Vokrii - Minimalistic Perks of Skyrim v3.8.2
Vokrii is a lightweight "vanilla-plus" perk overhaul that improves build diversity, but respects the vanilla vision and balance. It is lightweight and uses clean scripting.
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Skyrim Legendary Edition version available here
Features
- Vokrii overhauls all perk trees for a total of 276 new perks.
- Much more vanilla-like than many popular perk overhauls.
- New perks are aimed at making a wider variety of builds viable without a major balance impact.
- Lightweight scripts, no save bloat.
- Can be installed during your playthrough.
VOKRII Review on Youtube
Translations
French by Yveliux | (FR) Vokrii - Perks of Skyrim |
German by Timoer - chousen | Vokrii - Minimalistic Perks of Skyrim - Deutsch |
Italian by Jhon Silver | Vokrii - Minimalistic Perks of Skyrim - Traduzione Italiana |
Chinese by doferhans | Vokrii - Minimalistic Perks of Skyrim - Chinese Translation |
Polish by Sakurzasty | Vokrii - Minimalistic Perks of Skyrim - Polish Translation |
Russian by energy2716 | Vokrii and patches RU |
Spanish by Serkel | Vokrii - Minimalistic Perks of Skyrim - Spanish (S) |
Turkish by kagitmiadam | Vokrii - Minimalistic Perks of Skyrim - Turkish Translation |
Full list of perks
Note that Vokrii adds additional scaling to certain skills. For instance, the effectiveness of magic schools now scales with skill level, slightly improving magnitude and duration.
Alchemy
Scaling: Levels in Alchemy improve potions and poisons you make by up to 50%.
Experience: Gain Alchemy experience by making potions and poisons.
Alchemy is more user friendly. Poison is more appealing thanks to the increased number of hits, and buff potions last much longer. The power level of individual potions remains on par with vanilla.
- 0 - Alchemy Mastery: Potions and poisons you make are 1% stronger per level of Alchemy.
- 20 - Physician: Potions you make that restore Health, Magicka or Stamina are 25% stronger.
- 30 - Benefactor: Beneficial potions you make are 25% stronger.
- 30 - Poisoner: Poisons you make are 25% stronger.
- 40 - Concentrated Poison (3): Poisons applied to weapons last for 2/4/6 additional hits.
- 50 - Experimenter: Eating an ingredient reveals hidden effects.
- 50 - Stimulants: Regenerate an extra 2% of your total Magicka and Stamina per second under the effects of a beneficial potion or food.
- 60 - Green Thumb: Twice as many ingredients are gathered from plants.
- 60 - Slow Metabolism (2): All potions and food with beneficial effects last twice/three times as long.
- 70 - Alkahest: Ignore 50% armor when attacking a poisoned target.
- 70 - Purity: All negative effects are removed from created potions, and all positive effects are removed from created poisons.
- 80 - Adrenaline: Move 10% faster under the effects of a beneficial potion or food.
- 80 - Plague Doctor: Nearby opponents get 25% weakness to poison and disease.
- 90 - Gourmet: Vendors of rare alchemical ingredients may sell Jarrin Root, used to make deadly poisons, for a high price.
- 100 - Double Toil and Trouble: Twice as many potions are created.
In total, the tree has been expanded from 9 perks (15 perk points) to 15 perks (18 perk points).
Alteration
Scaling: Levels in Alteration increase the duration of Alteration spells and effects by up to 40%, and reduce their cost by up to 40%.
Experience: Gain Alteration experience by using Alteration spells effectively.
Alteration spells last slightly longer. There are also perks for robe wearers, battlemages (weapon and spell) and offensive telekinesis use. Other than that, the tree comprises mostly self buffs in vanilla and this remains the case in Vokrii.
- 0 - Alteration Mastery: Cast Alteration spells for 0.5% less Magicka per level of Alteration.
- 20 - Alteration Dual Casting: Dual casting an Alteration spell overcharges its effects, increasing power and casting cost.
- 20 - Mage Armor (3): Protection spells like Stoneflesh are 100/150/200% stronger if not wearing armor.
- 20 - Magic Resistance (3): Increases Magic Resistance by 10/20/30%.
- 30 - Battlemage (2): Your weapon attacks improve your spells cast on the target by 15/30% for 3 seconds.
- 40 - Sorcerer's Robes: Spells from any school are 25% more effective if not wearing armor.
- 40 - Stability: Alteration spells and effects last 25% longer.
- 50 - Ocato's Preparation: When entering combat, automatically activates the most effective magical armor spell you know.
- 50 - Telekinetic Force (2): Objects thrown with Telekinesis deal an extra 250/500 points of damage.
- 60 - Alter Self (2): Choose an attribute to raise by 25 points./, and two resistances to raise by 25%.
- 60 - Initiate: Novice spells of any school cost no Magicka to cast.
- 70 - Arcane Guidance: Detection spells reveal targets from much farther away.
- 80 - Atronach: 30% chance to absorb incoming spells, replenishing your Magicka.
- 80 - Force of Will: Take 20% less attack damage while dual casting a spell if not wearing armor.
- 90 - Hethoth's Escape: Once every 10 minutes, paralyzes a melee attacker that is about to deal lethal damage to you.
- 90 - Telekinetic Prodigy: Dual cast Telekinesis to grab opponents.
- 100 - Ritualist: Two-handed spells can be cast while moving, at 25% reduced strength.
In total, the tree has been expanded from 10 perks (17 perk points) to 15 perks (24 perk points).
Archery
Scaling: Levels in Archery improve your damage with ranged weapons by up to 50%.
Experience: Gain Archery experience by inflicting damage with ranged weapons.
Archery gains primarily weakening and disabling effects in order while its average damage output is on par with vanilla. Potential damage is slightly higher than vanilla thanks to more useful critical strikes (the vanilla critical strike perk adds an average of just 3.6 points of damage per shot with a daedric bow) and the option for bonus damage at very long and short ranges. To ensure balance, all ways to increase damage beyond vanilla are situational and player skill based.
- 0 - Archery Mastery: Ranged weapons do 1% more damage and 5% more critical damage per level of Archery.
- 20 - Far Shot (2): Ranged weapons do up to 20/40% more damage to targets beyond 60 feet, based on distance.
- 20 - Point Blank Shot (2): Ranged weapons do up to 20/40% more damage to targets within 20 feet, based on proximity.
- 30 - Eagle Eye: Pressing Block while aiming will zoom in your view.
- 40 - Impaling Shot Ranged weapons wound the living for 15 seconds, causing 10 points of bleed damage per second while running.
- 40 - Breaching Shot: Ranged weapons knock the shield out of an opponent's hands if they are blocking.
- 40 - Steady Aim (2): Pressing Block while aiming will zoom in your view and slow time by 25/50%.
- 50 - Hunter's Discipline: Recover twice as many arrows and bolts from dead bodies.
- 50 - Power Shot: Ranged weapons have 25% chance to stagger most targets.
- 60 - Lion's Arrow (2): Dual cast a projectile spell out of combat to imprint it. Fully drawn bow shots trigger a copy of the spell at 25/50% power.
- 60 - Ranger: Can move at full speed with a drawn bow.
- 70 - Quick Shot: Can draw a bow or reload a crossbow 30% faster.
- 80 - Arrow to the Knee: Ranged weapons knock targets down if they are sprinting, inflicting a critical strike for 2 times critical damage.
- 80 - Gore: Ranged weapons interrupt power attacks, knocking the attacker back and inflicting a critical strike for 2 times critical damage.
- 90 - Hunter's Focus: Can't be staggered by power attacks or bashes while drawing a bow or holding a shot.
- 100 - Pinning Shot: Ranged weapons slow targets by 15% per hit for 15 seconds.
In total, the tree has been expanded from 9 perks (16 perk points) to 16 perks (21 perk points).
Block
Scaling: Levels in Block improve block scaling from item quality by up to 150%, and increase bashing damage by up to 400%.
Experience: Gain Block experience by blocking damage, and by bashing opponents. Using a shield grants more experience than using a weapon.
Block effectiveness for shields is on par with vanilla, while weapons get a perk to increase their block effectiveness to useful levels and Shield Charge has a cooldown per target so you can't knock down opponents permanently. Compared to vanilla, the tree has similar perks but contains more disabling effects and a torch bash perk.
- 0 - Block Mastery: Blocking is 0.5% more effective per level of Block.
- 20 - Deflect Arrows: Arrows do 25% less damage while blocking. Arrows that hit a shield do no damage.
- 20 - Power Bash: Able to do a power bash by holding down Attack while blocking.
- 30 - Unwavering Defense: Blocking an attack damages the attacker's Stamina by 15 points.
- 30 - Weapon Block: Blocking with weapons is 25% more effective.
- 40 - Quick Reflexes: Time slows down if you are blocking during an enemy's power attack.
- 40 - Torch Bash: Bashing with a torch deals ten times as much fire damage and causes living opponents to flee in panic.
- 50 - Deadly Bash (2): Bashing deals five/fifteen times as much damage.
- 50 - Elemental Protection: Blocking with a shield reduces elemental damage taken by 50%.
- 60 - Poke the Dragon: Blocking an attack has 15% chance to stagger the attacker, exposing them to a critical strike counterattack within 3 seconds for 2 times critical damage.
- 70 - Block Runner: Can move at full speed while blocking.
- 80 - Mocking Blow: Power bashing reduces attack damage by 20%, fading over 10 seconds.
- 90 - Dragon Tail: Bashing to interrupt a power attack has 30% chance to knock the attacker down, potentially disarming them.
- 90 - Shield Charge: Able to sprint with a shield raised, knocking opponents down for 15 points of Stamina per second.
- 100 - Stoneheart: Can't be staggered by power attacks and bashes while blocking.
In total, the tree has been expanded from 9 perks (13 perk points) to 15 perks (16 perk points).
Conjuration
Scaling: Levels in Conjuration increase the duration of Conjuration spells and effects by up to 40%, reduce their cost by up to 40% and increase the damage of bound weapons by up to 100%.
Experience: Gain Conjuration experience by using Conjuration spells effectively.
Conjuration focusses primarily on making underpowered playstyles more viable, such as reanimation, atronachs (as opposed to Dremora Lords) and bound weapons. Bound weapons now gain damage scaling from skill levels, and a lot of utility including an atronach synergy and a deadly non-elemental burn that scales with Conjuration duration.
- 0 - Conjuration Mastery: Cast Conjuration spells for 0.5% less Magicka per level of Conjuration.
- 20 - Conjuration Dual Casting: Dual casting a Conjuration spell overcharges its effects, increasing duration and casting cost.
- 20 - Mystic Binding: Bound Weapon spells now create Mystic Weapons instead, which deal more damage.
- 30 - Atromancy: Summoned daedra and creatures last twice as long.
- 30 - Necromancy: Summoned and raised undead last twice as long.
- 30 - Soul Stealer: Bound weapons cast Soul Trap on targets for 5 seconds.
- 40 - Oblivion Binding: Bound weapons banish conjured daedra, deal 100 bonus damage to other daedra and turn raised undead.
- 40 - Rift Summoner (2): Can summon three times as far away/at any distance.
- 50 - Ghoul Frenzy: Raised undead are created with 100% extra attack speed and 50% extra movement speed, fading over 60 seconds.
- 50 - Oblivion Stone (2): Summoned daedra and creatures get 100/200 points of armor and 25/50% magic resistance.
- 60 - Hollow Binding: Bound weapons cut through flesh and spirit, reducing magic resistance by 25% for 5 seconds.
- 60 - Grand Conjurer (2): Can reanimate, banish or command targets up to 15 levels higher/of any level.
- 70 - Blood Zombie: Summoned and raised undead absorb 5 points of Health per second from opponents in melee range.
- 70 - Elemental Potency: Atronach summoning spells now call higher level Potent Atronachs with improved elemental attacks.
- 80 - Void Brand: Bound weapons drain 30 points of Magicka and Stamina per second for 5 seconds. When both are depleted, drains Health instead.
- 90 - Elemental Conflux: While near an allied atronach, gain a 20% bonus to matching elemental spells and effects, and 50 matching elemental damage to bound weapons.
- 90 - Necromaster: Undead raised with Dread Zombie or Dead Thrall get bonus Health, Magicka and Stamina based on their level, and you can give them items.
- 100 - Twin Souls: You can summon or reanimate an additional minion.
In total, the tree has been expanded from 15 perks (16 perk points) to 18 perks (21 perk points).
Destruction
Scaling: Levels in Destruction increase the power of Destruction spells and effects by up to 40%, and reduce their cost by up to 40%.
Experience: Gain Destruction experience by using Destruction spells effectively.
Destruction now gains significant damage scaling with level, balanced out by a slight nerf to the elemental damage perks. The net total is about 30% more damage (13% for multi element spells), making up for the general weakness of vanilla Destruction magic without making them overpowered. A perk exists to reduce elemental resistances, making especially frost mages more capable. Underused spell types such as master spells and wall spells get their own buffs.
- 0 - Destruction Mastery: Cast Destruction spells for 0.5% less Magicka per level of Destruction.
- 20 - Destruction Dual Casting: Dual casting a Destruction spell overcharges its effects, increasing power and casting cost.
- 30 - Augmented Flames (2): Fire spells and effects are 20/40% more powerful.
- 30 - Augmented Frost (2): Frost spells and effects are 20/40% more powerful.
- 30 - Augmented Shock (2): Shock spells and effects are 20/40% more powerful.
- 30 - Raw Power (3): Non-elemental Destruction spells and effects are 10/20/30% more powerful.
- 40 - Rune Master (2): Can place runes three times as far away/at any distance, and runes are 10/20% more powerful.
- 50 - Devouring Flames: Fire spells ignite targets below 20% Health, dealing extra damage for 5 seconds.
- 50 - Chilling Frost: Frost spells reduce attack speed by 20% and inflict 15% weakness to frost for 10 seconds.
- 50 - Deafening Shock: Shock spells have 20% chance to silence targets for 2 seconds.
- 60 - Hethoth's Disjunction: All opponents affected by a Destruction cloak get 25% weakness to that element.
- 60 - Impact: Projectile based Destruction spells have 30% chance to stagger their targets when dual cast.
- 70 - Scorched Earth: Fire spells burn their victims to cinders, leaving a pyre that ignites opponents, dealing extra damage for 10 seconds.
- 70 - Winter's Grasp: Frost spells freeze targets below 20% Health in a block of ice for 5 seconds.
- 70 - Crackling Sphere: Shock spells have 20% chance to levitate targets for 2 seconds.
- 80 - Elemental Barrier: Destruction walls and cloaks deal 25% more damage, and the damage persists for 5 seconds.
- 90 - Elemental Shield: Destruction cloaks grant 50% resistance to their element.
- 100 - Hellstorm: Deal 50% more elemental damage to targets that are ignited, frozen, silenced or levitated by other Destruction perks.
In total, the tree has been expanded from 14 perks (17 perk points) to 18 perks (24 perk points).
Enchanting
Scaling: Levels in Enchanting allows you to enchant items up to 100% better.
Experience: Gain Enchanting experience by enchanting items, or by wielding a staff in combat.
Enchanting is more balanced. Subpar enchantments (those without a 25% perk in vanilla) and items (clothing) are more effective. Popular enchantments on popular items are on par with vanilla. Chaos Damage is weaker. Enchantment bonuses are available at a lower level so Enchanting is not useless in the early game. Staves are more powerful and level Enchanting. Scrolls are more accessible.
- 0 - Enchanting Mastery: New enchantments are 1% stronger per level of Enchanting.
- 20 - Power Stone (3): Staves are 20/35/50% stronger, and an equipped staff improves other weapon enchantments by 20/35/50%.
- 20 - Soul Squeezer: Soul gems replenish 250 extra charge when used to recharge weapons.
- 30 - Weapon Enchanter: New enchantments placed on weapons are 25% stronger.
- 30 - Armor Enchanter: New enchantments placed on armor pieces or clothing are 25% stronger.
- 40 - Scroll Sage (3): Scrolls are 100/150/200% stronger.
- 40 - Soul Siphon: Death blows with enchanted weapons to creatures trap 5% of the victim's soul, recharging the weapon. Does not apply to staves.
- 50 - Mana Stone: Staves cost 50% less charge, and an equipped staff reduces the charge cost of other weapon enchantments by 50%.
- 50 - Scroll Hunter: 10% chance to find a random scroll on the corpses of people you kill.
- 60 - Soul Enchanter: New enchantments placed on weapons have 1000 extra charge.
- 60 - Thunderstruck: Weapon enchantments are 50% stronger when delivered by a power attack.
- 70 - Mana Shield: Take 25% less damage from attacks if you have a staff equipped and no shield.
- 70 - Regalia Enchanter: New enchantments placed on necklaces, robes, hoods and circlets are 15% stronger.
- 80 - Staff Recharge: After using a staff, the spent charge regenerates at a rate of 5 points per second.
- 90 - Spider Hunter: 5% chance to find a random imbued spider on the corpses of people you kill.
- 100 - Extra Effect: Can place two enchantments upon the same item.
In total, the tree has been expanded from 9 perks (13 perk points) to 16 perks (20 perk points).
Heavy Armor
Scaling: Levels in Heavy Armor increase the armor rating of Heavy Armor pieces by up to 40%.
Experience: Gain Heavy Armor experience by taking damage while wearing Heavy Armor pieces, or by being in combat while wearing at least 2 Heavy Armor pieces whether or not you get hit.
Heavy armor rating is slightly lower due to a nerf to Matching Heavy Set, but there are several other damage mitigating perks that reduce incoming weapon perks, incoming stagger, or incapacitate opponents that hit you.
- 0 - Heavy Armor Mastery: Armor rating of Heavy Armor pieces increased by 1% per level of Heavy Armor.
- 20 - Cushioned (2): You take half/no damage from falling if wearing all Heavy Armor.
- 30 - Battle Fatigue: Take up to 20% less attack damage from opponents with low Stamina if wearing all Heavy Armor.
- 30 - Heavy Armor Fit: Armor rating of Heavy Armor pieces increased by 15% if wearing all Heavy Armor.
- 40 - Face of Death: Other Heavy Armor perks no longer require a helmet. Armor rating of Heavy Armor pieces increased by 20% if not wearing a helmet.
- 40 - Immovable Object: Taking an incoming hit in all Heavy Armor has 10% chance to stagger the attacker.
- 50 - Heavy Armor Training: Heavy Armor weighs nothing and doesn't slow you down when worn.
- 60 - Reap the Whirlwind: Taking an incoming hit in all Heavy Armor grants 20% extra attack damage and critical damage against the attacker for 5 seconds.
- 60 - Tower of Strength: Take 25% less damage from power attacks and bashes if wearing all Heavy Armor.
- 70 - Matching Heavy Set: Armor rating of Heavy Armor pieces increased by 15% if wearing a matched set of 3 or more Heavy Armor pieces.
- 80 - Elemental Defense: Take 15% less elemental damage if wearing all Heavy Armor.
- 90 - Glancing Blows: Immune to weapon specific perks such as Denting Blows and Mortal Wounds if wearing all Heavy Armor.
- 100 - Face of the Mountain: Taking an incoming power attack or bash in all Heavy Armor always staggers the attacker with 25% chance to knock them down.
In total, the tree has been expanded from 8 perks (12 perk points) to 13 perks (14 perk points).
Illusion
Scaling: Levels in Illusion increase the duration of Illusion spells and effects by up to 40%. and reduce their cost by up to 40%.
Experience: Gain Illusion experience by using Illusion spells effectively.
Illusion in vanilla Skyrim consists mainly of level cap buffs. These are merged into Animage, creating space for other special effects that are necessary to make an Illusion specialist viable, such as the ability to actually kill the last remaining opponent after Fury without resorting to direct damage. Master of the Mind is available significantly sooner to ensure Illusion mages are not shut out of Dwemer dungeons for most of their lifespan.
- 0 - Illusion Mastery: Cast Illusion spells for 0.5% less Magicka per level of Illusion.
- 20 - Illusion Dual Casting: Dual casting an Illusion spell overcharges its effects, increasing power and casting cost.
- 20 - Animage (3): Mind affecting spells and effects work on creatures and people up to 10/20/40 levels higher, and other targets up to 5/10/20 levels higher.
- 30 - Neverworld: Calm spells have 50% chance to persist for 15 seconds when broken.
- 40 - Terror: Fear spells cause opponents to drop their weapon.
- 50 - Iron Maiden: Fury spells inflict 20 damage whenever the target attacks.
- 50 - Quiet Casting: All spells and shouts from any school of magic are silent to others.
- 60 - Lamb to the Slaughter: Calm spells reduce armor by 100 points and magic resistance by 25%.
- 60 - Splendor: Rally spells improve the target's attributes by an additional 50 points.
- 70 - Master of the Mind (2): Mind affecting spells work on undead, daedra and automatons at half/full duration.
- 70 - Paralyzing Fear: Fear spells have 25% chance to compel their targets to remain motionless.
- 80 - Enrage: Fury spells cause targets to deal 50% more attack damage, except when they are attacking the caster.
- 90 - Spirit of War: Rally spells manifest spectral images of allied targets in combat. The illusions have 40% Health and fight for you until the spell wears off.
- 90 - Blur: Move 15% faster while invisible.
- 100 - Mind Thrall: Can activate a person under a mind affecting spell or effect to take control, forcing them to follow you and fight for you until released.
In total, the tree has been expanded from 13 perks (13 perk points) to 15 perks (18 perk points).
Light Armor
Scaling: Levels in Light Armor increase the armor rating of Light Armor pieces by up to 40%.
Experience: Gain Light Armor experience by taking damage while wearing Light Armor pieces, by being in combat while wearing at least 2 Light Armor pieces whether or not you get hit, or by hitting opponents with fists.
Light armor rating is slightly lower due to a nerf to Matching Light Set, but mobility as well as damage are increased in Light Armor, differentiating Light Armor much more from Heavy Armor. It is now clearly a suboptimal choice for face tank builds, but a superior choice for agile fighters and ranged attackers. Monk characters will also find several powerful unarmed combat perks in this tree, such as damage scaling, cost reduction and crowd control. These perks do not require Light Armor to be worn and unarmed attacks grant Light Armor experience regardless of what armor is worn.
- 0 - Light Armor Mastery: Armor rating of Light Armor pieces increased by 1% per level of Light Armor.
- 20 - Agility: Regenerate an additional 2% of your maximum Stamina per second if wearing all Light Armor.
- 20 - Iron Fist (3): Deal extra unarmed damage equal to 5/15/30% of current Stamina if both hands are empty, gaining Light Armor experience.
- 30 - Light Armor Fit: Armor rating of Light Armor pieces increased by 15% if wearing all Light Armor.
- 40 - Keen Senses: Other Light Armor perks no longer require a helmet. Armor rating of Light Armor pieces increased by 20% if not wearing a helmet.
- 40 - Windrunner: Move 10% faster if wearing all Light Armor.
- 50 - Light Armor Training: Light Armor weighs nothing and doesn't slow you down when worn.
- 60 - Flurry of Blows (2): Power attacks with two empty hands cost 25/50% less Stamina and have a 50% chance to stagger opponents, potentially disarming them.
- 60 - Wardancer: Your attacks deal 20% more damage and critical damage in all Light Armor. Taking an unblocked hit disables this effect for 10 seconds.
- 70 - Matching Light Set: Armor rating of Light Armor pieces increased by 15% if wearing a matched set of 3 or more Light Armor pieces.
- 80 - Evasive Sprint: While sprinting in all Light Armor, take 50% less attack damage and weight does not affect Stamina drain.
- 80 - Tough Hide: Wearing all Light Armor grants 40% Poison Resist and Disease Resist.
- 90 - Ki Strike: Power attacks with two empty hands deal 60 points of random elemental damage.
- 100 - Untouchable: Move an additional 15% faster in combat in all Light Armor. Taking an unblocked hit disables this effect for 10 seconds.
In total, the tree has been expanded from 6 perks (10 perk points) to 14 perks (17 perk points).
Lockpicking
Scaling: Levels in Lockpicking increase the size of the opening position by up to 100%.
Experience: Gain Lockpicking experience by opening locks, by breaking lockpicks (or failing with the Skeleton Key), or by shutting down automatons.
Lockpicking still features the familiar vanilla perks, other than the Unbreakable perk which makes all other perks redundant. In addition, there is a new focus on looting, with perks such as Archaeologist that grants a very large boost to dungeon loot to reward investment into this tree. Lockpicking perks can also disable automatons and even control an automaton as a permanent minion.
- 0 - Lockpicking Mastery: Locks are 1% easier to pick per level of Lockpicking.
- 20 - Looter: In most dungeons, chests contain up to 100 more gold and many other containers contain up to 10 more gold.
- 30 - Quick Hands: Able to pick locks without others realizing that you are committing a crime.
- 40 - Lockdown: Can lockpick a hostile automaton to shut it down, reducing Health to 1. Damaged automatons are easier to pick.
- 50 - Wax Key: Picking a lock gives you a copy of its key if it has one.
- 60 - Hotwire: Can lockpick an automaton under Lockdown to reprogram it, making it follow you and fight for you.
- 60 - Treasure Hunter: In most dungeons, regular chests are 50% more likely to contain an additional weapon or armor piece.
- 70 - Dungeon Master: Most traps deal half damage to you, and five times as much damage to others.
- 80 - Lucky Guess: Pick starts much closer to the lock opening position.
- 90 - Archaeologist: In most dungeons, special chests contain six additional weapons or armor pieces.
- 90 - Overdrive: Hotwired automatons get 25% increased attack damage, 200 points of armor, and move 20% faster.
- 100 - Lawyer: Locks of Adept or lower level are very easy to pick.
In total, the tree has been expanded from 11 perks (11 perk points) to 12 perks (12 perk points).
One-Handed
Scaling: Levels in One-Handed improve your damage with one-handed weapons by up to 50%.
Experience: Gain One-Handed experience by inflicting damage with one-handed weapons.
One-handed damage output is on par with vanilla, but the power attack perk now scales with Stamina, encouraging Stamina investment and enabling a new high damage, high Stamina, low Health build. The weapon specific perks are much more effective than in vanilla (where two out of three only ever added a few measly points of damage per hit). Several new defensive perks and a dagger branch are added.
- 0 - One-Handed Mastery: One-handed weapons do 1% more damage and 5% more critical damage per level of One-Handed.
- 20 - Disciplined Fighter: One-handed power attacks cost 25% less Stamina.
- 30 - Overpowering Assault (2): Swords reduce attack damage by 10/15% for 10 seconds.
- 30 - Grievous Wounds (2): War axes wound the living for 10 seconds. Deal 10/15% more attack damage to wounded targets.
- 30 - Denting Blows (2): Maces reduce armor by 100/150 points for 10 seconds.
- 30 - Fangs (2): Daggers deal 10/20% more damage if the target is poisoned or bleeding.
- 30 - Dual Flurry (2): Dual wielding attacks are 20/35% faster.
- 40 - Furious Strength: One-handed power attacks do 0.1% more damage per point of Stamina. Unlocks decapitations.
- 50 - Valorous Charge: Can do a one-handed sprinting power attack for up to 50% more damage and critical damage to high Health opponents.
- 60 - Dual Savagery: Dual wielding power attacks deal 50% more damage and stagger 50% more.
- 60 - Crater Maker: One-handed forwards power attacks have 25% chance to knock targets down, inflicting a critical strike for 2 times critical damage.
- 70 - Execute: Power attacks with a sword execute targets below 20% Health, inflicting a critical strike for 10 times critical damage.
- 70 - Shieldbiter: Power attacks with a war axe smash through a shield, inflicting a critical strike for 6 times critical damage and forcing them to drop their shield.
- 70 - Disrupting Strike: Power attacks with a mace interrupt spellcasting, inflicting a critical strike for 3 times critical damage and silencing the target for 5 seconds.
- 70 - Spitting Cobra: Power attacks with daggers bleed the living for 30 seconds, inflicting a critical strike for 3 times critical damage.
- 80 - Disarming Slash: One-handed sideways power attacks have 25% chance to disarm targets, inflicting a critical strike for 2 times critical damage.
- 90 - Bladedancer: Take 30% less attack damage while power attacking with two weapons.
- 100 - Victory Rush: Killing an opponent with a one-handed weapon replenishes 150 points of Stamina.
In total, the tree has been expanded from 10 perks (21 perk points) to 18 perks (23 perk points).
Pickpocket
Scaling: Levels in Pickpocket increase pickpocketing odds by up to 100%.
Experience: Gain Pickpocket experience by successfully pickpocketing items.
Pickpocket perks are merged to reduce waste and filler perks. The Pickpocket tree also gains a focus on general crime, with perks such as Lawless Times to get out of nonviolent crime bounties (the bane of a thief) and the ability to steal people's gold without any risk of detection. Reverse pickpocketing is more viable thanks to a cursed coin you can slip in an opponent's pocket to bring doom upon them.
- 0 - Pickpocket Mastery: Pickpocketing odds increased by 1% per level of Pickpocket.
- 20 - Cutpurse: Odds of pickpocketing gold, keys, gems and jewelry increased by 50%.
- 30 - Oblivious: Pickpocketing odds increased by 25% if the target is not detecting you.
- 30 - Payday: Most citizens carry 100 more gold on average.
- 40 - Death's Emperor (2): A cursed septim that reduces armor by 500/1500 points and inflicts 50/150% weakness to magic when placed in a person's pockets.
- 40 - Poisoned: Silently harm people by placing poisons in their pockets while pickpocketing.
- 50 - Extra Pockets: Carrying capacity is increased by 100 points.
- 60 - Lawless Times (2): Your bounties for nonviolent crimes diminish at a rate of 50/200 gold per day.
- 70 - Trickster: Can pickpocket equipped weapons, necklaces and rings.
- 80 - Conspicuous Wealth: The richest citizens carry more valuables such as gems, enchanted jewelry, and spell tomes.
- 90 - Master Thief: Pickpocketing a character automatically steals all of their gold, with no chance of detection.
- 100 - Perfect Touch: Can pickpocket equipped items.
In total, the tree has been expanded from 8 perks (12 perk points) to 12 perks (14 perk points).
Restoration
Scaling: Levels in Restoration increase the power of Restoration spells and effects by up to 40%, and reduce their cost by up to 40%.
Experience: Gain Restoration experience by using Restoration spells effectively.
Restoration offers more offensive options for clerics, including perks to make sun spells and turn spells relevant. Healing spells are weaker on full Health targets and stronger on low Health targets. Wards are more useful.
- 0 - Restoration Mastery: Cast Restoration spells for 0.5% less Magicka per level of Restoration.
- 20 - Restoration Dual Casting: Dual casting a Restoration spell overcharges its effects, increasing power and casting cost.
- 20 - Mercy: Restoration spells are up to 50% more effective if the recipient's remaining Health is low.
- 30 - Inspire (2): Nearby living allies within 15 feet are healed 5/10 points per second.
- 30 - Inner Light (2): Regenerate an extra 1/2% of your total Magicka per second.
- 40 - Respite: Healing spells also restore Stamina.
- 40 - Vigilant Ward (2): Wards cost 50/80% less Magicka and reduce incoming damage by 30/60%.
- 50 - Harm: Casting healing spells or effects on opponents in combat deals damage instead. The damage is equal to 35% of the healing amount.
- 60 - Sun's Judgment (2): Sun spells deal 75%/full damage to the living, daedra, automatons and dragons.
- 60 - Ward Absorb: When your ward blocks a spell, you gain Magicka equal to 30% of that spell's cost.
- 70 - Necromage: All spells and effects from any school are 25% stronger or last 50% longer on the undead.
- 70 - Rebuke Undead: Turn Undead spells reduce undead below 35% Health to ashes. Higher Health undead are set on fire.
- 80 - Blessed: Shrine blessings you receive are 50% stronger and last twice as long.
- 80 - Mage Ward: While dual casting a spell, creates a ward that protects against spells for up to 200 points. Mage Ward gains half benefit from ward perks.
- 90 - Eternal Flame: Healing spells linger, healing the original amount again over the course of 20 seconds.
- 100 - Intervention: Once every 30 minutes, a higher power brings you back with full Health upon death.
In total, the tree has been expanded from 12 perks (13 perk points) to 16 perks (20 perk points).
Smithing
Scaling: Levels in Smithing allows you to improve items up to 100% more.
Experience: Gain Smithing experience by creating expensive items, or by mining ore veins.
Smithing now includes padding perks that allow characters to wear robes like the Vigilants of Stendarr, clothing or go full berserker while still benefiting from full armor perks as long as their other slots are armored. Most crafting perks are left unchanged for compatibility with crafting overhauls.
- 0 - Steel Smithing: Can create Steel armor and weapons at forges, and improve them twice as much.
- 20 - Armor Padding: Can create Linen and Leather padding at a tanning rack. They are clothing or Light Armor, function as body armor, and can be enchanted at 25% strength.
- 30 - Elven Smithing: Can create Elven armor and weapons at forges, and improve them twice as much.
- 30 - Dwarven Smithing: Can create Dwarven armor and weapons at forges, and improve them twice as much.
- 40 - Arcane Blacksmith: Can temper enchanted weapons and armor.
- 50 - Orcish Smithing: Can create Orcish armor and weapons at forges, and improve them twice as much.
- 50 - Advanced Armors: Can create Scaled and Plate armor at forges, and improve them twice as much.
- 60 - Layered Plates: Can create Steel, Dwarven and Orichalcum armor plates at forges. They are Heavy Armor, function as body armor and can be enchanted at 25% strength.
- 70 - Glass Smithing: Can create Glass armor and weapons at forges, and improve them twice as much.
- 80 - Ebony Smithing: Can create Ebony armor and weapons at forges, and improve them twice as much.
- 80 - High Yield Mining: Ore veins produce twice as much ore when mined.
- 90 - Concealed Enchantments: Can now enchant padding and armor plates at 50% strength.
- 90 - Daedric Smithing: Can create Daedric armor and weapons at forges, and improve them twice as much.
- 100 - Dragon Armor: Can create Dragon armor and Dragonbone weapons at forges, and improve them twice as much.
In total, the tree has been expanded from 10 perks (10 perk points) to 14 perks (14 perk points).
Sneak
Scaling: Levels in Sneak make you less likely to be detected, especially at a distance.
Experience: Gain Sneak experience by sneaking around characters without being detected.
Sneak effectiveness is on par with vanilla, except the Blind Spot perk is added to help melee sneak characters. Silent rolls are more useful, and there is a combo where you can attack out of sneak rolls with a dagger for a guaranted critical strike.
- 0 - Sneak Mastery: You are 0.5% harder to detect when sneaking per level of Sneak.
- 20 - Sneak Attack: One-handed sneak attacks deal 100% more damage.
- 30 - Silent Movement: Movement noise is reduced by 50/100%.
- 30 - Silent Roll (2): Sprinting while sneaking executes a silent forward roll for 15 Stamina./ You are 100% harder to detect while rolling.
- 40 - Deadly Aim: Sneak attacks with bows deal 50% more damage.
- 40 - Shadowcaster: Destruction spells are twice as powerful against targets that are not detecting you.
- 50 - Assassin's Blade: Sneak attacks with daggers deal 150% more damage.
- 50 - Blind Spot: You are up to 30% harder to detect by those within 30 feet when sneaking.
- 60 - Dodge Roll: Performing a silent roll briefly causes all incoming attacks and spells to miss.
- 60 - Light Foot: You won't trigger pressure plates.
- 70 - Backstab: Daggers deal 25% more damage and critical damage from behind.
- 80 - Cloak and Dagger: Sneak attack with daggers from invisibility also inflict a critical strike for 6 times critical damage..
- 90 - Fog of War: You are 25% harder to detect by opponents in combat.
- 90 - Shadow Warrior: Entering sneak mode (5 second cooldown) or performing a silent roll in combat briefly makes you invisible, forcing opponents to search for you.
- 100 - Escape Artist: Entering sneak mode causes all opponents who are searching for you to abandon their search.
In total, the tree has been expanded from 9 perks (13 perk points) to 16 perks (17 perk points).
Speech
Scaling: Levels in Speech improve buying and selling prices by up to 13%, improve your Intimidate chances, and allow you to pass Persuade checks if your skill level exceeds the level of the check.
Experience: Gain Speech experience by trading items, or by shouting (based on the cooldown of the shout).
Speech is no longer just about social perks with limited usefulness. The new capstone perk Private Stock allows you to just buy a variety of items from otherwise mundane vendors as a reward for investing into them. Gain Speech experience when shouting, which unlocks several shout related perks. The tree also offers a permanent animal companion.
- 0 - Speech Mastery: Sell items for 0.5% more and buy items for 0.5% less per level of Speech.
- 20 - Tonal Harmony: Shouting restores Health, Magicka and Stamina equal to its cooldown in seconds.
- 30 - Bribery: Can bribe guards to ignore crimes.
- 30 - Kinship: Sell items for 15% more and buy items for 15% less when trading with the same race.
- 40 - Speak With Animals: Can tame an animal, making it a Wild Companion and teaching it to follow you and fight for you.
- 40 - Words of Power (2): Your shouts are 25/50% better.
- 50 - Eloquent: Intimidation and persuasion attempts are more likely to succeed.
- 50 - Salesman: Can sell any type of item to any kind of merchant.
- 60 - Investor: Can invest 500 gold with a shopkeeper to increase their available gold by 500 permanently.
- 60 - Skald: Power attacks reduce an active shout cooldown by 5 seconds.
- 70 - Beastmaster: Tamed animals get 25% increased attack damage, 150 points of Health, and move 25% faster.
- 80 - Fence: Can barter stolen goods with any merchant.
- 80 - Private Stock: Shopkeepers you have invested in sell additional enchanted weapons, armor pieces, jewelry, spell tomes and alchemy ingredients.
- 90 - Master Trader: Available gold of all shopkeepers is increased by 1000.
- 100 - Dovahzulaan: 25% chance that your shout cooldown immediately finishes.
In total, the tree has been expanded from 9 perks (13 perk points) to 15 perks (16 perk points).
Two-Handed
Scaling: Levels in Two=Handed improve your damage with two-handed weapons by up to 40%.
Experience: Gain Two-Handed experience by inflicting damage with two-handed weapons.
Two-handed damage output is on par with vanilla, but the power attack damage perk now scales with Stamina to differentiate high Stamina and high Health builds. The weapon specific perks are much more effective than the vanilla ones (where neither the bleed perk nor the critical strike perk has any meaningful impact) and offer strong but situational incapacitating effects. Unlike the One-Handed tree, most other new perks are offensive in nature, cementing Two-Handed weapons as the "damage" option.
- 0 - Two-Handed Mastery: Two-handed weapons do 1% more damage and 5% more critical damage per level of Two-Handed.
- 20 - Brutal Fighter: Two-handed power attacks cost 25% less Stamina.
- 30 - Overbearing Assault (2): Greatswords reduce attack damage by 15/20% for 10 seconds.
- 30 - Mortal Wounds (2): Battleaxes wound the living for 10 seconds. Deal 15/20% more attack damage to wounded targets.
- 30 - Crushing Blows (2):Warhammers reduce armor by 150/200 points for 10 seconds.
- 40 - Death or Glory: Two-handed power attacks deal up to 100% more damage below half Health. Damage increases as your Health decreases.
- 40 - Ferocious Strength: Two-handed power attacks do 0.1% more damage per point of Stamina. Unlocks decapitations.
- 50 - Vicious Charge: Can do a two-handed sprinting power attack for up to 50% more damage and critical damage to high Health targets.
- 60 - Berserker: 30% chance to resist stagger during your two-handed power attack.
- 60 - Warmaster: Two-handed forwards power attacks have 25% chance to paralyze targets, inflicting a critical strike for 2 times critical damage.
- 70 - Coup de Grace: Power attacks with a greatsword execute targets below 30% Health, inflicting a critical strike for 10 times critical damage and knocking the target down.
- 70 - Hook Blade: Power attacks with battleaxes smash through a block, inflicting a critical strike for 3 times critical damage and knocking the target down.
- 70 - Shattering Strike: Power attacks with a warhammer interrupt spellcasting, inflicting a critical strike for 3 times critical damage, silencing and immobilizing the target for 5 seconds.
- 80 - Bear Hide: Take 30% less attack damage during your two-handed power attack.
- 80 - Rolling Charge: Build up speed during a long distance sprinting power attack, inflicting a critical strike for 4 times critical damage if enough speed is accumulated.
- 90 - Sweep: Two-handed sideways power attacks hit all targets in front of you, dealing 25% more damage to each.
- 100 - Crowd Pleaser: Killing an opponent with a two-handed weapon raises two-handed damage by 20% for 20 seconds.
In total, the tree has been expanded from 9 perks (19 perk points) to 17 perks (20 perk points).