard at a time.
  • 90 - Doombringer - Rallying Standard also improves Destruction spells and effects by 15%.
  • 90 - Immortal - If wearing all Heavy Armor, take 75% reduced damage from attacks at 10% or less Health, or 15% or less Health if you are affected by Rallying Standard.
  • 90 - Primal Fear - If wearing all Heavy Armor, walking (but not running) towards living enemies within 30 feet in front of you may break their confidence, causing them to flee for 8 seconds.
  • 90 - Sovereign - When struck by an attack, subsequent attacks are deflected if wearing all Heavy Armor. You take 75% reduced damage from attacks for 1 second.
  • 100 - Face of the Mountain - When struck by a power attack or power bash, the attacker’s strike rebounds forcefully as if striking solid rock, staggering them and potentially knocking them to the ground if wearing all Heavy Armor.
  • 0 - Illusion Mastery (2) - Illusion spells cost 35/50% less Magicka, and Illusion spells last 0.5/1% longer per level of Illusion.
  • 20 - Dream Thief - Activate sleeping victims to steal their dreams, increasing the effectiveness of your Illusion spells by 25% for 3600 seconds. Chance to fail and alert the victim, based on Illusion skill.
  • 20 - Illusion Dual Casting - Dual casting an Illusion spell empowers it, increasing effectiveness and cost.
  • 30 - Commanding Presence - You radiate an aura of mystical nobility that touches allied creatures and people within 20 feet. Those affected gain 20% extra attack damage and have 20% chance of a critical strike.
  • 30 - Entice Barter - Activate any target under the effect of a Calm spell to initiate trade.
  • 30 - Imposing Presence - You radiate an aura of mystical charisma that touches all within 40 feet. Any Illusion spell you cast on those affected is 15% more powerful and lasts 30% longer.
  • 30 - Night Eye - Grants the “Night Eye” power. At will, grants improved night vision for 120 seconds.
  • 40 - Crown of the False King - Commanding Presence also increases armor by 80 points and magic resistance by 20%.
  • 40 - Kindred Mage - Mind affecting Illusion spells are 0.1 points stronger per level of Illusion (or 0.2 points if you are the same race as the target).
  • 40 - Quiet Before the Storm (2) - All spells you cast from any school of magic/, as well as all shouts, are silent to others.
  • 40 - Wilting - Those affected by a Calm spell or effect within the radius of Imposing Presence lose 200 points of armor and 50% magic resistance.
  • 50 - Fickle Fate - Hostile mind affecting spells and effects (Calm, Fear, Frenzy) cast on others are between 1 and 40 points stronger.
  • 50 - Nemesis - Activate any hostile creature or humanoid in combat to summon an illusory image of the target with 1% extra attack damage per Illusion level. The image relentlessly attacks the target for 30 seconds. This effect has a 300 second cooldown.
  • 50 - Terror - Those affected by a Fear spell or effect within the radius of Imposing Presence drop their weapon.
  • 60 - Imperious Splendor - Commanding Presence and Crown of the False King are twice as powerful as long as you remain above 75% Health.
  • 60 - Master of the Mind - Mind affecting spells (Calm, Fear, Frenzy, Rally) and Commanding Presence also work on undead, daedra and automatons.
  • 60 - Pandemonium - Those affected by a Frenzy spell or effect within the radius of Imposing Presence gain 50% extra attack damage.
  • 70 - Dream Charm - Activate sleeping victims to project yourself into their dream, improving their disposition towards you. High disposition may earn you quests, discounts and gifts. Chance to fail and alert the victim, based on Illusion skill.
  • 70 - Lord of Illusions - Your Illusion spells are 25% more effective for each ally or enemy within 40 feet under the effects of a mind affecting spell (Calm, Fear, Frenzy, Rally).
  • 70 - Neverworld - Those affected by a Calm spell or effect within the radius of Imposing Presence are enraptured by a lotus dream from which they may refuse to return to reality. When the Calm is broken due to an attack, they may become Calmed again for 30 seconds.
  • 70 - The Reaper Comes - Activate any non-essential humanoid (only) under the effect of a Calm spell to send a wraith to slay the target within 15 seconds. This counts as an assault, if you get seen. This effect has a 300 second cooldown and can only affect one target at a time.
  • 80 - Lamb to the Slaughter - Activate any humanoid (only) under the effect of a Fear spell to compel the target to stand motionless for 30 seconds. Your attacks against this target ignore armor. This effect has a 180 second cooldown and can only affect one target at a time.
  • 80 - Protect Your God - When struck by a weapon, may compel a nearby ally affected by Commanding Presence to engage your attacker, dealing 250% extra attack damage for 5 seconds.
  • 80 - Soulcrusher - Feast upon the minds of those affected by a Fear spell or effect within the radius of Imposing Presence, absorbing 25 points of Magicka per second.
  • 90 - Blind Guardian - Activate any non-hostile creature or humanoid in combat to summon an illusory image of the target. The illusion fights for the target for 60 seconds and the target won’t flee for its duration. This effect has a 300 second cooldown.
  • 90 - Dream Geas - Activate sleeping victims to send a dream that compels them to fight at your side until released. You can only have one Dream Thrall at a time. Chance to fail and alert the victim, based on Illusion skill.
  • 90 - Ghost of the Tenth Eye - Sneaking while under the effect of the Vision of the Tenth Eye spell will summon a disembodied eye under your control. The eye has 1 point of Health, but is invisible and silent. You must know the Vision of the Tenth Eye spell to learn this perk.
  • 90 - Heavy Weighs the Tapestry - Activate any humanoid (only) under the effect of a Frenzy spell to incapacitate the target with magical exhaustion for 30 seconds and drain 500 points of Magicka and Stamina. This effect has a 180 second cooldown and can only affect one target at a time.
  • 90 - Nightfall - Those affected by a Frenzy spell or effect within the radius of Imposing Presence are consumed by battle hunger when there are no other enemies remaining, taking 20 points of damage per second.
  • 100 - Wraithwalker - After using an Activate perk (Blind Guardian, Heavy Weighs the Tapestry, Lamb to the Slaughter, Nemesis, The Reaper Comes), Illusion spells are 50% more powerful and last 50% longer for 10 seconds. Their cooldown ends after 8 seconds out of combat.
  • 0 - Light Armor Mastery (2) - Armor rating of Light Armor increased by 20/40%. You gain a small amount of Light Armor experience when wearing at least two pieces of Light Armor in combat.
  • 20 - Iron Fist (3) - Increases unarmed damage by 5/15/25% of your current Stamina, and you gain Light Armor experience when using unarmed attacks in combat. Requires two free hands.
  • 20 - Scorn The Beast (2) - You take 10/20% less attack damage from enemies with full Health if wearing all Light Armor.
  • 30 - As a Leaf - Cannot be staggered while sprinting if wearing all Light Armor.
  • 30 - Light Armor Fit - Armor rating of Light Armor increased by 25% if wearing all Light Armor.
  • 40 - Initiative (2) - When you enter combat, you regenerate an additional 10/20% of your maximum Stamina per second for 10 seconds if wearing all Light Armor.
  • 40 - Keen Senses - You no longer need to wear a helmet to benefit from perks that require “wearing all Light Armor”. If you are not wearing a helmet, Light Armor pieces have 20% increased armor rating.
  • 40 - Sweeping Wind - Unarmed power attacks do 25% more damage. Additionally, if your movement speed is increased, they do 2% damage per 1% movement speed. Requires two free hands.
  • 50 - Rushing Tide - Unarmed attacks grant 10% increased Stamina regeneration and 5% movement speed for 8 seconds. This effect stacks. Requires two free hands.
  • 50 - Unhindered - Light Armor weighs nothing and doesn’t slow you down when worn.
  • 50 - Windrunner - Move 10% faster in combat if wearing all Light Armor.
  • 60 - Evasive Leap - If wearing all Light Armor, jump to become ethereal for 1 second, causing all incoming attacks and spells to miss. This effect has a 5 second cooldown.
  • 60 - Into the Maelstrom - You take 10% less attack damage when fighting more than one enemy if wearing all Light Armor.
  • 70 - Fight or Flight - Upon taking an unblocked weapon hit, restores 10% of your maximum Stamina per second for 2 seconds if wearing all Light Armor. This effect stacks.
  • 70 - Hissing Dragon - You may choose a damage type (fire, frost, shock, poison, disease or sun). Unarmed attacks unleash a shockwave that deals the chosen damage type to all targets in front of you. Requires two free hands. Does not activate while sneaking.
  • 70 - Wardancer - In combat, taking no unblocked hits for 10 seconds grants 10% extra attack damage if wearing all Light Armor. This bonus stacks, but is removed upon taking an unblocked hit or leaving combat.
  • 80 - Glancing Blow - When you lose your Wardancer bonus upon being hit, any attack damage said hit would inflict is reduced to zero. Does not affect magical damage.
  • 80 - Survival Instinct - Upon taking an unblocked weapon hit, you defend against further attacks, increasing armor by 100 points for 10 seconds if wearing all Light Armor.
  • 80 - Wild and Free - You take 50% less attack damage while sprinting if wearing all Light Armor.
  • 90 - Breaking Waves - Unarmed attacks have 15% chance of a critical strike that deals critical damage equal to 40% of your current Stamina. If you are affected by Wardancer, every hit is a critical strike. Requires two free hands.
  • 90 - Lightning Strike - Your critical strikes deal 75% more critical damage for 10 seconds after entering combat while wearing all Light Armor.
  • 90 - Spelldancer - Wardancer also improves Destruction spells and effects by the same amount.
  • 100 - Tempting Fate - You gain 20% movement speed if you are not blocking during an enemy’s power attack. If the power attack misses, the bonus persists until combat ends or until you get struck by a power attack. This effect stacks.
  • 0 - Lockpicking Mastery (2) - Weaker/all locks are easier to pick.
  • 20 - Bear Traps - Able to pick up Bear Traps or create them at a Forge or Anvil, and drop them from your inventory to place them. The teeth of placed Bear Traps deal 2 points of damage per level of Lockpicking. You can only pick up and carry two Bear Traps at a time.
  • 20 - Game of Fate - There are 5 Dragons of Fate hidden in random locked containers in Skyrim. Each grants 15000 gold and a free perk point when removed from its container. The name of the container changes to indicate the treasure inside.
  • 30 - Lockdown - Activate a hostile automaton to lockpick your way into its engine. Lock difficulty is based on its current Health. Pick its lock within 15 seconds to reduce its Health to 1 and shut it down for 60 seconds. If you fail, you can’t try again for 30 seconds.
  • 30 - Robber’s Eye - When you enter a dwelling you don’t own, illuminates a locked container for 120 seconds. During this time, it contains valuable items (based on your Lockpicking skill and the difficulty of its lock). This can only occur once every 12-60 ingame hours.
  • 30 - Wax Key - Gives you a copy of a picked lock’s key if it has one.
  • 40 - Gone in Fifteen Seconds - Taking 15 seconds or less to pick the lock on a container illuminated by Robber’s Eye improves the added treasure by an average of 50% based on the level of the lock and resets the cooldown of Robber’s Eye.
  • 40 - Lockjaw - Your Bear Traps stagger victims struck by the teeth, reducing their armor rating by 5 points per level of Lockpicking for 4 seconds.
  • 40 - Locksmith - Pick starts much closer to the lock opening position.
  • 50 - Big Game Hunter - Placed Bear Traps are 20% bigger and more likely to successfully hit small or fast moving targets. They also rearm themselves 2.5 seconds after being triggered.
  • 50 - Hotwire - Activate an automaton under Lockdown to lockpick its brain. Succeed within 15 seconds to hack the automaton, forcing it to follow you and fight for you. If you fail, you can’t try again for 30 seconds. You can only have one Hotwired Automaton at a time.
  • 50 - Nose for Treasure - You may choose an item type (gold, jewelry, books, ingredients, potions, weapons, armor). Containers illuminated by Robber's Eye are three times more likely to contain items of your chosen type over other types.
  • 60 - Dungeoneer - Robber's Eye also works in dungeons.
  • 60 - Golden Touch - Find 20-100 more gold in many dungeon chests and 2-10 more gold in some corpses, urns, etc.
  • 70 - Bait - Grants the “Bait” ​​power. Once a day, lures the nearest hostile target within 200 feet to the location of the nearest Bear Trap placed within 50 feet (not during combat or conversation). Lasts 60 seconds.
  • 80 - Bushwhack - If the victim of your Bear Trap is not detecting you, the trap is five times as effective.
  • 80 - The Revenge - You can pick up and carry 3 Bear Traps.
  • 90 - Percussive Maintenance - Your Hotwired Automaton moves 30% faster and attacks 20% faster. Hitting your Hotwired Automaton with a mace or warhammer repairs it 150 points (or 300 points on a power attack) and further increases attack speed by 50% for 10 seconds.
  • 90 - Treasure Hunter - Increases the chance of finding an additional weapon or armor item in many dungeon chests from 10% to 15%.
  • 100 - Dragon's Teeth - When placing a Bear Trap, you may choose to add an extra effect: Poison, Drain Magicka, Drain Stamina, Slow, Banish or Turn Undead. This effect is triggered when a victim is struck by the teeth and takes damage.
  • 100 - Seen This Before - Your skill at lockpicking is such that you may bypass locks of Expert or lower level without using a key or manually picking the lock. After picking at least 100 locks, you gain 2 perk points.
  • 0 - One-Handed Mastery (2) - One-handed weapons do 20/40% more damage./, and critical strikes with one-handed weapons do 2% more critical damage per level of One-Handed.
  • 20 - Disciplined Fighter - Reduces the Stamina cost of power attacks with one-handed weapons by 15 points.
  • 30 - Bite Marks (3) - Unblocked attacks with daggers deal an additional 1/2/3 point/s of bleed damage per second for 30/45/60 seconds to living targets. This effect stacks.
  • 30 - Bleed Like a Lamb (3) - Attacks with war axes deal an additional 1/2/3 points of damage per second for 3 seconds to living targets. When the bleeding stops, they take damage equal to 5/10/15% of the Health they lost while bleeding. This effect stacks.
  • 30 - Clash of Champions (3) - Attacks with swords reduce the target’s attack damage by 10/15/20% for 3 seconds.
  • 30 - Denting Blows (3) - Attacks with maces reduce the armor rating of armored enemies by 15/30/45 points for 15 seconds. This effect stacks.
  • 30 - Ravage (2) - Dual wielding attacks are 20/35% faster.
  • 40 - Furious Strength - Power attack damage with one-handed weapons increased by 15% plus 0.1% per point of Stamina. Unlocks decapitations.
  • 40 - Mangle (2) - Power attacks with a war ax deal 20/40% more damage to staggered enemies.
  • 40 - Overwhelm (2) - Landing an unblocked regular attack with a sword causes your power attacks with a sword against the same target within 2 seconds to inflict critical strikes that deal double/five times critical damage.
  • 40 - Savage (2) - Attacks with a dagger deal 25/50% more damage if you rapidly hit the target three or more times. Resets when 2 seconds pass between hits.
  • 40 - Smite (2) - Power attacks with a mace deliver a critical strike that deals three/six times critical damage (four/eight times against the undead). Targets can only be struck by Smite once every 30 seconds.
  • 50 - Cross Cut - Forwards power attacks with a sword throw your opponent off balance, causing your other power attacks to deal 75% more damage to the target for 4 seconds.
  • 50 - Overrun - Can perform a one-handed sprinting power attack for 25% more damage. If this attack is a critical strike, it deals up to 50% more critical damage to a target above half Health. The higher its remaining Health percentage, the more critical damage dealt.
  • 50 - Rise Kinsmen - Forwards power attacks with a mace inspire nearby allies, granting them 20% extra attack damage for 15 seconds. This effect stacks.
  • 50 - Rogue's Parry - When wielding a one-handed weapon and an empty other hand, attacking with the weapon while the opponent is winding up their attack or drawing a bow deals 40% more damage and delivers a critical strike.
  • 50 - Shieldbiter - Forwards power attacks with a war ax smash through a block, causing the target to drop their shield and take a critical strike that deals five times critical damage.
  • 50 - Twin Fang - Forwards power attacks with a dagger impale the target, dealing double Bite Marks damage, whether or not the attack is blocked.
  • 60 - Man O'War - While dual wielding in combat, build up a battle rage with each attack, gaining 1% extra attack damage and 1% bonus attack speed for 20 seconds. This effect stacks.
  • 60 - Swaying Cobra - Sideways power attacks with a dagger drain 75 points of Magicka and Stamina.
  • 60 - Toll the Bell - Sideways power attacks with a mace deplete all of your Stamina on impact, dealing 1% more damage per point of Stamina depleted and doing a critical strike.
  • 60 - Windswept - Sideways power attacks with a sword fling targets backwards up to 6 feet, dealing up to 40% more damage based on distance traveled.
  • 60 - Wolfstooth - Sideways power attacks with a war ax grant 15% extra attack damage for 30 seconds. This effect stacks.
  • 70 - Death Adder - Standing power attacks with a dagger ignore enemy armor.
  • 70 - Go for the Throat - Standing power attacks with a war ax remove all active instances of Wolfstooth on the user, dealing 50% bonus damage and a critical strike for 250% bonus critical damage for each instance consumed.
  • 70 - Into the Dust - Repeated standing power attacks with a sword against a target do escalating damage if no more than 3 seconds pass between each. This effect stacks up to three times, each doing 20% ​​more damage. Reaching four stacks knocks the target off their feet.
  • 70 - Massive Attack - In combat, one-handed regular attacks build up charges. Upon reaching 15 charges, your next one-handed power attack is a Massive Attack that deals triple damage and costs no Stamina, draining all charges. You start combat with 0 charges.
  • 70 - Meteor Storm - Each standing power attack with a mace that hits a target empowers subsequent standing power attacks with a mace within 20 seconds, increasing their damage and Stamina cost by 15%. This effect stacks.
  • 80 - Apex Predator - Attacks with war axes deal bonus damage to living targets equal to 3% of their current Health.
  • 80 - Coiling Python - Hitting a target with a forwards, sideways and backwards power attack with a dagger within 30 seconds paralyzes the target for 20 seconds. Your attacks with a dagger against the paralyzed target are critical strikes that deal nine times critical damage.
  • 80 - Skull Crack - Attacks with maces interrupt spellcasting. Does not work on massive targets.
  • 80 - Thousand Cuts - Attacks with swords cut a target for 15 seconds. Your swords deal double damage to a target with 10 or more cuts.
  • 90 - Aftershock - After a Massive Attack, your next one-handed power attack within 4 seconds deals double damage and a critical strike for five times critical damage and costs no Stamina. During this time, attack speed is set to 150%.
  • 90 - Unleash the Beast - While dual wielding in combat, enter a murderous frenzy every 20 to 40 seconds. For 8 seconds, dual wield power attacks deal 50% more damage and double critical damage.
  • 100 - And Stay Down - Mutilating a dead body with a one-handed power attack increases your one-handed damage and critical damage by 100% for 6 seconds. Once per body.
  • 0 - Pickpocket Mastery (2) - Increases pickpocket chance by 20/40% and carry weight by 50/100 points.
  • 20 - Blood Money - You find 10-100 more gold when looting humanoid corpses you have slain in an especially violent fashion (with an attack that dealt at least 100 more damage than their remaining Health or a killmove).
  • 20 - Trained Rabbit - Grants the “Trained Rabbit” power. At will, silently sends out a trained rabbit to lead you to the nearest loose valuable item (armor, weapon, key, book, soul gem, ingredient). It then returns to you.
  • 30 - Cutpurse - Adds 25% to your chance to pickpocket gold, keys and jewelry.
  • 30 - Thief’s Eye - When you enter a major city, illuminates a random citizen on the streets for 300 seconds. If you interact with the target during this time, they will carry valuable items (based on your Pickpocket skill). This can only occur once every 12-60 ingame hours.
  • 40 - Brotherhood Cocktail - Silently harm enemies by placing poisons in their pockets while pickpocketing.
  • 40 - Death's Emperor (2) - A cursed septim appears in your inventory. When someone else is in possession of the coin, you deal 100/200% more attack damage to them.
  • 40 - On the Run - After you successfully pickpocket someone, sneaking is 200% more effective and movement speed is increased by 25% for 10 seconds.
  • 50 - Lawless World - Petty crimes are slowly forgotten, allowing your bounties for non-violent crimes to decay at a rate of 50% of your Pickpocket skill level each day.
  • 50 - Thief’s Luck - You may choose an item type (gold, jewelry, books, ingredients, potions). Those illuminated by Thief’s Eye are three times more likely to carry items of your chosen type over other types.
  • 60 - Stalk the Prey - Preparing to pickpocket (sneaking behind a victim with the pickpocket message displayed) for at least 12 seconds increases your pickpocket chance by 50%.
  • 70 - Doomed to Plunder - Killing a victim in possession of the Death’s Emperor grants 100-300 more gold.
  • 70 - Trickster - Can pickpocket equipped weapons. If the target is sleeping, can pickpocket any equipped item.
  • 80 - Crime Wave - Shortly after you pickpocket or speak with the target illuminated by Thief’s Eye, a new victim is illuminated, up to 5 times in a row.
  • 80 - You Saw Nothing - Grants the “You Saw Nothing” power. Once a day, distract a target. For 60 seconds, you will not receive a bounty if the target is the only witness of your crimes. Does not prevent the target or any allies from defending themselves.
  • 90 - Mutiny - Grants the “Mutiny” power. Once a day, activates the curse of the Death’s Emperor, compelling up to 5 people within 200 feet to attack whoever is carrying the Death’s Emperor for 60 seconds.
  • 90 - Robbed Blind - Adds the Thief’s Eye effect to You Saw Nothing.
  • 100 - Dragon Hoard - Whenever you sleep with 50000 or more gold in your inventory, you may choose to spend it to purchase a perk point.
  • 0 - Restoration Mastery (2) - Cast Restoration spells for 35/50% less Magicka, and Restoration spells are 0.25/0.5% more powerful per level of Restoration.
  • 20 - Descending Light - When you enter combat, you rapidly regenerate points of Magicka equal to half of your Restoration skill level per second for 10 seconds. This regeneration does not stop while casting.
  • 20 - Restoration Dual Casting - Dual casting a Restoration spell empowers it, increasing effectiveness and cost.
  • 30 - Afterglow (2) - When Descending Light ends, hostile undead within 40 feet burst into flames, taking 15/30 damage per second for 5/10 seconds.
  • 30 - Edgewalker - Restoration spells are up to 30% more powerful if the recipient is below half Health. The bonus increases as Health decreases.
  • 30 - Spirit Tutors - Two spirit tutors roam Skyrim. Find them and speak with them to receive a permanent blessing that makes Restoration spells 1% stronger per 20 points of Magicka. Each spirit tutor grants one blessing.
  • 30 - Vigilant - The first ward you cast in combat costs no Magicka to maintain.
  • 40 - Necromanticon - Study the arts of inflicting disease, learning the “Putrefy” spell. When your Restoration skill reaches 50, you learn “Death Cloud”. When your Restoration skill reaches 75, you learn "Carrion Wind". These spells deal disease damage to living and undead.
  • 40 - Exorcist - Afterglow also reduces armor by 500 points and magic resistance by 50% for its duration.
  • 40 - False Light - While in combat, you may cast targeted healing spells and effects on enemies to inflict damage equal to 80% of the heal amount.
  • 40 - Respite - Healing spells also restore Stamina equal to their power.
  • 50 - Overflowing Cup - Receiving a healing spell or effect when you are already at full Health fortifies your Health by 50 points for 20 seconds.
  • 50 - Pilgrim - Shrine blessings are 50% stronger.
  • 50 - Warrior's Flame - While in combat, the Warrior's Flame periodically touches a random target within 100 feet, including you. Friendly targets are blessed, restoring 20 points of Magicka and Stamina for 5 seconds. Hostile targets are cursed, draining the same amount instead.
  • 50 - Zealot's Ward - Wards you cast in combat have a limited duration, but are 400 points stronger against spells and are almost instantly at full strength. Blocking a spell retaliates with a force blast, reducing magic resistance by 25% for 6 seconds. This effect stacks.
  • 60 - Ashes to Ashes - Hostile undead cursed by Warrior’s Flame take 30 points of damage per second.
  • 60 - Crusader's Fire - In combat, targets within 25 feet affected by a Turn Undead spell or effect burn with divine fire, taking 10 points of damage per second for 10 seconds. Your attacks and critical strikes deal 25% more damage to affected targets.
  • 60 - Forbidden Sanctuary - When your ward blocks a spell, you gain Magicka equal to 25% of its cost (or 100% if you are blessed by Warrior’s Flame).
  • 60 - Inquisitor - Living enemies become undead while cursed by Warrior’s Flame, rendering them vulnerable to anti-undead spells and effects.
  • 60 - Lightwielder - Increases False Light damage by 20% and allows the perks Sacred Guardian and Under my Wings to hit and damage enemies.
  • 70 - Bastion Ward - Wards reduce incoming attack damage by 30% (or 60% while Zealot’s Ward is active).
  • 70 - Chalice of Tears - If you are diseased or undead, your Restoration spells are 15% stronger and last 50% longer.
  • 70 - Plague Doctor - You radiate an aura of death that reduces the poison and disease resistance of anyone approaching within 40 feet by 50% for 30 seconds, whether friend or foe.
  • 70 - Under my Wings - Dual casting a healing spell on yourself also casts it on nearby allies within 12 feet. Does not apply to concentration spells.
  • 70 - Wheel of Life - In combat, gradually accumulates ambient lifeforce from the environment and releases it in periodic bursts, healing you 100 points every 30 seconds. Becoming affected by a different healing spell or effect restarts the cycle from the beginning.
  • 80 - Battlefield Priest - Restoration spells are 250% more powerful on friendly recipients blessed by Warrior’s Flame.
  • 80 - In Thy Name - Increases False Light damage by 20% when you are affected by a shrine blessing.
  • 80 - Mage Ward - Casting a spell raises a ward that increases armor rating by 100 and negates up to 100 points of spell damage and effects.
  • 80 - Sacred Guardian - Emanate a 20 foot aura of protection. Any living allies within range who fall below 30% Health are automatically healed 150 points. This effect has a 30 second cooldown per target.
  • 90 - Enduring Ideal - Wheel of Life heals 50% more and each new cycle is 5 seconds faster than the last.
  • 90 - Fire and Steel - You deal 100% more attack damage and critical strike damage to enemies cursed by Warrior’s Flame.
  • 90 - Gods and Mortals - Shrine blessings last 50% longer, and the blessings of the Divines (Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr, Talos, Zenithar) confer powerful additional effects.
  • 90 - Tome of Many Pages - Teaches 18 different Restoration spells. Each fortifies a single skill by 5 levels for 120 seconds.
  • 100 - Revelation - Grants the “Revelation” power. Once a day, call on divine power to infuse the bearer of Warrior’s Flame: (Enemy) Deals 750 damage. (Ally) Grants 1000% extra attack damage for 5 seconds. (You) Grants full Health, Magicka and Stamina.
  • 0 - Smithing Mastery (2) - You can create Novice (Steel/Bonemold) items at a forge or anvil, and improve them twice as much./All items can be improved 10% more.
  • 20 - Dwarven Autocannon (2) - You can create Dwemer Autocannons at a forge or anvil. Use the "Dwarven Autocannon" power to deploy them. Cannons fire parallel to your crosshair for 30/60 seconds, dealing damage equal to 30/40% of your Smithing skill, if you are within 12 feet.
  • 30 - Advanced Workshop - You may choose to upgrade one grindstone or workbench to an Advanced version for 2500 gold. It improves items one tier higher (items can be improved beyond Legendary). Can be "Disassembled" by sneaking, allowing you to upgrade another of the same type.
  • 30 - Meric Smithing (2) - Choose an item type: Contemporary Meric (Elven/Chitin), Dwarven. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Contemporary Meric (Elven/Chitin) and Dwarven items at a forge or anvil, and improve them twice as much.
  • 40 - Arcane Blacksmith - You can improve enchanted weapons and armor.
  • 40 - Electrobolt (2) - Every fifth Dwarven Autocannon shot is an electromagnetic blast that moves slower than a regular shell but deals shock damage to Health and Magicka equal to 80/240% of your Smithing skill level.
  • 40 - Recycle Materials - 50% chance to retain any materials you spend at an Advanced Grindstone or Advanced Workbench.
  • 50 - Remote Control - Your Dwarven Autocannon now fires regardless of the distance between it and you.
  • 50 - Expert Smithing (2) - Choose an item type: Hard Steel (Scaled/Plate/Nordic), Orcish. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Hard Steel (Scaled/Plate/Nordic) and Orcish items at a forge or anvil, and improve them twice as much.
  • 60 - Sandstone Sheath - When you draw a weapon, it is automatically sharpened, granting 25% extra attack damage for 10 seconds. This can only occur once every 30 seconds.
  • 60 - Smithing Specialization - You may choose an item type: One-Handed, Two-Handed, Light Armor, Heavy Armor or Archery. Items of the chosen type can be improved 20% better at a grindstone or workbench.
  • 70 - Exotic Smithing (2) - Choose an item type: Glass, Crystalline (Ebony/Stalhrim). You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Glass and Crystalline (Ebony/Stalhrim) items at a forge or anvil, and improve them twice as much.
  • 70 - Firing Line - Your Dwarven Autocannon now deploys two cannons side by side.
  • 80 - Iron Lore - If you Specialized in an armor type, your attacks ignore 15% of the armor rating of enemies wearing items of the chosen type. If you Specialized in a weapon type, you take 10% less damage from weapons of the chosen type.
  • 80 - Spin Up - Your Dwarven Autocannon gradually shoots faster over time, gaining 2% firing speed per shot, up to 200%.
  • 90 - Planar Smithing (2) - Choose an item type: Daedric, Dragonbone. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Daedric and Dragonbone items at a forge or anvil, and improve them twice as much.
  • 90 - Fuel the Inferno - When activating an Advanced Grindstone or Advanced Workbench, you may choose to sacrifice a Dragon Soul to improve items by a further one tier during that session.
  • 100 - Heart of Creation - Pour your Dragonborn blood into the fire at one forge. Forging an item in this forge empowers you, increasing attack damage and critical strike damage by 15% and reducing attack damage taken by 15% for 600 seconds.
  • 0 - Sneak Mastery (2) - Sneaking is 20/40% more effective. Note that sneak success depends on visibility (movement and light level), sound (movement and armor weight), skill level and distance.
  • 20 - Sneak Attack - Sneak attacks with one-handed weapons deal 100% more damage. Sneak attacks with any other weapon or fists deal 25% more damage.
  • 20 - Tripwire - Grants the “Tripwire” power. At will, places a tripwire in front of you for 120 seconds. It snaps when tripped, knocking all targets hit by it to the floor.
  • 30 - Demolition Job - All Destruction spells and scrolls are 3% more powerful per level of Sneak if the target is not detecting the caster (5% for rune spells).
  • 30 - Fog of War - Sneaking is 15% more effective against targets that are in combat with you, or 30% if they are in combat with someone else.
  • 30 - Silent Roll - Sprinting while sneaking executes a silent forward roll.
  • 30 - Spot Detection - Grants the “Spot Detection” power. Once a day, outlines all humanoids within 150 feet that are detecting you with a green glow. Lasts 180 seconds.
  • 40 - Assassin's Blade - Sneak attacks with daggers deal 1% more damage per level of Sneak.
  • 40 - Dynamic Entry - Performing a silent roll increases your damage with one-handed weapons by 50% and unarmed damage by 40 points for 2 seconds.
  • 40 - Infiltrator - Your footsteps and equipped armor make 75% less noise when sneaking.
  • 40 - Whiplash - Tripwire also reduces armor rating by 750 points for 4 seconds.
  • 50 - Backstab (2) - You deal 25/50% more damage with daggers when striking a target from behind. If the target is at full Health, this is a critical strike that deals three/eight times critical damage.
  • 50 - Light Foot - You won’t trigger pressure plates.
  • 50 - Right Behind You - You are adept at hiding in your target’s blind spot. Sneaking is 25% more effective within 30 feet, and 75% more effective within 15 feet.
  • 60 - Disengage - Grants the “Disengage” power. Once a day, all enemies within 100 feet who are attacking you or searching for you instantly stop and resume their normal activities.
  • 60 - Dodge Roll - Performing a silent roll makes you ethereal for 1 second, causing all incoming attacks and spells to miss.
  • 60 - Smoke Curtain - Grants the “Smoke Curtain” power. Once a day, creates a 35 foot cloud for 120 seconds that blinds those in the cloud, preventing them from seeing sneaking targets. Sneak attacks against them deal 50% more damage,
  • 70 - Backup Plan - After being out of combat for at least 5 seconds, entering combat will place a Tripwire behind you for 60 seconds. This does not count against the limit of one Tripwire at a time.
  • 70 - Clean Escape - When you stand still for 8 seconds while sneaking, enemies within 150 feet no longer search for you.
  • 80 - Behind Enemy Lines - Sneaking is 15% more effective for each enemy within 100 feet that is not detecting you.
  • 80 - Partystarter - When you gain invisibility, places a barrel of flammable booze at your location. When you lose invisibility, it explodes, dealing fire damage equal to 150% of your Sneak skill level and staggering targets. This effect has a 15 second cooldown.
  • 80 - Problem Solver - Sneak attacks deal 10% more damage for each 200 points of Health the target has, up to 50% more damage.
  • 90 - Cloak and Dagger - Breaking invisibility with a power attack is a guaranteed critical strike that deals 50% more critical damage.
  • 90 - Greased Lightning - Performing a silent roll in combat leaves a trail of grease for 10 seconds that staggers running enemies. Sprinting enemies slip and fall to the ground.
  • 90 - Shadow Warrior - Entering sneak mode in combat grants 2 seconds of invisibility, briefly leaving combat and forcing distant opponents to search for you. This effect has an 8 second cooldown.
  • 100 - Laughing Ghost - Grants the “Laughing Ghost” power. At will, while sneaking, teleport through the shadows behind a target for a power attack with your right weapon that deals double sneak attack damage. The target must be out of combat.
  • 0 - Speech Mastery (2) - Sell items for 10/20% more. Your intimidation attempts are twice as convincing/always succeed.
  • 20 - And the Universe Listens - Shouting restores points of Health, Magicka and Stamina equal to your shout cooldown in seconds. You gain Speech experience when shouting based on your shoutdown.
  • 20 - Performer - Grants the “Perform” power. Once a day, play a song to entertain up to five people within 50 feet and collect a donation from each, based on your Speech skill and the amount of gold they are carrying.
  • 30 - Bribery - Can bribe guards to ignore crimes.
  • 30 - Kinship - Buy items for 15% less when trading with the same race.
  • 30 - Serenade - Performing to members of the opposite sex yields twice as much gold and potentially small items.
  • 40 - Business Relation - Create a bond with the next merchant you speak with. Buy items for 30% less from that specific merchant.
  • 40 - Salesman - Can sell any type of item to any kind of merchant.
  • 40 - Windborne - Shouting summons up a divine wind, granting 30% extra attack damage and 15% increased movement speed for 15 seconds. This effect stacks.
  • 50 - Force Redoubled (2) - 25/50% chance to reduce the cooldown of any shout to 3 seconds.
  • 50 - Irresistible Dance - Can Perform in combat to force the two nearest enemy people within 50 feet to dance spellbound, preventing them from acting and reducing their armor skills by 50 points. Use again to stop.
  • 50 - Speak with Animals - Can Activate animals to tame them, forcing them to follow you anywhere you go and fight for you until released. You can only have one Wild Companion at a time.
  • 60 - Encore - Able to Perform multiple times per day.
  • 60 - Golden Fiddle - Irresistible Dance now also forces daedra, undead and animals to listen spellbound.
  • 60 - Hurricane Force - Shouts that affect others are 1% more powerful per level of Speech.
  • 60 - Investor - Can invest 500 gold with a shopkeeper to increase his or her available gold by 500 permanently.
  • 70 - Earthquake Drum - Can Perform in combat to unleash shockwaves. Each drumbeat deals 20 points of damage to nearby enemies within 30 feet. Use again to stop.
  • 70 - Fence - Can barter stolen goods with any merchant.
  • 70 - Horn of Sovngarde (2) - Grants the “Horn of Sovngarde” power. Once a day, blow a horn to call the nearest three friendly people (except followers) within 200 feet to follow you for 600 seconds/one ingame day.
  • 70 - Thu'um of War - Your shouts stagger nearby enemies within 20 feet, reducing armor rating by 300 points for 10 seconds. Enemies below 25% Health are knocked down.
  • 80 - Gift of Kynareth - Improves your Wild Companion. Wolves gain 100% extra attack damage. Spiders gain magic immunity. Bears gain 150 points of Health. Chaurus gain 300 points of armor. Saber cats gain 40% movement speed and move silently.
  • 80 - Merciless Storm - Grants the “Merciless Storm” power. Once a day, cancels an active shout cooldown, allowing you to shout again immediately afterwards.
  • 80 - Witching Rhythm - Earthquake Drum deals 50% more damage. Each beat of Earthquake Drum also briefly reduces the magic resistance of affected enemies by 200% for 0.4 seconds.
  • 90 - Lord of the Dance - Irresistible Dance can affect up to five enemies.
  • 90 - War Drummer - Each beat of Earthquake Drum also heals nearby allies by up to 20 points based on their missing Health percentage, and grants them 100% extra attack damage for 0.4 seconds.
  • 90 - Trade Prince - Every merchant in the world gains 1000 gold for bartering.
  • 100 - Dovahzulaan - For 120 seconds after using Merciless Storm, any shout you use also carries the previous shout.
  • 20 - Two-Handed Mastery (2) - Two-handed weapons do 20/40% more damage./, and critical strikes with two-handed weapons do 2% more critical damage per level of Two-Handed.
  • 20 - Trained Fighter - Reduces the Stamina cost of power attacks with two-handed weapons by 20 points.
  • 30 - Bleed Like a Dog (3) - Attacks with battle axes deal an additional 2/3/4 points of damage per second for 3 seconds to living targets. When the bleeding stops, they take damage equal to 15/20/25% of the Health they lost while bleeding. This effect stacks.
  • 30 - Clash of Heroes (3) - Attacks with greatswords reduce the target’s attack damage by 15/20/25% for 3 seconds.
  • 30 - Crushing Blows (3) - Attacks with warhammers reduce the armor rating of armored enemies by 20/40/60 points for 15 seconds. This effect stacks.
  • 40 - Batter (2) - Power attacks with a warhammer have 15/25% chance of a critical strike that deals double critical damage.
  • 40 - Ferocious Strength - Power attack damage with two-handed weapons increased by 15% plus 0.1% per point of Stamina. Unlocks decapitations.
  • 40 - Maul (2) - Power attacks with a greatsword increase the damage of your regular attacks with a greatsword against this target by 25/50% for 5 seconds.
  • 40 - Rive (2) - Power attacks with a battle ax ignore 25/50% of enemy armor.
  • 50 - Avalanche - Forwards power attacks with a warhammer daze a target for 8 seconds. Dazed targets become staggered when struck by any unblocked attack and you deal 25% more damage and critical damage to them.
  • 50 - Execute - Forwards power attacks with a battle ax against targets below 30% Health are guaranteed critical strikes that deal twenty times as much critical damage.
  • 50 - Flee Fool - Forwards power attacks with a greatsword intimidate living enemies, causing them to flee for 10 seconds. Fleeing targets take 50% more damage from greatswords and may trip and fall randomly. This can only occur once per target every 30 seconds.
  • 50 - Ramming Speed ​​- Can perform a two-handed sprinting power attack that deals up to 75% more damage to a target above half Health. The higher its remaining Health percentage, the more damage dealt.
  • 60 - Death or Glory - Two-handed power attacks deal up to 100% more damage below half Health. The damage bonus increases as your Health decreases.
  • 60 - Decimate - Sideways power attacks with battle axes hit all targets in front of you.
  • 60 - Subjugate - Sideways power attacks with a greatsword set the target’s attack speed to 50% for 10 seconds. This effect has a 20 second cooldown per target. Hitting the target during their slowed attack is a critical strike that deals three times critical damage.
  • 60 - The Pendulum - Whenever a target is hit by two sideways power attacks with a warhammer within 10 seconds, the second hit knocks the target off their feet, dealing 125% more damage and a critical strike that does double critical damage.
  • 70 - Bisect - Standing power attacks with a battleaxe deal bonus damage equal to 15% of a target’s current Health.
  • 70 - Grand Slam - Whenever a standing power attack with a warhammer inflicts a critical strike, it deals 3% more critical damage per point of Stamina.
  • 70 - Massacre - In combat, swinging a two-handed weapon has 10% chance to slow time for 3 seconds and increase attack speed by 200%.
  • 70 - Rise and Fall - Standing power attacks with a greatsword alternate between doing regular damage and double damage, starting with the former. Resets after 20 seconds.
  • 80 - Deadfall - Bashing with a warhammer to interrupt an attack before it hits allows you to follow up with a power attack within 2 seconds to crush the attacker, reducing their armor by 500 points for 5 seconds.
  • 80 - Overthrow - Bashing with a greatsword to interrupt an attack before it hits allows you to follow up with a power attack within 2 seconds to deliver a critical strike that deals three times critical damage and disarms them.
  • 80 - Ram's Head - Bashing with a battle ax to interrupt an attack before it hits allows you to follow up with a power attack within 2 seconds to knock them to the ground.
  • 80 - Wolfkin - After performing 3 or more consecutive two-handed power attacks in combat, your next two-handed regular attack manifests a Spirit Wolf for 30 seconds that deals 15 bonus damage for each power attack.
  • 90 - Bear Hide - You take half as much damage from enemy attacks while power attacking with a two-handed weapon.
  • 90 - Enter the Arena - Massacre always activates when you take your first two-handed swing in combat. This can only occur once every 30 seconds.
  • 90 - Voice of Rage and Ruin - In combat, swinging a two-handed weapon has 4% chance to activate your currently equipped power.
  • 100 - Slayer of a Thousand Sons - In combat, two-handed weapons deal 5% more damage for each humanoid or animal you have slain in the previous battle, up to 40%.

Like 11

0 - Alchemy Mastery (2) - Potions and poisons you make are 20/40% stronger.
20 - Healer - You can choose the type of useful potion: Health, Magic or Strength. Potions you create that restore or increase the selected attribute will become 50% stronger.
20 - Stimulants - After using a beneficial potion or ingredient, you restore 2% of your magicka and stamina per second for 10 seconds. The effect is cumulative.
30 - Improved Laboratory - For 2500 gold, you can choose one Alchemy Laboratory to improve it. Potions created at the Improved Laboratory are 25% stronger. Can be disassembled to allow another laboratory to be upgraded.
30 - Experimenter - When you eat an ingredient, you will learn all its properties.
30 - Poisoner - Poisons you create are 1% stronger per Alchemy skill level.
40 - Bottomless Jar - Poison applied to a weapon acts one more hit for every 10 levels of Alchemy skill.
40 - Crimson Bull - After using a beneficial potion or ingredient, you move 5% faster for 60 seconds. The effect is cumulative.
40 - Elemental Oil - You can choose the ability: "Fire Oil", "Frost Oil" or "Shock Oil". At will, creates a puddle of oil of the chosen element that lasts for 20 seconds. Explodes upon interaction with the corresponding element, causing damage depending on the level of alchemy skill.
50 - Solvent - Your poisons become very caustic, allowing you to ignore 40% of the enemy's defense for the duration.
50 - Lab Rat - Within 20 seconds of using the Alchemy Lab, beneficial potions you consume will last 15 times longer.
60 - Alchemist's Handbook - You can choose a second Elemental Oil. In addition to "Fire Oil", "Frost Oil" and "Shock Oil", you can also choose "Oil of Calm", "Oil of Frenzy", "Oil of Paralysis" or "Oil of Sanctification".
60 - Chemical Rage - After using a beneficial potion or ingredient, you deal 5% more weapon damage for 30 seconds. The effect is cumulative.
60 - Herbalist - You get twice as many ingredients from plants.
70 - Double the Work, Double the Care - You create twice as many potions in an upgraded laboratory.
70 - The purest mixture - The potions you create have no negative effects, and poisons have no positive effects.
80 - Weakening Immunity - You gain the ability "Weakening Immunity". Once per day, target a target to silently reduce their poison resistance by 250% for 10 seconds.
80 - Witch Doctor - When you use a beneficial potion or ingredient, there is a 40% chance of receiving one of 40 powerful side effects, chosen at random.
90 - Chemical Bond - The effects of the Witch Doctor ability themselves have a 40% chance of causing a random Witch Doctor side effect.
90 - Walking Disaster - Periodically spills random oil on the ground during battle. Lasts 60 seconds.
90 - Great Serpent - When you use a shout, your blood becomes poisonous for 15 seconds and any enemy that hits you with a weapon will be poisoned. Poison deals 50 damage. damage per second for 10 sec.
100 - Something that doesn't kill you... - When learning this ability, you drink a deadly toxin that deals 150 damage. damage per second. If you survive for 3 minutes, you will receive 3 free ability points and all your potions and poisons will be permanently 25% stronger.

Change

0 - Alteration Mastery (2) - Spells from the Alteration school consume 35/50% less magic..
20 - Double Change - Spells Changes cast with two hands are 120% more effective, but consume 180% more magic.
20 - Magic armor (3) - Protective spells are 100/150/200% more effective if the character is not wearing armor.
30 - Geomancer - If wearing a robe, but not light or heavy armor, then take 20% less weapon damage while casting or channeling a spell.
30 - Magic Blade - After casting a spell with one hand, you deal 25% more weapon damage for 4 seconds.
30 - Persistence - Alteration spells last 1% longer per Alteration skill level.
40 - Philosopher's Stone - Once a day, creates an amount of gold equal to half the Change skill.
40 - Dreams - All spells cost 5% less magicka after a Rest, and 15% less after a Good Rest.
40 - Vance's magic - You have no magic. The first 100 spells will not require magic, but will waste spell slots. Sleep to restore half of your spell slots, and sleeping in a tavern or your own bed will restore all spell slots.
50 - Self-Modify: Resistances - You can increase two resistances of your choice by 25%.
50 - Weaken Lock - Twice per day, you can weaken an Expert or lower level lock to Novice level.
50 - Intuitive Magic (2) - Any Novice/ and Apprentice level spells do not require magic.
50 - Square Wizard - Vance Magic gives an additional 2 slots per character level. Spells are 25% stronger or last 50% longer if you have at least one spell slot left.
60 - Self-Change: Attributes - You can choose one attribute - Health, Stamina or Magic to increase it by 50 units.
60 - Anchor - Creates a permanent magical anchor in the place where the ability will be learned. Alteration spells last twice as long if cast within a 5,000-foot radius of the anchor, and 15 times longer if cast within a 250-foot radius.
60 - Nullifier - Opponents within a radius of 10 steps cannot restore magic and stamina.
70 - Seventh Ring - Spells are 40% stronger or last 80% longer if you have at least three quarters of Vance Magic slots remaining.
70 - Energy Irritation - When casting spells with one hand, reduces the defense of enemies within a radius of 10 steps by 150 units. for 2 sec.
70 - Monarch - You cannot recover and lose 10 units. magic per second, but you absorb 25 units. magic per second for every living creature (ally or enemy) within a radius of 20 steps.
80 - Aurification - You can use your Lock Weaken ability to turn a paralyzed enemy with half or less health into gold. Quadruples the target's available gold and gives a 50% chance of finding gold ore. Has no effect on important characters.
80 - Dimensional Door - Grants the ability "Dimensional Door". Once a day, creates a portal leading to a magical Anchor.
80 - Mana Shield - If wearing a robe, but not light or heavy armor, received from weapons and elements is reduced by 50%. However, as your health decreases, you also lose four times as much magic. The damage reduction is significantly weakened if the magic reserve drops below half.
90 - Diamond Skin - If your resistance to cold, fire or electricity reaches 175% or more, you will gain immunity to this element.
90 - Emergency teleport - When health falls below 15% from battle damage, short-term invulnerability is triggered and teleports to the starting point of the battle.
90 - Resonance Cascade - Attacking an enemy under the influence of Energy Irritation with a weapon also reduces their magic resistance by 10% for 10 sec. The effect is cumulative.
100 - Arcane Mastery - You will be able to master the use of the following spell cast with two hands. It will permanently become 20% stronger or last 40% longer.

Shooting

0 - Marksmanship (2) - Bows and crossbows deal 20/40% more damage.
20 - Wing Strike (2) - A flat bow strike stuns the target. Bows and crossbows deal 20/40% additional damage to that target over 10 seconds.
30 - Flawless Kill - Bows and crossbows deal 20% more damage to targets with full health.
30 - Long Shot (3) - Bows and crossbows deal 10/15/20% more damage per 25 steps after the first 50 steps. Maximum 40/60/80% more damage.
30 - Steady Hand (3) - If you press the block key while aiming, you will zoom in on the target / and slow down time by 25/50%.
40 - Arrow to the Knee - Hitting a target within 25 steps, slows them down by 10% for 20 seconds. The effect is cumulative.
40 - Thrifty Hunter - You find twice as many arrows on corpses.
40 - Like threading a needle (2) - Bows and crossbows ignore 25/50% of enemy defense if the target is standing still.
50 - Stunning Shot - Arrows and bolts have a chance to stun the target. The lower the target's health, the higher the chance. Will not work against large opponents.
50 - Huntsman - Do not lose speed when moving with a tight bowstring.
60 - Rapid Fire - Draw or reload your crossbow 30% faster.
60 - Sniper - If you have not fired at the target in the last 10 seconds, the shot will deal 15% additional damage, and the critical strike and weapon enchantment will be 50% stronger or last twice as long.
70 - Hawk's Nest - If you stand still for 6 sec. with a bow or crossbow, their damage will increase by 25% until you start moving.
70 - Crow's Grip - A shot that hits an enemy during a power attack will disarm them if they are within 25 steps.
80 - Hail - During combat, fire a bow or crossbow 8% faster for 10 seconds after firing at full draw. The effect is cumulative.
80 - Tricky Arrows - You can now upgrade many types of arrows at the forge, adding additional effects depending on the type of material.
90 - Finishing Off - Hitting a stunned target within a radius of 10 steps causes a critical hit and knocks them down.
90 - Trinity of Crows - Hit three times at a target located further than 25 steps with pauses between hits of no more than 2.75 seconds. you will deal additional damage equal to 15% of the target's current health (max. 150 units) and knock them down.
100 - Perfect Draw - Bows deal 25% more damage if the arrow reaches the target within two seconds of being fully drawn. Does not work with crossbows.

Blocking

0 - Blocking Mastery (2) - Blocking is 10/20% more effective.
20 - Well-timed Block (2) - Blocking is 40% more effective in the first second after picking up a shield or weapon. The effect has a three/two second cooldown if you don't block in the first second.
30 - Deflecting Arrows - Arrows that hit the shield do no damage.
30 - Taunt the Dragon - After a successful Well-Timed Block, your attacks become more effective against the attacker for 5 seconds, dealing 25% more damage and 10% increased critical strike chance.
40 - Apocalypse Proof (2) - During a well-timed block, all elemental damage from spells or effects is 50/100% less.
40 - Power blow with the flat - The ability to deliver a power blow with the flat.
40 - Fast Reflexes - If you block an enemy's power attack, time slows down.
50 - Dominion - Health regeneration is 50% higher when blocking in battle.
50 - Skull Concussion - Flat strike deals 3% more damage per point of Stamina.
60 - Dragon Tail - After a successful Timed Block, within 5 seconds, power blows with the flat deal double damage.
60 - Serial Block - 5 successful Well-Timed Blocks in a row restore 150 units. reserve of strength. (failed blocks and unblocked attacks reset the counter)
70 - Block while running - You can move without slowing down with your shield up.
70 - Taunting Strike - A forceful blow with the flat of a weapon enrages living enemies for 60 seconds. They will not deal damage to you during a Timely Block, will not restore their stamina, and will not run away from the battlefield.
80 - Teeth Grinder - Performing a Serial Block brutally disarms the last attacker, stunning everyone within 8 steps.
80 - Knockback - Flame Power Strike with a shield has a 25% chance to knock down opponents.
90 - Disposal - A successful Serial Block increases weapon damage by 20% for 90 seconds. The effect is cumulative.
90 - Hold the Line - During a Timely Block, allies within 10 steps receive 250 damage. protection.
90 - Unstoppable Strength - You can run with your shield raised, knocking down most opponents. Running spends 10 units. stamina per second, and opponents can be knocked down no more than once every 10 seconds.
100 - Intouchable - At full health, you do not take damage during a Timely Block.

Witchcraft

0 - Spellcraft Mastery (2) - Spells from the school of Witchcraft consume 35/50% less magic..
20 - Mystical Summoning - Instead of summoned weapons, Mystical ones are now created, causing more damage.
20 - Double Casting - Spells cast with two hands last 120% longer, but consume 180% more magic.
20 - Bone Collector - Four Bone Altars will be marked on the map where you can create Skeletons. To create one Skeleton, you need at least one bone from each of eleven types of bones, which can be collected from the bodies of defeated humanoids. Skeletons do not count toward the limit of summoned creatures, and cannot be permanently destroyed by the enemy.
30 - Soul Catcher - The summoned weapon applies Soul Capture to the target for 5 seconds. After capturing 250 souls, all abilities associated with the summoned weapon last twice as long.
30 - Hungry Dead - The maximum level of raise dead spells is increased by 50%, and resurrected undead take 200% additional damage for 15 seconds after resuscitation.
30 - Planar Fusion - You can summon Daedra and other living creatures at five times the distance.
30 - Wave of the Dead - The maximum number of skeletons increases by one for every 75/50 units. basic magic.
40 - Deportation - The summoned weapon expels the created Daedra, puts the raised undead to flight, and deals 100 damage. additional damage to unsummoned Daedra.
40 - Conservation - Raised undead last twice as long. If you put the feathers of a sorceress on the body, or use the spells “Terrible Zombie” or “Dead Thrall”, then the resurrected person will last six times longer.
40 - Atromancy - Summoned Daedra and other creatures other than undead last 2% longer for each level of Sorcery skill.
40 - Lord of the Mounds - You can give commands to all Skeletons within a radius of 150 steps at once.
40 - Harvest (2) - You collect 50/100% more bones from humanoid bodies and restore 50% more bones/all bones when you destroy a Skeleton. Skeletons last 50/150% longer.
50 - Void Fire - The summoned weapon inflicts "Void Fire" on its victims, absorbing 5 units. reserves of strength and magic, and reduces their regeneration by half. When both attributes are depleted, the flames will begin to consume flesh, dealing 15 damage. magic damage per second.
50 - Immortal Crown - Restores 10 units. health and magic per second of raised undead within a radius of 15 steps.
50 - Magical Union - Destruction spells are 20% more effective for each summoned Daedra within a radius of 25 steps.
50 - Rat King - When you enter battle, six Male Rats are summoned to your side, whose bodies can be resurrected, but they will dissipate when the battle is over. Doesn't work if you're sneaking.
50 - Skeleton Mage (2) - Allows you to create skeleton mages (fire, ice, electricity/fire, ice, electricity, poison, absorb armor, stun) at the Altar of Bones.
60 - Void Link The summoned weapon reduces the target's magic resistance by 15% for 5 seconds. The effect is cumulative.
60 - Plague on you - If the raised undead are destroyed within 20 sec. after resurrection, the one who destroyed it will be infected with the Daedric Plague, which inflicts 40 damage. damage per second for 20 sec. Those with this ability are immune to it.
60 - Energy Vortex - When you cast or channel a spell, summoned Daedra within 25 steps deal 30% more damage.
60 - Ritual of Fire - Performing a Ritual of Fire and sacrificing one bone of each type at the Altar of Bones will strengthen all skeletons within a 150 foot radius until they are destroyed. Each bone increases health by 10, weapon damage by 7.5%, and spell damage by 10%. The effect is cumulative.
70 - Corpse Gas - If your raised servant is destroyed by fire within 30 sec. after resurrection, it will explode, dealing up to 300 damage. fire damage to everyone around. You deal 5 times more fire damage to your raised servants.
70 - Dark Whisper - Your summoned weapon buffs the wielder, granting 5% extra damage and 15 damage. armor for 10 sec. for each subsequent blow. The effect is cumulative.
70 – Elemental Power - You now summon higher level Mighty Atronachs.
80 - Necromancer's Brand - Summoned weapons curse dying enemies. When the bodies of curse victims are resuscitated, they permanently become stronger by 25%, and their health increases by 100 units.
80 - Necromaster - You can manipulate the inventory of your Dead Trells and Dire Zombies. They return to you if you are separated, and if they die, they will emit a glow that is visible even through walls.
80 - Feed a Monster - You can feed human flesh to a summoned or resurrected creature, healing it and increasing its health, magicka and stamina by 200. for 600 seconds. The effect is cumulative.
80 - Summon Altar - You learn the ability "Create Altar", which once a day summons the Altar of Bones for 60 seconds.
90 - Pact of Coldharbour - Void Link is twice as effective if you have a summoned Daedra under your control.
90 - Life Discharge - If a resurrected undead is exposed to electricity within 30 seconds of being revived, then for the next 10 seconds, its attacks will become 250% faster and its movement speed will increase by 50%. You deal no lightning damage to your raised creatures.
90 - Daedric Bond - You can give summoned atronachs a human heart, enhancing their abilities. Fire Atronachs will receive a fireball, Ice Atronachs will begin to reduce cold resistance, and Lightning Atronachs will learn lightning bolt.
90 - Sympathetic Magic - Your created Skeletons take 25% less damage when you block, deal 25% extra damage when you attack, and their spells are 25% stronger when you cast.
100 - March of Oblivion - You can summon one additional creature, one additional for every 250 base units. magic, up to a maximum of four. Bonuses to the magic reserve from items are not taken into account.
100 - Lord of Bones - Take control of the skeleton. Your body is invulnerable at this time. The skeleton deals four times the damage and only takes half damage. If there is no command to remain passive, it automatically attacks enemies in sight. Lasts 45 seconds.

Destruction

0 - Mastery of Destruction (2) - Spells from the school of Destruction consume 35/50% less magic..
20 - Double Destruction - Destruction spells cast with two hands are 120% more effective, but consume 180% more magic.
20 - Power of Nature Elemental spells consume 30% less magic and deal 1 damage. more damage for every 10 levels of the Destruction skill in suitable weather: fire in sunlight, ice during snowfalls and electricity during rain.
30 - Burning (2) - Fire spells and effects are stronger against targets with low health, the less health the more damage, up to a 30/60% bonus.
30 - Merciless Cold (2) - Ice spells and effects are stronger against targets with low stamina, the lower the stamina, the more damage, up to a 30/60% bonus.
30 - Ionized Path (2) - Electric spells and effects are stronger against targets with low Magic, the less magic - the more damage, up to a 30/60% bonus.
40 - Burns - Fire spells cast with two hands reduce targets' fire resistance by 10% for 30 seconds. The effect is cumulative.
40 - Chill - Casting Cold spells with both hands chills the enemy, reducing their weapon damage by 20% for 8 seconds.
40 - Static Field - Electric spells cast with two hands deal additional damage to health and magic equal to 8% of the target's current value.
40 - A Cruel Lesson - Projectiles from the School of Destruction spells interrupt the casting of spells when they hit. Doesn't work for big goals.
40 - Rune Master - You can place 3 runes at once and 75 steps further.
50 - Conflagration - Fire spells cast with both hands set the ground under the enemy on fire. The fire burns for 30 seconds. dealing 15 damage. damage per second
50 - Encased in Ice - Cold spells cast with two hands reduce the target's health and stamina regeneration by 50% for 10 seconds. The effect is cumulative.
50 - Electroconvulsions - Electrical spells cast with two cause convulsions in targets not resistant to electricity if the target's health percentage is at least three times less than the percentage of your current magicka.
50 - Robes of Power - Destruction spells are 0.5% stronger per level of Destruction skill if the character is wearing a robe and is not wearing armor.
60 - Pyromancer's Ascension - Each time you cast a fire spell, you gain one charge (two if dual-wielding) and lose one charge every 5 seconds. Once you reach 40 charges, all your fire spells become twice as effective and require no magic for 10 seconds, but the charges are reset to 25.
60 - Frozen Ground - Ice spells or effects freeze the ground beneath your feet. Frozen ground deals 30 damage. ice damage per sec. (60 if with two hands) health or strength. All your ice spells are 50% stronger against enemies on frozen ground.
60 - Shock Charge - Each time you cast an electrical spell or effect, you gain one charge (two if dual-wielding) and lose one charge every 5 seconds. When you reach 40 charges, you release your accumulated charges in a shockwave that deals 250 damage. damage to enemies within a radius of 30 steps. The charge counter is reset to 25.
60 - Tenth Barrier - Abilities from the School of Destruction that require casting with two hands will now work when cast with one hand, if you are supporting the amulet with the other hand.
60 - Battle Mage - Abilities from the School of Destruction that require casting with two hands now work on spells in one hand if you are equipped with a weapon or shield in the other hand.
70 - Scorched Earth - Fire spells cast with two hands incinerate bodies within 30 sec. The heat from the fire deals 50 damage. damage per second.
70 - Hypothermia - Living targets not resistant to cold under the influence of Chill will be paralyzed if their strength is depleted.
70 - Electrical Burn - Electrical spells cast with both hands ignite the target, dealing 20 damage. fire damage. Will not work against fire resistant targets.
70 - Elemental Resistance - You deal 50% more weapon damage against targets affected by Conflagration, Scorched Earth, or Wake of Destruction, as well as Electroconvulsions and Hypothermia.
80 - Awakening Destruction - When Pyromancer's Ascension is active, you leave a trail of fire in your wake that burns for 30 seconds. and deals 40 damage. damage per second.
80 - Thermal Shock - Cold spells are 25% stronger if the target is on fire.
80 - Cold Cathode - Electric spells are 30% more effective when your current magicka is less than 25% (or 20 slots if you have the Vance Magic ability).
80 - Specialization: Elements - You can choose one of three elements - Fire, Ice or Electricity. Her spells will permanently become 30% more powerful, but her other two elemental spells will be weakened by 30%.
90 - World on Fire - Flames created by Conflagration, Scorched Earth, and Wake of Destruction deal 20% more damage. Targets affected by these effects take 40% extra damage from fire spells.
90 - Winter's Majesty - You emit freezing cold, reducing enemies' cold resistance by 50% within a 10-foot radius.
90 - Lightning Discharge - Electrical spells cast with two hands cause a discharge that spreads from the target along the ground, dealing 30 damage. damage to everyone within a radius of 8 steps.
100 - Power in Me - Grants the ability "Power in Me". Once per day, you become overwhelmed with magic for 5 seconds and then release it, scattering everyone around and increasing the power of Destruction spells by 25% for each target hit for 20 seconds.

Enchantment

0 - Enchantment Mastery (2) - New enchantments are 20/40% stronger.
20 - The Last Word (2) - Scrolls are 2/4% stronger or last 4/8% longer per level of Enchantment skill./ When using a scroll, there is a 5% chance to create 10 copies of it.
20 - Soul Saving - Soul stones give an additional 4 units. charge per level of Enchantment skill.
30 - Magic Overflow - When you hold a staff in your hand, enchantments of staffs and weapons consume 25% less charges. You gain a small amount of experience in the Enchant skill if you use the staff in combat.
30 - Soul Devourer - Lethal blows to creatures, but not people, recharge the enchantment on the weapon by 5% of the creature's soul. Doesn't work with staves.
40 - Gem Dust - You can turn a flawless gem into dust and use it on the enchanting table. New enchantments will be 20% stronger when cast on an item that matches the stone.
40 - Arcane Warrior - Casting a spell outside of combat with two hands (not ritual, not supported, and not cast on the ground) will retain it. During combat, your power attacks will cast a stored spell, costing 40 magicka instead. additional reserve of strength. The time before re-casting depends on the Enchantment skill.
40 - Sorcerer's Staff - If you are equipped with a staff, then all spells are 30% stronger or last 60% longer, and Destruction abilities do not require casting with two hands.
50 - Guardian - Learning a new enchantment no longer destroys the item.
50 - Sage - Magicka recovery is 50% faster if you hold a staff in your right hand. Stamina regeneration is 50% faster when holding the staff in your left hand.
60 - Harmonic Resonance - Weapon enchantments are 25% more powerful or last 50% longer when hitting a target, but enchanted weapons lose 20 charges per second when wielded.
60 - Regalia - New enchantments placed on robes, hoops and hoods are 30% stronger.
70 - Spell Tap - Grants the ability "Spell Tap". At will, absorb a quarter of the enchantment charges to restore Magicka equal to 20% of the weapon charges in your right hand, Stamina equal to 20% of the weapon charges in your left hand, and Health equal to 10% of both charges.
70 - Seeker of Miracles - Enchantments on objects are 15% stronger. You must re-equip items for the boost to take effect.
80 - Divine Rods - Enchantments on staves equipped in each hand are 50% stronger or last 100% longer when you attack a target.
80 - Double enchantment - Two types of enchantment can be applied to one item.
90 - Altar of Mysteries - For 2500 gold, you can upgrade one Pentagram of Souls to the Altar of Mysteries. New enchantments created at the Altar of Mysteries are 15% stronger. Can be dismantled to allow another Pentagram of Souls to be upgraded.
90 - Staff Flow - While casting or channeling a spell with a staff in your left hand, you can attack with a weapon in your right hand, dealing 35% more weapon damage.
100 - Cast a Miracle - You put all your soul and skill into the next enchantment of an item on the Altar of Mysteries. Such an item can be enchanted with three spells at the same time, and they will be 50% stronger, but it can only be created once.

Heavy armor

0 - Heavy Armor Mastery (2) - Heavy armor protection increased by 20/40%.
20 - Padded (2) - You take half damage/no fall damage if wearing a full set of heavy armor.
30 - Battle Fatigue - Tired enemies have a harder time breaking through your defenses if you're wearing a full set of heavy armor. Enemies with half Stamina or less deal up to 20% less weapon damage. The lower their stamina, the less damage they deal.
30 - Full Set - Heavy armor class increased by 25% when wearing a full set of heavy armor.
40 - Symbol of Rally - Grants the ability "Symbol of Rally". Once per day, creates a banner that increases the defense of allies wearing a full set of heavy armor by 100 units. and 25% damage from weapons within a radius of 15 steps. Allies will not run away from the battlefield.
40 - Face of Death - You no longer need a helmet for heavy armor abilities that require wearing a full set of armor. If you are not wearing a helmet, then the remaining parts of the armor receive an additional 20% protection.
40 - Indestructible - Each time an enemy hits you, your defense increases by 15 units. for 10 sec. The effect is cumulative.
50 - Hard Training - Heavy armor equipped weighs and slows half as much.
50 - Thrill of Battle - The Indestructible ability also increases weapon damage by 3% for 10 seconds. The effect is cumulative.
60 - Dead Number - Basic melee weapon abilities such as Tiring Attacks, Draining Assault, Heavy/Blunting Blows or Open/Gross Wounds no longer work against you. You also take 10% less damage from enemies affected by these abilities.
60 - Iron Maiden - The Indestructible ability also reflects 15% of damage received back to the attacker for 10 seconds. The effect stacks, increasing the amount of damage.
60 - Relentless - Wearing a full set of heavy armor reduces damage from power attacks by 30%
70 - Controlling the Storm - Running during combat increases the defense of allies within a radius of 20 steps by 25% of your defense amount. And the protection of skeletons created by you with the help of the “Bone Collector” within a radius of 20 steps is increased by 15% of yours. Valid for 30 seconds.
70 - Vengeance - If you are equipped with a full set of heavy armor, then after receiving damage from a power attack, for 5 seconds, your attacks deal 125% more damage to the attacker.
80 - Out of the Inferno - Incoming elemental damage is reduced by 0.02% for each point of defense if all armor worn is heavy.
80 - Ascension - While wearing a full set of Heavy Armor, you intimidate enemies, each losing 5% weapon damage, while you gain 5% weapon damage for each enemy within 15 feet.
80 - Conqueror - At the beginning of the battle, places the Symbol of Rally in the place where you are for 120 seconds. Does not count towards the Symbol of Rally ability limit.
90 - Primal Fear - If you wear a full set of heavy armor and cold-bloodedly walk (but do not run) towards opponents within 30 steps, you can break their will, forcing them to flee the battlefield within 8 seconds.
90 - Overlord - When hit while wearing a full set of heavy armor, subsequent hits will be deflected. You will take 50% less attack damage for 2 seconds.
100 - Immortal - You take 75% less weapon damage when below 10% health, or below 15% while under the effect of Glyph of Rally.

0 - Mastery of Illusion (2) - Spells from the school of Illusion consume 35/50% less magic.
20 - Dream Thief - "Activate" a sleeping target to steal their sleep, increasing the effectiveness of your illusion spells by 25% for one hour. The chance of success depends on the illusion skill level.
20 - Double Illusion - Illusion spells cast with two hands are 120% more effective, but consume 180% more magic.
30 - Presence of a Leader - You radiate an aura of mysterious majesty within a 20-foot radius. Friendly creatures and people affected by the aura deal 20% more weapon damage and have a 20% increased chance to score a critical strike.
30 - Tempting Exchange - You can activate a target under the influence of the Calm spell to begin exchanging items with it.
30 - Mystical Suggestion - You emit an aura of mysterious charm that affects everyone within a 20-foot radius. Any Illusion spell cast on a target while under the influence of the aura is 20% stronger or lasts 40% longer.
40 - Crown of the False King - "Presence of the Leader" also increases defense by 80 units. and 20% magic resistance.
40 - Deception of Human Eyes - Illusion spells are 20% stronger against creatures and humanoids, and 60% stronger if the target is the same race as you.
40 - Psychic Vampire - "Mystical Suggestion" absorbs 8 units. magic per second on targets under the influence of Calm spells.
50 - Changeable fate - The spells “Calm”, “Fear” and “Frenzy” become stronger by a random amount from 1 to 40 units.
50 - Mind Killer - Mystic Suggestion reduces the magic resistance of targets affected by Fear spells or effects by 50%.
50 - Doppelganger - Once every 3 game hours, during combat, “activate” a hostile creature or humanoid to summon its double for 60 seconds. The target will try to run away in fear, and the double will begin to attack it in cold blood, dealing 2% more damage per level of the Illusion skill.
50 - Whisper of Fate - Spells of any school of magic, except screams, are now cast silently.
60 - Imperious Splendor - Presence of a Leader and Crown of the False King are twice as effective while you are above 75% health.
60 - Master of the Mind - Spells affecting the mind (Calm, Fear, Frenzy, Encouragement) and Presence of Leader now affect undead, Daedra and mechanisms.
60 - Pandemonium - Mystic Suggestion increases weapon damage by 50% to targets hit by a Frenzy spell or effect.
70 - Sleeping Charm - “Activate” a sleeping target to insert your image into the victim’s dream, thereby increasing their affection for you. Allows you to receive tasks, discounts and gifts. Success depends on the illusion skill level.
70 - Lord of Illusions - Your Illusion spells within 20 steps are 25% more effective for each target affected by mind spells or effects.
70 - Shadow Weave - All spells cost 50% less Magicka while you are under the influence of an Invisibility spell.
80 - Induce Fatigue - Once every 3 in-game hours, "Activate" a humanoid under the effects of Frenzy spells or effects to completely weaken it. The target will not be able to continue fighting and will lose 100 units. magic and stamina per second. within 30 sec.
80 - Bodyguard - When you take damage from a weapon, can inspire an ally affected by Leader's Presence. An Inspired ally will attack your attacker, dealing weapon damage increased by 250% over 5 seconds
90 - Mimic - Once every 3 in-game hours during combat, "activate" a friendly creature or humanoid to summon a duplicate of it to fight on the target's side for 60 seconds.
90 - Slave to Your Dreams - “Activate” a sleeping target to instill a dream that forces them to fight for you. Only one dream slave can serve you at a time. The chance of success depends on the illusion skill level.
90 - Lamb to the Slaughter - Once every 3 game hours, "activate" a creature or humanoid under the influence of Fear spells or effects to instill complete hopelessness. The target will stand and meekly await its fate, and your weapon attacks will ignore its defenses.
90 - Ghost of the Tenth Eye - Sneaking while the Tenth Eye Vision spell is active creates a disembodied eye under your control. The eye has 1 unit. health, but he is invisible and silent. To learn this ability, you must have the "Vision of the Tenth Eye" spell.
100 - Nightmare - "Activate" a sleeping target to instill a terrible nightmare into them, killing them instantly. You gain 25% of the victim's skills for 2 hours. The success rate depends on the illusion's skill level, and important targets cannot be affected.

Light armor

0 - Light Armor Mastery (2) - Light armor protection increased by 20/40%. You gain a small amount of experience in the Light Armor skill when wearing at least two pieces of Light Armor during combat.
20 - Iron Fist (3) - Increases unarmed damage by 5/15/25% of current stamina. You also gain light armor experience when fighting melee. Works only with two free hands.
20 - Contempt of the Beast (2) - If you are wearing a full set of light armor, you take 10/20% less damage from enemies with full health.
30 - Like a Leaf - If you are wearing a full set of light armor, you cannot be stunned while running fast.
30 - Fit - Light armor class increased by 25% when wearing a full set of light armor.
40 - Initiative (2) - When entering combat while wearing full light armor, you regain 10/20% of your maximum Stamina per second for 10 seconds.
40 - Heightened Senses - You no longer need to wear a helmet for Light Armor abilities that require wearing a full set. Light armor protection increases by 20% if you are not wearing a helmet.
40 - Swift Wind - Unarmed power attacks deal 25% more damage, and if your movement speed is increased, they deal an additional 2% more damage for each percentage increase in movement speed.
50 - Crushing Tide - Unarmed attacks grant 10% bonus stamina regeneration speed and 5% bonus movement speed for 8 seconds. The effect is cumulative. Works only with two free hands.
50 - Second Skin - When wearing light armor, it weighs nothing and does not slow down your movements.
50 - Wings of Wind - Move 10% faster during combat when wearing a set of light armor.
60 - Whirlwind - You take 10% less weapon damage while wearing full light armor when fighting more than one enemy.
60 - One Step Ahead - While wearing a full set of light armor, jump and gain invulnerability for 1 second. This effect can be used once every 5 sec.
70 - Fight or Flight - When hit with an unblocked weapon, restores 10% of your maximum Stamina per second for 2 seconds while wearing a full set of Light Armor. The effect is cumulative.
70 - Hissing Dragon - You can choose the damage type - fire, cold, electricity, poison or disease. Unarmed attacks will begin releasing a wave of the chosen type, dealing damage to enemies in front of you. Works only with two empty hands, and outside of stealth.
70 - War Dancer - In battle, if there are no unblocked attacks for 10 sec. your weapon damage will increase by 10% if wearing only light armor. The effect stacks, but dissipates when receiving an unblocked blow, or at the end of the battle.
80 - Quick Strike - If the bonus from "Wardancer" is lost when receiving damage, then this damage will be reduced to zero. Does not work with magic damage.
80 - Survival Instinct - When wearing a full set of light armor and receiving an unblocked weapon attack, defense increases by 25 units. for 10 sec. The effect is cumulative.
80 - Wild and Free - When sprinting while wearing full light armor, you take 50% less damage.
90 - Lightning Strikes - All critical hits deal double damage in the first 10 sec. combat if you are wearing a set of light armor.
90 - Spell Dancer - War Dancer also increases the effectiveness of spells by 10% per stack.
90 - Triple Assault - Unarmed attacks have a 15% chance to critically strike, dealing damage equal to 40% of your current Stamina. Under the influence of Deathdancer, every hit becomes a critical hit. Requires 2 free hands.
100 - Tempting Fate - If you do not block an enemy's power attack, you receive a 20% bonus to your movement speed. If the enemy's power attack does not reach you, the bonus will last until the end of the battle, or until you receive damage from the power attack. The effect is cumulative.

0 - Lockpicking Mastery (2) – Simple/all locks are now easier to pick.
20 - Bear Traps - You can pick up and drop bear traps from your inventory to place them. Trap deals 2 damage. damage per Hacking skill level. You can only lift and carry one trap at a time.
20 - Game of Fate - Five Dragons of Fate appear in Skyrim, hidden in random locked containers. When removed from the container, each one gives 15,000 gold and one free ability. The names of these containers will be changed to reflect the treasure contained within.
30 - Lockout - "Activate" a hostile mechanism to try to hack it and get to the engine. The difficulty of the castle depends on the health of the target. If hacking within 15 sec. is successful, the health of the mechanism will decrease to one, and it will turn off for 60 seconds. You can try again only after 30 seconds.
30 - Thief's Eye - When you enter a dwelling that you do not own, a closed container may be illuminated for 120 seconds. During this time, the container will contain valuable finds, depending on your picking skill and the complexity of the lock. The effect is restored from noon to two and a half days.
30 - Wax Cast - If a key exists for a broken lock, a duplicate of it is automatically created.
40 - Steal in 15 seconds - Picking a lock on a container illuminated by the Thief's Eye increases the value of the contents by an average of 50% within 15 seconds, depending on the level of the lock, and resets the recovery of the Thief's Eye.
40 - Jaws - The teeth of your Bear Traps stun targets, reducing their defense by 5 points per Lockpick skill level for 3 sec.
40 - Locksmith - The initial position of the master key is closer to the correct position.
50 - Wheeling - When you place a Bear Trap, you can make it 35% larger. This trap works better against small or fast targets, and walking targets can avoid damage.
50 - Smell for Treasure - You can choose the type of item: gold, jewelry, books, ingredients, potions, weapons, armor. Containers illuminated by the Thief's Eye have a triple chance of containing items of the selected type.
60 - Dungeon Dweller - The Thief's Eye also works in dungeons.
60 - Gold Digger - You find 20 to 100 more gold coins in many dungeon chests, and 2 to 10 gold coins in many containers.
70 - Bait - Grants the "Bait" ability. Once per day, lures the nearest enemy target within a 200-foot radius into the nearest Bear Trap placed within a 50-foot radius. Will not work against a talking target or a target in combat, lasts 60 seconds.
70 - Treasure Hunter - Increases the chance of finding additional weapons or armor in many dungeon chests by 10% to 15%.
80 - Hidden Trap - If the victim of your Bear Trap doesn't notice you, the trap is eight times more effective.
80 - Animunculus - “Activate” a Dwemer sphere or spider you hacked to try to get to its internal systems. Successful hack within 15 seconds. will take the mechanism under constant control. In case of failure, a second hack is possible after 30 seconds, and only one animunculus can be controlled at a time.
90 - Trapper - You can pick up and carry three Bear Traps.
100 - Dragon Teeth - When placing a Bear Trap, you can choose to add an additional effect: Poison, Absorb Magic, Absorb Stamina, Slow, Turn or Turn Undead. The effect will trigger when the victim takes damage from the trap.

One-handed weapon

0 - One-Handed Weapon Mastery (2) - One-handed weapons deal 20/40% more damage.
20 - Discipline - Power attacks with one-handed weapons require 15 units. less power reserve.
30 - Tiring Attacks (3) - Attacks with swords reduce the target's stamina regeneration by 6/8/10% for 15 seconds. The effect is cumulative.
30 - Open Wounds (3) - One-handed ax attacks against living targets deal an additional 1/2/3 damage. damage from blood loss per second, for 15 sec. The effect is cumulative.
30 - Heavy Strikes (3) - Mace attacks reduce targets' defense by 15/30/45. for 15 sec. The effect is cumulative.
30 - Double Whirlwind - Attacks with two hands are 20/35% faster.
30 - Cheap Strike (3) - Dagger attacks deal 10/20/30% more damage if the target swings a weapon or draws a bow.
40 - Onslaught (2) - For 3 seconds, after a successful normal sword strike, a power attack has a 50% chance to critically hit with 2/5 times the damage.
40 - Slash (2) - Power attacks with a one-handed ax deal 15/30% extra damage to stunned targets.
40 - Smite (2) - Power attacks with a one-handed mace against undead have a 35% chance of a critical hit with double/quintuple damage.
40 - Furious Strength - The damage of power attacks with one-handed weapons is increased by 15% and 0.1% per point of stamina, with a certain chance of cutting off the enemy's head.
50 - Cross Slash - After performing a successful power attack while moving forward with a one-handed sword, other types of power attacks for 5 sec. will deal 50% more damage.
50 - Through Shield - Power attacks when moving forward with a one-handed ax penetrate through the block, dealing a triple critical hit and forcing the target to drop the shield.
50 - Inspire - Power attacks when moving forward with a one-handed mace inspire nearby allies, increasing their weapon damage by 20% for 15 seconds. The effect is cumulative.
50 - Dash - You can perform a power attack with a one-handed weapon while sprinting. If the target is at full health, the damage is increased by 50% and critical damage is doubled.
50 - Pierce - Power attacks when moving forward with a dagger ignore 75% of the enemy's defense.
60 - Cripple - Power attacks, when moving sideways with a sword, slow down opponents by 20% for 15 seconds. The effect is cumulative.
60 - Wolf Tooth - Power attacks when moving sideways with a one-handed ax increase weapon damage by 15% for 30 seconds. The effect is cumulative.
60 - Hit the Bell - Successful power attacks, when moving sideways with a one-handed mace, spend the entire reserve of stamina, inflicting a critical hit, with damage increased by 1.5% for each point of stamina.
70 - Iron Law - At full health, standing power attacks with a one-handed sword deal 50% more damage and consume 50% less stamina.
70 - Down the Throat - Power attacks on the spot with a one-handed axe, absorb all effects of "Wolf's Tooth" and deal 50% more damage per effect.
70 - Meteor Storm - Each successful standing power attack with a one-handed mace strengthens further similar power attacks for 20 seconds, increasing damage and stamina drain by 20%. The effect is cumulative.
70 - Snake Bite - Power attacks with a dagger while moving backwards always stun the target, paralyzing them for 15 sec. if her remaining health is below 50%
70 - Massive Attack - During combat, hits with one-handed weapons generate charges. When you reach 15 charges, your next power attack will become a "Massive Attack", which deals triple damage and does not require any stamina, but the charges will reset to zero, just like after a fight.
80 - Thousand Cuts - Sword strikes deal 100% more damage to targets affected by 15 or more Tiring Attacks.
80 - Crimson Glory - Attacks with one-handed axes deal additional damage equal to 3% of the target's current health.
80 - Skullbreaker - Attacks with one-handed maces interrupt spell casting. Doesn't work on large targets.
90 - Echoes - Within 4 seconds of a Massive Attack, your next power attack with a one-handed weapon will deal double damage (five times the critical damage) and will not require Stamina. For the duration of the effect, attack speed will be increased by 50%.
90 - Unleash the Beast - When dual-wielding in battle, you every 20-40 sec. come into a state of bloody rage. Within 8 sec. power attacks with dual weapons deal four times the damage, and critical damage is doubled.
100 - Among Mortals - During combat, one-handed weapons deal 10% more damage for each enemy within 20 feet affected by Tiring Attacks, Heavy Hits, or Open Wounds.

Pickpocketing

0 - Pickpocketing Mastery (2) - Increases the chance of successful pickpocketing by 25/50% and the carried weight by 50/100 units.
20 - Blood Gold - You find 10 to 100 additional gold on the bodies of humanoids killed in a particularly brutal manner (an attack that deals 100 times more damage than remaining health or a finishing move).
20 - Trained Rabbit - Grants the ability "Trained Rabbit". If desired, quietly sends a trained rabbit who will lead you to the nearest valuable item (armor, weapon, key, book, soul stone, ingredient). Then it comes back to you.
30 - Tweezer - Increases the chance of successfully pocketing gold, keys and jewelry by 50%.
30 - Thief's Gaze - When you enter a major city, a random citizen may be highlighted for 300 seconds. During this time, he transfers valuable treasure, depending on your Pickpocket skill. The effect requires recovery from 0.5 to 2.5 days.
40 - Poison Carrier - Covertly harming opponents by planting poisons in their pockets.
40 - Dead Emperor (2) - You find a cursed septim. You deal 100/200% more damage to anyone with the cursed coin in their pocket.
40 - On the Run - After a successful pickpocket, stealth is 200% more effective and movement speed is 25% higher for 10 sec.
50 - Lawless World - Petty crimes are forgotten over time, allowing your fines to decrease at a rate of 50% of your Pickpocket skill per day. Won't work with serious crimes.
50 - Lucky Shadow - You can choose the item type: gold, jewelry, books, ingredients, potions, weapons or armor. Those illuminated by the Thief's Gaze have a three times greater chance of carrying items of the chosen type.
60 - Sithian Network - "Blood Gold" gives a 20% chance to find items selected by the "Lucky Shadow" ability.
60 - Stalking Prey - Preparing to pickpocket (stay behind the target while reporting the theft) for at least 12 seconds increases the chance of pickpocketing by 50%.
70 - Doomed to Rob - Killing a victim with the "Dead Emperor" in his pockets gives between 100 and 300 additional gold.
70 - Monkey Trick - You can steal equipped weapons.
80 - Outlaw - "Blood Gold" gives an additional 50 to 500 gold if the victim was a citizen in a domain where you have at least a 1000 gold fine for violent crimes.
80 - Mephala's Kiss - Grants the Mephala's Kiss ability. Once a day, curses the target for 60 seconds. During the duration of the curse, you will not receive penalties for attacking or killing the victim, and no one will help her, but she will defend herself.
90 - Mutiny - Grants the "Mutiny" ability. Once per day, activates the curse of the "Dead Emperor", provoking up to five people within a radius of 200 steps to attack the bearer of the cursed coin within 60 seconds.
90 - Thief's Kiss - Adds the Thief's Gaze effect to Mephala's Kiss.
100 - Dragonborn Treasure - When you go to bed with 50,000 gold or more, you can spend it to buy an ability point.

Recovery

0 - Restoration Mastery (2) - Spells from the Restoration school consume 35/50% less magic.
20 - Descending Light - When entering combat, you quickly restore magicka, even while casting spells, in the amount of half your Recovery skill for 10 seconds.
20 - Double Recovery - Restoration spells cast with two hands are 120% more effective, but require 180% more magic.
30 - Evening Dawn (2) - When the effect of Descending Light ends, all hostile undead within a 40 foot radius burst into flames, dealing 15/30 damage. damage every second for 5/10 sec.
30 - Edgewalker - Healing spells are 25% more effective if the person being healed is below half health, and 50% more effective if below a quarter.
30 - Superiority - The first amulet created in battle does not require magic.
40 - Deliverer - Damage from weapons, spells, enchantments or scrolls is doubled against undead struck by the fire of the Evening Dawn.
40 - False Light - During combat, you can cast targeted healing spells and effects on enemies to deal damage instead of healing.
40 - Spiritual Guides - Two spirit guides travel through Skyrim. Find them and speak with them to receive a permanent blessing that increases the effectiveness of your Restoration spells by 1% per 10 points. of magic. Each mentor will give only one blessing.
40 - Respite - Healing spells also restore stamina.
50 - Chalice Overflowing - Receiving a healing spell or effect while at full health increases your maximum health by 50. for 20 sec.
50 - Celebration - Periodically during combat, Celebration touches a random target (including you) within a radius of 100 steps. Friendly targets will now recover 20 HP. magic and stamina for 5 seconds, and opponents will lose the same amount.
50 - Fanatical Ward - Wards created in battle have a limited duration, but for 250 units. stronger, and almost instantly gain full strength. Absorbing the spell stuns the attacker and reduces magic resistance by 25% for 6 sec. The effect is cumulative.
60 - Forbidden Sanctuary - When your ward absorbs a spell, you gain magic equal to 25% of its cost, increasing to 100% if you are affected by Triumph.
60 - Inquisitor - Living targets hit by Triumph are treated as undead, vulnerable to anti-undead spells and effects.
60 - To Ashes - Hostile undead hit by Triumph receive 30 damage. damage per second
70 - Tight Ward - Wards reduce damage taken from weapons by 30%.
70 - Necropower - If you are undead, your spells are 25% stronger, or last 50% longer.
70 - Wheel of Life - During battle, heals you by 100 points. health every 30 sec. Receiving healing from a spell or effect will reset the cycle to 30 seconds.
70 - Under My Wings - Healing spells cast with two hands on yourself also affect friendly targets within a radius of 12 steps. Will not work with supported spells.
80 - Magic Amulet - Casting spells with both hands creates a amulet that increases armor by 100 units. and absorbing up to 100 units. damage from spells and effects.
80 - Body Purity - You gain 75% resistance to poisons and diseases.
80 - Delight - Restoration spells are 250% stronger when used on targets affected by Triumph.
90 - Blazing Sun - Deal double weapon damage to enemies affected by Triumph.
90 - Unshakable Ideals - Wheel of Life heals 150% more, and each subsequent cycle is 5 seconds faster. However, receiving healing from another healing spell or effect will disable Wheel of Life for the rest of the fight.
90 - Gods and Mortals - Blessings of the Nine provide a powerful additional effect, Shrine blessings last 50% longer.
90 - Tome of Many Pages - Teaches 18 different Restoration spells. Each increases the level of one skill by 5 units. for 120 sec.
100 - Divine Champion - All spells and power attacks are free while you have Triumph.

blacksmith craft

0 - Blacksmithing (2) - In forges you can create steel and bone armor and weapons and improve them twice. / Rawhide, leather, Falmer and iron items can be upgraded twice.
20 - Counterfeiter - Using the Smelter, you can create 250 coins from Gold Ingots.
20 - Dwemer Weapon (2) - Grants the minor ability "Dwemer Weapon". Triggers a Dwemer cannon that tracks your line of sight for 30/60 seconds, firing projectiles that deal 25% of your Smithing skill as magic damage. Works only if you are within a radius of 12 steps.
30 - Improved Workshop - For 2500 gold, you can choose one whetstone or workbench to enhance it. The enhanced version handles items much better. Can be disassembled to allow reinforcement for another whetstone or workbench.
30 - Meric Forging (2) - Select item type: Modern Meric (Elven and Chitin) or Dwemer. You will be able to create weapons and armor of the selected type in forges and improve them twice as much. Investing a second skill point will allow you to select both types of items.
40 - Blacksmith Wizard - You can improve magical weapons and armor.
40 - Electric Bolt (2) - Every fifth shot of the Dwemer Cannon becomes an electromagnetic blast that travels slower, but deals health and magic damage equal to 80/160% of your Blacksmithing skill.
40 - Material Recycling - You have a 50% chance to get back any materials spent on an upgraded whetstone or workbench.
50 - Remote Control - Your Dwemer Weapons now work regardless of the distance between you.
50 - Expert Forging (2) - Select item type: Hard Steel (Lamellar, Lamellar, Nordic) or Orichalcum. You will be able to create weapons and armor of the selected type in forges and improve them twice as much. Investing a second skill point will allow you to select both types of items.
60 - Diamond Scabbard - When you draw your weapon, it automatically sharpens, increasing your damage by an additional 25% for 10 seconds. It will only work once every 30 seconds.
60 - Specialization: Blacksmithing - You can choose the type of items: One-Handed, Two-Handed, Light Armor, Heavy Armor, or Ranged Weapons. Selected items can be crafted 20% better at the whetstone or workbench.
70 - Alien Forging (2) - Select item type: Malachite or Crystallite (Ebonite and Stalhrim). You will be able to create weapons and armor of the selected type in forges and improve them twice as much. Investing a second skill point will allow you to select both types of items.
70 - Line of Fire - You now place two Dwemer weapons next to you.
80 - Iron Proficiency - If you choose to Specialize in an armor type, your attacks will begin to ignore 15% of the armor of enemies wearing items of the selected type. By choosing to specialize in a weapon type, you will take 10% less damage from that weapon type.
80 - Spin Up - Your Dwemer Cannons fire 1% faster with each subsequent shot, up to a 200% bonus.
90 - Planar Forging (2) - Select item type: Daedric or Draconic. You will be able to create weapons and armor of the selected type in forges and improve them twice as much. Investing a second skill point will allow you to select both types of items.
90 - Hellfire - When you activate an upgraded whetstone or upgraded workbench, you will be able to donate a dragon soul to gain the ability to temporarily upgrade items even more at your chosen workshop.
100 - Heart of Creation - You can add your blood to the fire of one of the forges and, when creating an item in it, choose a permanent increase in health, magic or stamina by 1/2000 of the cost of the created item. Minimum 0.01 units.

Stealth

0 - Stealth Mastery (2) - Stealth is 20/40% more effective. The success of sneaking depends on your visibility (movement and lighting), sounds (movement and armor weight), skill level and distance.
20 - Sneak Attack - Sneak attacks with one-handed weapons deal 100% more damage. Sneak attacks with any other weapon or without a weapon deal 25% more damage.
20 - Stretch - Grants the ability "Stretch". If desired, places the stretch in front of you for 120 seconds. She knocks down all opponents who step on her.
30 - Silent somersault - When sprinting in stealth mode, a silent somersault occurs forward.
30 - Detection Point - Grants the Detection Point ability. Once a day, highlights all humanoids within a radius of 150 steps that detect you. Lasts for 180 seconds.
30 - Scourge - Stretch also reduces enemy defense by 600 points. for 3 sec.
40 - Assassin's Blade - Sneak attacks with daggers deal 1% more damage per level of Stealth skill.
40 - Quick Action - After a Silent Tumble, the damage of one-handed weapons is increased by 50%, and the damage of unarmed attacks is increased by 40 units. Lasts 2 seconds.
40 - Penetration - Running now creates half as much noise, while walking makes no noise at all.
50 - Backstab (2) - Daggers deal 25/50% more damage to the back.
50 - Right Behind You - Stealth is 25% more effective within 30 steps, and 50% more effective within 15 steps.
60 - Distraction - Grants the Distraction ability. Once a day, all enemies attacking or searching for you within a radius of 100 steps instantly leave the battle.
60 - Somersault - For one second, during a Silent Somersault, you take no weapon or elemental damage.
60 - Smoke Screen - Grants the "Smoke Screen" ability. Once a day, creates a cloud of smoke in a radius of 35 steps for 120 seconds. The cloud blinds everyone inside, increasing damage from sneak attacks against them by 50% and making it difficult to find hidden targets.
70 - Backup Plan - At the beginning of the battle, creates a tripwire directly behind you for 60 seconds, if the time since the end of the last battle exceeded 5 seconds. Does not count toward the stretch limit.
70 - Destructive Mission - All spells and scrolls of destruction are three times stronger, and runes are five times stronger against targets that did not detect you.
80 - Behind Enemy Lines - Stealth is 15% more effective for each enemy within 100 steps that has not detected you.
80 - Problem Solving - Sneak attacks deal 10% extra damage. damage for every 200 units. health goals. Maximum 50% increased damage.
90 - Cloak and Dagger - A power attack from invisibility always scores a critical hit.
90 - Liquid Oil - Using Silent Tumble in combat leaves a puddle of slippery oil behind you for 10 seconds. The oil stuns opponents who step on it, and if they run, they will trip and fall.
90 - Shadow Warrior - Using stealth mode during combat grants you invisibility for 2 seconds, instantly stopping the fight and causing distant enemies to start looking for you. The effect triggers no more than once every 8 seconds.
100 - Whispering Death - Grants the Whispering Death ability. Once per day, you merge with the shadows, doubling your stealth and sneak attacks for 30 seconds.

Eloquence

0 - Mastery of eloquence (2) - Prices for buying and selling are 10/20% more profitable. Threats become twice as successful.
20 - And the whole universe listens - Screams restore units of health, magic and stamina, in an amount equal to the recovery time of the scream in seconds. You also gain some Speech experience based on your shout's cooldown.
20 - Performer - Grants the "Performance" ability. Perform in front of up to 5 people within a 50-foot radius once a day. You will receive donations from everyone in an amount depending on your eloquence skill and the gold in the pockets of your listeners.
30 - Bribery - You can bribe guards so that they do not notice the crime.
30 - Kinship - Purchase prices are 15% more profitable when trading with representatives of your race.
30 - Serenade - Performing in front of the opposite sex is twice as profitable, and can potentially earn you small items.
40 - Business Relationships - Creates a permanent connection with the next merchant you talk to. Prices when purchasing from the selected merchant are 30% more favorable.
40 - Trader - You can sell any items to any merchants.
40 - Born of the Wind - Shouts grant 30% additional weapon damage and 15% movement speed for 15 seconds. The effect is cumulative.
50 - Double Strength (2) - You have a 25/50% chance to reduce the cooldown of any scream to 3 seconds.
50 - Irresistible Dance - You can use Perform in combat to make two nearby enemies within 50 feet dance in a spellbound manner. They will not be able to perform any other actions, and their armor wearing skills will be reduced by 50 units. Using the ability again will stop the effect.
50 - Talk to Animals - You can "Activate" an animal to tame it and force it to fight on your side. You can only have one Wild Companion at a time, and it cannot use doors.
60 - Encore! - You can perform several times a day.
60 - Investor - Can invest 500 gold in any store to permanently increase the owner's available gold supply.
60 - Pied Piper - "Irresistible Dance" now affects undead, Daedra and animals.
70 - Concussive Drum - In battle, you can use "Performance" with the Concussive Drum. Each hit to such a drum deals 20 damage. damage to nearby enemies within a 30-step radius. Using the ability again will stop the effect.
70 - Buyer - You can trade stolen goods with any merchant.
70 - Horn of Sovngarde (2) - Grants the Horn of Sovngarde ability. Once a day, within a radius of 200 steps, summons three nearby friendly people to fight for you for 180 seconds.
80 - Gift of Kynareth - Improves the Wild Companion. Wolves receive 100% extra. damage, spiders - immunity to magic, bears - 150 units. health, coruses - 300 units. protection, saber teeth - 40% extra. quiet movement speeds.
80 - Merciless Storm - Grants the ability "Ruthless Storm". Once per day, resets the current scream cooldown.
80 - Witch's Drum - Each hit of the Concussive Drum also reduces enemies' magic resistance by 75% for one second.
90 - Lord of the Dances - Irresistible Dance now affects five enemies.
90 - Pulse of Nature - Each hit to the Concussive Drum also heals allies for 15 points.
90 – Great Trader - Each trader in this world receives an additional 1000 gold for trading.
100 - Dovazulaan - For 20 seconds after using Merciless Storm, any scream also carries the previous scream.

Two-handed weapon

20 - Two-Handed Weapon Mastery (2) - Two-handed weapons deal 20/40% more damage.
20 - Trained Fighter - Power attacks with two-handed weapons cost 20 units. less power reserve.
30 - Withering Assault (3) - Attacks with two-handed swords reduce targets' stamina regeneration by 8/10/12% for 15 seconds. The effect is cumulative.
30 - Gross Wounds (3) - Attacks with a two-handed ax against living targets deal an additional 2/3/4 damage. Bleeding Damage per second for 20 sec. The effect is cumulative.
30 - Crushing Blows (3) - Attacks with a two-handed hammer reduce enemy defense by 20/40/60. for 15 sec. The effect is cumulative.
40 - Trauma (2) - Power attacks with a two-handed sword increase the damage of subsequent normal hits to the target by 20/40% for 5 seconds.
40 - Rupture (2) - Power attacks with a two-handed ax ignore 25/50% of the enemy's defense.
40 - Bloody Mess (2) - Power attacks with a two-handed hammer have a 15/30% chance of a double critical hit.
40 - Wild Power - The damage of power attacks with two-handed weapons increases by 15% and 0.1% for each unit of strength, with a certain chance of cutting off the enemy's head.
50 - Cowardly Flight - Power attacks with a two-handed sword while moving forward intimidate living targets for 10 seconds. Fleeing targets take 50% increased damage from attacks with a greatsword, and may also accidentally trip and fall. The effect lasts no more than once every 30 seconds for each target.
50 - Execution - Power attacks with a two-handed ax when moving forward against targets with less than 30% health always deal a critical hit with 30 times increased critical damage.
50 - Anvil Strike - Power attacks with a two-handed hammer while moving forward reduce the target's defensive skills by 10 levels for 30 seconds. Damage to the target is increased by 15% if it is wearing armor. The effect is cumulative, but you cannot reduce your skills below zero.
50 - Great Dash - Ability to perform a power attack with a two-handed weapon while sprinting, causing double critical damage if the target is at full health.
60 - Stand and Fight - Power attacks with a two-handed sword when moving sideways reduce the target's weapon damage by 25% for 15 seconds.
60 - Razor Wind - Power attacks with a two-handed ax when moving sideways attack all enemies in front of you.
60 - Pendulum - If, after the first hit of a power attack with a two-handed hammer while moving to the side, the target receives a second similar hit within 6 sec, it will knock them down and deal 75% more damage.
60 - Glory or Death - Power attacks with two-handed weapons deal up to 100% more damage when your health drops below half. The less health you have, the more damage.
60 - Stunning Strike - Stagger from hits with two-handed weapons lasts 50% longer.
70 - Rise and Fall - Damage from power attacks with a two-handed sword alternates on the spot, dealing either a third of the damage or triple the damage. The sequence is reset every 20 seconds.
70 - Slasher - Standing power attacks with a two-handed ax deal additional damage equal to 15% of the target's current health.
70 - Greater Strike - Critical power attacks with a two-handed hammer deal 4% more damage per point of stamina.
70 - Thresher - When attacking with a two-handed weapon during combat, there is a 10% chance to slow down time by 3 seconds and increase attack speed by up to 300%.
80 - To Dust - Normal attacks with a two-handed sword knock down enemies whose health is less than 15%, and also reduce their health to one. The effect triggers on each target no more than once every 15 sec.
80 - Bleed - Damage from the bleed caused by Brutal Wounds is doubled if the target moves.
80 - Shooting Star - Power attacks with a two-handed hammer deal 35% more damage and have a 20% chance to critically hit if the target casts a spell.
80 - Little Wolf - During combat, power attacks with two-handed weapons accumulate charges. When you reach 5 charges, your next normal attack consumes them all and summons a Wolf Spirit for 30 sec. Spirit deals 15 damage. more damage per charge. The battle begins without charges.
90 - Bearskin - During your power attack with a two-handed weapon, enemy attacks deal half as much damage to you.
90 - Steel of the Ancients - Attacks with two-handed weapons during combat have a 4% chance to immediately activate the chosen ability.
100 - Slayer of a Thousand Sons - In combat, two-handed weapons deal 5% more damage for each humanoid or animal killed in the previous battle, up to 40% additional damage.

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.

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