File information
Last updated
Original upload
Created by
Simon Magus Ported by TheCinderflyUploaded by
deleted79755313Virus scan
Safe to use
Tags for this mod
Current section
About this mod
Adamant is a complete overhaul of Skyrim’s perk trees designed to balance existing skills and add powerful new perks to the game. ~ An LE PORT
v. 5 +
- Requirements
-
DLC requirements
DLC name Dawnguard Hearthfire Dragonborn Nexus requirements
Mod name Notes Mysticism 2- A Magic Overhaul Hard Requirement - Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You can upload this file to other sites but you must credit me as the creator of the file
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
SimonMagus616
pixabay for headerDonation Points system
Please log in to find out whether this mod is receiving Donation Points
- Changelogs
-
-
Version 5.6.1b
- Corrected Records for LE
-
Version 5.6.1
- Fixed an issue with the Sneak Roll mechanic that was preventing characters from sneaking effectively. Corrected an error in the tooltip for one of the dual wield perks.
-
Version 5.6.0
- General Changes Taken together, Mysticism 2.1 + Adamant 5.6 introduce a significant buff to the duration of a number of spells. This should benefit scroll builds, bound weapons builds, and reanimation builds, all while making utility buffs easier to maintain and easing the burden that these buffs place on builds such as spellswords. Finally, spells like Oakflesh, Fire Shell, Regeneration, and Attunement will now be able to last for a whopping 30 minutes (w/ the appropriate perks), meaning players should pretty much never have to cast them more than once per dungeon. Alteration Fixed an issue with Oakflesh’s conditions. Increased the range of effects added by the Bastion perk. Barrier now triples the duration of spells like Oakflesh and Fire Shell when dual cast. Block Taking the Defensive Maneuvers perk now allows you to sprint with your shield up, using the “Shield Charge” animation. Note that it does not come w/ any knockdown effects; Battering Ram is Adamant’s mechanical replacement for Shield Charge. Determination should work more consistently now. Conjuration Dead Thrall now lasts for 120 seconds instead of 60 seconds. (This is just an extension of the duration changes made in Mysticism, only I don’t edit Dead Thrall directly in Mysticism.) Switched the ordering of False Life and Undead Servant, to ensure you get the new ten minute duration for zombies ASAP. Enchanting Fixed a bug with Corpus Enchanter that caused H/M/S enchantments to be too strong. Heavy Armor The cooldown for Heavy Armor XP should work more consistently now. Added the Brace perk from Hand to Hand, for Xbox users. Illusion Master of the Mind now has two ranks. The first rank allows Illusion spells to work on the undead; the second rank allows Illusion spells to work on Daedra and automatons. Light Armor Adrenaline now only increases Movement Speed by 20%. Adrenaline is now a rank 60 perk, for better distribution of mobility and stamina-management perks. Endurance is now a rank 80 perk, both for better distribution of mobility and stamina-management perks, and because it’s one of the best perks in the light armor toolkit, similar to higher level Heavy Armor perks like Defiance. The cooldown for Light Armor XP should work more consistently now. Lockpicking Dungeon Delver now gives you a 35% chance to score rare loot, instead of a 50% (this number was absurdly high and is still really quite high). One-handed Dual Flurry is now called Dual Focus. It is now a level 20 perk. The first rank of Dual Frenzy is now a level 40 perk. Removed an unintended speed boost that was still attached to Dual Focus. A new perk, Dual Focus, has been added. It is a level 70 perk, and it’s basically a version of Brace from Hand to Hand, but for Dual Wield players. (Lots of players have commented that dual wield builds are too hard to survive on; this should help, but I’ve kept the perk relatively high-level so you still have to suffer for a while.) The Form IDs for Dual Focus and Dual Frenzy have been adjusted. I suggest respecing before you install mid-game, but it should work alright if you respec afterwards, too. Cleaned up Armor Breaker. Pickpocket Night Thief has been removed because it was a stupid bullshit filler perk and it only ever existed because I didn’t have any better ideas. Unsuspecting Mark has been removed because it was a stupid bullshit filler perk and it only ever existed because I didn’t have any better ideas. Fool’s Gift has been added, a two-rank perk that mimics the effects of Poisoner from Hand to Hand. I’ve added this to make the Pickpocket tree better for Xbox users. :) Imo this is pretty much the best a Vanilla+ Pickpocket tree can get. I could potentially condense Nimble Fingers and Practiced Thief down into a second rank of Sleight of Hand and then add a duration-based perk for poisons, but since I don’t have room for that perk in Hand to Hand, I’ll skip it. Restoration Fixed an issue with Poison Rune’s conditions. Repose now also doubles the duration of Circle spells. Illumination now triples the duration of Regeneration and Attunement spells when dual cast. Illumination no longer affects Circle spells. Sneak Daggers now start with a 4x bonus to sneak attack damage. Previously, maces were the best weapons for sneak attacks until Sneak level 70, which is pretty stupid. Backstab now increases sneak attack damage for all One-handed weapons by 50%. Assassin’s Blade now increases sneak attack damage for daggers by 50/100% per rank. Deadly Aim now increases the power of ranged sneak attacks by 50/100%. Previous iterations of sneak attack perks were worded unintuitively, a problem that Adamant inherited from Vanilla. (For instance, Backstab sounded like it doubled the damage of sneak attacks, but it only increased damage by about 33%). These changes are not nerfs. In fact, in almost all cases, they are buffs. Using Quick Roll (from the Trespasser perk), now costs 20 Stamina and also provides some protection against damage for a short window. Infiltrator is now a level 60 perk. The perk Hidden Threat (+100% Sneak potency w/ standing still) is now a level 80 perk that turns you invisible when you sneak in combat, and has a cooldown of 10 seconds. The perk Shadow Warrior has been renamed to Living Shadow, and it now causes enemies to stop searching for you when you sneak in combat, and shares the 10 second cooldown of Hidden Threat. Speech Adjusted the level requirement of several perks in the Speech tree, as well as the general shape of the tree. Persuasion is now called Silver Tongue. Silver Tongue significantly increases your chances of persuading and intimidating an opponent, and also allows you to bribe guards to ignore crimes. Persuasion checks will be slightly easier to pass without the Silver Tongue perk than they were before. The numbers are 20/40/60/80/100. Removed the Salesman perk. Added the Ancient Voice perk, which doubles the duration of certain Shouts. Two-handed Fixed an issue where Skull Cracker wasn’t working as intended. Cleaned up Armor Crusher.
-
Version 5.5.5
- Fixed a bug with Armor of Shadows.
- Fixed a bug with Dark Oath.
- Fixed a bug where Close Greater Wounds wouldn't return Stamina under normal conditions.
-
Version 5.5.3
- Changed the name of a Conjuration perk.
- Added Flourish to the DLC2Perks form lists.
- Made a small improvement to the stagger cooldown.
- - bug fixes for LE version
-
Version 5.5.2
- Fixed an issue where Flourish wasn't displayed in the perk tree.
- Fixed an issue where Arcane Weapon had a second rank.
-
Version 5.5.1
- Fixed an issue w/ the level requirements of some Alchemy perks
-
Version 5.5.0
- General Changes
- Cleaned up some of the controller abilities.
- I’ve removed all sources of “general” stagger in Adamant 5.5 so that I can migrate them to Blade & Blunt. This has always been my preference, but it requires the use of Scrambled Bugs for compatibility. Since Scrambled Bugs is now required for Blade & Blunt, I can finally make this change.
- Tweaked the message that displays when you cannot temper an item to say “This item does not have a tempering recipe.” The Vanilla notification tells the user that they lack the required perk, which confuses people because Adamant gives the perk to them automatically in the background. This has been reported as a bug about 1,001 times, so hopefully this will help users troubleshoot their games more accurately.
- Alchemy
- The level requirements for several perks have been adjusted.
- Potions and poisons will now be slightly weaker (about 16%) from the beginning of the game. This will resolve itself as you progress through the perk tree.
- Purity is now an autoperk. I get the idea they were going for with this perk, but in my experience, this mechanic sucks pretty hard. I’ve wanted to make this change for a while.
- Experimenter no longer requires the first rank of Green Thumb.
- Potency now has a second rank that increases the strength of potions by 50%, up from 25%.
- Solvency now has a second rank that increases the strength of poisons by 50%, up from 25%.
- Alteration
- The first rank of Mage Robes now requires 20 Alteration, and no longer requires the first rank of Mage Armor.
- The first rank of Mage Armor now requires 30 Alteration and the first rank of Mage Robes.
- The perk Backlash is now Stability. Stability resists 50% of incoming stagger while you have an armor spell up. I’m moving away from Backlash because I feel that Damage Reflect is the kind of stat that’s only good if you’re investing in it heavily, so putting it in a general tree like Alteration doesn’t work well.
- Archery
- Power Shot has been re-implemented. It still does a 50% stagger, but now it has a 5 second cooldown per target. This brings Power Shot in line with all other sources of stagger as of Adamant 5.5 and Blade & Blunt 2.
- Block
- The level requirements for several perks have been adjusted.
- Bashing perks no longer rely on Power Bashing. This allows bows to benefit from the perks, and allows me to do something else w/ power bashing.
- Power Bashing is now exclusive to shields. This change is part of two separate trends in B&B2/A.5.5. For one, I've been working on polishing out the last elements of shield's deliberate niche within Simonrim. For two, I've been working on stagger. Moving power bash only to shields ensures that shields can always do more damage with bashes than weapons can (I might be adding a few more sources of bash damage in the future, as well); it also restricts the higher stagger of the power bash to shields, giving shields more stagger options than two-handed weapons.
- Determination now gives you a 50% chance to stagger enemies while blocking with a shield. This effect has a 5 second cooldown per target.
- Stunning Strike now damages enemy Magicka and Stamina. (Make Stability work on this.)
- Conjuration
- Armor of Shadows now gives summoned creatures 150 Armor Rating and 25% Magic Resistance perk rank.
- Ritual of Power now gives summoned creatures 25% more damage per rank.
- I tweaked some perk ordering in the background to prevent NPCs from getting Armor of Shadows and Ritual of Power by default. If your perks look funny, just respec (which you should have done before you updated really!).
- Destruction
- Impact now has a 5 second cooldown. This brings Power Shot in line with all other sources of stagger as of Adamant 5.5 and Blade & Blunt 2.
- Rune Mage now requires two ranks again.
- Spell Symmetry has been removed
- Enchanting
- The level requirements for several perks have been adjusted.
- The perk “Weapon Enchanter” no longer exists. The missing potency has been distributed through level-based enchanting scaling. I wanted to cut down on the number of required perks, and there are already more interesting weapon-specific enchanting perks.
- Inscription is now called Seeker. It has a second rank, which increases the damage of scrolls to 3x.
- A new perk, Scribe, increases the duration of scrolls by 3x at rank one, and by 5x at rank two.
- Light Armor
- The first rank of Agility now requires 20 Light Armor.
- The first rank of Athletics now requires 40 Light Armor.
- The first rank of Specialist now requires 30 Light Armor.
- Endurance now requires 60 Light Armor.
- Heavy Armor
- The first rank of Conditioning now requires 20 Heavy Armor.
- Juggernaut now requires 30 Heavy Armor.
- One-handed
- Bell Ringer now increases mace damage against staggered targets by 25/50%.
- Dual Frenzy now decreases the Stamina cost of dual wield power attacks by 25%. I intend to add a few other ways to modify Attack Speed in the future, and I think 140% as a base speed for Dual Wielding is a little too high to allow for that.
- Two-handed
- Skull Cracker now increases mace damage against staggered targets by 25/50%.
-
Version 5.4.7
- Fixed an error with Armor of Shadows which I introduced in 5.4.6.
-
Version 5.4.6
- Adamant no longer increases the speed of the Unarmed weapon. (This was intended to be in Hand to Hand anyway, and Hand to Hand is moving to an alternate implementation of this technique.)
- Fixed an error where Heal Other was using an incorrect magic effect.
- Fixed an error where the Dwemer Spider was exploding prematurely
- Fixed an error with the costs of Bound Sword and Bound Greatsword
- Flesh scrolls now work correctly with Mage Armor.
- Tempering armor is now 50% more effective. A +10 armor piece will now have 15 extra Armor Rating, except for chest pieces, which will have 30 extra Armor Rating. This will make it easier to cap Armor Rating in Light Armor, and make Smithing investment more rewarding in general. This change is designed to support an upcoming change to Blade & Blunt which will affect the balance of Heavy Armor vs. Light Armor.
- Tempering armor or weapons now gives more experience.
-
Version 5.4.5
- Removed an used record in the Frost Cloak spell.
- Compressed BSA
- Fixed the cost of Bound Greatsword.
-
Version 5.4.4
- Repackaged the BSA to remove some unneeded files.
- Adjusted the way that Plague and North Wind work, to make those perks easier for a 2handed character to use
- Forwarded the changes to several scroll names from Mysticism.
- Fixed an issue where Bound Mace was tagged as a War Axe.
-
Version 5.4.2
- Prevented Power Surge from triggering on corpses.
- Fixed a few different errors in various bound weapons.
- Removed some unused records.
-
Version 5.4.1
- Fixed an issue where Sunlight Rune would not deal its normal 40 damage.
- Fixed an issue where some healing spells wouldn’t heal unless you had the Respite perk.
- Fixed an issue where staves and scrolls for Atronachs and Monarchs had inappropriate conditions for Adamant.
- Fixed an issue where Greater Frostbite had incorrect potency.
- Fixed a typo with Combustion.
- Fixed an issue where Shadow Warrior would step on Invisibility’s toes sometimes
- Fixed an issue where several Adamant perks weren’t aware of new Mysticism 2 staves.
- Fixed an issue where Sunlight Rune would not deal its normal 40 damage.
- Fixed an issue where some healing spells wouldn’t heal unless you had the Respite perk.
- Fixed an issue where staves and scrolls for Atronachs and Monarchs had inappropriate conditions for Adamant.
- Fixed an issue where Greater Frostbite had incorrect potency.
- Fixed a typo with Combustion.
- Fixed an issue where Shadow Warrior would step on Invisibility’s toes sometimes.
- Fixed an issue where several Adamant perks weren’t aware of new Mysticism 2 staves
-
Version 5.4.0
- Brilliance has been removed, since Mysticism 2 makes this a default feature of Adept+ healing spells.
- Illumination now also affects Circle spells, since those exist again!
- Dawn’s Wrath now only increases the magnitude of Turn Undead spells by 50/100%, and no longer triggers the damage over time feature.
- A new perk, Burning Light, adds damage over time to Turn Undead spells.
- Repose is now only a one rank perk, and it only affects Regeneration and Attunement spells.
- Power of the Light is now called Divine Glory, and Divine Glory is now called Power of the Light.
- A second rank of Scourge increases the extra damage to targets below half Health from 50% to 100%.
- The second rank of Empowered Ward has been removed, since Scrambled Bugs now makes it possible for ward spells to scale their magnitude.
- Prismatic Ward is now a level 70 perk.
- Bound Weapons no longer double the effects of their enchantments when power attacking. This feature was added for parity with Spell Strike, and Spell Strike is gone :(
- Daedric Prey is now called Essence Drain.
- The first rank of Mystic Binding is now a level 40 perk; the second rank of Mystic Binding is now a level 80 perk.
- The first rank of Essence Drain is a level 30 perk and absorbs 15 points of Magicka and 15 points of Stamina.
- The second rank of Essence Drain is a level 60 perk and absorbs 20 points of Health.
- Haunting Curse now reduces enemy Magic Resistance by 50% for 10 seconds. This looks like a buff, but it isn’t really; 50% was already achievable when power attacking, I’ve just removed that feature and adjusted the numbers accordingly.
- Rebalanced all bound weapons (as well as the second rank of Mystic Binding). Bound weapons should now be recalibrated to be competitive w/ physical weapons without overpowering them.
-
Version 5.3.5
- Fixed an error with Bell Ringer and Skull Cracker where Stamina damage would not trigger.
- Fixed an error in Fists of Steel where damage was higher than expected.
- Fixed an error in Deep Pockets where incorrect values were being used for the increase to Carry Weight.
- Fixed an error in Weapon Enchanter where Armor Enchanter was not considered a prerequisite for the perk.
-
Version 5.3.4
- Increased the damage over time dealt by War Axes and Battleaxes by a modest amount (20%).
- Fixed an incorrect condition that caused Empowered Ward 40 to fail to trigger until Empowered Ward 70 had been taken.
- Prevented Overrun and Overpower from triggering if the enemy is casting a ward. (This functions as a buff to Attack of Opportunity damage, and ward spells protect the player from Attacks of Opportunity).
- Fixed an incorrect formlist relating to the Dragonborn respec option.
- Increased the damage over time dealt by War Axes and Battleaxes by a modest amount (20%).
- Fixed an incorrect condition that caused Empowered Ward 40 to fail to trigger until Empowered Ward 70 had been taken.
- Prevented Overrun and Overpower from triggering if the enemy is casting a ward. (This functions as a buff to Attack of Opportunity damage, and ward spells protect the player from Attacks of Opportunity).
- Fixed an incorrect formlist relating to the Dragonborn respec option.
-
Version 5.3.3
- Bullseye no longer requires both Steady Hand and Ranger to unlock.
- Bullseye no longer requires both Steady Hand and Ranger to unlock.
-
Version 5.3.2
- Changed the name of Extra Pockets to Deep Pockets.
- Changed the name of Heavy Cuts to Mortal Wounds.
- Changed the name of Deep Wounds to Deep Cuts.
- Fixed an issue w/ the conditions of Precise Cuts 40 and 90.
- Fixed an issue w/ the conditions of Quick Slash 20 and 70
- Fixed an issue w/ the conditions of Athletics 90.
- Fixed an issue w/ the conditions of Practiced Thief.
-
Version 5.3.1
- Fixed an errant tooltip.
- Fixed an errant tooltip.
-
Version 5.3.0
- If you are playing an unarmed character and wish to update mid-game, open the console and find the record titled “Unarmed Scaling Controller.” Remove and re-add this ability from your character. This will allow the changes to take effect on an existing game.
- The total effect of these changes will be to reduce unarmed power attack damage while significantly increasing the cost of unarmed power attacks. To compensate for this, I've added a new mechanic to unarmed, inspired by Oblivion--Stamina damage. In combination with Blade and Blunt, this will increase the survivability and utility of unarmed builds.
- Rune and summoning spells have less range.
- Deadly Bash now increases bash damage by 5x/10x per rank
- Leveling Block and taking points in Gladiator no longer increases the damage of your bash perks
- Fixed some bugs with Knockout Punch’s conditions
- Fists of Fury now allows unarmed attacks to deal Stamina damage, and with its second rank, to prevent enemies from regenerating Stamina for ten seconds.
- Fists of War now increase power attack damage by 25/50% per rank. The second rank of Fists of War is now unlocked at 70.
- Leveling Heavy Armor now gives an additional 10 unarmed damage to compensate for this change.
- Fists of Steel now only increase Unarmed Damage by 25/50% per rank. The second rank of Fists of Steel is now unlocked at level 60.
- Adamant 5.3 introduces some much needed balance changes to unarmed, a playstyle that was wildly overperforming.
-
Version 5.2.3
- Buffed Azura to be in line w/ Pilgrim.
- Added compatibility between Azura and Thaumaturgy.
- Fixed an issue where Auriel's tooltip would show up twice if Pilgrim was present.
- Adjusted Auriel to be in line w/ an upcoming Pilgrim-side reimplementation.
- Fixed an errant visual effect for Disorienting Bash.
-
Version 5.2.2
- Skipped version 5.2.2 due to general buffoonery.
-
Version 5.2.1
- I switched Elemental Enchanter and Corpus Enchanter so that players would have a perk that effected their weapon enchantments earlier in the tree. I also changed the description of Elemental Enchanter slightly.
-
Version 5.2.0
- Fixed a bug with Bastion and Lightning shield.
- Fixed a bug with the unarmed script.
- Fixed a bug with Skull Cracker and Bell Ringer.
- Removed an unneeded perk entry in both ranks of the perk Artificer
- Backlash allows the player to reflect enemy melee damage back at their attacker while under the effects of a flesh sp
- Stability has been removed.
- A new perk, Soul Siphon, now allows enchanted weapons to regenerate some of their lost charge when they land a killing blow.
- Spell Strike has been removed.
- Channeler now allows staves to regenerate their lost charge over time.
-
Version 5.1.8
- Fixed an issue where Warhammers were set up to work with Onslaught instead of Rampage.
- Fixed an error that caused Greatsword critical hits to deal significantly more damage than expected in certain circumstances.
- Removed an errant visual from Disorienting Blow.
- Fixed an error in the Adamant - Pilgrim integration that prevented Auriel's Pilgrim bonus from working.
-
Version 5.1.7
- I’ve added keywords and injected a few records for patchless compatibility with Pilgrim.
- The second rank of Cultist is now a level 60 perk.
- The first rank of Cultist is now a level 30 perk.
- Mara now reduces the cost of healing spells by 25%.
- Stendarr now increases Block by 25%
- Dawn’s Wrath now causes Turn Undead spells to deal damage over time once again. I actually think this is a bit too strong, and I intend to change it in a more substantive (upcoming) Adamant update, but for now I just wanted to get it back in the perk tree.
- Patch 5.1.7 is designed to prepare for the release of Pilgrim - A Religion Overhaul.
-
Version 5.1.6
- Fixed an error where Sun spells would not work properly when under the effect of Bathed in Light.
-
Version 5.1.5
- Deep Freeze should now respect immunity to paralysis.
-
Version 5.1.4
- Added three new injected keywords for use with another project.
- Added extra 9s to the duration of reanimation spells when you take the second rank of Undead Servant.
-
Version 5.1.3
- Fixed an error in Power of the Light 30 and 70.
- Fixed an error in Indomitable Will 80.
-
Version 5.1.2
- Increased the gold value required for investing in a store from 500 to 1000. Investing continues to increase their maximum available gold by 1500, for a total of 3000 extra gold with full Speech investmen
- Adjusted the gold value provided by Supply and Demand from 1000 each to 750 each.
- Fixed an error in the tooltip for Persuasion.
-
Version 5.1.1
- Archery now has a second rank of Quick Draw instead. (I wanted Archery to play to its own strengths rather than be a ranged version of One-handed/Two-handed.)
- Archery no long has an execute perk
- Archery now has a second rank of Quick Draw instead. (I wanted Archery to play to its own strengths rather than be a ranged version of One-handed/Two-handed.)
-
Version 5.1.0
- Adamant 5.1 Archery Bullseye is now the capstone. Its effects remain unchanged. Headshot is now a level 80 perk that increases damage to enemies below half Health by 50%. Alteration Backlash is now called Stability. Stability resists 50% of all incoming stagger while you have a shield spell up. It stacks with Immovable. Magicka Well now doubles your Magicka Regeneration when you fall below half Magicka. Conjuration Dawn and Dusk now only increases the power of enchantments by 50%. Enchanting Channeler now reduces the cost of spells and weapon enchantments by 25% when you have a staff equipped. (The recharge effect is simply too broken to be used.) Heavy Armor Invincible now doubles your Health Regeneration when you fall below half Health. Light Armor Athletics no longer reduces fall damage. Athletics now has a second rank at level 90 that increases Movement Speed by an additional 10%. Endurance no longer has a second rank. Adrenaline now increases movement speed by 20% when sprinting. Second Wind now doubles your Stamina Regeneration when you fall below half Stamina. One-handed Riposte is now called Overrun. It now increases damage against targets who are power attacking, drawing a bow, or casting a spell by 50%. Killing Stroke is now a level 80 perk that increases your power attack damage against targets below half Health by 50%. Onslaught is now the capstone. Its effects remain unchanged. Restoration Resolve now increases the power of your healing spells by 50% when their target is below half Health. Scourge is now a level 80 perk that increases your damage against targets below half Health by 50%. Divine Glory is now a level 90 perk. The names of several Pilgrim blessings have been tweaked. The Light of Arkay now increases your Armor Rating by 100. The Shield of Stendarr is now called The Mercy of Stendarr. It causes Turn Undead spells to deal damage over time. Sneak Trespasser is now a level 30 perk. Hidden Threat is now a level 60 perk. Infiltrator is now a level 80 perk, and it now increases movement speed by only 20%. The old version of Prowler (+25% better sneaking in combat) has been removed. Speech The Vanilla perk Intimidation is now an auto-perk. Bribery is now an auto-perk. The gold you pay to guards continues to scale off your Speech. Two-handed Overpower now increases damage against targets who are power attacking, drawing a bow, or casting a spell by 50%. Executioner is now a level 80 perk that increases your power attack damage against targets below half Health by 50%. Rampage is now the capstone. Its effects remain unchanged. Pilgrim I changed the name of several Pilgrim bonuses, and I switched Arkay and Stendarr's Pilgrim bonus. I changed a few archery perk names.
-
Version 5.0.4
- Fixed an error with Sunlight Rune that prevented it from dealing damage
-
Version 5.0.3
- Changed the magic effects for Sunfire, Vampire's Bane, and Stendarr's Aura for better compatibility.
- Fixed an error in one of the DLC catch-all perks.
-
Version 5.0.2
- Re-implemented some conditions to avoid a compatibility bug with Cloak mods that tag their cloaks as "ClothingBody."
- Excluded a few of the new Adamant 5 perks from effect VLs.
- Adrenaline is now called Second Wind.
- Endurance is now called Adrenaline.
- Dexterity is now called Endurance.
- Fixed a typo in the Pilgrim of Mara Passive.
- Fixed some typos in the Shrines and Amulets plugin.
-
Version 5.0.1
- The second rank of Pilgrim now gives 100 Armor Rating when worshipping Stendarr. This allows mages to cap their armor without requiring other Simonrim mods, and gives more choices to those who are using Simonrim mods. When I have more sources of armor rating in SImonrim (religion, enchanting, alchemy, etc) I may refer this back, as I do like the shield bonus
- Fixed a bug where unarmed light attacks staggered enemies as if they were power attacks.
- Fixed an error in the Shrines and Amulets plugin.
- replaced the json file with the appropiate ini file for Ten Smithing LE version
-
- Donations
-
No donations accepted
Adamant is a complete overhaul of Skyrim’s perk trees designed to balance existing skills and add powerful new perks to the game.
It thoroughly overhauls the game’s skill trees in order to provide the player with compelling choices and smooth progression from start to finish. While
Adamant does increase the total number of perks in the game by a small amount, it avoids bloat, sprawl, and power creep by balancing its
selection of perks around Vanilla perk gains. Like many modern perk overhauls, it provides support for popular gameplay styles that are
underutilized in the Vanilla game, such as shouts, staves, and unarmed combat.
In order to build off previous work, Adamant requires Mysticism 2 - A Magic Overhaul to be installed. This allows new perks to support spells such as Viperbolt, Reflective Light, and Silence in the most straightforward way possible.
Version 5 >Given the size of the changelogs, please refer to this document
Adamant - Plus Ten Smithing
The Vanilla tempering system frontloads the tempering system's power, causing the player to deal too much damage with too little investment
into Smithing. Unfortunately, due to a combination of engine limitations and the constraints of my project, Adamant makes this issue a little
worse than Vanilla. To address this, I've added an optional plugin that uses Improvement Names Customized to split the Vanilla tempering system from six tiers into ten. These tiers use traditional RPG-style upgrade named (+1, +2, +3, etc) and each tier adds exactly one point of damage or armor rating to an item (except for chest armor pieces, which gain +2 points of Armor Rating perrank).
You can temper an item to +1 from the beginning of the game. You gain the ability to temper up to one additional tier at 40,
60, 80, and 100 Smithing, for a total of +5. Then, Adamant's five tempering perks each provide one additional tier, allowing you to reach
+10. This system smooths out the progression of Smithing while maintaining the total power of the Vanilla system.
Although it is not possible to advance beyond +10 with Apothecary and Thaumaturgy installed (since they close the crafting loop), Adamant - Plus Ten
Smithing does support tiers up to +20 for users who keep the crafting loop in their game. Supporting further tiers requires a simple edit to an .ini
General Changes
Adamant makes a few changes to general game mechanics in order to support its changes to perks. I have altered several game settings relating to
bartering, pickpocket, and magic, including dual casting. In Vanilla, dual casting a spell increases its magnitude or duration by 2.2x, and
increases its cost by 2.8x. In Adamant, dual casting a spell increases its magnitude or duration by 2.5x, and increases its cost by 3.0x.
In addition, I have removed several Vanilla perks and given them to the player automatically. This means that the player starts with access to a
few more mechanics than they would in Vanilla.
Compatibility
Adamant prioritizes compatibility wherever it can. In a few places, however, conflicts are unavoidable. Notably, some combat overhauls might make
changes to the same game settings that Adamant does. In addition, crafting and smithing mods almost inevitably must conflict with Adamant,
since many of the most popular mods (including WAAR ,CCF & CCOR) make direct changes to the perk trees. For my part, I have only touched
crafting recipes when I felt it was absolutely necessary to create a coherent progression in the perk tree.
In addition, Adamant requires Mysticism and thus inherits its compatibility profile.
This is largely a non-issue, since magic mods typically require patches for perk mods anyway. I have taken steps to make those compatibility patches as
painless as possible: in most cases, they will simply require a keyword to be added to relevant spells.