Before I post the current PerMa Conjuration tree, I shall provide you with some general notes on how magic in general differs between vanilla Skyrim/SkyRe and PerMa.

=======================------------------

- Spells as tools

I didn't like how vanilla spell Z often turned out to be nothing but a stronger version of vanilla spell Y, and PerMa is quite a bit better at keeping all spells useful by providing distinct functionality for each one.

This concept also transfers to perks a lot more. The simple passive boosts still have their place, but many perks add new functionality, sometimes aiming to eliminate a spell group's weaknesses. As an example, there are no "Frost spells are x% stronger" perks in PerMa. However, there are perks that add a physical damage component, and that make the physical damage component grow specifically against targets that resist frost damage.

=======================------------------

- Spell cost scaling

In PerMa, spell casting cost will, in general, not scale. There are some exceptions that allow you to lower casting cost, but these are rare. Most notably...

... the "Novice, Apprentice...." line of perks in every spell school tree will not reduce cost. Instead, these perks grant a random spell when chosen and serve as prerequisites for other perks. To make sure you notice a difference, I altered their name slightly.

... enchantments will not lower cost, but boost magnitude/duration instead.

... skill level will not lower cost, but boost magnitude/duration instead.

Spell casting cost is reworked with that in mind.

Reasoning? Cost reduction encourages spell spam, and I just think that's not cool. It might be cool every now and then, but it's not a good design principle for _every_ spell in _every_ school of magic.

=======================------------------

- "Focus" perks

If you've watched the youtube videos, you've seen some fancy spells that look waaaay to strong. These spells are tied to so-called "Focus" perks. Here's a rundown on how they work:

- Each spell school contains two "Focus" perks

- Focus perks require skill level 95 and the tree's "Studies: Master XXX" perk to be selectable

- Focus perks are mutually exclusive across trees; each character may only choose one.

- Exception: Alteration has a special perk called "Architect of Magic". Selecting this perk raises the maximum number of selectable "Focus" perks by 1.

- Focus perks may grant passive boosts, spells, abilities, and any combination. None of them grant only passive boosts.

- Spells granted by "Focus" perks are _strong_, but are a lot more expensive to cast than regular master level spells, and they may carry downsides.

So, why did I include such a mechanic?

I really love specialization and individuality across characters, and I want some epicness for my mages. "Focus" perks help in both departments.

Each of those perks represents full mastery of a certain branch, or multiple related branches, within a spell school. Some are based on popular archetypes ("Necromancer", "Demon Summoner"), others are not. Using the tools they give you is meant to make you, as the player, feel awesome, and fully in tune with the things your character has learned on his road.

As an example - remember how the only vital Conjuration perk in vanilla Skyrim (Twin Souls) was accessible for both Daedra-summoners and necromancers? Both branches shared their climax, and that climax was a passive boost! The necromancer could grab Twin Souls, a Dremora Lord spell, and suddenly be an awesome summoner- just as if he'd been summoning all his life.

Yeah, I don't like that. And "Focus" perks are, game design-wise, the exact opposite. Want to overpower all other summoners on Nirn? Then better invest in summoning. And once you're done, feel like you truly could kill Whiterun alone.

=======================------------------

Keep this in mind when I post trees. I will not explain what perks like "Studies: Novice Destruction" do, and I will not repeat the rules for "Focus" perks.

====================================

The following changes, additions and tweaks have been made to both make thief gameplay more interesting

and less of a gamebreaker.

- "Prodigy" perks: Mutually exclusive - only one may be chosen per character. Instantly

gives access to two mid to high level perks. Not selectable if any of the perks it

grants have already been selected.

- Shouting grants speechcraft experience

- Spell sneak with initial damage multiplier 1.25

- Gold weight : 0.01

- Lockpick weight: 0.5

- Sneak damage scaling

+ 0.25% * SNEAK_SKILL (spell)

+ 0.5% * SNEAK_SKILL (heavy weaponry, ranged weaponry)

+ 0.75% * SNEAK_SKILL (light weaponry without dagger,tanto)

+ 1% * SNEAK_SKILL (dagger,tanto)

- Shout scaling with speechcaft skill

+ 0.5% magnitude * SPEECHCRAFT_SKILL

+ 0.5% duration * SPEECHCRAFT_SKILL

- Sneak multiplier modified on target with specific armor pieces equipped:

Heavy

Helmet: -0.3

Cuirass: -0.3

Light

Helmet: -0.15

Cuirass: -0.15

- Sneak attacks on undead 40% less effective than on living targets

====================================

Replaced enchantments and alchemy effects, to accomodate for the addition of Wayfarer:

Fortify Lockpicking -> Defender (Light Weaponry damage/ Block efficiency)

Fortify Pickpocket -> Fortify Dexterity (picking locks/pockets is easier)

Edits (renames) all armor pieces that carry those enchantments

Edits (renames) all potions that carry those effects

Ravage Health: Deals hefty damage after a short warm-up time

Damage Magicka Regen: Removes all Magicka for a set duration, then gives it back once poison wears off.

Damage Stamina Regen: Removes all Stamina for a set duration, then gives it back once poison wears off.

Ravage Magicka -> Flare Undead: Against undead: Sun damage + consecutive hits lower confidence + counts as "Chastise" (to be used by Mage module spells)

Ravage Stamine -> Corrode Armor: Deals damage and reduces armor depending on the target's armor value.

Replaced crafting fortification effects on ingredients and potions:

Fortify Smithing -> Weaponmaster (Heavy Weaponry damage/ Ranged Weaponry damage)

Fortify Enchanting -> Brawler (Unarmed/ Fist weapon damage)

Edits (renames) all potions that carry those effects

Edited vanilla perks:

- Bribery

- Light Foot

====================================

General changes and new curiosities:

- "Mastery" perks. Activated abilities. Mutually exclusive - exactly one can be chosen per character.

- Smithing exp from smelter/tanning rack

- Changed arcane blacksmith fail message (since that can't happen in PerMa)

====================================

Skyrim combat is very simplistic, even though the whole game seems to revolve around it. The following tweaks have been made to add some depth and tactic. All changes apply to both the player and all NPCs.

- Bash reach reduced (141 -> 100)

- Activate a bear trap to be given the option to collect it. Collecting and simple placing (-> dropping from inventory) do not require any perk investment, but dropping a trap might instantly trigger it.

- Critical hit damage scales with potions and enchantments

- Critical hit damage scales with skill; +0.5% per skill level in the related skill

- Base critical hit chance:

- Light Weaponry (minus dagger/tanto): 7%

- Dagger/tanto: 14%

- Heavy Weaponry: 3.5%

- Ranged Weaponry: 5%

- Fist weapon damage scales with anything that boosts unarmed damage

- Regular, unblocked attacks start to stagger after 2-4 hits (random)

- In between each stagger on a single enemy, there exists a cooldown, depending on the

weapon's stagger rank. If stagger is not on cooldown and the initial 2-4 hit

protection is gone, weapon hits will always stagger if the cooldown is not

running.

- Regular, unblocked attacks apply bleeding damage. The bleeding damage depends on

the weapon's bleed rank.

- Regular, unblocked attacks apply a debuff to armor and resistance. The magnitude

of the debuff depends on the weapon's debuff rank.

- Moving with worn armor (2 pieces or more) levels armor skill slightly every four

seconds; magnitude can be adjusted in the console with

set xMAWARArmorPassiveSkillBase to X

where x is a floating point number.

Default: 0.1

- Dual wielding has 30% damage malus without perk "Dual Wield". Since this perk is player-only, the malus does not apply to enemies.

- Added spell blocking. If you block a hostile spell, your health gets restored by 50% of its first effect's magnitude afterwards, and you take 20% of its base cost as stamina damage. Sanctuary rank 1 and 2 reduce the stamina cost to 15%/10% of the spell's base cost.

!!! The following effects are only active if both PerMa_Warrior and !!!

!!! PerMa-Thief are used !!!

- Movement slowdown with worn armor

Heavy

Head 2%

Body 6%

Arms 2%

Legs 4%

Shield 2%

Light

Head 1%

Body 3%

Arms 1%

Legs 2%

Shield 1$

- Attack speed slowdown with worn armor

Heavy

Head 1%

Body 3$

Arms 4%

Legs 0%

Shield 4%

Light

Head 0%

Body 2%

Arms 3%

Legs 0%

Shield 3%

- Spell casting cost increase with armor

Heavy

Head 6%

Body 6%

Arms 2%

Legs 2%

Shield 4%

Light

Head 3%

Body 3%

Arms 1%

Legs 1%

Shield 2$

EDITED VANILLA PERKS

====================

- Savage Strike

- Critical Charge

- Devastating Blow

- Great Critical Charge

- Power Bash

- Shield Charge

- Eagle Eye

- Smithing (hidden perk DLC2Smithing)

- Elven Smithing

- Advanced Armor

- Glass Smithing

- Dragon Armor

- Steel Smithing

- Dwarven Smithing

- Orcish Smithing

- Ebony Smithing

- Daedric Smithing

Perks [Alchemy]

===============-------

Alchemist (0/30/60)

1- Potions and poisons you mix are x% better, where x is 10 + (alchemy skill level)*0.2. Can combine tier 2 "Restore Health/Magicka/Stamina" potions to create tier 3 potions.

2- Potions and poisons you mix are x% better, where x is 20 + (alchemy skill level)*0.4. Can combine tier 3 "Restore Health/Magicka/Stamina" potions to create tier 4 potions.

2- Potions and poisons you mix are x% better, where x is 30 + (alchemy skill level)*0.6. Can combine tier 4 "Restore Health/Magicka/Stamina" potions to create tier 5 potions.

Prodigy: The Tinkerer(20)

1- Instantly grants "Field Alchemy" and "Skilled Enhancer" rank 1

Adhesive Explosives (35)

1- Unlocks "Adhesive Explosive" recipe at the cooking pot. "Adhesive Explosives" act as

poison that deals 1 damage per second over 15 seconds. Once the effect finishes, one

of three effects occur:

1) If the target is not engaged in combat, it instantly dies.

2) If the target is engaged in combat and not a dragon, it takes 25% of its base

Health as damage.

3) If the target ie engaged in combat and a dragon, it takes 10% of its base Health

as damage.

Additionally, a non-elemental explosion triggers around the target. The explosion

deals 30 damage within a 20 feet radius and ragdolls.

Ingredients for 1 Adhesive Explosive: 1 Ale, 1 Dwarven Oil, 1 Fire Salt, 2 Death Bell

Fuse (60)

1- Unlocks the "Explosive" missile enhancement at the forge. Arrows and Bolts enhanced

with explosives cause anexplosion on impact that deals 60 non-elemental damage

within a 150 unit radius and ragdolls.

Advanced Eplosives (75)

1- Unlocks the "Timebomb" missile enhancement at the forge. Arrows and Bolts enhanced

with timebombs cause a non-elemental explosion 4 seconds after their impact on a

non-living surface that deals 120 non-elemental damage within a 150 unit radius and

ragdolls.

Unlocks the "Explosive" bear trap enhancement at the forge. Explosive bear traps

detonate when triggered and are destroyed. They deal 60 non-elemental damage within

a 30 feet radius and ragdoll.

Ingredients for a "Bear Trap - Explosive": 1 Bear Trap, 2 Ale, 3 Firefly Thorax

Elemental Burst (35)

1- Unlocks the "Fire", "Frost" and "Shock" bear trap enhancements at the forge. Unlocks

recipes for "Chill Paste", "Thunder Paste" and "Flame Paste" at the cooking pot.

Bear traps enhanced with elements deal 5 points of elemental damage per second

for 5 second to every target within a 25 feet radius. Elemental traps have a 30%

chance to break when triggered.

Paste items act as poisons that deal elemental damage. Flame Paste deals 5 fire

damage per second for 6 seconds, Chill Paste deals 5 frost damage to Health and

Stamina per second for 6 seconds, and Thunder Paste deals 5 shock damage to

Health and Magicka per second for 6 seconds.

Ingredients for a "Bear Trap - Fire": 1 Bear Trap, 1 Ale, 2 Fire Salts,

4 Firefly Thorax

Ingredients for a "Bear Trap - Frost": 1 Bear Trap, 1 Ale, 2 Frost Salts,

4 Firefly Thorax

Ingredients for a "Bear Trap - Shock": 1 Bear Trap, 1 Ale, 2 Void Salts,

4 Firefly Thorax

Ingredients for 2 "Flame Paste": 2 Fire salts, 1 Ale, 2 Bone Meal, 1 Silverside

Perch

Ingredients for 2 "Chill Paste": 2 Frost salts, 1 Ale, 2 Bone Meal, 1 Abecean Longfin

Ingredients for 2 "Thunder Paste": 2 Void salts, 1 Ale, 2 Bone Meal, 1 River Betty

Elemental Bombard (60)

1- Unlocks the "Fire", "Frost" and "Shock" missile enhancements at the forge. Arrows and

bolts enhanced with elements deal 30 points of elemental damage on impact within

a 20 feet radius.

Skilled Enhancer (80/95)

1- Flasks may enhance 3 traps instead of 2. Recipes for missile enhancements

(alchemy or not) generate 20% more output. Paste recipes generate one additional

paste.

2- Flasks may enhance 4 traps instead of 3. Recipes for missile enhancements

(alchemy or not) generate 40% more output. Paste recipes generate two additional

pastes.

Distillation (25/65)

1- Poisons applied to weapons last for one additional hit.

2- Poisons applied to weapons last for two additional hits.

Poison Burst (40)

1- Unlocks the "Poisoned" missile enhancement at the forge. Poisoned arrows deal 3 damage

per second over 30 seconds to all targets within a 150 unit radius.

Unlocks the recipes for "Bear Trap Paralysis Flask", "Bear Trap Poison Flask" and

"Spikes Poison Flask" at the cooking pot. These items may be used from the inventory

to modify at least two (before "Skilled Enhancer") traps per use. If you have

less traps than the maximum number of traps you may poison at once, all poisonable

traps will be poisoned.

"Bear Trap Paralysis Flask" turns regular Bear Traps into "Bear Trap - Paralysis".

When triggered, this traps staggers all targets within a 18 feet radius and

paralyses everyone within a 12 feet radius for 4 seconds.

"Bear Trap Poison Flask" turns regular Bear Traps into "Bear Trap - Poison". When

triggered, this trap deals poison damage to everyone within a 25 feet radius. The

poison damage dealt is 10 * (1+(ALCHEMY_SKILL/100)) per second for 1 seconds.

"Spikes Poison Flask" turns regular Spikes into "Spikes - Poison". When triggered,

this spike deals just the same amout of damage as "Bear Trap - Poison", but it

has no area of effect. However, spike traps can be triggered multiple times.

When picked up, poisoned traps lose their poison and turn into regular traps.

Ingredients for "Bear Trap Poison Flask": 1 Ale, 1 Torch, 2 Firefly Thorax, 2 Death Bell

Ingredients for "Bear Trap Paralysis Flask": 1 Ale, 2 Firefly Thorax, 2 Imp Stool, 2 Death

Bell

Ingredients for "Spikes Poison Flask": 1 Ale, 1 Jazbay Grapes, 2 Firefly Thorax,

2 Mora Tapinella

Venomous Coercion (50)

1- Poisons you create that cause fear, fury or calm effects are x% better, where x is

ALCHEMY_SKILL * 4.

Poison Armor (35)

1- Unlocks the recipe for "Poison Phial" and grants the toggleable ability "Poison Armor".

While "Poison Armor" is active and while you have Poison Phials in your inventory,

each incoming melee hit, blocked or not, consumes a Poison Phial from your inventory

and deals 10 * (1+(ALCHEMY_SKILL/100)) poison damage to the attacker.

Ingredients for 5 "Poison Phial": 1 Ale, 1 Death Bell, 2 Bone Meal, 2 Orange Dartwing

Overdose (70)

1- "Poison Armor" consumes up to two Poison Phials per incoming hit and deals twice as

much damage. The recipe for Poison Phials outputs 8 items instead of 5.

Physician (25/45)

1- Potions that restore Health, Stamina or Magicka last 25% longer when consumed.

2- Potions that restore Health, Stamina or Magicka last 50% longer when consumed.

Overstimulation (50)

1- All beneficial potions last 15% longer when consumed. While under the effect of a

beneficial potion, all skills level 15% faster.

Mutation (40)

1- Beneficial potions that don't restore Health, Magicka or Stamina last twice as long.

Fast Metabolism (50)

1- Potions that restore Health, Magicka or Stamina have doubled magnitude and halfed

duration when consumed.

Field Alchemy (70)

1- You can use crafted or bought alembics from your inventory to do alchemy anywhere.

Unlocks craftable alembics at the forge.

Ingredients for "Alembic": 1 gold ingot, 1 steel ingot, two malachite, two silver ingot

Purity (90)

1- Poisons you mix have no positive effects, and potions you mix have no negative effects.

========

TODO

========

lockpoppers to first adhesive explosive perk

Studies: Novice Alteration (0)

1- Grants a random novice level Alteration spell. All Alteration spells are 15% cheaper and last 15% longer.

Studies: Apprentice Alteration (20)

1- Grants a random apprentice level Alteration spell. Each incoming hit restores 3% Magicka.

Studies: Adept Alteration (40)

1- Grants a random adept level Alteration spell. Each known "Mage Armor" spell increases armor by 25 permanently.

Studies: Expert Alteration (65)

1- Grants a random expert level Alteration spell. Each known "Kinetic" and "Shift" spell increases attack and movement speed by 2% permanently.

Studies: Master Alteration (90)

1- Grants a random master level Alteration spell. Unlocks Alteration's "focus" perks. All spells that would normally occupy both hands now only occupy one hand.

Mage's Toolbox (25)

1- "Utility" spells, such as light spells or detection spells, are 50% cheaper to cast.

Mindforge (30)

1- "Enhance Weapon" spells last twice as long.

Mindcutter (60)

1- "Enhance Weapon" spells have no effect on the combat target's armor rating anymore. (*)

(*) "Enhance Weapon" spells have very different mechanics than SkyRe's counterparts. They

work on top of enchantments, but cancel out other effects that are based on

combat hit spells, such as vanilla's bleeding damage on axes.

Per default, "Enhance Weapon" spells make the target's armor value count as if it

were 50% higher than it actually is.

Spellweaver (25/45)

1- All spells from all schools of magic are 5% cheaper to cast.

2- All spells from all schools of magic are 10% cheaper to cast.

Spellbinder (40)

1- Grants the togglable ability "Spellbinder". While "Spellbinder" is active, swinging

your right-hand weapon will automatically cast the spell equipped in your left hand,

as long as you have the Magicka necessary to do so. The Magicka cost required to

cast a spell via "Spellbinder" is equal to the cost of regularly casting the spell,

unless the spell has a casting time of more than one second. In that case, the casting

cost is multiplied by the casting time in seconds.

Mage Armor (30/50)

1- While not wearing a regular armor chestpiece, "Armor" spells are 50% stronger.

2- While not wearing a regular armor chestpiece, "Armor" spells are 100% stronger.

Second Skin (60)

1- "Armor" spells are 10% stronger and unlocks secondary effects for "Armor" spells,

as long as the caster is not wearing a regular armor chestpiece. The secondary

effects are as follows:

Oakflesh: 10% less incoming damage from blunt weapons, 20% less power attack stamina

consumption.

Stoneflesh: 20% less incoming damage from weapons that are not blunt.

Ironflesh: All incoming weapon damage is reduced by 5, and all incoming stagger is negated.

Ebonyflesh: All incoming Destruction spells are 10% weaker.

Dragonflesh All Frost and Fire spells are 15% stronger.

Sacrificial Casting (45)

1- Grants the toggleable ability "Sacrificial Casting". While active, "Sacrificial Casting"

splits any spell cost evenly between Magicka and Health, and reduces the magnitude of

healing spells and beneficial potions by 90%. "Sacrificial Casting" needs to be active

for at least 30 seconds before it can be toggled off.

Lifelink (65)

1- Grants the spell "Lifelink". Lifelink can only be cast while "Sacrificial Casting" is

active, and needs a target that is either a summoned creature or a follower, and that

is not a machine. It deals up to 50 damage to the target and heals the caster's

Health by twice that amount. Lifelink is not affected by "Sacrificial Casting".

Flesh to Power (85)

1- When deactivating "Sacrificial Casting", everyone within a 30 feet radius is paralyzed

for 4 seconds, and absorb 5 Health per second from everyone affected for 8 seconds.

Kinetic Crush (50)

1- "Kinetic" spells may be dual cast to double their force. "Kinetic" spells deal their

force as unblockable damage.

Blink (45/75)

1- "Shift" spells have 50% better range.

2- "Shift" spells have 100% better range.

Chronokinesis (80/95)

1- "Shift" and "Kinetic" spells slow down time by 30% for 3 seconds. "Kinetic" spells need

to actually connect to trigger this effect.

2- "Shift" and "Kinetic" spells slow down time by 50% for 4 seconds. "Kinetic" spells need

to actually connect to trigger this effect.

Focus: The Spherebender (95)

1- The cooldown on "Shift" and "Kinetic" spells is reduced by 50%. Grants the spell

"Kinetic Shift".

"Kinetic Shift" is a special teleportation spell that combines the properties of the

"Kinetic" and "Shift" spell branches. When cast, everyone within a 25 feet radius

is pulled towards the starting point, and everyone within a 25 feet radius of the

ending point is pushed away. This spell has a 20 second cooldown that is not linked to the cooldown of

either "Shift" or "Kinetic" spell cooldowns.

Focus: The Creator (95)

1- Grants the spell "Spell Prism"

Places a device at the ground that reacts towards spells thrown at it.

INSERT DESCRIPTION ONCE COMPLETE

Architect of Magic (100/100)

1- Does nothing.

2- May choose a second "Focus" perk.

Perks [Block]

===============-------

Safeguard (0/40)

1- Shield armor rating is increased by 15%. Blocking is 15% more effective.

2- Shield armor rating is increased by 30%. Blocking is 30% more effective.

Exhaust (35/55/75)

1- After blocking a melee attack, the attacker's melee weapon skills are 25% worse for 4 seconds.

2- After blocking a melee attack, the attacker's melee weapon skills are 30% worse for 6 seconds.

3- After blocking a melee attack, the attacker's melee weapon skills are 35% worse for 8 seconds.

Quick Reflexes (25/55)

1- The timed blocking time interval increases to 0.5 seconds.

2- The timed blocking time interval increases to 0.6 seconds.

Replenish (35/70)

1- Performing a timed block restores 20 points of Stamina per second for 1 second.

2- Performing a timed block restores 20 points of Stamina per second for 2 second.

Shatter (50)

1- Heavy shield timed blocking has a 50% chance to disarm the attacker.

Shove (55) (X)

1- When power bashing with a heavy shield, the target is ragdolled, as long as your stamina is above 60%.

When bashing with a heavy shield, the target is ragdolled, as long as your stamina is above 75%.

Does not work on ghosts, mammoths and dragons

[BASHING SPELL priority 2]

Dispel (50)

1- While timed blocking with a light shield, incoming bow, arrow and Destruction spell

damage is reduced by 80%.

Overwhelm (55) (X)

1- When power bashing with a light shield, your melee weapon damage increases by 25% and your attack speed increases by 15% for 2 seconds, as long as your stamina is above 50%.

When bashing with a light shield, your melee weapon damage increases by 25% and your attack speed increases by 15% for 2 seconds, as long as your stamina is above 70%.

[BASHING SPELL priority 2]

Sanctuary (20/40)

1- While blocking, Health and Magicka regenerate 20% faster. Blocking a spell only consumes 15% of its base cost as Stamina.

1- While blocking, Health and Magicka regenerate 20% faster. While not moving, the bonus doubles. Blocking a spell only consumes 10% of its base cost as Stamina.

Blade Barrier (45/75)

1- Blocking with a blade weapon reduces the attacker's Health by 4%

2- Blocking with a blade weapon reduces the attacker's Health by 7%

Blunt Supremacy (60)

1- Power bashes with blunt weapons hit all targets in front of you.

Debilitating Bash (20/50)

1- Regular bashes reduces the target's Health regeneration, Magicka regeneration and Stamina regeneration by 300% for 8 seconds.

2- All bashes do 300% more damage.

[BASHING SPELL priority 3]

Power Bash (40)

1- Can perform power bashes.

Block Runner (65)

1- Can move fast while having a shield raised.

Shield Charge (80)

1- While having a shield raised, sprinting consumes 10 Stamina per second and knocks every non-Dragon non-Giant down. Also deals 4 damage per second.

Last Stand (95)

1- Grants lesser power "Last Stand", usable once after resting. When activated, reduces all incoming damage to zero while blocking for 20 seconds. Reduces stamina to zero once it wears off.

Studies: Novice Conjuration (0)

1- Grants a random novice level Conjuration spell. All Conjuration spells are 20% cheaper.

Studies: Apprentice Conjuration (20)

1- Grants a random apprentice level Conjuration spell. Conjuration summoning spells last 20% longer. Bound weapons deal x% more damage, where x is CONJURATION_SKILL * 0.5.

Studies: Adept Conjuration (40)

1- Grants a random adept level Conjuration spell. When summoned creatures kill someone, get 10% of your maximum base Magicka back. Reanimated zombies do not count as "summoned", with the exception of Draugr raised by "Mark of Decay". Skeletons do count though..

Studies: Expert Conjuration (65)

1- Grants a random expert level Conjuration spell. While below 50% health, summon limit grows by 1, and summoning bound weapons is free.

Studies: Master Conjuration (90)

1- Grants a random master level Conjuration spell. Unlocks Conjuration's "focus" perks. As long as at least one summoned creature is alive, take 10% less damage from spells and weapons. Does only trigger for creatures you actually summon, so it does not cover skeletons.

Advanced Summoning (35)

1- Increases range for summoning spells by 150%

Ancient Rites (50)

1- Increases summon limit for zombies and Daedra by 1.

Harvest (15/40)

1- Enter sneak mode and activate a humanoid carcass for an option to collect bones

and ingredients. Chosing the "Harvest" option will automatically add all harvested

items to the target's inventory and forcefully open it. After closing the inventory,

the body will disappear.

Item | Count | Chance (%)

====================================================

Bone - Foot | 2 | 25

Bone - Arm | 2 | 25

Bone - Leg | 2 | 25

Bone - Hand | 2 | 25

Bone - Ribcage | 1 | 25

Bone - Skull | 1 | 25

(Elven, Human or Beast) Heart | 1 | 15

(Elven, Human or Beast) Flesh | 1 | 30

2- Alters the number of harvestable flesh and increases the chance for all items to be

found on a harvested corpse.

Item | Count | Chance (%)

====================================================

Bone - Foot | 2 | 40

Bone - Arm | 2 | 40

Bone - Leg | 2 | 40

Bone - Hand | 2 | 40

Bone - Ribcage | 1 | 40

Bone - Skull | 1 | 40

(Elven, Human or Beast) Heart | 1 | 23

(Elven, Human or Beast) Flesh | 2 | 45

Bone Mastery (25/45/65)

1- Grants the spell "Conjure Skeleton". This spell opens up a dialogue window that

allows you to select a skeletal minion to summon. With the first rank of Bone

Mastery, only skeleton warriors are selectable.

"Summon Skeleton Warrior" consumes two "Bone - Arm", two "Bone - Leg", two

"Bone - Hand", two "Bone - Foot", one "Bone - Skull", one "Bone - Ribcage"

and one empty soul gem of common or lower quality from your inventory, and spawns

a skeleton warrior next to the caster.

When chosing the soul gem, the spell will prefer lower tiered soul gems.

The skeleton warrior is a permanent follower-like creature that does not

count towards the regular summon limit. It attacks with melee weapons.

If you lack the required components, the spell will fail.

The conjured skeleton is at 85% of your level.

2- Adds the "Skeleton Archer" option to "Conjure Skeleton".

"Summon Skeleton Archer" consumes two "Bone - Arm", two "Bone - Leg", two

"Bone - Hand", two "Bone - Foot", one "Bone - Skull", one "Bone - Ribcage"

and one empty soul gem of common or lower quality from your inventory, and spawns

a skeleton archer next to the caster.

When chosing the soul gem, the spell will prefer lower tiered soul gems.

The skeleton archer is a permanent follower-like creature that does not

count towards the regular summon limit. It attacks with bow and arrow.

If you lack the required components, the spell will fail.

The conjured skeleton is at 85% of your level.

3- Adds the "Skeleton Mage" option to "Conjure Skeleton".

"Summon Skeleton Mage" consumes two "Bone - Arm", two "Bone - Leg", two

"Bone - Hand", two "Bone - Foot", one "Bone - Skull", one "Bone - Ribcage"

and one empty soul gem of common or lower quality from your inventory, and spawns

a skeleton mage next to the caster.

When chosing the soul gem, the spell will prefer lower tiered soul gems.

The skeleton mage is a permanent follower-like creature that does not

count towards the regular summon limit. It attacks with frost spells.

If you lack the required components, the spell will fail.

The conjured skeleton is at 85% of your level.

Bone Conservation (40)

1- The chance to receive each bone back via releasing a skeleton (see "Tongues of Old")

grows to 70%.

Great Bone Mastery (90)

1- Adds the "Skeleton Mage Overlord", "Skeleton Warrior Overlord" and

"Skeleton Archer Overlord" options to "Conjure Skeleton".

Each of these spells consumes two "Bone - Arm", two "Bone - Leg", two

"Bone - Hand", two "Bone - Foot", one "Bone - Skull", one "Bone - Ribcage"

and one empty soul gem of greater or higher quality from your inventory.

Additionally, they consume either a Beast Heart ("Summon Skeleton Archer Overlord"),

a Human Heart ("Summon Skeleton Warrior Overlord"), or an Elven Heart ("Summon

Skeleton Mage Overlord.

Upon being summoned, the skeleton overlord will destroy any other summoned skeleton

you have under control, and gain 100 points of Health, Magicka and Stamina for

each skeleton destroyed. This effect also destroys other skeleton overlords, so

only one may exist at any time.

The spell will fail if there is less than one skeleton destroyed by this effects, or

if you lack any of the required ingredients.

Skeleton Mage Overlords have a wider range of available spells than regular skeleton

mages.

When chosing the soul gem, the spell will prefer lower tiered soul gems.

The skeleton overlord is a permanent follower-like creature that does not

count towards the regular summon limit.

The summoned skeleton overlord is large and at 110% of your own level.

Tongues of Old (50)

1- Grants the lesser power "Call Undead". Granst the option to access your undead

minions' inventories after activating them. Grants the option to release skeletons

created with the "Bone Mastery" series of perks to get back soul gems and bones.

"Call Undead" assembles all controlled zombies and skeletons around the user.

For each bone used to assemble the skeleton minion, there is a 30% chance to

receive it back after releasing the skeleton. Additionally, one also receives

an empty petty soul gem.

Gravebound (45)

1- Reanimation spells that require the target to be at a lower level than you now work

on targets at your level.

Recurring Nightmare (75)

1- Grants the spell "Recurring Nightmare - Recreate". While crouching, activate a humanoid

carcass for a "Store Essence" option.

"Store Essence" destroys and memorizes the target body; only one body may be stored at

any time. If a new body is tored, the old one is forgotten about by "Recurring

Nightmare".

"Recurring Nightmare - Recreate" needs to be cast at a humanoid carcass and turns it

into a copy of the stored body; the copy does not include the original bodies'

inventory.

Elemental Potency (20)

1- Daedra summoning spells may be dual cast to extend their duration. Summoned Daedra

scale with your level with no upper limit. (*)

(*) Without this perk, they cap out at level 5 in PerMa.

Oblivion Binding (40)

1- Adds soul trap, turn undead and banish effects to all bound weapons

Chaotic Binding (50/65)

1- Bound weapons absorb 2 points of Health per second for 5 seconds.

2- Bound weapons absorb 2 points of Stamina and Magicka per second for 5 seconds.

Reclaim (30/50)

1- Activate a summoned Daedra to get the "Reclaim" option. Chosing this option will

banish the entity and restore some of your Magicka. The amount of Magicka depends

on the type of creature you sent back.

Flame Atronach: 30

Frost Atronach: 50

Storm Atronach: 70

Dremora: 90

2- Chosing "Reclaim" additionaly restores Health, depending on the type of creature you

sent back.

Flame Atronach: 15

Frost Atronach: 25

Storm Atronach: 35

Dremora: 45

Daedric Shell (45)

1- Chosing "Reclaim" additional grants a buff, depending on the creature you sent back

Flame Atronach: 30% fire resistance for 20 seconds

Frost Atronach: 30% frost resistance for 20 seconds

Storm Atronach: 30% fshock resistance for 20 seconds

Dremora: 100 armor for 20 seconds

Promise of Power (60)

1- When summoning Dremora without a Human Heart to sacrifice, the Health damage you

take is reduced to 35%. (*)

(*) In PerMa, Dremora spells will consume a Human Heart from your inventory when cast.

If you don't have a Human Heart, they consume 70% of your maximum Health instead.

Elemental Fury (40)

1- Fire Atronachs you summon take 20% less damage from frost and shock, and deal 25%

more damage wih fire. Frost Atronachs you summon take 20% less damage from fire

and shock, and deal 25% more damage wih frost. Storm Atronachs you summon take 20%

less damage from frost and fire, and deal 25% more damage wih shock.

Synergetic Link (60)

1- When summoning atronachs, you gain a buff. The buff depends on the type of creature

summoned. Does not stack with itself.

Flame Atronach: 20% fire damage for 20 seconds

Frost Atronach: 20% frost damage for 20 seconds

Storm Atronach: 20% fshock damage for 20 seconds

Pact (75)

1- Daedra summoning spells last 25% longer and are 15% cheaper to cast.

Focus: The Gatekeeper (95)

1- Grants the spell "Gates of Oblivion".

"Gates of Oblivion" conjures an Oblivion gate. The gate automatically spawns

random Daedra who act on their own. After a while, the stream of Daedra ends,

and the gate needs to be closed by activating it. Only one gate can be open at any

time, and casting this spell counts as crime.

The gate spawns one entity every 4 seconds, a total of 10 times. The chance

for a Strom Atronach is 15%, the chance for a Frost Atronach is 25%, and the

chance for a Flame Atronach is 60%.

Focus: The Necromage (95)

1- Increases spell duration and magnitude against undead. Grants the spell

"Seven Souls".

"Seven Souls" randomly chooses seven carcasses from a list, assembles them in a

circle around you, and animates them all at once. The spell works by temporarily

boosting your summon limit; summoning and raising zombies while these corpses still

walk will interfere with them.

Zombies spawned with "Seven Souls" are at half your level.

"Seven Souls" may spawn afflicted, warlocks, vampires, bounty hunters, soldiers,

bandits, alik'r, thieves, assassines and forsworn.

Studies: Novice Destruction (0)

1- Grants a random novice level Destruction spell. All Destruction spells are 15% cheaper and stronger

Studies: Apprentice Destruction (20)

1- Grants a random apprentice level Destruction spell. When casting a second Destruction spell within 3 seconds of the last one, the second spell is 15% stronger. Does not stack, but can be chained.

Studies: Adept Destruction (40)

1- Grants a random adept level Destruction spell. All area-of-effect destruction spells have their area increased by 30%.

Studies: Expert Destruction (65)

1- Grants a random expert level Destruction spell. Cloak spells boost the strength of their associated element(s) by 15%.

Studies: Master Destruction (90)

1- Grants a random master level Destruction spell. Unlocks Destruction's "focus" perks. Casting a spell with base Magicka Cost of 100 or more triples the strength of the next Destruction spell.

Ambitious Methods ()

1- Increases all Destruction spell damage by 10% and an additional 1% per 4 skill levels.

Geomancy (50/80)

1- Increases maximum rune count to 3 and maximum rune cast range by 100%. (*)

2- Increases maximum rune count to 4 and maximum rune cast range by 200%. (*)

(*) In PerMa, one can initially place 2 runes.

Defiant Concentration (25/55)

1 - While below 20% Magicka, all fire, frost and shock spells are 70% weaker and 80% cheaper to cast.

2 - While below 20% Magicka, all fire, frost and shock spells are 70% weaker and 95% cheaper to cast.

Sigil of Flame

1- All fire spells reduce tha target's armor rating by their magnitude for 5 seconds.

Cradle of Fire

1- Fire spells can be dual cast to increase their magnitude. Once per enemy, a dual-cast

fire spell disarms on hit.

Sigil of Ice

1- Frost spells deal 1/3 of their magnitude as additional physical damage.

Pristine Frost

1- Frost spells may be dual cast to increase their magnitude. Against opponents with at

least 40% frost resistance, frost spells deal 2/3 of their magnitude as additional

physical damage.

Sigil of Thunder

1- Shock spells deal 10% of the target's armor value as additional damage. This damage

can not be resisted.

Primordial Thunder

1- Shock spells may be dual cast to increase their magnitude. Dual casting a shock spell

paralyzes the target for 3 seconds, once per target.

Conflagration

1- If a target is killed while affected by a fire spell, it detonates for 20 fire damage

per second over two seconds within a 15 feet radius.

Pyromancer's Contract

1- Fire spells grow 2% stronger for each perk related to frost or shock magic you didn't

invest in.

Raging Inferno

1- Missile based fire spells are 35% weaker, but spawn a second missile.

Arcane Conduit

1- Increases shock spell Magicka damage by 50%.

Electromancer's Contract

1- Shock spells grow 2% stronger for each perk related to frost or fire magic you didn't

invest in.

Battery

1- Each shock spell you have equipped boosts Magicka regeneration by 30% and movement

speed by 10%.

Absolute Zero

1- Casting a frost spell causes a small frost explosion around the caster that deals

10 points of frost damage to health and stamina within a ten feet radius.

Cryomancer's Contract

1- Frost spells grow 2% stronger for each perk related to fire or shock magic you didn't

invest in.

Chill of Death

1- All frost spells deals 25% more stamina damage and transfer it to the caster.

Focus: The Elementalist

1- Frost spells reduce the target's shock resistance by 30% for 5 seconds. Shock spells

reduce the target's fire resistance by 30% for 5 seconds. Fire spells reduce the

target's frost resistance by 30% for 5 seconds. This effect does not stack. Grants

the spell "Heavenlapse".

"Heavenlapse" causes fire, frost and shock spells to rain down from the sky in a circle

around the caster. Each projectile deals 40 damage of its respective element.

Focus: The Siege Mage

1- Grants the toggleable ability "Siege Mode". While active, Siege Mode causes the caster

to move slowly, as if overburdened, and increases all Destruction spell magnitude by

a factor propertional to the remaining Magicka percentage. A spell cast from full Magicka

is twice as strong as a spell cast from an empty Magicka pool. The scaling is linear.

Additionally, spells cast from Siege Mode that have special effects when dual cast

trigger these special effects even when cast with one hand.

Siege Mode needs to be active for at least ten seconds before it can be toggled off.

Perks [Dexterity]

===============-------

Sleight of Hand (0/40)

1- Picking pockets is 10% easier. When picking locks, start within 45 degrees of the

sweet spot.

1- Picking pockets is 30% easier. When picking locks, start within 25 degrees of the

sweet spot.

Prodigy: The Pilferer (20)

1- Instantly grants "Greed" and "Unarmed"

Unburdened (25/55)

1- Maximum carry weight is increased by 50.

2- Maximum carry weight is increased by 100. Various "clutter" items have their weight

reduced by 50%. This covers a lot of stuff, including ingots, ore, pelts, dwarven

scraps, goblets, and more.

Infest (25)

1- Inverse-pickpocket a poison or adhesive explosive to trigger it at the target.

Inventor (30/45/60)

1- Unlocks recipes for "Finger Trap" and "Semiconductive Device" at the forge.

When a Finger Trap is placed on a NPC via reverse pickpocketing, the NPC hs a 30%

chancer to be staggered once he starts attacking. If this effect kicks in, the

Finger Trap has a 50% chance to break.

When placed on a dwemer machine via reverse pickpocketing, the Semiconductive Device

completely disables the device for 10 seconds once it starts moving, and is consumed

in the process.

Recipe for 1 Finger Trap: 1 lockpick, 1 leather strip, 1 steel ingot

Recipe for 1 Semiconductive Device: 1 iron ingot, 1 void salts

2- Unlocks recipe for "Tripwire Bond" at the tanning rack. Unlocks recipe for "Spike

Powder" at the forge.

When a Tripwire Bond is placed on a NPC via reverse pickpocketing, the NPC will

stumble as soon as he starts moving. Has a 70% chance of breaking when this effect

kicks in.

Whenever the NPC with spike powder in his inventory initiates an attack, he loses

5% of his current Health. The placed spike powder is consumed as soon as the

first attack is initiated. Note that a single Spike Powder lasts until

the target dies.

Recipe for 1 Tripwire Bond: 1 linen wrap, 2 leather strip

Recipe for 1 Spike Powder: 1 iron ingot, 1 bone meal

3- Unlocks recipes for "Spellbomb" and "Oil Container" at the forge.

When a Spellbomb is placed on a NPC via reverse pickpicketing, the NPC will be struck

to the ground and lose half of his current Magicka as soon as he casts a spell.

Consumed when triggered.

As soon as an Oil Container is placed on a NPC via reverse pickpocketing, the NPC

will continuously leave oil puddles behind. Oil puddles explode when hit with fire.

If the NPC dies, the effect finishes. If the NPC is hit with a fire spell or

explosion, the effect terminates and causes an instant explosion.

Consumed instantly when placed.

Recipe for 1 Spellbomb: 1 lesser or common soul gem, 1 ale, 1 torch

Recipe for 1 Oil Container: 1 empty wine bottle, 2 dwarven oil

Rules for all "Inventor" gagdets: Applying multiple ones of one type does not

"stack". Adding five Finger Traps will only count as one when determinig the

stagger chance. If one finger trap breaks, the remaining ones will not have

any effect. You may collect them again and use them on another target.

However, multiple different gadgets placed on one actor do stack.

Utility Belt(40)

1- "Inventor" gadgets, traps, lockpicks and potions/poisons found in the world are

weightless. Also includes "fixed value" potions crafted from Alchemy via perks

such as "Poison Burst" and the Camouflage Tincture from Wayfarer.

Snatch (40)

1- Timed blocking with a fist weapon and no shield equipped steals the attacker's

weapon instantly, with no additional crime being commited.

Monkey Grip (60)

1- Attacking a blocking target that carries a shield with a fist weapon steals the target' shield

with no additional crime being commited.

Removing the Scaffold (80)

1- Attacking a target that carries armor with a fist weapon will steal a piece of

the target's armor with no additional crime being commited if the target did not block

the attack. Can not steal shields.

Armor theft priority: armguards >> helmet >> legguards >> cuirass

Open Sesame (30)

1- Creates a key for every lock you pick that has a key. Makes stealing keys 80% easier.

Secrecy (45)

1- Picking locks does not count as crime.

Nose for Coin (35/50)

1- Find more gold in chests

2- Find more gold in chests and on people. For each person, the amount of additional gold

found is determined by three dice rolls with numbers between 1 and 100 that are

summed up. Additionally, each "7" rolled nets another 777 gold.

Greed (50)

1- Gold has no weight

Treasure Hunter (40/60)

1- Chance to find special treasuere in chests becomes 5% per roll.

2- Chance to find special treasuere in chests becomes 10% per roll.

Unarmed (55)

1- Can steal equipped weapon via Pickpocket.

Ace's Mark (80)

1- Can steal worn armor from targets via Pickpocket.

Conviction (95)

- Allows pickpocketing chance to reach 100%

Perks [Enchanting]

===============-------

Enchanter (0/50)

1- Enchantments you create are x% stronger, where x is (0.5* ENCHANTING_SKILL). Caps out

at 25% (skill level 50).

2- Enchantments you create are x% stronger, where x is (0.5* ENCHANTING_SKILL). Caps out

at 50% (skill level 100).

Basic Scripture (15)

1- Can use an enchanter's quill from your inventory to craft certain scrolls of Novice and Apprentice

level spells. Crafting a scroll requires ink and paper rolls. Unlocks recipe for "Enchanter's Quill".

All enchantments are 4% stronger.

Enchanter's quill can be crafted at the forge.

Ingredients for one enchanter's quill: 1 quill, 1 empty common soul gem, 2 silver ingot

Advanced Scripture (30)

1- Can use a quill from your inventory to craft certain scrolls of Adept level spells.

All enchantments are 4% stronger.

Crafting a scroll requires ink and paper rolls.

Elaborate Scripture (45)

1- Can use a quill from your inventory to craft certain scrolls of Expert level spells.

All enchantments are 4% stronger.

Crafting a scroll requires ink and paper rolls.

Sage's Scripture (70)

1- Can use a quill from your inventory to craft certain scrolls of Master level spells.

All enchantments are 4% stronger.

Crafting a scroll requires ink and paper rolls.

Split Enchant (40) (X)

1 - Grants the toggleable ability "Split Enchant". While active, you can put two

enchantments on one weapon, and all enchantment are 40% weaker.

All enchantments are 4% stronger.

Soul Siphon (25/50)

1- Killing a non-humanoid enemy automatically traps 10% of its soul and recharges the

killer's weapon with it.

All enchantments are 4% stronger.

2- Killing any enemy automatically traps 15% of its soul and recharges the killer's

weapon with it.

All enchantments are 4% stronger.

Soul Squeezer (40)

1- Soul gems recharge weapons 50% better.

All enchantments are 4% stronger.

Arcane Archery (25)

1- Grants the toggleable abilities "Arcane Archery - Great Fireball", "Arcane Archery

- Thunderstrike" and "Arcane Archery - Winter's Breath". Only one of these can be

active at any given time.

All enchantments are 4% stronger.

When using a bow and releasing fully drawn shots, these abilities simultaneously

cause spells to emit from the archer, as long as the archer has at least 50%

Magicka left. Each spell consumes 30 Magicka. Great Fireball deals 30 fire damage,

Thunderstrike deals 20 shock damage within a 20 feet radius, and Winter's Breath

deals 20 frost damage, as well as a 30% movement speed debuff for 3 seconds.

"Arcane Archery" have their magnitude boosted by everything that boosts the magnitude

of Destruction spells, but do not gain secondary effects from Destruction perks.

Echanted Quiver (40,60,80)

1- "Arcane Archery" spells may be used as long as the user has at least 40% Magicka left.

Each "Arcane Archery" spell consumes 27 Magicka.

All enchantments are 4% stronger.

2- "Arcane Archery" spells may be used as long as the user has at least 30% Magicka left.

Each "Arcane Archery" spell consumes 24 Magicka.

All enchantments are 4% stronger.

3- "Arcane Archery" spells may be used as long as the user has at least 20% Magicka left.

Each "Arcane Archery" spell consumes 21 Magicka.

All enchantments are 4% stronger.

Staffaire (40)

1- Unlocks crafting recipes for staves. Staves need an empty staff of the respective school,

a spell tome of the spell you want on the staff, and need you to already know the

spell. (*)

All enchantments are 4% stronger.

(*) In PerMa, I distributed a few staff enchanters across Skyrim.

Channeler (50/70)

1- While a staff's charge is below 50%, it recovers by 5 every 5 seconds automatically.

All enchantments are 4% stronger.

2- While a staff's charge is below 50%, it recovers by 10 every 5 seconds automatically.

All enchantments are 4% stronger.

Animate Weapon (35)

1- Grants the lesser power "Animate Weapon".

All enchantments are 4% stronger.

"Animate Weapon" causes your currently equipped right-hand melee weapon to attack and

move on its own for 15 seconds. It is invincible and has no combat perks or the

like. Once the timer is up, the weapon returns to your inventory. Does work with

two-handed melee weapons.

If the weapon is an artifact, this ability will recharge it. If not, this ability will clear

the enchantment, and restore 10% of the enchantment charge lost as Magicka.

Combat Enchanter (60)

1- If you have multiple weapons or weapon and shield equipped, "Animate Weapon" will

animate both. "Animate Weapon" lasts for 25 seconds.

All enchantments are 4% stronger.

Spell Surge (75/90)

1- If you have both a spell and an enchanted weapon equipped at the same time, the

weapon's charge boosts the spell's duration and magnitude by a factor of x,

where x is (1+(WEAPON_CHARGE*0.01)), up to a maximum of 1.1 at a charge of 1000.

All enchantments are 4% stronger.

2- If you have both a spell and an enchanted weapon equipped at the same time, the

weapon's charge boosts the spell's duration and magnitude by a factor of x,

where x is (1+(WEAPON_CHARGE*0.01)), up to a maximum of 1.15 at a charge of 1500.

All enchantments are 4% stronger.

Focus: Great Infusion (95) (X)

1- Grants the items "Dragon Sigil - Armor" and "Dragon Sigil - Weapon", and grants

the lesser power "Great Infusion". All enchantments are 10% stronger

"Great Infusion" consumes a dragon soul upon being used, and counts as "active"

for 10 minutes after doing so.

Disenchant the items to learn the "Dragon's Roar" and "Dragon's Wings" enchantments.

"Dragons Roar" can be applied to weapons and adds 10 fire, frost and shock damage

each, as well as 50 points of armor reduction and 20% of magic resistance reduction

each for 5 seconds.

"Dragon's Wings" can be applied to armor and increases armor rating by 40, magic

resistance by 10%, and movement and attack speed by 4%.

Both "Dragon's Roar" and "Dragon's Wings" are only active while "Great Infusion" is

active.

Perks [Heavy Armor]

===============-------

Conditioning (0/30/60)

1- Worn heavy armor is 20% lighter.

2- Worn heavy armor is 25% lighter. Negate movement speed penalty from heavy cuirass.

3- Worn heavy armor is 30% lighter. Negate movement speed penalty from heavy cuirass

and attack speed penalty from heavy gauntlets.

Exploit Weakness: Heavy (30)

1- Against enemies wearing at least one piece of heavy armor and no light armor,

ignore 20% armor and deal 10% more weapon damage.

Deflective Cage (20/35)

1- While wearing Heavy arm, head, chest, and leg armor, incoming shock magic is 20%

weaker. Works on top of magic resistance.

2- While wearing Heavy arm, head, chest, and leg armor, incoming shock magic is 25%

weaker, and all incoming hits from bladed and piercing weapons are

10% weaker. Works on top of magic resistance and armor value.

Against All Odds (40/55)

1- While wearing Heavy arm, head, chest, and leg armor, each enemy within 8 feet range

increases your armor rating by 40.

2- While wearing Heavy arm, head, chest, and leg armor, each enemy within 16 feet range

increases your armor rating by 40.

Unbreakable (60)

1- While wearing Heavy arm, head, chest, and leg armor, negate the effect of any enemy

perk that reduces armor.

Monolith (80)

1- While wearing Heavy arm, head, chest, and leg armor, incoming unblocked hits stagger

the attacker.

Stalwart Defense (20/35)

1- While wearing Heavy arm, head, chest, leg armor and shield, incoming power attacks

are 30% weaker.

2- While wearing Heavy arm, head, chest, and leg armor incoming power attacks

are 50% weaker.

Just Rage (40/55) (X)

1- While wearing Heavy arm, head, chest, and leg armor and while your Health is below

30%, time slows down by 10% and melee attacks are 10% stronger.

2- While wearing Heavy arm, head, chest, and leg armor and while your Health is below

45%, time slows down by 10% and melee attacks and Destruction spells are 10%

stronger.

Unshakeable (60)

1- While wearing Heavy arm, head, chest, and leg armor, negate incoming stagger.

Bull's Charge (80)

1- While wearing Heavy arm, head, chest, and leg armor and while not blocking, run

into enemies to strike them down. Does not work on ghosts, dragons and giants.

Stone Wall(30)

1- While blocking with a heavy shield, incoming Destruction spell magnitude is decreased

by 10%. Works on top of magic resistance. Negate movement speed malus from heavy

shields.

Ancient Bulwark (50)

1- While blocking with a heavy shield, incoming shout magnitude is decreased by 50%.

Works on top of magic resistance. Negate attack speed malus from heavy shields.

Heavy Lifting (40/75)

1- While wearing heavy gauntlets, power attacks are 15% stronger.

1- While wearing heavy gauntlets, power attacks are 20% stronger and cost

10% less Stamina.

Juggernaut(40/75)

1- While wearing heavy legguards and moving, all melee attacks are 8% stronger.

2- While wearing heavy legguards and moving, all melee attacks are 15% stronger.

Secure Shell (65)

1- While wearing a heavy cuirass, bleed and debuff rank of incoming attacks is reduced

by 1.

Mind Cage (65)

1- If you're using PerMa_Thief as well, negates spellcasting malus from heavy armor.

While wearing a heavy armor helmet, incoming spells increase your magic resistance

by 10% for 4 seconds.

Mastery: Unyielding Tower (95)

- Grants toggleable ability "Unyielding Tower".

While active, move 30% slower, and all incoming weapon and spell damage is

reduced by 50%. May be toggled on a total of 4 times after resting.

TODO

=======

- finish "Unbreakable"

Perks [Heavy Weaponry]

===============-------

Heavy Weapon Combat (0/40)

1- Weapons covered by "Heavy Weaponry" deal 20% more damage. Weapons covered by "Light Weaponry" deal 5% more damage.

2- Weapons covered by "Heavy Weaponry" deal 40% more damage. Weapons covered by "Light Weaponry" deal 15% more damage.

Heavy Weapon Handling (20)

1- Power attacks with weapons covered by "Heavy Weaponry" deal 20% more damage. Unlocks "decapitation" kill moves.

Great Critical Charge (30)

1- Unlocks running power attack for weapons covered by "Heavy Weaponry". Running power attacks gain a 100% chance to cause a critical hit with +50% critical damage.

Savage Strikes (45)

1- When performing power attacks, the debuff rank of any weapon covered by "Heavy Weaponry" is increased by 1.

Beatdown (60)

1- When performing power attacks, the stagger rank of any weapon covered by "Heavy Weaponry" is increased by 1.

Sweep (35)

1- Sideways "Heavy Weaponry" weapon power attacks hit all targets in front of you.

Warbringer (50)

1- Backwards "Heavy Weaponry" weapon power attacks strike the target down to the ground. Works once per target. Additionally, backwards "Heay Weaponry" power attacks against targets below 30% Health deal 300% more damage.

Perfect Precision (55)

1- While performing forward "Heavy Weaponry" weapon power attacks, time is slowed down by 50%.

Wallbreaker (85)

1- All "Heavy Weaponry" weapon power attacks destroy the target's shield if it is blocking.

Crushing Impact (20/45)

1- All blunt weapons ignore 30% armor.

2- All blunt weapons ignore 40% armor. Against targets wearing no body armor, all blunt

weapons ignore 100% armor.

Open Wound (25)

1- All bladed weapons have their bleed rank increased by 1 on all attacks.

Heart Seeker (20/45)

1- All piercing weapons reduce the target's Health by 3% of their current Health with

every unblocked hit.

2- All piercing weapons reduce the target's Health by 6% of their current Health with

every unblocked hit.

Boiling Point (60)

1- While wielding a blade or blunt "Heavy Weaponry" weapon each incoming hit has a 10%

chance to trigger a 50% Heavy Weaponry weapon damage buff that lasts for 12 seconds.

Scarred (60)

1- Blade and piercing "Heavy Weaponry" weapon power attacks mark the target as "scarred".

Scarred targets take 10% more damage from everyone and deal 10% less damage to

everyone.

Reaper's Verdict (60)

1- Piercing and blunt Heavy Weaponry weapons' power attacks boost your attack speed by 4%

and attack damage by 6% for 5 seconds if they connect. This bonus stacks.

Great Cleave (80)

1- Blade "Heavy Weaponry" weapon regular attacks hit all targets in front of you.

Final Breaker (80)

1- Enemies below 70% Health take 25% more damage from blunt "Heavy Weaponry" weapons. Enemies below 50%

Health take 40% more damage from blunt "Heavy Weaponry" weapons.

Reaper's Gambit (80/90)

1- Piercing heavy weaponry weapons' power atacks are 10% weaker and cost 25% less Stamina

2- Piercing heavy weaponry weapons' power atacks are 15% weaker and cost 40% less Stamina

Mastery: Warrior Heart (95)

1- Grants the lesser power "Warrior Heart", usable once after resting. When activated,

weapon damage dealt grows inverse proportionally to the users remaining

Health, up to a maximum factor of 2 at 0-5% Health. Additionally, attack speed

grows inverse propertionally to the user's remaining Health.

99% - 80% Health: +10% attack speed

79% - 50% Health: +15% attack speed

49% - 20% Health: +20% attack speed

19% - 0% Health: +25% attack speed

Lasts 20 seconds. Reduces Stamina to zero once it wears off.

Studies: Novice Illusion

1- Grants a random novice level Illusion spell. All Illusion spells are 20% cheaper.

Studies: Apprentice Illusion

1- Grants a random apprentice level Illusion spell. For each "influence" spell you know, get a 3% chance to ignore all incoming melee damage. Eligible spells: Calm, Fear, Fury, Frenzy Rune, Anarchy. Stacks multiplcatively.

Studies: Adept Illusion

1- Grants a random adept level Illusion spell. For each "influence" spell you know, get a 3% chance to ignore all incoming Destruction spell damage. Eligible spells: Calm, Fear, Fury, Frenzy Rune, Anarchy. Stacks multiplcatively.

Studies: Expert Illusion

1- Grants a random expert level Illusion spell. Critical hit chance agains anyone affected by influence spells or phantom debuffs grows by 30%. Destruction spell power against anyone effected by influence spells or phantom debuffs increases by 15%.

Studies: Master Illusion

1- Grants a random master level Illusion spell. Unlocks Illusion's "focus" perks. Casting a spell with base cost of 100 or higher makes you ethereal for 5 second.

Deep Analysis

1- Spell "Insight" can be dual cast to affect undead, machines and daedra, and

displays the exact difference to the target, as well as its resistances.

Unknowable Horror

1- Spell "Fear" can be dual cast to affect undead, machines and daedra, and lasts

30% longer.

Debilitating Terror

1- "Spell Fear" absorbs small amounts of stamina and magicka while active.

Invigorate

1- Illusion buffs last 30% longer and can be dual cast to affect Daedra, undead and

machines.

Transcendental Mantle

1- In addition to any other effect, Illusion buffs increase the target's health

and stamina.

Soothing Voice

1- Spell "Calm" can be dual cast to affect undead, machines and daedra, and lasts

30% longer.

Subjugation

1- Spell "Calm" absorbs small amouts of health while active.

Raging Heart

1- Spell "Fury" can be dual cast to affect undead, machines and daedra, and lasts

30% longer.

Maniacal Surge

1- Spell "Fury" additionally increases melee weapon damage and movement speed of its

target.

Quiet Casting

1- Spells are silent to cast and 30% more expensive while sneaking.

Hallucinating Echoes

1- Increases maximum phantom count by 1.(*) Can dual cast phantom spells to create two

phantoms with one spell.

(*) In PerMa, phantoms have a separate summon counter, and mechanics that differ from

regular summonable creatures.

Waning Presence

1- After summoning a phantom, the caster turns silent and invisible for 7 seconds. Does

not affect spell casting sound though; just movement.

Retaliating Echoes

1- An enemy that kills a phantom suffers from -30% magic resistance for 15 seconds.

2- An enemy that kills a phantom suffers from -30% magic resistance and -200 armor

for 15 seconds.

Vessel

1- Spells that would normally require a phantom as target now work on everyone affected

by Fear, Fury or Calm as well.

Phantom Host

1- For each living phantom, you deal 4% more weapon damage, take 4% less weapon damage,

and Illusion spells are 4% cheaper to cast. Caps out at 5 phantoms.

Recursive Insanity

1- When casting a phantom spell at a target influenced by Fear, Fury or Calm, an

additional phantom is spawned.(*)

(*) Yeah, 3/4 phantom spells require you to target an enemy.

Focus: The Minddweller

1- Fear, Fury and Calm are 25% cheaper to cast. Grants the spell "Lose Hope". "Lose Hope"

instantly kills a target influenced by Fear, Fury or Calm if it is of lower level than

the caster.

Focus: The Puppetmaster

1- Increases maximum phantom count by 2. Grants the spell "Phantom Army". "Phantom Army"

is the only phantom spell that doesn't need to be targeted at an enemy. It is

caster-centered and spawns as many phantom warriors as your phantom count allows.

So, if max phantom count is at 5 and you have one phantom out, four phantoms will

be spawned.

Perks [Light Armor]

===============-------

Nimble Warfare(0/30/60)

1- If PerMa_Warrior is active, reduces all incoming direct hit stagger levels by 1 while

wearing light head, leg, body and arm armor. If not, makes light armor protect 10% more.

2- If PerMa_Warrior is active, reduces all incoming direct hit bleeding levels by 1 while

wearing light head, leg, body and arm armor. If not, makes light armor protect 20% more.

3- If PerMa_Warrior is active, reduces all incoming direct hit debuff levels by 1 while

wearing light head, leg, body and arm armor. If not, makes light armor protect 30% more.

Prodigy: The Wind Walker (20)

1- Instantly grants "Adrenaline Rush" and "Agility" rank 1

Avoidance (20/40)

1- While moving and wearing light head, leg, body and arm armor, all incoming melee

attacks are 15% weaker.

2- While moving and wearing light head, leg, body and arm armor, all incoming melee

attacks and Destruction spells are 15% weaker.

Exploit Weakness: Light (30)

1- Against enemies wearing at least one piece of light armor and no heavy armor,

ignore 20% armor and deal 10% more weapon damage.

Thick Padding (30)

1- While wearing a light armor cuirass and at full Health, incoming weapon attacks deal

75% less damage

Clear Mind (45)

1- If PerMa_Warrior is used as well, negate spellcasting penalties from light armor.

While wearing a light armor helmet, each incoming spell hit increase your magicka

regeneration by 25% for 4 seconds.

Agility (40/75)

1- While wearing light armor legguards, for three second after initiating a sprint,

incoming ranged weapon attacks deal no damage.

2- While wearing light armor legguards and sprinting incoming ranged weapon attacks

deal no damage.

Disjunct Dispersion (45) (X)

1- Grants the toggleable ability "Disjunct Dispersion". When activated, it reduces your

Magicka to zero. While active and while wearing no heavy armor, Magicka does not

regenerate and effects that restore Magicka are 100% weaker, but magic resistance is

increased by 50%.

Swiftness (50)

1- If PerMa_Warrior is active, negates attack speed maluses in Light Armor. If not,

increases attack speed by 5% while not wearing heavy gauntlets.

Free Movement (55)

1- If PerMa_Warrior is active, negates movement speed maluses in Light Armor. If not,

increases movement speed by 5% while not wearing any heavy armor.

Endeavor (55/85)

1- After taking an unblocked weapon hit, you take no weapon damage for 1 second.

2- After taking an unblocked weapon hit, you take no weapon damage for 2 seconds.

Reckless Abandon (55/90)

1- Grants lesser power "Reckless Abandon". When used, reduces armor value by 50% and

increases melee weapon damage by x%, where x is 10% of the armor lost. Lasts

for 20 seconds. Can be used once after resting, and only while wearing no heavy armor.

Can not be used while armor spells are active.

2- "Reckless Abandon" uses 15% of the armor lost as damage boost and can be used three

times after resting.

Secure Grip (60)

1- While wearing light armor gauntlets, power attacks consume 10% less stamina and you

can't be disarmed.

Adrenaline Rush(60)

1- Incoming power attacks increase movement speed by 30% for 2 seconds.

Potential (70)

1- If PerMa_Warrior is active, doubles passive bonuses from Smithing for light material

armors. If not, grants these bonuses.

Adrenaline Overload(75)

1- "Adrenaline Rush" additionally recovers 10 points of Stamina per second and

grants 25% more melee weapon damage for 2 seconds.

Killing Spree (80/95) (X)

1- While wearing no heavy armor, killing an enemy in melee combat range grants a

5% boost to movement speedfor 10 seconds. Stacks.

2- While wearing no heavy armor, killing an enemy in melee combat range grants a

5% boost to movement and attack speed for 10 seconds. Stacks.

Perks [Light Weaponry]

===============-------

Light Weapon Combat (0/40)

1- Weapons covered by "Light Weaponry" deal 15% more damage. Weapons covered by "Heavy Weaponry" deal 5% more damage.

2- Weapons covered by "Light Weaponry" deal 35% more damage. Weapons covered by "Heavy Weaponry" deal 15% more damage.

Blunt Impact (25/50)

1- Sideways power attacks with blunt weapons disorient the target for 10 seconds.

2- Sideways power attacks with blunt weapons disorient the target for 20 seconds.

[COMBAT HIT SPELL priority 1]

Weapon attacks performed by disoriented targets have a 30% chance to deal 10% damage only.

Clear Cut (25/50)

1- Critical hit chance for blades is increased by 5%, critical hit damage for blades is increased by 40%.

2- Critical hit chance for blades is increased by 10%, critical hit damage for blades is increased by 80%.

Piercing Thrust (25/50)

1- Piercing Weapons ignore 35% armor against targets that don't have a heavy cuirass or shield equipped.

2- Piercing Weapons ignore 50% armor against targets that don't have a heavy cuirass equipped.

Blindside (45/65)

1- Piercing and blade weapons covered by "Light Weaponry" deal 25% more damage when attacking the enemy's back within a 80 degree angle.

2- Piercing and blade weapons covered by "Light Weaponry" deal 35% more damage when attacking the enemy's back within a 120 degree angle.

Penetrate (60)

1- Blocked power attacks with blade and blunt weapons covered by "Light Weaponry" reduce

the target's armor values by 200 for 5 seconds.

Dervish (60)

1- Piercing and blunt weapons covered by "Light Weaponry" cause the attack target to fall to the

ground, if they land a regular (non-power attack) hit while the target is attacking.

[COMBAT HIT SPELL priority 2]

Blood Price (80)

1- Piercing weapons covered by "Light Weaponry" deal 30% more damage against bleeding targets. The

bleed rank of all piercing weapons covered by "Light Weaponry" increases by 1.

To Black (80)

1- Forward power attacks with blunt weapons covered by "Light Weaponry" strike any target not wearing

heavy or light head armor down. If the target is wearing head armor, it is instead disoriented for

60 seconds. Only works while the attacker's stamina is above 50%.

[COMBAT HIT SPELL priority 1]

Rising Wings (80)

1- Unblocked regular attacks with blade weapons covered by "Light Weaponry" increase your attack

and movement speed by 3% for 4 seconds. Stacks with itself.

Mastery: Combat Sense (95)

1- Grants lesser power "Combat Sense", usable once after resting. When activated, time is slowed down by 25% and attack and movement speed are increased by 15% for 20 seconds.

Once it wears off, Stamina is reduced to zero.

Light Weapon Handling (20)

1- Power attacks with weapons covered by "Light Weaponry" consume 20% less Stamina. Unlocks "decapitation" kill moves.

Critical Charge (25)

1- Unlocks running power attack for weapons covered by "Light Weaponry". Running power attacks gain a 100% chance to cause a critical hit with +50% critical damage.

Proficient Strikes (30)

1- When performing power attacks, the debuff rank of any weapon covered by "Light Weaponry" is increased by 1.

Skilled Slashes (45)

1- When performing power attacks, the bleed rank of any weapon covered by "Light Weaponry" is increased by 1.

Dual Wield (20/40)

1- Negates damage malus for dual wielding. (*)

2- Increases attack speed and damage while dual wielding by 10%.

(*) In PerMa, dual wielding without this perk reduces damage by 30%.

Elemental Twister (35)

1- While dual wielding, sttack speed is increased by 5% and fire, frost and shock damage is increased by 25%.

Savage Storm (55)

1- While dual wielding, standing power attacks hit all targets in front of you.

Counter (70)

1- While dual wielding, initiating an attack makes you invulnerable to weapon damage for

0.4 seconds.

Perks [Ranged Weaponry]

===============-------

Eagly Eye (0/30/60) (X)

1- Pressing the block button while aiming with any "Ranged Weaponry" weapon will zoom

the view.

2- Pressing the block button while aiming with any "Ranged Weaponry" weapon will zoom

the view more and slow time by 20%.

3- Pressing the block button while aiming with any "Ranged Weaponry" weapon will zoom

the view moremore and slow time by 30%.

Point Blank (20/45) (X)

1- +15% shortbow damage against targets that are between 30 and 20 feet away. +25%

shortbow damage against targets that are between 20 and 10 feet away. +35% shortbow

damage against targets that are less than 10 feet away.

2- +15% shortbow damage against targets that are between 30 and 20 feet away. +35%

shortbow damage against targets that are between 20 and 10 feet away. +55% shortbow

damage against targets that are less than 10 feet away.

Mobility (40)

1- Move at full speed while having a shortbow drawn.

Flanking (50/70) (X)

1- Shortbow attacks that hit the target's side or back (90 degrees in both directions)

deal 25% more damage.

2- Shortbow attacks that hit the target's side or back (90 degrees in both directions)

deal 40% more damage.

Prominent Flanker (60) (X)

1- Shortbow attacks that hit the target's side or back (90 degrees in both directions)

stagger the target. Only works once per target every 15 seconds. Staggers even targets

that would be on "stagger cooldown" (see combat mechanics).

[COMBAT HIT SPELL priority 2]

Arrowhail (70/95)

1- Shortbow attacks that hit in quick succession deal 10% more damage per successive hit.

The target may change between hits. Stacks up to 30% after four hits. After 4 seconds

without a hit, the counter resets.

2- Shortbow attacks that hit in quick succession deal 10% more damage per successive hit.

The target may change between hits. Stacks up to 50% after six hits. After 4 seconds

without a hit, the counter resets.

[COMBAT HIT SPELL priority 3]

Power Draw (20/40)

1- You can draw a longbow for 3.5 seconds in total for a damage bonus of 30%.

2- You can draw a longbow for 5 seconds in total for a damage bonus of 50%. Delivers the

first rank's effect after 3.5 seconds.

Keene's Lance (30/50) (X)

1- +25% longbow damage against targets that are between 40 and 70 feet away. +40%

longbow damage against targets that are between 70 and 100 feet away. +65% longbow

damage against targets that are more than 100 feet away.

2- +25% longbow damage against targets that are between 40 and 70 feet away. +55%

longbow damage against targets that are between 70 and 100 feet away. +85% longbow

damage against targets that are more than 100 feet away.

Baneful Elan (45/65)

1- Longbow attacks always stagger a moving target.

2- Longbow attacks always stagger a moving target. Once per target, a longbow hit strikes

it to the ground.

[COMBAT HIT SPELL priority 2]

Prey (60) (X)

1- Longbow attacks that hit the target's back (25 degrees in both directions) deal

100% more damage.

Takedown (70/85)

1- Against staggered enemies, longbows have their critical hit chance increased by 50%

and their critical hit damage increased by 100%.

2- Against staggered enemies, longbows have their critical hit chance increased by 50%

and their critical hit damage increased by 150%.

Coup De Grace (90)

1- Ranged weapons deal double damage against enemies below 30% Health.

Advanced Missilecraft (20/35) (X)

1- Unlocks "strong" and "strongest" bolt variants for crafting.

These bolts deal more damage than regular bolts.

2- Unlocks "barbed" bolt enhancement.

"Barbed" bolts deal 5 bleeding damage per second and slow the targets down by 20%

for 6 seconds. Explosion has a 60 unit radius.

Aspiring Engineer (40/55) (X)

1- Unlocks "recurve" crossbow modification. "Recurve" crossbows deal

additional damage. Unlocks crafting recipe for "Crossbow Modification Kit"

at the forge.

Crossbow Modification Kits are used as ingredients for crossbow enhancements.

Ingredients for one Crossbow Modification Kit: 3 iron ingot, 2 steel ingot, 5

lockpick, 1 dwemer cog

2- Unlocks "lightweight" crossbow modification. Lightweight crossbows have their weight

reduced by 30% and fire 10% faster.

Proficient Engineer (50/65) (X)

1- Unlocks "Arbalest" crossbow modification. "Arbalest" crossbows deal

50% more damage against blocking targets and have their weight increased by 20%.

2- Unlocks "silenced" crossbow modification. "Silenced" crossbows have their sneak

damage multiplier increased by 0.5, but fire 15% slower.

Crossbow Technician (80) (X)

1- Can put two crossbow modifications on a single crossbow.

Mastery: Skillshot (95) (X)

- Grants the lesser power "Skillshot". When used, Ranged Weaponry weapons deal 50%

more damage and ragdoll targets at 10 feet range or less when at least half drawn

for 15 seconds. Can be toggled of by using the lesser power again before the

duration expires.May be used twice after resting.

Perks [Restoration]

===============-------

Studies: Novice Restoration (0)

1- Grants a random novice level Restoration spell. All Restoration spells are 20% cheaper.

Studies: Apprentice Restoration (30)

1- Grants a random apprentice level Restoration spell. Standing still decreases ward spell cost by 30%. Whenever a ward absorbs a spell while standing still, recover 10 Magicka instantly.

Studies: Adept Restoration (40)

1- Grants a random adept level Restoration spell. While in combat, each hostile undead within a 15 feet radius gives 5% magic resistance and 30 armor.

Studies: Expert Restoration (65)

1- Grants a random expert level Restoration spell. Casting any non-concentration spell from any school restores 10 health instantly. This effect does not scale with anything.

Studies: Master Restoration (90)

1- Grants a random master level Restoration spell. Unlocks Restoration's "focus" perks. Casting a spell with base cost of 100 or higher increases Magicka regeneration by 100% for 1 minute. Does not stack with itself.

Purification (30)

1- Effects that require "Chastise" to be active on a target and that need certain Health

percentages to trigger their strongest effect have their trigger threshold increased

by 20%. For example, "Prgatory" will instantly kill and detonate the target at 60%

Health or lower, instead of 40% or lower.

Regrowth (20)

1- Healing spells sre 25% stronger and may be dual cast to further increase their

magnitude.

Respite (55)

1- Healing spells additionally recover Stamina by 50% of their magnitude.

Auramancer (30/50)

1- Aura range is increased by 35%

2- Aura range is increased by 70%

Life and Death (50/80)

1- In addition to any other scaling bonuses, damaging auras get x% stronger, where x

is your Restoration skill level.

2- In addition to any other scaling bonuses, damaging auras get x% stronger, where x

is your Restoration skill level and your Destruction skill level combined.

Ward Deflect (30/45)

1- While having a ward spell up, take 20% less damage from ranged weapon attacks. Makes "Spell Ward" grant 50 armor while equipped and another 50 while being used

2- While having a ward spell up, take 35% less damage from ranged weapon attacks. Makes "Spell Ward" grant 75 armor while equipped and another 75 while being used, and unlocks timed blocking for "Spell Ward".

Ward Absorb (50)

1- Blocking a spell with a ward will recover your Magicka by 20% of all Magicka that hits them. Lets "Spell Ward" absorb shouts properly.

Carrier (45/65)

1- Plague spread range is increased from roughly 10 feet to roughly 20 feet. Plagues can

be dual cast for a 50% boost in spread range. Take 5% less damage from enemies

affected by plagues.

2- Plague spread range is increased from roughly 20 feet to roughly 30 feet. Plagues can

be dual cast for a 50% boost in spread range. Take 10% less damage from enemies

affected by plagues.

Plaguelord (50/80)

1- Plagues will attempt to infect a new target every 2 seconds, instead of every 3 seconds. (*)

2- Plagues will attempt to infect a new target every second, instead of every 1 seconds. (*)

(*) Plagues spread from the initial target to adjacent targets. They do not spread from secondary

targets. Plagues will not reinfect the initial target.

Malediction (50/75)

1- Curse spread radius grows from roughly 10 feet to roughly 20 feet. Curses will try

to find a new target twice if an old target dies while the curse is active. (*)

2- Curse spread radius grows from roughly 20 feet to roughly 30 feet. Curses will try

to find a new target three times if an old target dies while the curse is active. (*)

(*) When the old target dies, a curse will randomly select a new target within its spread

radius. If the target fulfills a few conditions (not the player, has base actor, not

NONE), the curse jumps over. If this check fails, the curse will either try again or

stop of the maximum number of attempts is reached.

Tortured Soul (70)

1- Spells that would normally be restricted to undead targets now also work on targets

affected by curses.

Meditation (70/80)

1- While your Health is below 40%, Restoration spells are 15% cheaper to cast. While

your Health is below 20%, this bonus increases to 25%.

2- While your Health is below 40%, Restoration spells are 25% cheaper to cast. While

your Health is below 20%, this bonus increases to 35%.

Defy Death (95)

1- If your Health drops below 50%, health regeneration is increased by 50%. If your

Health drops below 25%, this bonus increases to 100%. Once per day, dropping

below 10% Health causes you to automatically recover 250 Health.

Focus: The Idol (95)

1- Healing spells are 20% stronger. Auras are free to toggle. Removes the Health and

Stamina debuffs from auras. Grants the spell "Aura - Aspect of Brilliance".

"Aura - Aspect of Brilliance" is the only Aura that affects both enemies and

allies. Allies deal 15% more damage with Destruction spells and any weapon,

while enemies deals 15% less damage with Destruction spells and any weapon.

Focus: The Defiler (95)

1- Deal 10% more weapon damage against targets affected by curses or plagues. Curses and

plagues are 25% cheaper to cast. Grants the spell "Curse of Binding".

"Curse of Binding" is a curse that may only affect enemies that already are affected

by a plague. As long as a target affected by "Curse of Binding" is alive, this

spell's caster is immune to any damage, but any spell cast is 50% more expensive.

TODO

====

- "no friendly fire" perk restoration

Perks [Smithing]

===============-------

Craftsman (0/50)

1- Tempering is 25% better.

2- Tempering is x% better, where x is SMITHING_SKILL * 0.5.

Material: Leather (20)

1- Unlocks leather armor crafting and tempering recipes. While wearing full leather armor,

gain 15% fire and frost resistance.

Material: Moonstone (35)

1- Unlocks moonstone armor and weapon crafting and tempering recipes. While wearing full

moonstone armor, all spells are 5% cheaper to cast.

Material: Corundum (50)

1- Unlocks corundum armor and weapon crafting and tempering recipes. While wearing full

corundum armor, Health and Stamina regenerate 20% faster.

Material: Malachite (70)

1- Unlocks malachite armor and weapon crafting and tempering recipes. While wearing

full malachite armor, 10% of all incoming spells are absorbed.

Material: Dragons (90)

1- Unlocks dragonbone and dragonscale armor and weapon crafting and tempering recipes.

While wearing full dragonplate or dragonscale armor, move 5% faster and deal 10%

more damage with frost and fire.

Material: Steel (20)

1- Unlocks steel armor and weapon crafting and tempering recipes. While wearing full steel

armor, incoming bow damage is reduced by 10%, and incoming crossbow damage is reduced

by 20%.

Material: Dwarven Metal (35)

1- Unlocks dwarven metal armor and weapon crafting and tempering recipes. While wearing

full dwarven armor, take 15% less damage from Falmer and dwemer machines.

Material: Orichalcum (50)

1- Unlocks orichalcum armor and weapon crafting and tempering recipes. While wearing full

orichalcum armor, orichalcum weapons deal 15% more damage.

Material: Ebony (70)

1- Unlocks ebony armor and weapon crafting and tempering recipes. While wearing full

ebony armor, magic resistance is increased by 10%.

Material: Daedra (90)

1- Unlocks daedric armor and weapon crafting and tempering . While wearing full daedric

armor, incoming blae weapon attacks 10% armor and daedra summoning spells last 25% longer.

Material: Gold and Silver (30)

1- Unlocks crafting and tempering recipes for silver weapons and various jewelry.

Material: Refined Silver (45)

1- Unlocks crafting and tempering recipes for refined silver weapons.

Copycat (55) (X)

1- Unlocks various crafting recipes for "Artifact Essence" and for unenchanted copies of various daedric artifacts

you have in your inventory.

"Artifact Essence" is crafted at the smelter and requires a Daedra Heart and three soul gem fragments of one of

various combinations. Its sole use lies in the creation of artifact replicas. Crafting recipes for "Artifact

Essence" only show up if you have a Daedric Heart in your inventory.

Deadric artifact replicas require one Artifact Essence as well as three pieces of the material you'd use

when tempering the artifact to be crafted. The recipes only show up if you have the original artifact in

your inventory.

Meltdown (25) (X)

1- Unlocks meltdown recipes for all armor and weapons whose material perk you have at

the smelter (metal) or tanning rack (leather/clothing)

Armorer (40) (X)

1- Can re-forge any craftable armor whose material perk you have into a more

lightweight version with slightly better stats.

Reforged armor has -30% weight and +15% armor value.

Weaponsmith (40) (X)

1- Can re-forge any craftable weapon whose material perk you have into a more

lightweight version with slightly better stats.

Reforged weapons have -30% weight, +10% attack speed and +10% damage.

Reforging takes place at the forge and requires two units of the ingredient you'd need

when tempering the weapon. Reforging recipes don't show up unless you actually

have a reforgable weapon in your inventory.

Animunculi (35/55/80) (X)

1- Unlocks crafting recipe for Container - Dwarven Spider.

Ingredients: 1 lesser soul gem, 2 dwarven cogs, 2 dwarven oil, 3 dwarven metal ingot

2- Unlocks crafting recipes for Container - Dwarven Sphere and Container - Dwarven

Ballista.

Ingredients [Container - Dwarven Sphere]: 1 common soul gem, 2 dwarven cogs,

3 dwarven oil, 4 dwarven metal ingot

Ingredients [Container - Dwarven Ballista]: 1 common soul gem, 4 dwarven cogs,

1 Large Dwemer Strut, 4 dwarven metal ingot

3- Unlocks crafting recipes for Container - Frost Centurion, Container - Fire Centurion

and Container - Steam Centurion.

Ingredients [Container - Frost Centurion]: 1 grand soul gem, 1 dwarven centurion core,

3 frost salt, 12 dwarven metal ingot

Ingredients [Container - Fire Centurion]: 1 grand soul gem, 1 dwarven centurion core,

4 fire salt, 12 dwarven metal ingot

Ingredients [Container - Steam Centurion]: 1 grand soul gem, 1 dwarven centurion core,

6 dwarven gyro, 12 dwarven metal ingot

When dropped from the inventory, these items spawn a permanent Dwarven companion.

When activated, you can collect the companion again again.

Mass Prodution (70) (X)

1- Reduces the weight of all "Container" items by 80%.

Repair Unit (45) (X)

1- Unlocks recipe for "Container - Dwarven Medi Spider". Dwarven Medi Spiders are bulkier

and larger than regulat Dwarven Spiders, and heal mechanical allies automatically

while they're nearby.

Hunting Grounds (30/55) (X)

1- Unlocks "Bear Trap" crafting recipe at forges. Grants lesser power "Place Trap".

"Place Trap" opens up a menu that allows you to select a trap to be placed at the point you aimed at. Has

a range of 10 feet. If you prefer to manually place traps by droping them from your inventory - that's

still possible.

2- Unlocks "Spikes" crafting recipe at forges.

Spikes can be triggered multiple times, but they cannot be collected again after they were placed.

Bear trap base damage is 60. Spikes base damage is 30.

Both traps' damage is affected by the target's armor value.

Inexorable Grip (40/70)

1- Physical trap damage is increased by 40%.

2- Physical trap damage is increased by 80%.

Legcutter (70)

1- Physical trap damage ignores the target's armor rating.

Mastery: Warforged (50)

- Allows you to craft reforged gear into warforged gear at the forge. Warforged gear has considerably better stats than regular gear, but can not be enchanted. While using a warforged weapon, attacks consume no stamina. While wearing at least four pieces of warforged armor of any material combination, you gain all armor bonuses from all material perks you know.

Perks [Sneak]

===============-------

Stealth (0/50)

1- Enemy detection view cone is reduced by 25 degrees, sneak 15% better

2- Enemy detection view cone is reduced by 50 degrees, sneak 30% better

Prodigy: The Infiltrator (20)

1- Instantly grants "Thief's Toolbox" rank 1 and "Shadowbound" rank 1

Chameleon (50)

1- Lighting has 30% less influence on sneak success

Thief's Toolbox (50/60)

1- Unlock rope, lightsource, noisemaker arrow creafting recipes at forges

2- Unlock rope, lightsource, noisemaker, oil, fire, water arrow creafting recipes at forges

Blackjack (40)

1- While sneaking and holding a blunt weapon or bare fists, activate a target and knock it out. Only works if the target is not wearing a helmet.

Last Breath (60)

1- Activate a sleeping target to instantly kill it.

Silent Roll (40)

1- Can do silent roll.

Assassinate (95)

1- While sneaking and carrying a dagger, activate a target to instantly kill it.

Silent Warmonger (50/80)

1- Sneak attacks against targets currently engaged in combat are 25% stronger.

2- Sneak attacks against targets currently engaged in combat are 40% stronger.

Arcane Assassin (60)

1- Increases sneak damage multiplier with spells to 1.5.

Light Foot (30/60)

1- Don't activate pressure plates.

2- Don't activate pressure plates. Movement speed has 20% reduced influence on sneak detection.

Infiltrator (45)

1- While trespassing, sneak 30% better and sneak attacks do 15% more damage.

Anatomy (55/75)

1- Sneak attacks with piercing weapons ignore 45% armor and are 10-25% stronger (random).

2- Sneak attacks with piercing weapons ignore 90% armor and are 25-40% stronger (random).

Ambush (70/85)

1- After a one-handed sneak attack, time is slowed down by 25% for 2 seconds.

2- After a one-handed sneak attack, time is slowed down by 25% for 4 seconds.

Spinebreaker (65)

1- Blunt weapons ignore armor-specific sneak damage reduction *

* In PerMa, targets who wear upper body armor or helmets take reduced sneak attack damage

Malevolent Touch (70/90)

1- Touch spell sneak attack damage multiplier is increased to 2.

2- Touch spell sneak attack damage multiplier is increased to 2. Touch spell sneak attacks paralyze for 1 second.

Muffled Movement (30)

1- Armor noise is reduced by 30%.

Shadowbound (70/95)

1- Once every 5 minutes, entering sneak mode makes you invisible for 2 minutes.

2- Once every 3 minutes, entering sneak mode makes you invisible for 2 minutes.

Vaermina's Refuge (85)

1- While Shadowbound's invisibility is active, health, stamina and magicka regenerate 50% faster, and you move 25% faster.

Perks [Speechcraft]

===============-------

Linguist (0/30/60)

1- Buying and selling prices are 15% better. Shout cooldown is reduced by 5%.

2- Buying and selling prices are 25% better. Shout cooldown is reduced by 10%.

3- Buying and selling prices are 35% better. Shout cooldown is reduced by 15%.

Prodigy: The Diplomat (20)

1- Instantly grants "Masquerade" and "Leadership"

Eloquence (20)

1- Persuasion is 30% easier. Intimidation is twice as successfull.

Bribery (30)

1- Unlocks dialogue option to bribe guards to make them ignore crimes.

Disarming Charisma (35/55)

1- While wearing clothing only, and while one piece of clothing is expensive, incoming weapon damage is reduced by 25%.

2- While wearing clothing only, and while one piece of clothing is expensive, incoming weapon damage is reduced by x%, where x is SPEECHCRAFT_SKILL * 0.5.

These perks demand one piece of expensive clothing, at least two pieces of clothing total, and neither heavy nor light armor.

Clothing classified as "expensive":

- Fine clothes

- Embroidered Garment

- Radiant Raiment Fine Clothes

- Refined Tunic

- Embellished Robes

- Ulfric's Clothes

- Emperor's Robes

- Party Clothes

- Redguard Clothes

- Fine Raiment

- Sheogorath Outfit

- Wedding Dress

- Fur-Trimmed Cloak

- Hammerfell Garb

- Noble Clothes

Masquerade (50)

1- While wearing a faction's full set of armor, you are recognized as a member of that faction.

Faction | Number of armor pieces required

Bandit 4

Cultist 3

Dawnguard 4

Falmer 4

Forsworn 4

Imperial 4

Stormcloak 3

Thalmor 3

Vampire 3

Grand Facade (95)

1- Unlocks "Dark Cowl" crafting recipe at the tanning rack.

When commiting crimes while wearing the "Dark Cowl", the crime gold will not be related to your true identity, unless you are seen equipping or unequipping it. While wearing the "Dark Cowl", one can not initiate conversation.

Affection (40/80)

1- Turns all members of the opposite sex with positive disposition into potential followers, and increases

their disposition to 3 if it is lower than 3.

2- Turns everyone with positive disposition into a potential follower, and increases

their disposition to 3 if it is lower than 3.

Battle Anthem (20)

1- Unlocks lesser power "Battle Anthem". When used, all non-hostile actors within 100

feet ranged deal 25% more melee weapon damage for 2 minutes. May be

used every 5 minutes.

Heroism (30/45)

1- "Battle Anthem" additionally increases armor rating by 100.

2- "Battle Anthem" additionally boosts Destruction spell magnitude and ranged weapon

damage by 15%.

Lasting Impression (70/85)

1- "Battle Anthem" additionally kills any enemy within reach whose combined level

and speechcraft skill are lower than your speechcraft skill.

2- "Battle Anthem" additionally reduces all hostile target's movement and

attack speed by 15%.

Leadership (35)

1- Grants lesser power "Leadership". When used, opens up a dialogue box that allows

you to recruit up to two mooks of different classes. Two recruited mooks

may not share the same class. Recruiting a mook costs 1000 gold.

Only works while not in interior cells. Recuted mooks are at 40% of your level.

- When using Leadership and selecting the mage, "Julian, Elite Wizard" might spawn instead of the

normal mage hireling. Julian has additional Conjuration spells and is at 80% of the player's

level. Spawn chance is 5%.

- When using Leadership and selecting the warrior, "Kaige, Elite Berserker" might spawn instead of the

normal tank hireling. Kaige uses two-handed swords and has additional perks boosting his heavy armor

rating and two-handed weapon damage. He is at 80% of the player's level. Spawn chance is 5%.

Loyalty (45)

1- May recruit up to two mooks of the same class.

Strength in Numbers (60/90)

1- May recruit 3 mooks in total.

2- May recruit 4 mooks in total.

Merchant (40)

1- Can sell any type of item to any kind of merchant.

Investor (50)

1- Can invest 500 gold with a shopkeeper to increase his available gold permanently.

Fence (70)

1- Can barter stolen goods with any merchant you have invested in.

Master Trader (85)

1- Every merchant in the world gains 1000 gold for bartering.

Ingredients for "Dark Cowl": 2 leather, 3 leather strips

Fluent Speaker (35/65)

1- Once every 5 minutes, shouting reduces shout cooldown by 15% for 2 minutes.

2- Once every 5 minutes, shouting reduces shout cooldown by 20% for 3 minutes.

Ancient Magic (50/75)

1- Harmful shout magnitude is x% stronger, where x is DESTRUCTION_SKILL * 0.25

2- Harmful shout magnitude is x% stronger, where x is DESTRUCTION_SKILL * 0.5. Summoning shout duration is increased by x%, where x is CONJURATION_SKILL * 0.5

Perks [Wayfarer]

===============-------

Traveller (0/30)

1- Grants 5% frost resistance. Grants 4% movements speed while outdoors.

2- Grants 10% frost resistance. Grants 8% movements speed while outdoors.

Prodigy: The Beastmaster (20)

1- Instantly grants "Harmony" and "Lore: Forces of Nature"

Gatherer (25/50)

1- Whenever you loot an animal, there's a chance to get an additional pelt or a quality pelt.

The chance for a regular pelt is 40%, the chance for a quality pelt is 20%. The pelt

you may get depends on the target's race.

Race | Possible Items

==================================

Wolf | Wolf Pelt, Quality Wolf Pelt

Sabre Cat | Sabre Cat Pelt, Quality Sabre Cat Pelt

Snowy Sabre Cat | Sabre Cat Snow Pelt, Quality Sabre Cat Snow Pelt

Deer | Deer Pelt, Quality Deer Pelt

Fox | Fox Pelt, Quality Fox Pelt

Bear | Bear Pelt, Quality Bear Pelt

Black Bear | Black Bear Pelt, Quality Black Bear Pelt

Snow Bear | Snow Bear Pelt, Quality Snow Bear Pelt

Quality pelts can be turned into quality leather at the tanning rack, which may then

be turned into quality leather strips. Everything related to quality leather is more

expensive than regular leather items. The recipes for quality leather and quality leather

strips do not show up if you lack the ingredients.

If you also have Leather Smithing, quality leather and quality leather strips can be used

to create quality variants of all craftable armor that has the material leather. Quality

leather armor variants provide 30% more armor, are 10% lighter and 150% more expensive

than their basic counterparts.

Quality leather armor needs the same crafting materials as the regular variants, with

all regular leather/leather strips replaced by their quality counterparts. The recipe

will only show up if you have the Material: Leather perk, at least one quality leather

(should the recipe need it) and at least one quality leather strip (should the recipe

it need).

2- Doubles the chance to get additional pelts and quality pelts with "Gatherer". Increases

chance to recover used arrows to 66% (from 33%).

Green Thumb (50)

1- Harvesting plants nets one additional ingredient. Does not include Nirnroot and

Crimson Nirnroot.

Lore: Foreign Armor (60)

1- Unlocks secondary effects when wearing full sets of certain armors. The bonuses are

as follows:

Bonemold: 10% less incoming damage from blunt weapons, 20% fire resistance

Chitin (light): -4 incoming weapon damage, and additional -4 damage from bladed

weapons

Chitin (heavy): -4 incoming weapon damage, and additional -4 damage from bladed

weapons

Morag Tong: Sneak attack multiplier increased by 0.5.

Stalhrim: Incoming harmful shouts are 30% weaker. Works on top of any resistance.

Falmer: 50% poison resistance

Nordic (light): 50% frost resistance

Nordic (heavy): 50% frost resistance

Tracking (25/45)

1- Grants the toggleabile ability "Tracking".

While "Tracking" is active, you automatically detect all living creatures whose "Lore" perks

you have invested in within a 100 feet radius.

2- While "Tracking" is active, you automatically detect all creatures whose "Lore" perks

you have invested in within a 200 feet radius.

Camouflage (45)

1- Unlocks recipe for "Camouflage Tincture". While outside, under the effect of "Camouflage Tincture",

not attacking and in an area with light level <= 55, stand still for 2 seconds to turn invisible.

One Camouflage Tincture lasts 10 minutes.

Ingredients for one "Camouflage Tincture": 5 Thistle Branch, 5 Tundra Cotton, 2 Hawk Feathers, 1 Alto Wine

Chosen Fiend (30/50/70)

1- Take 5% less damage from any creature whose "Lore" perk you invested in. Deal 5% more weapon damage to

any creature whose "Lore" perk you invested in. Deal 5% more fire, frost and shock damage to

any creture whose "Lore" perk you invested in.

2- Take 10% less damage from any creature whose "Lore" perk you invested in. Deal 10% more weapon damage to

any creature whose "Lore" perk you invested in. Deal 10% more fire, frost and shock damage to

any creture whose "Lore" perk you invested in.

3- Take 15% less damage from any creature whose "Lore" perk you invested in. Deal 15% more weapon damage to

any creature whose "Lore" perk you invested in. Deal 15% more fire, frost and shock damage to

any creture whose "Lore" perk you invested in.

Harmony (70)

1- Grants the toggleable ability "Harmony".

While active, "Harmony" makes all creatures whose "Lore" perk you invested in non-hostile.

Creatues covered by "Lore: Humanoids" and "Lore: Dragons" are excluded from this effect.

Lore: Lesser Creatures (20)

1- Perks that require you to know a race's lore work with Deer, Elks, Mudcrabs, Foxes,

Hares, Skeever, Venomfang Skeever, Wolves and Slaughterfish.

Lore: Predators (35)

1- Perks that require you to know a race's lore work with Spriggans, Spriggan Matrons,

Sabre Cats, Snowy Sabre Cats and Ice Wraiths.

Lore: Forces of Nature (40)

1- Perks that require you to know a race's lore work with Black Bears, Bears, Snow Bears,

Trolls and Frost Trolls

Lore: Solstheim (55)

1- Perks that require you to know a race's lore work with Ash Hoppers. Rieklings,

Lurkers, Netches and Netch Calves.

Lore: Cavedwellers (60)

1- Perks that require you to know a race's lore work with Chaurus, Chaurus Reapers,

Frozen Chaurus, Chaurus Hunters, Frostbite Spiders, Large Frostbite Spiders

and Giant Frostbite Spiders.

Lore: Mountainous Monsters (80)

1- Perks that require you to know a race's lore work with Mammoths, Giants, Dragons,

Undead Dragons and Alduin.

Lore: Humanoids (90)

1- Perks that require you to know a race's lore work with Bretons, High Elves, Wood Elves,

Dark Elves, Nord, Redguards, Imperials, Khajiit, Argonians, Orcs and Falmer.

Wild Companion (30/50)

1- Grants the "Wild Companion" lesser power. Once after resting, use it to open up a menu

that allows you to select an animal companion that will follow you until it dies.

Each "Lore" perk unlocks a new companion. Animal companions are at 70% of your level.

Lesser Creatures: Three skeever

Predators: Sabre Cat

Forces of Nature: Troll

Solstheim: Bu