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About this mod

Skyborn - Immersive Roleplaying Overhaul

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Drem Yol Lok, Dovahkiin.

This mod aims to change all the vanilla aspects of the game. Races, gods, magic, combat system, item balance, economy, etc. The purpose of this mod is not to make the game a super hardcore and unplayable world, but to give you the opportunity to immerse yourself in this amazing world and play your own role, which you define for yourself. But do not underestimate the enemies, it will be really hard for you to overcome your opponent, unlike vanilla Skyrim.



Skyborn significantly affects the gaming experience by providing a new features into the game. It encourages you to approach the game in a slightly different way, namely to prepare to fights, develop tactics, thoughtfully distribute the characteristics of your character, choose the necessary blessings and skills that you like and, thanks to various combinations, get what you want. In the early stages of the game, you shouldn't follow a familiar path. Get to known with the new world, otherwise you will find a quick death. Strong enemies at the beginning of the game may seem insurmountable, but an experienced fighter with proper training can easily defeat them and get a decent reward. Skyborn requires patience, planning, and a willingness to invest time and effort in transforming your character from an ordinary adventurer into savior of Tamriel.



Install this mod using any mod manager, or simply unzip the content to the Data folder and enable the plugin.

Remember that Skyborn should be the last in the list of plugins, as it will overwrite all the necessary aspects of the game.
Skyborn requires a new game - the changes made by Skyborn are far too extensive to apply to an existing save fil
e.

Compatible with Skyrim 1.6.xx (Pre AE) or higher. Skyborn IS NOT compatible with any other gameplay overhauls such as Skyrim Redone, Requiem, Ordinator or Adamant.
Highly recommended for installation together with Experience.

This mod is designed as one single .esp plugin, because it contains closely related game mechanics, so it cannot be divided into several modular files.


I wish you an impressive and exciting game, Dovahkiin.



Races
Spoiler:  
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Orcimer
Health: 100
Stamina: 100
Magicka: 50

Natural health regeneration: 1.1%
Natural stamina regeneration: 2.5%
Natural magicka regeneration: 1.5%

Carry Weight: 150
Unarmed damage: 12

Racial peculiarities:
  • Health is increased by 25.
  • Increase armor rating for Light and Heavy armor by 10%.
  • 10% more damage with melee and ranged weapons.
  • Smithing is 25% more effective.
  • Stamina regenerates 50/100/200% faster and 25/50/100% more physical damage if health is below 75/50/25%.
  • Power attacks cost 30% less stamina.
  • The possibility of eating raw food.

Nord
Health: 100
Stamina: 95
Magicka: 55

Natural health regeneration: 1%
Natural stamina regeneration: 2.4%
Natural magicka regeneration: 1.6%

Carry Weight: 150
Unarmed damage: 11

Racial peculiarities:
  • Frost deals 25% less damage to you.
  • 15% more damage with two-handed weapons.
  • Shouts are 10% stronger and longer.
  • Shout cooldown is decreased by 20%.
  • Power attacks cost 25% less stamina.
  • Immunity to negative effects of frost.
  • Immunity to negative effects of alcohol.

Redguard

Health: 95
Stamina: 100
Magicka: 55

Natural health regeneration: 1%
Natural stamina regeneration: 2.3%
Natural magicka regeneration: 1.7%

Carry Weight: 145
Unarmed damage: 10

Racial peculiarities:
  • Fire deals 10% less damage to you.
  • Poison deals 25% less damage to you.
  • 10% more armor penetration with melee and ranged weapons.
  • Movement and attacks are 10% faster.
  • Armor has 75% less weight when equipped.
  • Power attacks cost 20% less stamina.

Imperial
Health: 95
Stamina: 95
Magicka: 60

Natural health regeneration: 1%
Natural stamina regeneration: 2.2%
Natural magicka regeneration: 1.8%

Carry Weight: 145
Unarmed damage: 10

Racial peculiarities:
  • 15% more damage with one-handed weapons.
  • Prices are 15% better.
  • All skills improve 10% faster.
  • Restore 1 stamina per second and 2 while running or sprinting.
  • Power attacks cost 25% less stamina.
  • Imperial finds more gold.

Khajiit
Health: 90
Stamina: 100
Magicka: 60

Natural health regeneration: 0.9%
Natural stamina regeneration: 2.5%
Natural magicka regeneration: 1.5%

Carry Weight: 140
Unarmed damage: 30

Racial peculiarities:
  • Stamina is increased by 25.
  • 15% harder to detect when sneaking.
  • Noise from armor is reduced by 25%.
  • Unarmed attacks ignored 15% armor.
  • +25% easier lockpicking and pickpocketing.
  • -25% falling damage.
  • Night vision.
  • Immunity to negative effects of skooma.
  • The possibility of eating raw food.

Bosmer
Health: 85
Stamina: 100
Magicka: 65

Natural health regeneration: 0.9%
Natural stamina regeneration: 2.3%
Natural magicka regeneration: 1.7%

Carry Weight: 135
Unarmed damage: 7

Racial peculiarities:
  • Poison deals 25% less damage to you.
  • 25% less likely to contract diseases.
  • 15% more damage with ranged weapons.
  • Animals deals 20% less damage to you and you deal 20% more damage to them.
  • The possibility of eating raw food.

Argonian

Health: 85
Stamina: 95
Magicka: 70

Natural health regeneration: 1.25%
Natural stamina regeneration: 2.1%
Natural magicka regeneration: 1.9%

Carry Weight: 135
Unarmed damage: 15

Racial peculiarities:
  • Ranged weapons deal 15% less damage to you.
  • Poison deals 50% less damage to you.
  • 50% less likely to contract diseases.
  • Created potions and poisons are 25% stronger.
  • Restore 1 health per second and 2 in water.
  • +15% move and swimming speed.
  • Power attacks cost 10% less stamina.
  • Immunity to paralysis.
  • Water breathing.
  • The possibility of eating raw food.

Altmer
Health: 70
Stamina: 80
Magicka: 100

Natural health regeneration: 0.8%
Natural stamina regeneration: 1.5%
Natural magicka regeneration: 2.5%

Carry Weight: 120
Unarmed damage: 5

Racial peculiarities:
  • Magicka is increased by 25.
  • Enchants on equipped armor and weapons are 25% stronger.
  • 75% less likely to contract diseases.
  • All spells are 10% stronger and longer.
  • All spells cost 10% less magicka.
  • Restore 2 magicka per second.
  • Power attacks cost 20% more stamina.
  • Immunity to paralysis.

Breton
Health: 75
Stamina: 80
Magicka: 95

Natural health regeneration: 0.8%
Natural stamina regeneration: 1.75%
Natural magicka regeneration: 2.25%

Carry Weight: 125
Unarmed damage: 6

Racial peculiarities:
  • Magic deals 20% less damage to you.
  • +20% chance to absorb magic.
  • Alteration and Illusion spells are 15% stronger.
  • New enchantments are 25% stronger.
  • Power attacks cost 15% more stamina.
  • Immunity to negative shock effects.

Dunmer
Health: 75
Stamina: 85
Magicka: 90

Natural health regeneration: 0.8%
Natural stamina regeneration: 2%
Natural magicka regeneration: 2%

Carry Weight: 125
Unarmed damage: 7

Racial peculiarities:
  • Fire deal 25% less damage to you.
  • Destruction spells are +15% stronger and longer.
  • Destruction spells cost 15% less magicka.
  • Tribunal bonus. Azura, Boethiah and Mephala blessings are 50% stronger.
  • Power attacks cost 10% more stamina.


Standing Stones

Spoiler:  
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The Warrior
  • Power attacks cost 15% less stamina.
  • 15% more damage with two-handed and one-handed weapons (not distributed on daggers).
  • 15% more armor penetration with two-handed and one-handed weapons (not distributed on daggers).

The Lady

  • Health and stamina is increased by 50.
  • Health and stamina regenerates 100% faster.
  • Immunity to negative effects of frost.

The Steed

  • Carry weight is increased by 100.
  • Your movements and attacks are 15% faster.
  • Armor has 50% weight when equipped.

The Lord

  • +25% armor rating of armor worn.
  • Magic armor spells are 25% stronger.
  • You take 10% less physical and magical damage.

The Thief

  • 15% more damage with ranged weapons and daggers.
  • 15% more armor penetration with ranged weapons and daggers.
  • Lockpicking and pickpocketing are 25% easier.

The Tower

  • Armor rating is increased by 100.
  • 100% less stagger.
  • Ranged weapons deal 15% less damage to you.

The Lover

  • All skills improve 15% faster.
  • Speechcraft skill is 20 higher.
  • You take 20% less damage from Shouts.
  • Your Shouts are 20% stronger and longer.

The Shadow

  • 25% harder to detect in sneaking.
  • Noise from armor is reduced 25%.
  • 200% more sneak damage with one-handed weapons and 100% more sneak damage with two-handed and ranged weapons.
  • Damage-dealing spells are 25% stronger while sneaking and undetected.

The Mage

  • All spells are 15% stronger and longer.
  • All spells cost 15% less magicka.
  • You move 15% faster while casting spell.

The Atronach

  • +20% chance to absorb magic.
  • Elements deals 20% leas damage to you.
  • An aura with a radius of 200 that reduces enemies' elemental resistance and the chance of magic absorption by 20%.

The Ritual


Each of your physical attacks reduces the enemy's resistance.
  • 5% reduction of poison resist for 120 seconds. The maximum reduction is up to 70%.
  • 5% reduction of disease resist for 120 seconds. The maximum reduction is up to 70%.
  • 5% reduction of elemental resist for 120 seconds. The maximum reduction is up to 25%.

The Apprentice

  • Magicka is increased by 50.
  • Magicka regenerates 100% faster.
  • Immunity to negative effects of shock.
  • 10% chance to increase the spell's effect by 50%.

The Serpent

  • A wandering among stars serpent gives an opportunity to ones who had born under it, to wander from one sign to another.
Unlocking talent which allows to switch between birth signs anytime, but only in half of their strength.

Blessings

Aedra

  • You can take the blessings of only one Aedra, and you cannot change them. Be careful about your choice.
  • Aedra blessing is valid if you follow the conditions: You cannot kill civilians. You can't have more than 5000 penalties on your head, 5 thefts, or have Daedra Artifacts in your inventory.
  • You cannot be a Vampire/Werewolf and cannot have Necromancy perks if you have Aedra blessing.
  • The character cannot be a member of the Thieves' Guild or the Dark Brotherhood if you have Aedra blessing.

Spoiler:  
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Akatosh
  • 15% more damage to Dragons.
  • You take 15% less damage from Dragons.
  • Shouts are 15% longer

Arkay
  • 15% more damage to Undeads.
  • You take 15% less damage from Undeads.
  • Restoration skill is 15 higher.

Dibella
  • Speechcraft and Illusion skills are 15 higher.
  • Illusion spells are 15% stronger and longer.

Julianos
  • Created potions and poisons are 25% stronger.
  • New enchantments are 25% stronger.
  • All spells cost 15% less magicka.

Zenithar
  • You take 10% less physical damage.
  • Prices are 10% better.
  • Smithing is 25% more effective.

Kynareth
  • Your movement and attacks are 10% faster.
  • 10% chance to avoid 15% magic and physical damage.
  • 10% chance to deal 15% more physical and magical damage.

Mara
  • Elements deals 10% less damage to you.
  • Restoration spells are 15% stronger and longer.
  • Poison deals 50% less damage to you.
  • 50% less likely to contract diseases.

Stendarr
  • 50% less stagger.
  • +10% chance to absorb magic.
  • Armor rating is increased by 50.

Talos
  • -20% Shouts recovery time.
  • Shouts are 15% stronger.
  • Shouts deals 15% less damage to you.

Daedra
Spoiler:  
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Azura
  • Effectiveness of enchantments on equipped armor and weapons are 25% stronger.
  • Magicka is increased by 50.
  • Magicka regeneration is increased by 50%.
  • Magic deals 10% less damage to you.
  • Melee and ranged attacks reduce the enemy's elemental resistance by 5% per hit for 120 seconds. Maximum up to 25%.
The blessing will leave you forever if you complete Azura's quest with the "Black Star".

Boethiah
  • 20% more physical damage.
  • 20% more armor penetration with all weapons.
  • You move 20% faster.
  • Illusion spells are 20% stronger and longer.

Mephala
  • Poisons are 20% stronger and longer.
  • Poisoned targets take 20% more damage.
  • Sneak attacks with one-handed weapons now do 100% more damage.
  • Sneak attacks with two-handed and ranged weapons now do 50% more damage.

Nocturnal
  • You are 25% harder to detect when sneaking.
  • Noise from armor is reduced 25%.
  • Illusion spells cost 25% less magicka.
  • 10% chance to deal 15% more physical and magical damage.
The blessing leave you while you have the "Skeleton Key".


Vampire

Spoiler:  
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In human form:

Bonuses and penalties increase with respect to 1/2/3/4 vampire stages.

  • Health and stamina are increased by 20/30/40/50 (21:00-5:00).
  • Magicka is increased by 30/45/60/75 (21:00-5:00).
  • Natural stamina regeneration is increased by 20/30/40/50% (21:00-5:00).
  • Natural magicka regeneration is increased by 25/50/75/100% (21:00-5:00).
  • Frost deals 30/45/60/75% less damage to you.
  • Ranged weapons deal 20/30/40/50% less damage to you.
  • Destruction and Illusion spells are 3/6/10/15% stronger and cost 3/6/10/15% less magicka.
  • +20/30/40/50 additional unarmed damage.
  • You are 5/10/15/25% harder to detect when sneaking.
  • Reduce noise from armor by 5/10/15/25%.
  • Your movement and attacks are 3/6/10/15% faster.
  • Carry weight is increased by 20/30/40/50.
  • Water breath.
  • Night vision.
  • Immunity to poisons, paralysis and diseases.
  • -95% damage from falling.
  • Fire deals 30/45/60/75% more damage to you.
  • Silver deals 25/50/75/100% more damage to you.
  • No natural health regeneration.
  • Sun, Meridia's Beacon and Dawnbreaker do damage Vampire.


Werewolf

Spoiler:  
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In human form:

  • Health and stamina are increased by 75.
  • Natural health regeneration is increased by 50%.
  • Natural stamina regeneration is increased by 100%.
  • You take 10% less physical damage (silver weapons and ammunition ignored this).
  • Immunity to diseases.
  • Poison deals 50% less damage to you.
  • 15% more damage with melee and ranged weapons.
  • 15% more power attack damage.
  • Power attacks cost 15% less stamina.
  • 10% more armor penetration with melee and ranged weapons.
  • +75 additional unarmed damage.
  • Your movement and attacks are 15% faster.
  • Carry weight is increased by 100.
  • Silver deals 50% more damage to you.
  • Magic deals 15% more damage to you.
  • No rest bonuses.


Skills

Warrior Skills

Heavy Armor
+1% armor rating of heavy armor per each skill level.
Each perk of Heavy Armor works only if you are wearing 3 pieces of heavy armor.

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Hard Training
  • +10% armor rating.

Hardened (10/40)
  • Health and carry weight is increased by 25/50.
  • Health regenerates 25/50% faster.

Well Fitted (30/60)
  • You receive a 10/25% bonus to armor rating when wearing three matching pieces of heavy armor.
  • Heavy armor has 10/25% weight.

Powerful Tower (50)
  • 25% more power attack damage if you are standing or walking.

Fortress (50)
  • You take 25% less physical and magical damage if you are standing or walking.

Unwavering (50/80)
  • 50/100% less stagger.
  • -15/30% damage from falling.

Juggernaut (100)
  • Health regenerates 200% health faster and 25% slow time if your health is below 30%.
  • +25% armor rating.
  • You take 25% less damage from power attacks.

Fists of Steel (20/50)
  • You deal 25/50 additional unarmed damage.
  • Unarmed attacks ignored 5/10% armor.

Furious (30/60)
  • Power attacks cost 10/25% less stamina.
  • +5/10% armor penetration with melee and ranged weapons.

Brutal (40/70)
  • 10/25% more damage if the target attacks.
  • 10/25% more power attack damage.

Invincible (90)
  • You take 25% less physical damage if you attacking.
  • 25% more damage when the target's health is below 25%.

Marksmanship
1% more damage with ranged weapons per each skill level.
All perks work only on ranged weapons.

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Marksman Training
  • 10% more damage.
  • Your shots with a 10% chance can cause bleeding, which deals 5 damage to health for 5 seconds.

Piercing Arrows (10)
Arrows and bolts receive additional armor penetration depending on the material:
  • +2% - iron and forsworn arrows.
  • +3% - steel and silver arrows.
  • +4% - orcich and elven arrows.
  • +5% - nords arrows and steel bolts.
  • +7% - dwarwen and glass arrows.
  • +9% - ebony arrows and dwarwen bolts.
  • +10% - stalhrim arrows.
  • +12% - dragonbone arrows.
  • +15% - daedric and bound arrows.

Precise Aiming (20/40)
  • 15/30% more damage.
  • 5/10% more armor penetration.

Ranger (30)
  • Able to move faster with a drawn bow or crossbow.

Eagle Eye (50)
  • Zoom in by holding right mouse button.
  • Time slows down by 25% while zooming in on a target.

Skillful Shooter (60/80)
  • Can draw a bow or reload a crossbow 25/50% faster.

Piercing Shot (70/90)
  • 10/20% chance of a critical hit that does 15/25% more damage.

Shooted Knee (80)
  • Ranged weapons have a 25% chance to stagger enemies.
  • 30% more damage.

Powerful Shot (90)
  • 50% chance of knocking the target down if the target is close to you.

Hawkeye (100)
  • 40% more damage.
  • 15% more armor penetration.
  • 25% more damage if the target is far away from you.

Two-handed
1% more damage with two-handed weapons per each skill level.
All perks work only on two-handed weapons.

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Warrior
  • 10% more damage and 25% less weapon.
  • Your power attacks with a 20% chance can cause bleeding, which deals 5 damage to health for 5 seconds.

Champion's Stance (10/20/40)
  • Power attacks cost 10/20/30% less stamina.
  • 10/20/30% more damage.
  • 3/6/10% more armor penetration.

Greatsword Mastery (30)
  • 10% more armor penetration with greatswords.

Heavy Cuts (60/90)
  • 15/30% more damage with greatswords.

Battle Axe Mastery (30)
  • 12% more armor penetration with battleaxes.

Rip and Tear (60/90)
  • You deal 20/35% more damage while power attacking with battleaxes.

Warhammer Mastery (30)
  • 15% more armor penetration with warhammers.

Bone Crusher (60/90)
  • Your attacks with warhammers ignore 10/20% of armor. Power attacks ignore twice as much.

Devastating Charge (50/70)
  • Can do a two-handed power attack while sprinting.
  • 20% more power attack damage.

Perfect Balancing (50/70)
  • Attacks with two-handed weapons are 10/20% faster.

Savage Strike (60/80)
  • Sideways power attacks with two-handed weapons hit all targets in front of you.
  • 15/30% more damage.

Barbarian (100)
  • 40% more damage.
  • 15% more armor penetration.
  • You deal 25% more damage if your health is below 30%.

One-handed
1% more damage with one-handed weapons per each skill level.
All perks work only on one-handed weapons.

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Armsman
  • 10% more damage.
  • Your power attacks with a 20% chance can cause bleeding, which deals 5 damage to health for 5 seconds.

Fighting Stance (10/20/40)
  • Power attacks cost 10/20/30% less stamina.
  • 10/20/30% more damage.
  • 3/6/10% more armor penetration.

Sword Mastery (30)
  • 10% more armor penetration with swords.

Precise Cuts (60/90)
  • 15/30% more damage with swords.

War Axe Mastery (30)
  • 12% more armor penetration with war axes.

Hack and Slash (30/90)
  • You deal 20/35% more damage while power attacking with war axes.

Mace Mastery (30)
  • 15% more armor penetration with maces.

Armor Breaker (60/90)
  • Your attacks with maces ignore 10/20% of armor. Power attacks ignore twice as much.

Mortal Wounds (30/60/90)
  • Critical attacks with daggers deal 10/25/50% more damage with a 20% chance.
  • Attacks with daggers cause 1/2/4 bleeding damage. Power attacks deal twice as much.

Powerful Strike (50/70)
  • Can do a one-handed power attack while sprinting.

Flurry (50/70)
  • Attacks with one-handed weapons are 10/20% faster.
  • 20% more power attack damage.

Skillful Warrior (60/80)
  • Sideways power attacks with one-handed weapons hit all targets in front of you.
  • 15/30% more damage.

Ambidexterity (60)
  • Dual wield power attacks do 25% additional damage and cost 25% less stamina.

Dual Frenzy (80)
  • Forward dual wielding power attacks hit all targets in front of you.

Perfect Art (100)
  • 40% more damage.
  • 15% more armor penetration.
  • Attacks with one-handed weapons are 25% faster if your health is below 30%.

Block
Blocking is 0.5% more effective per each skill level.

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Discipline
  • Blocking is 10% more effective and 10% more armor rating for shield.

Improved Blocking (10/40)
  • 25/50% less equipped shield weight.
  • 10/25% more armor rating for shield.

Stunning Strike (20)
  • Able to do a power bash.

Skillful Blocking (30)
  • Blocking is 25% more effective.
  • Arrows that hit the shield do no damage.

Deadly Bash (50)
  • Bashing deals five times more damage.

Counteroffensive (60)
  • Able to move faster with a shield or weapon raised.
  • Power bashing causes enemies to take 25% more damage for 5 seconds.

Disorienting Blow (70)
  • Bashing an enemy has a 25% chance to knock them to the ground.

Deflection (80)
  • Blocking with a shield reduces incoming magic damage by 25%.

Bullrush (90)
  • Sprinting with a shield or weapon raised knocks down most targets.

Indestructible (100)
  • Time slows down by 25% if you are blocking during an enemy's power attack.
  • You take 15% less physical damage and 100% less stagger when a shield is raised.

Smithing
Smithing is 0.5% more effective per each skill level.
You take 1% less physical damage for each perk of Smithing.

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Craftsman
  • Can create Iron, Steel, Hide and Fur equipment at forges, and improve them by 25%.

Advanced Blacksmith (25)
  • Can create Scaled and Steel Plate armor at forges, and improve them by 25%.

Precious Blacksmith (50)
  • Can create Gold and Silver equipment at forges, and improve them by 25%.

Legendary Blacksmith (100)
  • Aedra and Daedra Artifacts, Legendary Armory and Armor can now be improved by 50%.

Mer Smithing (30)
  • Can create Elven and Orcish equipment at forges, and improve them by 25%.

Nordic Smithing (40)
  • Can create Nordic equipment at forges and improve them by 25%.

Morrowind Smithing (50)
  • Can create Chitin and Bonemold equipment at forges, and improve them by 25%.

Dwarven Smithing (60)
  • Can create Dwarven equipment at forges and improve them by 25%.

Volcanic Smithing (80)
  • Can create Ebony and Glass equipment at forges, and improve them by 25%.

Draconic Smithing (100)
  • Can create Dragonbone and Dragonscale equipment at forges, and improve them by 25%.

Daedric Smithing (100)
  • Can create Daedric equipment at forges and improve them by 25%.

Stalhrim Smithing (100)
  • Can create Stalhrim equipment at forges and improve them by 25%.
  • To get this perk, you need to complete the quest "A New Source of Stalhrim".


Thief Skills

Light Armor
+1% armor rating of light armor per each skill level.
Each perk of Light Armor works only if you are wearing 3 pieces of light armor.

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Agile Defender
  • +10% armor rating.
  • -25% armor weight penalty.

Endurance (10/40)
  • Stamina is increased by 25/50.
  • Stamina regenerates 25/50% faster.
  • You move 5/10% faster.

Scout (20/50)
  • You have 10/15% chance to avoid 10/25% damage while running or sprinting.
  • 10/25 more damage while running or sprinting.

Dexterity (30/60)
  • You deal 15/30 additional unarmed damage.
  • You receive a 10/25% bonus to armor rating when wearing three matching pieces of light armor.
  • Light armor has 25/50% less weight when equipped.

Skillful Attack (40/70)
  • Power attacks cost 15/30% less stamina.
  • 5/15% more armor penetration while running or sprinting.

Skillful Spellcaster (50)
  • Magicka regenerates 25% faster.
  • All spells are 10% stronger while running.

Windwalker (50/80)
  • You move 5/15% faster.
  • -25/50% falling damage.

Specialist (60/90)
  • 10/25% more damage if the target attacks.
  • 10/25% more power attack damage while running or sprinting.

Lightning Reflexes (100)
  • Stamina regenerates 200% faster and 25% slow time if your health is below 30%.
  • 25% more damage while running or sprinting.
  • You have 25% chance to avoid 40% damage while running or sprinting (replacing an "Scout" perk).

Sneak
You are 0.5% harder to detect when sneaking per each skill level.
All Sneak perks work if you are not wearing heavy armor.

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Devious
  • You are 15% harder to detect when sneaking.

Silent Steps (10/40)
  • Noise from armor is reduced by 25/50%.

Acrobatics (25)
  • Jump height is increased by 50%.
  • -25% falling damage.

Light Steps (50)
  • You no longer trigger traps.
  • You move 25% faster when sneaking.

Silence (75)
  • Walking, running and lockpicking does not affect detection.
  • Noise from armor is reduced by 50%.

Shadowrunner (100)
  • You are 25% harder to detect while sneaking.
  • You move 25% faster while sneaking.

Quiet Casting (40/90)
  • Illusion/All spells are silent to others.

Deadly Casting (50/100)
  • Damage-dealing spells are 25/50% stronger while sneaking and undetected.

Anatomical Lore (30)
  • Sneak attacks with melee weapons deal 50% extra damage.
  • Sleeping targets take double damage.

Advanced Anatomical Lore (60)
  • Sneak attacks with one-handed and ranged weapons deal 50% extra damage.
  • Sleeping targets take triple damage.

Perfect Killer (90)
  • Sneak attacks with daggers deal 100% extra damage and 50% more damage with ranged weapons.
  • Sneak attacks ignore 50% of armor while undetected.
  • Sleeping targets take 5 times more damage.

Speechcraft
Buying and selling prices are 0.5% better and your Shouts are 1% stronger per each skill level.

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Trader
  • Buying and selling prices are 10% better.

Silver Tongue (25)
  • Persuasion and intimidation attempts are 25% easier.
  • Can bribe guards to ignore crimes.

Partner (50)
  • Buying and selling prices are 15% better.
  • Can invest 1000 gold with a shopkeeper to increase his available gold permanently.

Black Market (75)
  • Selling prices are 10% better.
  • Can barter stolen goods with any merchant you have invested in.

Master Trader (100)
  • Buying and selling prices are 25% better.
  • Can sell any type of item to any kind of merchant.

Lore of the Thu'um
  • You can shout 25% more often.

Spiritual Equilibrium
  • Your Shouts are 25% longer.

Indomitable Force
  • You take 25% less damage from Shouts.

Destructive Urge
  • Your Shouts are 25% stronger.

Pickpocket
Pickpocketing is 0.5% easier per each skill level. Item weight and value reduce pickpocketing odds.

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Nimble Fingers (30)
  • Pickpocketing keys almost always works.
  • Pickpocketing gold is 25% easier.

Misdirection (60)
  • Silently harm enemies by placing poisons in their pockets.
  • Pickpocketing is 25% easier if the target is asleep.

Perfect Touch (90)
  • Can pickpocket equipped jewelry and weapons.

Lockpicking
You are 0.5% better at picking locks per each skill level.

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Wax Key (30)
  • Automatically gives you a copy of a picked lock's key if it has one.

Quick Hands (60)
  • Pick starts close to the lock opening position.

Treasure Hunter (90)
  • Find more gold in chests.
  • 50% greater chance of finding special treasure.

Alchemy
Potions and poisons you make are 1% stronger per each skill level.
You are 2% less likely to contract diseases and poison deals 2% less damage to you for each Alchemy perk.

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Alchemist
  • Potions and poisons you make are 25% stronger.

Experimenter (10)
  • Eating an ingredient reveals all it's effects.

Pharmacist (20/50)
  • Potions you mix are 10/25% stronger and 25/50% longer.

Green Thumb (30/80)
  • You gather one/two extra ingredients from plants.

Physician (40/70)
  • Potions you mix that restore health, magicka or stamina are 25% more powerful.

Purification Process (90)
  • All negative effects are removed from created potions, and all positive effects are removed from created poisons.

Poisoner (30/60)
  • Poisons you mix are 10/25% stronger and 25/50% longer.

Snake (50/80)
  • Poisons last two/four additional hits.

Alchemy Master (100)
  • Create twice as many potions and poisons from the same number of ingredients.
  • Potions and poisons you make are 25% stronger and 50% longer.


Mage Skills

Alteration
Alteration spells are 1% stronger and longer, and costs 0.25% less magicka per each skill level.

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Novice Alteration
  • Alteration spells are 20% stronger and Alteration Novice spells cost 25% less magicka.
  • Able to dual casting an Alteration Novice spells.

Apprentice Alteration (25)
  • Alteration spells are 20% stronger and Alteration Apprentice spells cost 25% less magicka.
  • Able to dual casting an Alteration Apprentice spells.

Adept Alteration (50)
  • Alteration spells are 20% stronger and Alteration Adept spells cost 25% less magicka.
  • Able to dual casting an Alteration Adept spells.

Expert Alteration (75)
  • Alteration spells are 20% stronger and Alteration Expert spells cost 25% less magicka.
  • Able to dual casting an Alteration Expert spells.

Master Alteration (100)
  • Alteration spells are 20% stronger and Alteration Master spells cost 25% less magicka.
  • Able to dual casting an Alteration Master spells.

Improved Mage Armor (20/50/80)

  • Magic armor spells are 50/100/200% stronger if not wearing armor.

Meditation (30/60)
  • All spells cost 10/20% less magicka and magicka regenerates 50/100% faster while wearing robes.

Magic Cloth (40/70/100)
  • +5/10/15% magic resistance and chance to absorb magic while wearing robes.

Stability (20/50)
  • Alteration spells are 50/100% longer.

Metamagic Boost (30/60)
  • All spells are 10/25% stronger and longer.

Balance (70/90)
  • 25/50% less stagger while wearing robes.

Battlemage (100)
  • You exchange your magical energy for physical strength. Attack spells cost of all schools of magic is 3 times higher.
  • Combat associated perks (Marksmanship, One-Handed, Two-Handed and Block (bash perks)) no longer work.
Unless you are wearing heavy or light armor:
  • You take 10% less physical damage.
  • Health is increased by 50.
  • Stamina is increased by 100.
  • Stamina regeneration is increased by 100%.
  • 15% more armor penetration.
  • Blocking is 25% more effective.
  • Power attacks cost 25% less stamina.
  • Your movement and attacks are 10% faster.
  • Carry weight is increased by 100.
For each current magicka point:
  • 0.1% more physical damage.
  • 0.05% more power attack damage.

Conjuration
Conjuration spells are 1% stronger and longer, and costs 0.25% less magicka per each skill level.

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Novice Conjuration
  • Conjuration spells are 20% stronger and Conjuration Novice spells cost 25% less magicka.
  • Able to dual casting a Conjuration Novice spells.

Apprentice Conjuration (25)
  • Conjuration spells are 20% stronger and Conjuration Apprentice spells cost 25% less magicka.
  • Able to dual casting a Conjuration Apprentice spells.

Adept Conjuration (50)
  • Conjuration spells are 20% stronger and Conjuration Adept spells cost 25% less magicka.
  • Able to dual casting a Conjuration Adept spells.

Expert Conjuration (75)
  • Conjuration spells are 20% stronger and Conjuration Expert spells cost 25% less magicka.
  • Able to dual casting a Conjuration Expert spells.

Master Conjuration (100)
  • Conjuration spells are 20% stronger and Conjuration Master spells cost 25% less magicka.
  • Able to dual casting a Conjuration Master spells.

Mystic Binding (25)
  • Conjure Daedra spells are 50% longer.
  • Blocking is 25% more effective for Daedra.
  • Conjured Daedra restore 2 health, stamina and magicka.
  • Bound weapons last two times longer.
  • Bound weapons cast Soul Trap on targets and reduce move speed by 25% for 5 seconds.

Oblivion Binding (50)
  • Conjured Daedra spells last two times longer and they get additional 100 health, stamina, and magicka, +15% attack and move speed.
  • Bound weapons last three times longer.
  • Undeads and Daedra take 50 additional magical damage from Bound weapons.

Oblivion Empathy (75)
  • Conjured Daedra spells three times longer and they get additional 15% armor penetration, and 15% more physical and magical damage.
  • Bound weapons last four times longer and target's loses 25 armor rating for 5 seconds.
  • You have 50% chance of banish summoned creatures and turn raised ones if use Bound weapons.

Oblivion Gate (100)
  • Conjured Daedra and Bound weapon spells five times longer.
  • You can have two conjured Daedra.
  • Conjured Daedra get 25% more physical and magical damage and armor penetration.
  • Magic deals 15% less damage to conjured Daedra and they restore 5 health, stamina and magicka per second.
  • Bound weapons will banish summoned creatures and turn raised ones and target take 10 magical damage per 5 seconds.

Necromancy (25)
You quite consciously enter the path of necromancy and are ready to pay for this power, sometimes even with your own blood. Aedra Blessings and some Righteous Artifacts are now useless to you.
  • Conjured or raised Undeads two times longer and you can have 2 conjured or raised Undeads.
  • Poison deals 25% less damage to you and 25% less likely to contract diseases.
  • Buying and selling prices are 10% worse.
  • Natural health regeneration is reduced by 25%.
  • Poison deals 50% less damage to your Undeads and 50% less likely to contract diseases.
  • Frost deals 50% less damage to your Undeads.
  • Shock deals 10% less damage to your Undeads.
  • Blocking is 15% more effective for your Undeads.
  • Fire deals 75% more damage to your Undeads.

Ritualism (50)
Perk “Ritualism” completely replaced perk “Necromancy”.
You make the next step in learning necromancy. Your physical body is weakening, but your mind stands still.
Conjured or raised Undeads three times longer and you can have 3 conjured or raised Undeads.
  • Frost deals 5% less damage to you.
  • Poison deals 50% less damage to you and 50% less likely to contract diseases.
  • Buying and selling prices are 20% worse.
  • Natural health regeneration is reduced by 50%.
  • Natural stamina regeneration is reduced by 15%.
  • Your Undeads increase their health, stamina and magicka by 100.
  • Poison deals 75% less damage to your Undeads and 75% less likely to contract diseases.
  • Ranged weapons deal 10% less damage to your Undeads.
  • Frost deals 60% less damage to your Undeads.
  • Shock deals 20% less damage to your Undeads.
  • Blocking is 25% more effective for your Undeads.
  • Fire deals 60% more damage to your Undeads.

Dark Infusion (75)
Perk “Dark Infusion” completely replaced perk “Ritualism”.
You make another step in dark arts. Your physical body is weakening, but you grow in mental control.
Conjured or raised Undeads four times longer and you can have 4 conjured or raised Undeads.
  • After death, your Undeads do not turn into ash.
  • Frost deals 15% less damage to you.
  • Poison deals 75% less damage to you and 75% less likely to contract diseases.
  • Buying and selling prices are 30% worse.
  • Natural health regeneration is reduced by 75%.
  • Natural stamina regeneration is reduced by 25%.
  • Immunity to poisons and diseases for your Undeads.
  • Your Undeads increase their health, stamina and magicka by 200.
  • Ranged weapons deal 15% less damage to your Undeads.
  • Frost deals 75% less damage to your Undeads.
  • Shock deals 30% less damage to your Undeads.
  • Blocking is 35% more effective for your Undeads.
  • Fire deals 45% more damage to your Undeads.

Semblance of Death (100)
Perk “Semblance of Death” completely replaced perk “Dark Infusion”.
You become something different...
Conjured or raised Undeads five times longer and you can have 5 conjured or raised Undeads.
  • Frost deals 30% less damage to you.
  • Immunity to poisons and diseases.
  • You take 10% less physical damage.
  • Ranged weapons deal 15% less damage to you.
  • Immunity to secondary effects of frost and shock.
  • Restore 3 magicka per second.
  • Fire deals 30% more damage to you.
  • Buying and selling prices are 50% worse.
  • No natural health regeneration.
  • Natural stamina regeneration is reduced by 50%.
  • Alcohol and food are useless.
  • Immunity to poisons and diseases for your Undeads.
  • Your Undeads increase their health, stamina and magicka by 300.
  • Armor rating is increased by 100 for your Undeads.
  • Ranged weapons deal 25% less damage to your Undeads.
  • Frost deals 85% less damage to your Undeads.
  • Shock deals 40% less damage to your Undeads.
  • Blocking is 40% more effective for your Undeads.
  • Your Undeads move and attack 15% faster.
  • Fire deals 30% more damage to your Undeads.

Spirit Smith (30)
  • Conjured Souls two times longer.
  • 15% more damage for your conjured Souls.
  • Magic deals 10% less damage to your Souls.

Spiritual Binding (60)
  • Conjured Souls three times longer.
  • Health, stamina and magicka are increased by 50 if you have conjured Soul.
  • 10% more damage if you have conjured Soul.
  • Movement and attacks are 5% faster if you have conjured Soul.
  • Magic and elements deal 10% less damage to you if you have conjured Soul.

Shaman (90)
Perk “Shaman” completely replaced previous perks.
  • Conjured Souls five times longer and you can have 2 conjured Souls.
  • Health, stamina and magicka are increased by 50 if you have conjured Soul.
  • You take 10% less damage from Souls.
  • 15% more damage if you have conjured Soul.
  • Movement and attacks are 15% faster if you have conjured Soul.
  • Magic and elements deal 15% less damage to you if you have conjured Soul.
  • Health, stamina and magicka is increased by 200 for your conjured Souls.
  • 25% more damage for your conjured Souls.
  • Magic and elements deal 25% less damage to your conjured Souls.
  • Your conjured Souls restores 10 health, stamina and magicka per second.
  • Movement and attacks are 25% faster for your conjured Souls.

Destruction
Destruction spells are 1% stronger and longer, and costs 0.25% less magicka per each skill level.

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Novice Destruction
  • Destruction spells are 20% stronger and Destruction Novice spells cost 25% less magicka.
  • Able to dual casting a Destruction Novice spells.

Apprentice Destruction (25)
  • Destruction spells are 20% stronger and Destruction Apprentice spells cost 25% less magicka.
  • Able to dual casting a Destruction Apprentice spells.

Adept Destruction (50)
  • Destruction spells are 20% stronger and Destruction Adept spells cost 25% less magicka.
  • Able to dual casting a Destruction Adept spells.

Expert Destruction (75)
  • Destruction spells are 20% stronger and Destruction Expert spells cost 25% less magicka.
  • Able to dual casting a Destruction Expert spells.

Master Destruction (100)
  • Destruction spells are 20% stronger and Destruction Master spells cost 25% less magicka.
  • Able to dual casting a Destruction Master spells.

Impact (30)
  • Destruction spells have a 25% chance to stagger an opponent when dual cast.

Rune Weaver (40/60)
  • Rune spells deal 25/50% more damage.
  • You can maintain up to two/three runes at once.

Augmented Flames (30)
  • Fire spells are 0.5% stronger per each skill level.
  • Fire spells are 15% stronger when weather is sunny (not working in interior).

Cremation (60)
  • Fire spells are 15% stronger and cause targets to flee if their health is low.

Flame Lord (80/100)
  • Fire spells are 15/35% stronger and cost 5/15% less magicka.
  • Fire deals 5/15% less damage to you.

Augmented Frost (30)
  • Frost spells are 0.5% stronger per each skill level.
  • Frost spells are 15% stronger when weather is snowy (not working in interior).

Deep Freeze (60)
  • Frost spells are 15% stronger and freeze targets if their health is low.

Blizzard Lord (80/100)
  • Frost spells are 15/35% stronger and cost 5/15% less magicka.
  • Frost deals 5/15% less damage to you.

Augmented Shock (30)
  • Shock spells are 0.5% stronger per each skill level.
  • Shock spells are 15% stronger when weather is raining (not working in interior).

Power Surge (60)
  • Shock spells are 15% stronger and disintegrate targets if their health is low.

Lighting Lord (80/100)
  • Shock spells are 15/35% stronger and cost 5/15% less magicka.
  • Shock deals 5/15% less damage to you.

Entropy (30)
  • Unelemental spells are 0.5% stronger per each skill level.
  • Unelemental spells are 15% stronger.

Raw Power (60)
  • Unelemental spells are 15% stronger and paralyzes targets if their health is low.

Unelemental Weaver (80/100)
  • Unelemental spells are 15/35% stronger and cost 5/15% less magicka.
  • Magic deals 5/15% less damage to you.

Illusion
Illusion spells are 1% stronger and longer, and costs 0.25% less magicka per each skill level.

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Novice Illusion
  • Illusion spells are 20% stronger and Illusion Novice spells cost 25% less magicka.
  • Able to dual casting an Illusion Novice spells.

Apprentice Illusion (25)
  • Illusion spells are 20% stronger and Illusion Apprentice spells cost 25% less magicka.
  • Able to dual casting an Illusion Apprentice spells.

Adept Illusion (50)
  • Illusion spells are 20% stronger and Illusion Adept spells cost 25% less magicka.
  • Able to dual casting an Illusion Adept spells.Expert Illusion (75)
  • Illusion spells are 20% stronger and Illusion Expert spells cost 25% less magicka.
  • Able to dual casting an Illusion Expert spells.

Master Illusion (100)
  • Illusion spells are 20% stronger and Illusion Master spells cost 25% less magicka.
  • Able to dual casting an Illusion Master spells.

Acoustic Manipulation (20)
  • Muffle spells increases the caster movespeed by 10% while sneaking.

Visual Manipulation (50)
  • Invisible spells increases the caster armor rating by 25 and magic resistance by 5%.

Howl of Rage (30/70)
  • Frenzy spells increase the target’s weapon damage by 12/25% and work on higher level opponents (+10/20 levels).

Aspect of Terror (40/80)
  • Fear spells reduce the target’s armor rating by 25/50 and their magic resistance by 5/10%, and work on higher level opponents (+10/20 levels).

Master of the Mind (90)
  • Illusion spells work on undead, daedra and automatons and work on higher level people (+20 levels).

Restoration
Restoration spells are 1% stronger and longer, and costs 0.25% less magicka per each skill level.

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Novice Restoration
  • Restoration spells are 20% stronger and Restoration Novice spells cost 25% less magicka.
  • Able to dual casting a Restoration Novice spells.

Apprentice Restoration (25)
  • Restoration spells are 20% stronger and Restoration Apprentice spells cost 25% less magicka.
  • Able to dual casting a Restoration Apprentice spells.

Adept Restoration (50)
  • Restoration spells are 20% stronger and Restoration Adept spells cost 25% less magicka.
  • Able to dual casting a Restoration Adept spells.

Expert Restoration (75)
  • Restoration spells are 20% stronger and Restoration Expert spells cost 25% less magicka.
  • Able to dual casting a Restoration Expert spells.

Master Restoration (100)
  • Restoration spells are 20% stronger and Restoration Master spells cost 25% less magicka.
  • Able to dual casting a Restoration Master spells.

Healer (20/60)
  • Healing spells cure 50/100% more.

Respite (40)
  • Healing spells also restore stamina.

Charity (70)
  • Healing spells cure 50% more when the target falls below half health.

Come Back Alive (90)
  • Healing spells restore all health if health is below 25%.

Improved Ward (30)
  • Ward spells cost 25% less magicka.

Powerful Ward (50)
  • Ward spells are 25% stronger.

Antimagic Defense (80)
  • Ward spells absorb incoming spells with a 25% chance.

Light Power (40)
  • Spells or enchantments that damage the undead work on everyone.

Solar Court (70)
  • Sun spells deal 25% more damage.

Undead Bane (100)
  • All spells are 15% stronger and 25% longer if the target is Daedra or Undead.

Enchanting
New enchantments are 1% stronger per each skill level.
You take 1% less magickal damage for each Enchanting perk.

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Enchanter's Insight
  • New enchantments are 25% stronger.
  • Weapon enchantments consume 15% less charge.

Seeker (20/50)
  • Scrolls are 50/100% stronger and last 50/100% longer.

Conduit (30/70)
  • Staff enchantments are 50/100% stronger and last 50/100% longer.

Elemental Juggler (20)
  • Adds 3 talents - Fire Inside, Frost Inside and Shock Inside.

Armor Enchanter (50)
  • Enchantments on armor are 25% stronger.

Armory Enchanter (80)
  • Enchantments on weapons are 25% stronger and consume 35% less charge.

Skill Lore (30)
  • Skill enchantments are 25% stronger.

Corpus Lore (60)
  • Health, stamina and magicka enchantments are 25% stronger.

Elemental Lore (90)
  • Elemental enchantments are 25% stronger.

Twin Secrets (100)
  • Can put two enchantments on the same item.





Stadzhu - :)
ZenoJawax - ideas, testing, modpage design.
Arhidontos - scripts, ideas, testing.