Ordinator overhauls the perk trees of Skyrim to increase the depth and fun of character building. It is highly compatible with other mods and uses lightweight and clean scripting.
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This mod does not have any known dependencies other than the base game.
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Author notes
I don't believe in mod copyright. You are free to......
- include this mod in mod packs - create and publish compatibility patches - create and publish derivative mods - fork this mod - use custom assets or scripts from this mod in your own mods
......without asking for permission, as long as you credit me (and preferably notify me so I can take a look).
Money: You do NOT have permission to sell mods for real money that are based on this mod in any way. You do NOT have permission to ask for donations unless you make meaningful changes to this mod and clearly state that you are asking for donations for those changes only.
Tl;dr Do anything you want with this mod, as long as you don't steal my credit or flip my work for money.
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Destruction: Add Raw Power. (With Triumvirate adding many magic damage spells, it is time for non-elemental spells to have perk support.)
Version 9.29.0
Conjuration - Bone Collector: Now grants the "Make Way for Your Lord!" lesser power, which hides all your skeletons for 10 seconds.
Illusion - Rename Quiet Before the Storm -> Silent Storm (so the (2) fits on the screen).
One-Handed - Denting Blows: Now correctly increases damage dealt by maces themselves.
Two-Handed - Crushing Blows: Now correctly increases damage dealt by warhammers themselves.
Smithing - Dwarven Autocannon: Now deals 90% less damage to the player and non-hostile targets (but still counts as an attack).
Version 9.28.1
Destruction: Fix high level mage NPCs losing access to low level proc perks such as Scarring Burns.
Light Armor - Breaking Waves: No longer erroneously grants 100% critical strike chance if you don't have the Wardancer perk.
Restoration - Necromanticon: No longer erroneously ignores resistances.
Restoration - Necromanticon: Fix spell ignoring spell absorb and having no resistance type set. (Whoops.)
Version 9.26
Conjuration
- March of Oblivion: changed from +1 minion and -50 Health -> +1 minion per 250 mana, up to +3 minions. (The 9.23 version that tied minion count to Magicka was valid, enabling "I may be weak..." summoner specialist builds, but the implementation was overpowered because you could trivially get +2 for no meaningful cost. This rework brings back the pre-9.25 version of the perk in a slightly nerfed state, eliminating the easy +2 while offering a payoff for builds that go balls deep on minions.)
- Summon Resist: increased armor bonus from 200 -> 300.
Destruction
- Glacial Prison: increased duration from 5 -> 6 seconds. (This perk falls apart if the duration is too low.)
- Nova Charge: increased damage from 150 -> 200. (A static damage spell is hard to balance due to the tension between too weak and too strong, but the current version should have much more potential and is more conductive to being picked. (Sorry.))
- Robe of the Magi: increased bonus from 20% -> 30%. (While Destruction did need significant nerfs, this was the wrong perk to nerf. Robes should remain the best option for pure mages.)
- War of the Elements: increased attack damage bonus from 30% -> 40%. (Compensation for the Hypothermia and Electroconvulsions nerfs.)
Version 9.25
Alchemy
- Fixed name of "The" Alchemist's Cookbook.
- Lab Skeever: now also increases the magnitude of beneficial potions by 25%. (If using a compatibility patch for another alchemy overhaul, this may not show up until the patch is updated; but it works regardless.)
Alteration
- Home Mythal: reduced home duration bonus from x50 -> x20.
- Rend Resistances: reduced resist pierce from 25% -> 15%.
- Welloc's Dormant Arcana: reduced Regenerate Health effect from 2%/sec -> 1%/sec.
Conjuration
- Bone Collector: Skeleton Mage minimum level increased from 5 -> 8. (+30 HP)
- March of Oblivion: changed from +1 minion and a further +1 per 250 mana -> +1 minion and -50 Health. (This perk was insanely overpowered.)
- Pact Magic: reduced Destruction spell bonus from 15% -> 10%.
Destruction
- Absolute Power: reduced duration from 10 -> 6 seconds.
- Ancient Seals: reduced total damage from 200% -> 150%.
- Combustion: reduced bonus from 30/50% -> 20/30%.
- Electroconvulsions: reduced threshold from 33% -> 25%.
- Flash Fire: reduced bonus from 125% -> 100%.
- Glacial Prison: reduced duration from 8 -> 5 seconds.
- Hypothermia: reduced threshold from 33% -> 25%.
- Ionized Path: reduced bonus from 30/50% -> 20/30%.
- Magnetize: removed shock damage bonus to disabled target.
- Merciless Cold: reduced bonus from 30/50% -> 20/30%.
- Robe of the Magi: reduced bonus from 25% -> 20%.
- Scarring Burns: reduced fire resistance pierce from 25% -> 20%.
- Shatter: duration in mod description is now correct.
Enchanting
- Attunement: reduced enchantment effectiveness bonus from 15% -> 10%.
- You Shall Not Pass: description now tells you how much damage it deals.
Heavy Armor
- Doombringer: is now correctly removed when you respec.
Illusion
- Commanding Presence: now only activates in combat (reducing script load when using unstable mods that run scripts whenever actors are affected by a magic effect).
Lockpicking
- Nose for Treasure: added Scrolls option.
Restoration
- Sacred Flame: reduced heal amount from 30 -> 20 per second.
- Under My Wings: description now correctly says it doesn't work on mechanical targets.
Sneak
- Backstab: no longer causes a guaranteed critical strike (apparently this overrides a sneak attack??!?) but buffs critical strike damage by the same amount as it buffs regular damage instead.
- Demolition Job: reduced spell damage bonus from 3% (5% for runes) -> 1% (2% for runes).
Speech
- Encore: reduced level requirement from 50 -> 40.
- Horn of Sovngarde: no longer blocks scenes from running on affected actors for its duration.
Version 9.23
Pickpocket
- Mutiny: now causes the target to frenzy.
Two-Handed
- Breach the Wall: improved threshold from 70% -> 60%.
Version 9.21
Well this was fast.
Two-Handed
- Replaced Tooth for Tooth -> Breach the Wall.
- Renamed Hero's Downfall -> Humiliate.
Version 9.20
Block
- Deflect Arrows: now reduces arrow damage by 25% -> 50%.
One-Handed
- Renamed Split the Heavens -> Falling Sword. (This tree needs less dramatic names. This perk makes a lot of sense if you assume it is a powerful overhead swing that causes internal damage, but the name made it out to be something else entirely.)
- Swaying Cobra: reduced Magicka/Stamina drain from 150 -> 100 but added a 5 second regeneration stop.
- Wandering Warrior: now correctly gives one-handed damage instead of two-handed damage. (Not retroactive, but since no one noticed in a year, I'm assuming it's not important. If it is for you, the perk now modifies OneHandedPowerMod and used to modify TwoHandedPowerMod.)
Pickpocket
- Death's Emperor: now also affects critical strike damage.
Two-Handed
A common beef people have with this tree is that it "makes no sense". It is true that some perks are there to enable gameplay moments instead of appealing to realism, but there is still some work that can be done.
- Replaced Flee Fool -> Tooth for Tooth
- Replaced Rise and Fall -> Hero's End.
MCM/globals
- Added MCM option (ORD_Bck_TimedBlock_Global_SquelchTimedBlockMessage) to disable the timed block message.
- Added MCM option (ORD_Enc_Spellscribe_Global_EnableSelfCastSpells) to reenable self cast spells.
Version 9.19
A smaller update than it looks, but with three major improvements:
- You can now farm bones regardless of how the NPC died;
- Thief's Eye is more foolproof;
- There's a new addon that offers an alternate way to get additional perk points.
Music video: https://www.youtube.com/watch?v=-FVnH-OcwNk
Misc
- There is now an optional addon to give yourself more perk points whenever a skill reaches level 50, 75 or 100.
Archery
- Three Crows: updated description for clarity.
Conjuration
- Bone Collector: updated description to reflect correct level scaling; corpses can now be looted for bones regardless of who lands the killing blow, meaning you can now use any number of minions and mercs and still loot bones. There is a 200 foot range limit to this effect for performance reasons. (Revert to previous behaviour by typing 'set ORD_Con_BoneCollector_Global_UseAddLeveledList to 1' into the console.)
- Conjure Altar: is now a lesser power (no cooldown).
- Skeleton Mages: reduced their spell cost from 10 -> 5 so they don't get shut down by mods that force NPCs to have realistic mana costs; changed Destruction scaling from 0-300% -> 100-300%; fixed glowing eye glitch.
Enchanting
- Spellscribe: updated description to indicate that it now also triggers out of combat.
Heavy Armor
- Immortal: removed sliding scale, now grants its full bonus at 15% Health (20% with Rallying Standard). (This perk used to crash. There is no reason why a perk that only contains entry points and no script or ability should ever crash, but it is not the first time, which seems to point to a perk related bug in the game engine itself. Since there is no hope of debugging this, the perk has been reworked to circumvent it.)
Illusion
- Illusion Mastery: effects now correctly replace each other instead of stacking.
One-Handed
There have been some complaints about "random" perks. The idea is not that every perk must make sense from a realistic standpoint, but that the perks encourage you to do cool or tricky stuff in battle. They are the equivalent of style bonuses.
- Coiling Python: updated description for improved immersion.
- Cross Cut: no longer requires the follow-up attacks to be specifically a sword.
- Split the Heavens: removed damage bonus; added 40 bleed damage over 20 seconds; updated description for improved immersion.
- Thundering Blow: updated description for improved immersion.
Pickpocket
- Thief's Eye: removed "player is arrested" failure condition. (The game seems to get stuck in that state even when you are not in fact arrested until you pay off all bounties, causing the mark to escape every time.)
Speech
- Earthquake Drum: reduced level requirement from 70 -> 60.
- Encore: reduced level requirement from 60 -> 50.
- Golden Fiddle: reduced level requirement from 50 -> 40.
- Irresistible Dance: increased radius from 40 -> 100 feet; reduced level requirement from 40 -> 30.
Two-Handed
- Avalanche: duration increased from 8 -> 10 seconds; damage bonus removed; stagger strength doubled; no longer requires the follow-up attacks to be specifically a warhammer.
- Bear Hide: updated description for clarity.
- Bisect: increased damage cap from 112.5 -> 150.
- Decimate: updated description to match other similar descriptions.
- Enter the Arena: updated description to match other similar descriptions.
- Execute: updated description for improved immersion.
- Flee Fool: no longer requires the follow-up attacks to be specifically a greatsword.
- Maul: no longer requires the follow-up attacks to be specifically a greatsword; updated description for improved immersion.
- Rise and Fall: updated description for clarity.
- Subjugate: improved script execution speed.
- The Pendulum: updated description for clarity.
Version 9.18
I didn't plan on this update, but it seems like an easy win.
Conjuration
- Bone Collector: skeletons now have a minimum level of 2 -> 5 and maximum level of 20 -> 30.
- Skeleton Mages: skeletons now have a minimum level of 7 -> 8.
Illusion
So many people have no idea what illusion magnitude means.
- Fickle Fate: now also affects Rally spells and effects; updated description.
- Illusion Mastery: now also increases the level cap of mind affecting spells by 0.1/0.2 per level.
- Kindred Mage: updated description to clarify that it affects spells and effects; now works correctly on shouts; now changes the spell description of your mind affecting spells to reflect the magnitude bonus against a target that is not the same race.
Version 9.17
A massive bugfix update with a small amount of new content.
Further updates will be slower because I will reinvent myself as a content creator in order to maybe get invited to the Creation Club at some point. Apparently I'm skilled enough to draw attention but specialise in the wrong thing and Bethesda decides what kind of skill set they need to make DLC happen. Also, I want to do something else for a change that isn't purely gameplay. Follow my Patreon (www.patreon.com/EnaiSiaion) for coming projects. Music video: https://www.youtube.com/watch?v=9UqtFRL1bfg
Misc
- Sneak detector: increased window of opportunity to accomodate slow script execution.
Alteration
The replacement of Energy Shield didn't go through yet. Energy Shield is a very appealing ability and its intended replacement (pick two attributes, one is replenished by draining the other) ran into major issues: a Health drain (eg. "blood magic") prevents you from fast travelling whether or not the drain is active; and Magicka is drained while casting but restored if you cancel the cast, potentially causing the loss of another attribute for no reason (and the IsCasting condition is too slow). I need to think about this some more.
- Aurification: updated description.
- Command Lock: updated description.
- Dimension Door: now correctly destroys its animation.
- Emergency Teleport: now correctly destroys its animation.
- Home Mythal: fixed issue causing the mythal object to become invisible permanently after you set it to invisible and respec.
- Intuitive Magic: updated description to make it more obvious that it does not eliminate the need for Vancian Magic stacks (and can't, without SKSE).
- Vancian Magic: increased bonus experience gain to spells from 125% -> 135%; no longer grants bonus magnitude and duration when a bow is equipped to prevent it from affecting Lion's Arrow.
Archery
There have been some requests to reduce the level of Lion's Arrow. The problem is that it doesn't cost magicka (again, no SKSE) and therefore has the potential to turn into an unlimited Vancian Magic. The level requirement is there to encourage investment in actual archery and discourage mages from grabbing a bow and shooting free thunderbolts all day long.
- Renamed Deadeye -> Hawkeye (to further the avian theme of Archery).
- Reworked Thieving Raven -> Beak and Talon, including the old Takedown effect but with increased range.
- Hunter's Discipline: fixed description.
- Wingstrike: updated description to clarify that the bash bonus also applies to crossbows.
Conjuration
- Bone Collector: all skeletons now take 75% reduced attack damage, critical damage and Destruction spell damage from you (and they are already immune to disease and poison, so it will take some real effort to accidentally kill them).
- Edge of Oblivion: reduced self stagger strength.
- Necromaster: this perk was a mess and has been partially reworked:
--- Giving valid actors a weapon or armor now causes them to equip it, making it much more useful.
--- Now correctly states that it affects only Dread Zombies and Dead Thralls.
--- Detection of killed actors now correctly requires the perk to work.
--- Level cap boost only applies to Dread Zombie and Dead Thrall (or rather any spell with the crSummonThrallFortifyHealRate magic effect).
Destruction
- Harsh Lesson: is now blocked if the target has a ward up.
- Magnetize: cleaned up script.
- Pyromancer Ascension: fixed magic effect description.
- Glacial Prison: no longer applied on a hit that kills its target (causing desync).
Enchanting
- Arcane Nexus: fixed a condition.
Heavy Armor
- Immortal: there were some complaints about crashes, which is incomprehensible because it's just standard entry points and conditions. Changed the order of conditions in case it matters.
- Rallying Standard: increased armor buff from 100 -> 150 points; increased radius from 15 -> 25 feet. (Note: there have been some requests to make it work on all allies regardless of armor. I don't think it's a good idea to force conjurers into heavy armor of all things to get the most out of their minions. Its main purpose is to buff yourself when you stay in range and encourage turtling up as a heavy armor user.)
Lockpicking
- Bait: is now a lesser power (no cooldown); reduced radius from 200 -> 75 feet; reduced duration from 60 -> 30 seconds.
- Lockjaw: increased drain armor duration from 4 -> 5 seconds and value from 5/level -> 10/level.
- Seen This Before: updated description to clarify that you also gain perk points if you bypass locks.
Pickpocket
For those wondering why Trained Rabbit is a dead end: it was meant to have a follow-up perk called Prince With a Thousand Enemies that changed its effect when summoned in combat to run off in a random direction and force all opponents to chase after it; but this was bugged and never worked correctly.
- Crime Wave: reduced max number of repetitions from 5 -> 4.
- Mutiny: is now a lesser power (no cooldown); reduced radius from 200 -> 75 feet; reduced duration from 60 -> 30 seconds.
- Stalk the Prey: reduced the required stalk time from 12 -> 10 seconds.
- You Saw Nothing: now also affects other targets in a 40 foot radius around the initial target.
Restoration
- Necromanticon (Putrefy, Death Cloud, Carrion Wind): all spells now affect all nonmechanical targets; all spells deal double damage per second but have halved duration, matching spells such as Horrid Wilting in Apocalypse.
- Tome of Many Pages: perk description now correctly states it increases a skill by 15 levels instead of 5 levels.
Sneak
- Renamed Smoke Curtain -> Smokescreen.
- Laughing Ghost: sneak attack damage is no longer disabled when a slow time effect is active; refactored script and increased duration of sneak attack bonus from 2 -> 3 seconds to increase reliability in slow script execution conditions; removed ragdoll; increased stagger strength from 75% -> 100%.
- Smokescreen: increased duration from 120 -> 180 seconds.
- Spot Detection: is now a lesser power (no cooldown); duration reduced from 180 -> 30 seconds.
- Whiplash: increased drain armor duration from 4 -> 5 seconds and value from 750 -> 1000 points.
Speech
- Earthquake Drum: increased damage per second from 30 -> 50 (=> Witchdrum damage 45 -> 75).
- Golden Fiddle: reduced level requirement from 60 -> 50.
- Irresistible Dance: reduced level requirement from 50 -> 40.
- Salesman: increased level requirement from 40 -> 50.
- Speak With Animals: perk description now mentions the Release Companion power (the message apparently wasn't enough :/ ).
- Thu'um of War: radius increased from 20 -> 25 feet.
Version 9.15
Minor fixes.
Misc
- Sneak detector: implemented a failsafe in case of slow script execution.
Alchemy
- Green Thumb: fixed description.
Archery
- Hunter's Discipline: fixed description.
Conjuration
- Bone Collector/Barrow Lord: increased duration of commands from 5 -> 15 minutes. (Note that if skeletons would get unloaded, commands on them are lost.)
Destruction
- Magnetize: fixed race condition that caused Magnetize to become permanent on dead actors if script execution lags behind.
Enchanting
- Spellscribe: now only grants Enchanting experience in combat.
- Thunderstruck: changed enchantment bonus on power attacks from 30% -> 25% (1H weapon)/50% (2H weapon).
Heavy Armor
- Immortal: changed damage reduction from 75% below 15% (20%) Health -> 25-75% below 30% (40%) Health, using a curve similar to Death or Glory.
Lockpicking
- Percussive Maintenance: now also negates your critical damage and Denting Blows/Crushing Blows when hitting an automaton to repair it.
One-Handed
- Into the Dust: reduced damage bonus per stack from 20% -> 15%. (This was strictly better than Meteor Storm in most use cases.)
- Toll the Bell: improved script execution speed. (Many people would expect a nerf instead, but this has such a severe drawback that it risks becoming one of those perks constantly people want to respec out of if it loses its one hit power, which would be a terrible state for a mainline perk to be in.)
Restoration
- Mage Ward: no longer causes invalid or negative WardPower values if interrupted early (not retroactive; respec).
Speech
- Gift of Kynareth: now works correctly on Chaurus Reapers.
Version 9.14
I believe at this point there is not much left to do with this mod and it has pretty much reached its final state. Pretty much any tree is up for grabs for compatibility patches and will no longer be significantly changed.
I did beat the buzzer with an Enchanting tree rework, which was the worst tree in the mod.
Music video: https://www.youtube.com/watch?v=zOvsyamoEDg
Alteration
- Reverted Throne of Nirn to its older functionality (raising the user on a pillar of earth) in response to your feedback. Thanks!
- Energy Shield: active when in combat -> when hands are raised; now correctly disables the damage reduction when the Magicka drain is disabled; increased damage reduction from 25% -> 35%.
- Geomancer: increased damage reduction from 25% -> 30%.
- Throne of Nirn: active when in combat -> when hands are raised; made the pillar slightly taller. (Note to users of ritual spells: any vanilla ritual spell takes 4 seconds to cast, so you can cast it and immediately release without ending up on the pillar.)
Conjuration
- Bone Collector: skeletons now have 1000% resistance to poison and disease, enabling their use alongside Restoration plague spells.
Enchanting
- A major overhaul of the staff/weapon half of the tree, which was a complete mess and probably the worst branch in the mod.
--- Enchanting Mastery: now includes the effect of the removed Soul Squeezer in addition to its previous effect.
--- Removed Soul Squeezer.
--- Renamed Channeler -> Staff Channeler; updated description.
--- Soul Siphon: moved from level 30 -> 20.
--- Secretkeeper: now also buffs weapon damage in addition to spell and scroll damage, but restricts its bonuses to one or the other hand. (You can't attack with a weapon in your left hand while casting a staff in your right hand.)
--- Added Flame of Magnus.
--- Removed Starlight Sage.
--- Changed Weapon Recharge -> Staff Recharge; increasing its recharge rate from 3 -> 5 but restricting it to (duh) staves only.
--- Renamed Battlemage -> Thunderstruck; moved from level 70 -> 30; changed bonuses from 25% magnitude/50% duration -> 30% both.
--- Added Attunement.
--- Added Heart of the Sun.
--- Added You Shall not Pass.
--- Removed Rods From the Gods.
--- Removed Staff Flux.
--- Charge Tap: greatly simplified effect (it no longer discriminates between left and right hand).
- Last Word: now has 2 -> 3 levels.
Heavy Armor
- Warbringer: activates when entering combat -> when drawing a weapon. (Thanks!!)
Restoration
- Bastion Ward: corrected functional error in description.
Some users have reported Warrior's Flame activating on targets and causing them to aggro, however Warrior's Flame does not generate aggro. It is more likely that Warrior's Flame activated as a result of them aggroing and entering combat.
Smithing
- The perk Arcane Blacksmith has been removed from all respec formlists, so refunding your perk points will no longer refund this perk in particular. This is a vanilla perk and according to Uesp there's a nasty bug with it: once you refund it, it may never work again.
- Heart of Creation: increased duration from 15 -> 30 minutes.
Speech
- Horn of Sovngarde: no longer affects commanded actors and followers.
- Irresistible Dance: no longer generates Papyrus errors when it hits fewer than 5 targets.
- Performer: no longer generates Papyrus errors when it hits fewer than 5 targets; significantly increased base donation from 1*Speech -> 5*Speech, making it far easier to make money with it.
Version 9.12
Taking a break of several weeks from this mod. I get the feeling that I'm not looking at this right, or that I'm making changes I shouldn't be making, or perhaps people don't care and the mod is fine as it is.
Obligatory Patreon ad: www.patreon.com/EnaiSiaion
Conjuration
- Signed in Blood: fixed missing conditions on heal over time component.
Enchanting
Arbitrary skill bonuses on armor are SUPPOSED to be weaker than in vanilla, because they are really strong in vanilla to the point where enchanting is almost mandatory for every build. Just as smithing is for warriors, enchanting should have a slight bias in favour of mages, who benefit from Regalia and can more easily use Miracle on an armor piece. Despite some protests about the enchanting buff in 9.11, its power level is still more or less on par with vanilla for mages and slightly weaker for warriors (at least in theory; the Arcane Nexus bug in 9.11 made it significantly better than vanilla).
The big problem with Cosmic Fire is that it is in the way and hard to avoid. Therefore it can't be a double edged perk and needs to do something more universal.
- Replaced Cosmic Fire -> Weapon Recharge.
- Arcane Nexus: fixed bug that caused 50% enchantment bonus instead of 25%.
- Regalia: now also applies to necklaces.
Illusion
Illusion magnitude bonuses do improve Muffle, and duration bonuses improve Muffle and Invisibility, but here is a dedicated perk to buff invisibility. While Lord of Illusions was potentially interesting, some people seemed to assume that its only purpose was to help you land mind spells after already landing a mind spell and declared it useless, missing the Rally synergy. Oh well.
- Replaced Lord of Illusions -> Shadow Refuge.
Light Armor
- Initiative: the bonus now gradually falls off over the course of 15 seconds instead of ending abruptly after 10 seconds. (This feels less "gamey".)
Lockpicking
- Hotwire: increased minimum range for recovery teleportation from 3200 -> 3600.
Restoration
While Hallowed Burial is a bit generic, it is the practical "undead hate" perk people expect to be in the Restoration tree. Afterglow was a wonky undead hate perk that was supposed to evoke something like Leona's shield in LoL that detonates after a delay, but any visuals would be clutter and the point was lost without them, so it was just this strange thing that made undead randomly take damage for no reason.
- Replaced Afterglow -> Hallowed Burial.
- Descending Light: the bonus now gradually falls off over the course of 15 seconds instead of ending abruptly after 10 seconds.
- Exorcist: renamed Sun Ray subspell to Sunblast due to name overlap with other mods; improved Stellar Core projectile visual.
Sneak
- Dynamic Entry: increased duration of effect from 2 -> 3 seconds; reduced damage bonus from 50% -> 40%; now works with all weapons instead of just one-handed weapons.
- Greased Lightning: updated description for immersion.
- Laughing Ghost: reduced knockdown strength to improve effectiveness.
- Partystarter: slightly reduced explosion sound volume; increased radius of knockdown effect from 4 -> 5 feet; increased damage from 150% of Sneak -> 200% of Sneak.
Speech
The bard path has fairly high requirements. It is a "low magic" path that requires several perks in the mundane uses of music before proceeding to music that holds or kills enemies. This is fine, because bards should have other trees to invest in as well. However, the fact that Earthquake Drum is useless until you get the upgrade is not intentional. The last thing you need is a dead perk at 70 skill. By making the perk viable without the upgrade, the point at which the build comes online has been lowered by 10 levels.
- Earthquake Drum: increased damage per beat from 20 -> 30.
- Speak With Animals: increased minimum range for recovery teleportation from 3200 -> 3600.
- Thu'um of War: updated description.
A maintenance update containing a few fixes to underwhelming mage perks in particular. Restoration has been annoying me for a while. The respec notification is now a dialog box in an attempt to reduce user churn (install mod, look at perk tree, notice missing points, uninstall without a word).
One interesting thing is that 9.08 has 10K downloads for the regular version but 6K downloads for the no-DLC version, which was set as the default (in another attempt to reduce user churn). It used to be the case that the regular version was the default and the no-DLC version had very minimal downloads. This tells me that around 1 in 3-4 users simply hit the NMM download button without even looking at the downloads page. One consequence is that any optional file or compatibility patch will get missed by that many people by default no matter what.
Music video: https://www.youtube.com/watch?v=r2PHd7wPn6A I have a Patreon: www.patreon.com/EnaiSiaion
Alteration
The left side of this tree is a grab bag of perks no one wants. Also, the tree lacks a hero perk for standard builds since no one uses Aurification.
- Reworked Throne of Nirn: now grants power attack/bash stagger immunity while casting a spell in robes.
- Aurification: no longer shares a cooldown with Command Lock; increased gold granted from 4 times Alteration -> 100 times level.
- Command Lock: can now be used 2 -> 4 times a day.
- Dimension Door: changed from 1/day -> at will.
- Philosopher's Stone: increased gold granted from 2 times Alteration -> 4 times Alteration.
Conjuration
The main problem with this tree is two perks: Edge of Oblivion and Rat King, which seem to drive people to uninstall the mod. Additionally, there is no straight line through it for any minions other than conventional daedra or reanimations.
- Updated the descriptions of several perks for consistency (conjure = summon + reanimate):
--- Atromancy
--- Edge of Oblivion
--- Feed the Monster
--- March of Oblivion
--- Necromaster
--- Planemeld
--- Preservation
--- Undead Crown
- Updated the description of several perks to reflect that they only work with friendly minions:
--- Maelstrom
--- Pact Magic
--- Signed in Blood
--- Summon Resist
- Bone Collector: increased range of recovery teleport from 3200 -> 3800 and disabled it in combat; increased duration of skeleton commands from 2 -> 5 minutes.
- Covenant of Coldharbour: now also works with other non-undead minions.
- Edge of Oblivion: removed annoying blue flame effect.
- Ravenous Dead: updated description.
- Summon Resist: now also works with other non-undead minions; no longer fails to activate in some circumstances (not retroactive unless you respec).
Enchanting
The left hand side of the tree is a bit too abstract. Perk descriptions can fix that to a point.
- Channeler: corrected description.
- Might and Magic: reduced bonuses from 20% -> 10%; updated description. (This was strictly better than Spellblade...)
- Secretkeeper: updated description.
- Spellscribe: now activates when drawing weapons instead of entering combat, improving reliability by removing the unstable IsInCombat() function.
Illusion
The activate perks seem to be criminally underused. Hopefully reducing the cooldown will make a difference (but not too far because they can't stack).
- Blind Guardian: updated description.
- Nemesis: reduced cooldown from 300 -> 180 seconds.
- Nightfall: increased damage from 30 -> 40.
- The Reaper Comes: reduced cooldown from 300 -> 180 seconds.
- Wraithwalker: updated description.
Restoration
The tree may be overly cryptic (still) and too abstract, revolving around things like Warrior's Flame and Afterglow that are far removed from what players actually expect out of Restoration. Even if there is nothing wrong with the actual perks, this creates a bad first impression that the tree is cluttered with garbage. Descriptions can fix this to a point, but some perks need to be replaced.
Fun fact: Afterglow, Crusader's Fire, Warrior's Flame and Wheel of Life are Restoration spells and therefore benefit from spell scaling (Restoration Mastery, Chalice of Tears)!
- Reworked Exorcist: now grants up to 3 sun damage spells, similar to Necromanticon.
- Antimagic Field: now also affects the wards created by Mage Ward and Spellbreaker.
- Ashes to Ashes: updated description.
- Bastion Ward: now also affects the wards created by Mage Ward and Spellbreaker.
- Crusader's Fire: updated description.
- Forbidden Sanctuary: updated description.
- Pilgrim: now improves shrine blessings by 50% -> 1% per Restoration level.
- Plague Doctor: now only affects enemies instead of allies.
- Overflowing Cup: updated description.
- Sacred Flame: updated description.
Misc
- The automatic respec alert is now a message box instead of a message to improve visibility.
Version 9.08
"When a company runs out of ideas for improving a product, they always switch to subscriptions." -random Forbes poster about Windows 10. On an unrelated note, I now have a Patreon: www.patreon.com/EnaiSiaion
Ordinator has a user satisfaction problem. I calculated some stats about my mods (link on my Patreon page :P ) and out of all of them, Ordinator is pretty much the one with the worst endorsement/upvote rate per download on both classic and SSE, the Nexus and (especially) the Workshop. It seems that the newbie experience is very bad and people eagerly download but then uninstall. Too many perks? Too confusing? Key perks nerfed or removed? Probably.
Music video: https://www.youtube.com/watch?v=kB6UFAi-lRg
Misc
The no-DLC version is now the standard NMM file (many users use this feature to download their mods and Apocalypse got a few complaints from users who said it immediately crashes because they don't have the DLC and auto downloaded the DLC version).
Archery
- Hailstorm: increased margin of error for a "fully drawn" bow shot from 0.9 -> 0.8.
Conjuration
- Atromancy: now supports untyped conjuration spells (Seeker, Ash Spawn, Ash Guardian).
- Edge of Oblivion: now correctly supports untyped conjuration spells.
- Planemeld: now supports untyped conjuration spells.
Destruction
- Slightly moved some nodes around to try and fix a perk selection issue on consoles.
- Elemental Specialization: fixed incorrect ability description.
- Glacial Prison: now flags the target as restrained for the duration, preventing many forms of forced movement that could cause the hitbox to desync; now disabled during a killmove.
Heavy Armor
- Rallying Standard: reduced sound volume by 3 dB.
Speech
- And the Universe Listens: hardcoded Slow Time and Become Ethereal as shouts (because Bethesda forgot the keywords).
Version 9.06
I broke my vow not to update any more perks, due to one perk being broken and the other being utterly unwanted. Music video: https://www.youtube.com/watch?v=CMmYTSH2j2o
Conjuration
- Replaced Daedra's Due -> Summon Resist.
- Corpse Gas: corrected description.
- Edge of Oblivion: corrected description.
- March of Oblivion: corrected description.
- Preservation: corrected description.
- Undead Crown: corrected description.
(Boneman/Mistman/Wrathman go under "conjured undead". Seeker isn't anything.)
Alteration
- Vancian Magic: now correctly initialised on 20/20 spells instead of 30/20.
One-Handed
- Coiling Python: no longer deals critical strikes to targets it could not paralyze, but now able to paralyze automatons.
Restoration
- Vigilant: now works correctly.
Version 9.03
Conjuration
- Edge of Oblivion: no longer applies in non-humanoid forms.
Light Armor
- Breaking Waves: now works correctly with Wardancer again; corrected required level.
Version 9.02
Destruction
- Absolute Power: reverted change that broke it.
Version 9.01
Restoration
- Bastion Ward: no longer tied to nonexistent Zealot's Ward and just gives 40% damage reduction.
Misc
- Fixed bug that prevented players from respeccing out of:
--- That Which Does Not Kill You
--- Doctor Death
--- Focus on the Prey
--- Doombringer
Version 9.00
Respec if you have points in a significantly modified perk tree.
This is the last major update; any future updates will be strictly bugfixing and egregious balance issues. No perks will be added, removed or significantly altered. Music video: https://www.youtube.com/watch?v=9F7b4skyUy4
Alchemy
- Elemental Oil: fixed model for SSE.
Alteration
- Replaced Resonance Cascade -> Rend Resistances.
- Renamed Anchorite -> Home Mythal. (The name didn't make it clear enough what it was for.)
- Distorted Shape: updated description.
- Dungeon Master: increased Life Tap cost from 20 -> 40 per stack.
- Energy Roil: increased duration from 2 -> 4 seconds; now has an animation.
- Geomancer: increased damage reduction from 20% -> 25%.
- Home Mythal: can now be used to mark a location for Vancian Magic recharge.
- Spellblade: improved script execution speed.
- Vancian Magic: no longer erroneously drains charges when using scrolls; no longer prevents the use of school-less spells (powers); disabled in non-humanoid form; now always works in the College of Winterhold dorms and the Dark Brotherhood Sanctuary whether or not you own them; now comes with 25% increased experience from spells.
Conjuration
- Reworked Daedra's Due: now allows you to permanently sacrifice Health in exchange for perk points. (While the old version technically worked, the AI is a bit slow in switching spells and people expected it to apply to all minions of that type.)
- Bone Collector: each Sack of Bones now contains 8 -> 10 bones; increased leash radius from 100 -> 150 feet.
- Rat King: updated description to clarify that this does not create "summoned" minions; minions are now keyworded as undead.
- Signed in Blood: now also heals 10 points per second in combat.
Destruction
This school seems to be a tad strong but people also seem to be okay with this.
- Glacial Prison: reduced duration from 10 -> 8 seconds.
- Iced Earth: increased radius of frost hazard from 4.0 -> 4.5.
- Nova Charge: reduced threshold from 8 -> 6 spells; reduced damage from 250 -> 150 but also staggers targets.
- Arc Burn: increased duration from 3 -> 4 seconds; increased afterburn duration. (People underestimate this. This can easily be 1/4 of your damage on fast hitting spells like Scattershock.)
- Outburst: increased damage per second from 15 -> 30.
- Pyromancer Ascension: reduced threshold from 8 -> 6 spells.
- All hard disables (Magnetize, Glacial Prison, Absolute Power) now respect the forced movement keyword used in all of my mods (BookShelfBook05 *see below), preventing targets from becoming affected by multiple forced movement effects at once.
Enchanting
- Staff enchanters are no longer erroneously considered arcane enchanters (DLC/SSE versions only). (The only difference in keywords is a specific DLC keyword...)
- Cosmic Fire: updated description.
- Rods from the Gods: updated description.
Illusion
People have asked why Dream Thief is a prerequisite for several perks you want. This is because otherwise people would never even try the branch and just home in on the perks that make illusion spells stronger, because that's what they were looking for in the first place. (Notice how many level 100 perks have unusual perks as prerequisites.)
- Dream Thief: increased magnitude bonus from 25% -> 50%.
- Imposing Presence: increased magnitude bonus from 15% -> 25%.
- Kindred Mage: changed magnitude bonus to mind affecting spells from +0.1/0.2 per Illusion level -> +15/30. (Problem solved.)
- Nightfall: increased damage per second from 20 -> 30.
- Terror: can no longer disarm bound weapons.
- The Reaper Comes: the illusion can no longer be pickpocketed.
Light Armor
- Reworked the Wardancer cluster of perks, greatly simplifying scripting and reducing cognitive load.
When you avoid hits:
--- Wardancer: now grants 20% attack and crit damage that is lost for 6 seconds when you take an unblocked attack or hostile spell in combat.
--- Glancing Blow -> Glancing Blows: now grants 40% damage reduction to blocked attacks during Wardancer, as well as the unblocked attack that breaks Wardancer.
When you take hits:
--- Fight or Flight: now grants 5% Stamina regeneration per second for 6 seconds after you take an unblocked attack or hostile spell in combat.
--- Survival Instinct: now grants 10% speed for 6 seconds after you take an unblocked attack or hostile spell in combat.
- Swapped the location of Glancing Blows and Spelldancer in the perk tree.
- Renamed Scorn the Beast -> Annoying Mosquitoes.
- As a Leaf: now also halves power attack damage taken while sprinting.
- Evasive Leap: improved description. ("Ethereal" doesn't mean what people think it means.)
- Spelldancer: adapted to new Wardancer; changed domain from Destruction spells and effects -> elemental spells and effects.
- Tempting Fate: no longer stacks with itself and snowballs out of control.
- Wild and Free: updated description.
Lockpicking
- Bear Traps: following reports of crashes in classic Skyrim as well as SSE, the Drop Bear Trap power has been removed in both versions. (You can use the console to get it back or use AH Hotkeys.) (Thanks guys for posting this on the Steam forums at first instead of telling me.)
- Dungeoneer: now also increases the duration of Robber's Eye from 2 -> 6 minutes.
- Hotwire: increased leash radius from 100 -> 150 feet.
One-Handed
A major overhaul of especially the sword and neutral branches.
- Replaced And Stay Down -> Wandering Warrior.
- Replaced Cross Cut -> Split the Heavens.
- Replaced Thousand Cuts -> Judgment.
- Reworked Overwhelm -> Cross Cut: increased duration from 2 -> 4 seconds; no longer deals a critical strike, but deals 25/50% increased damage.
- Reworked Massive Attack -> Thundering Blow: reduced number of regular attacks to charge from 10 -> 8; reduced power attack damage bonus from 200% -> 100%; oh yeah, it ACTUALLY WORKS NOW.
- Aftershock: instead of its previous effects, now grants 75% attack speed for 3 seconds after a Thundering Blow.
- Bleed like a Lamb: no longer stacks, but pop now deals 10/15/20% -> 15/20/25% damage.
- Death Adder: updated description.
- Denting Blows: no longer stacks, but armor shred increased from 15/25/35 -> 50/75/100.
- Mangle: changed effect from 20/40% damage vs staggered targets -> 25/50% armor pierce vs staggered targets.
- Overrun: attack damage bonus changed from 25% -> 0-50% based on target HP%.
- Swaying Cobra: increased Magicka/Stamina drain from 75 -> 150.
- Unleash the Beast: updated description.
- Windswept: slightly improved script execution speed; added missing sound effect; now respects the forced movement keyword.
Restoration
Spirit Tutors is OP, but it pretty much has to be, otherwise no one would bother finding the tutors. Also, wards seem more and more hopeless: they don't even scale with restoration magnitude and Zealot's Ward broke them. Also, Inquisitor didn't work. Welp.
- Replaced Zealot's Ward -> Duel Ward. (Sorry for bug.)
- Crusader's Fire: increased radius from 25 -> 30 feet. (Not retroactive.)
- Enduring Ideal: reduced healing bonus from 50% -> 25%.
- Mage Ward: now uses the correct animation.
- Overflowing Cup: changed amount from 50 -> 1 per level of Restoration. (People have asked for increased duration. No, because then it would fall into this spot where people think they are supposed to keep it going permanently, and will proceed to complain that the duration is too short to do so. This would lead to several more duration bumps until it may as well be a passive.)
- Tome of Many Pages: now increases a skill by 5 -> 15 points, but the bonus no longer scales with Restoration skill magnitude.
- Under my Wings: increased radius from 12 -> 20 feet.
- Warrior's Flame: added sound effect; no longer erroneously affected by resistance; updated description.
Smithing
- Heart of Creation: increased duration from 600 -> 900 seconds.
- Iron Lore: fixed incorrect magic effect descriptions.
Sneak
I have given up trying to "balance" sneak, since opinions about the effectiveness of this tree seem to be split between "stealth is ridiculously overpowered in Ordinator" and "stealth is completely useless in Ordinator". I stuck to vanilla stealth numbers (and have no idea why people expect this PERK mod to do anything else), it is up to you to get a stealth mod.
- Greased Lightning: fixed model for SSE.
- Smoke Curtain: fixed model for SSE.
- Right Behind You: increased bonuses from 10/20% -> 15/30%.
Speech
- Performer: now grants 1000 flat experience in addition to the experience granted by taking people's money.
- Speak With Animals: clarified description to indicate that you do get a power; increased leash radius from 100 -> 150 feet.
Two-Handed
A major overhaul of all branches.
- Reworked Ramming Speed -> Trample: reduced power attack damage bonus from up to 75% (actually up to 100%) -> up to 50%; now also grants a critical strike damage bonus of up to 50%.
- Avalanche: the damage and critical damage bonus now only applies to warhammer attacks instead of any attack.
- Batter: corrected misleading description.
- Bleed like a Dog: no longer stacks, but pop now deals 15/20/25% -> 20/25/30% damage.
- Crushing Blows: no longer stacks, but armor shred increased from 20/40/60 -> 75/100/125.
- Decimate: now deals 20% more damage for each nearby enemy.
- Flee Fool: target now trips after 3-6 -> 3-4 seconds; reduced duration from 10 -> 6 seconds.
- Massacre: reduced attack speed bonus from 200% -> 175%.
- Overthrow: can no longer disarm bound weapons.
- Rise and Fall: updated description.
- Rive: updated description.
- Subjugate: added cleave; no longer grants critical strike damage; added shader to make the effect more obvious.
- The Pendulum: added cleave; reduced damage bonus from 125% -> 50% (AoE knockdown shouldn't also deal huge damage); added a shake effect when it hits.
- Wolfkin: reduced number of power attacks needed from 3 -> 2.
Misc
- Included several missing scripts.
MCM
- Added MCM.
- Added MCM option to skip proximity detection on Thief's Eye.
- Added MCM option for Open Cities compatibility.
- Added MCM options to hide advanced crafting furniture models.
- Added MCM options to disable minions teleporting to your location.
Note for other mod authors: I use vanilla keywords to trade information between mods, as follows:
- BookShelfBook01: giving the player a magic effect with this keyword silently disables timed blocking in Wildcat/Smilodon. Used by the Timed Block perk in Ordinator.
- BookShelfBook02: giving the player a magic effect with this keyword silently disables stagger in Wildcat/Smilodon. Used by the Focus on the Prey perk in Ordinator.
- BookShelfBook05: keyword (and !HasKeyword condition) on all magic effects that cause forced movement (levitate/pull/push) to ensure only one of them can affect a target at a time.
Version 8.30
You may want to respec before updating if you have any of these perks.
The new Vancian Magic implementation is highly experimental. It works on a technical level, but may need some tuning in later updates if spells are too plentiful.
Pickpocket
- Pickpocket Mastery: changed to an addition instead of multiplication.
Version 8.24
Alteration
- Innate Magic: now reduces Magicka cost by half instead of full.
Archery
- Archery Mastery: fixed description.
Pickpocket
- Thief's Eye: no longer spams the Thief's Luck dialogue.
Version 8.22
There has been an infuriating amount of feedback that was basically "this mod is OP" without further information, so I was unable to make meaningful balance changes for this update.
Innate Magic has been overhauled to be less controversial. There will be a separate Vancian Magic mod at some point.
Music video: https://www.youtube.com/watch?v=okZpD1O2kmI
Misc
- The sneak detector now sets rather than mods the global state variable to avoid it going out of sync in case of a stack dump interrupting execution.
Alchemy
- World Serpent: disabled in werewolf form because power attacks are shouts.
Alteration
- Innate Magic overhaul:
--- Innate Magic: no longer disables your spells when you run out of spell slots, but spell effectiveness bonus removed (this had issues with projectile spells) and cap reduced from 4 -> 3 spells.
--- Chosen One: cap reduced from 7 -> 5 spells.
--- Warrior-Prophet: reduced damage and critical strike bonus from 20% -> 15%.
- Intuitive Magic: updated description to reflect change to Innate Magic.
- Philosopher's Stone: increased gold from 1x Alteration -> 2x Alteration.
Archery
- Archery Mastery: increased damage bonus from 20/40% -> 25/50%.
- Long Shot: improved description.
- Snipe: reduced critical strike damage bonus from x5 -> x3 (enchantment damage bonus is unaffected).
Destruction
- Absolute Power: added safeguard to restrict the perk to players.
- Cataclysm: increased cooldown from 30 -> 45 seconds.
- Conflagration: added condition to ensure the hazard only affects hostile targets.
- Ionized Path: fixed potential divide by zero state.
- Static Field:improved script execution speed.
Illusion
- Dream Geas: no longer suppresses the notification that a power has been added.
One-Handed
- Apex Predator: increased damage from 3% -> 4% and damage cap from 22.5 -> 40.
- Massive Attack: lowered threshold from 15 -> 10 attacks; fixed power attack damage being doubled instead of tripled.
- One-Handed Mastery: increased damage bonus from 20/40% -> 25/50%.
- Thousand Cuts: changed bonus damage from +100% @10 cuts -> +25% @5 cuts and +50% @10 cuts.
- Fixed some NPCs gaining some perks twice with ASIS.
Pickpocket
- Thief's Eye: regenerated script to try and fix the disappearing effect bug. (This is the same thing as the Thunderchild meditation bug, where the game fails to fill script properties for no reason.)
Restoration
- False Light: reduced conversion rate from 80% -> 75%.
- In Thy Name: reduced damage bonus from 20% -> 15%.
- Lightwielder: reduced damage bonus from 20% -> 10%. (Total conversion rate 100%.)
- Under My Wings: now uses IsHostileToActor condition instead of GetShouldAttack.
Sneak
- Sneak Mastery: reduced effectiveness from 20/40% -> 15/30%.
- Right Behind You: reduced sneak bonus from 25% -> 10% at a moderate distance and 75% -> 20% at a close distance. (This was massively OP.)
Speech
- Shout perks disabled in werewolf form because power attacks are shouts.
- Speech Mastery: changed intimidation effectiveness from x2/x999 -> x2/x4 (since some intimidation checks are coded to always fail, guaranteeing success is a false promise).
- Speak With Animals: no longer suppresses the notification that a power has been added, in the (vain) hope that people will notice.
Two-Handed
- Avalanche: improved description.
- Flee Fool: reduced damage bonus from 50% -> 40% but increased likelihood to trip.
- Two-Handed Mastery: increased damage bonus from 20/40% -> 25/50%.
Archery
- Three Crows: first hit is free instead of attempting to do hit detection, making it more reliable.
Enchanting
- Spellscribe: no longer disabled while using an unarmed weapon, due to side effects.
Pickpocket
- Thief's Eye: now uses a keyword check instead of a magic effect check.
Speech
- Horn of Sovngarde: added error when carrying a shield.
- Performer: added error when carrying a shield.
Version 8.13
Unfortunately, trying to maintain and keep in sync both the classic and SSE version turns out to be a very tall order. Either I keep porting the mod every time (risking bugs) or try to make the exact same changes in both mods (and inevitably miss something or go out of sync). I already screwed this up with Sacrosanct, so I don't think I'm going to be able to make many updates to Ordinator this way either. Music video: https://www.youtube.com/watch?v=tq17FbuTDVo
Alchemy
- Advanced Lab: fixed missing script property causing the effect to persist if attempting to use a crafting object that is in use; regenerated script.
- That Which Does Not Kill You: fixed corrupted script (what's with the CK these days?).
Archery
- Lion's Arrow: using the power incorrectly will now clear the stored spell.
Enchanting
- Spellscribe: using the power incorrectly will now clear the stored spell.
Heavy Armor
- Matching Heavy Set: added keyword Blades.
Light Armor
- Glancing Blow: fixed loophole where blocked damage is reduced to zero while Wardancer is active.
- Matching Light Set: added keywords ImperialLight, MS02Forsworn, ThievesGuild, ThievesGuildLeader, Penitus, Forsworn, BearStormcloak.
- Tempting Fate: duration reduced from 1 day -> 1 hour, offering an out if someone cheats to get the perk and doesn't have the prerequisites that also happen to dispel it.
Pickpocket
- Thief's Eye: added some debug lines to the Papyrus log. Since I can't reproduce the issues some players are experiencing with it not sticking, they can now give me the Papyrus log.
Smithing
- Advanced Workshop: regenerated script.
- Fuel the Inferno: fixed missing script property causing the effect to persist if attempting to use a crafting object that is in use.
- Recycle Materials: fixed missing script property causing the effect to persist if attempting to use a crafting object that is in use.
Version 8.12
Archery
- Ranger: added note to description to inform player of Skyrim bug. I can't believe I have to do this.
Major bugfix update. Music video: https://www.youtube.com/watch?v=1Q0ZAG3FaSE
Alteration
- Dimension Door: fixed mesh error.
Archery
- Trick Arrows: fixed mesh error with Death arrow model.
Block
- Deflect Arrows: now also reduces arrow damage from any direction by 25% while blocking.
Conjuration
- Barrow Lord: removed Bury/Exhume Skeletons power due to issues with disappearing skeletons. (While these reports are largely about SSE, I did receive a report that it also occurs in classic Skyrim. I made some changes to the power itself, which might fix this issue, but the bug is so crippling that I removed the power for now. To get the power back, use the console to give yourself the spell "Bury/Exhume Skeletons". If you need the power, do so. If you have been having issues with disappearing skeletons, absolutely do so and tell me if the issues persist. If the changes I made to the power fix the issue, I will add the power back in the next update.)
- Necromaster: sped up abandonment detection tick rate from 15 -> 10 seconds.
- Rat King: fixed ability maginv model.
- Daedra's Due: reduced model size growth from 1.25 -> 1.2.
Enchanting
- Fixed missing script property in several scripts that caused Gem Dust, Preserver and Arcane Nexus to stick around if the enchanting table is in use. (Unsurprisingly, only Preserver was reported because the bug was beneficial in the case of Gem Dust.)
- Channeler: now uses the correct ability.
- Miracle: perk disabled while holding Azura's Star, which allowed you to get unlimited Miracles.
- Spellscribe: is now disabled when you have "unarmed" equipped (this is the invisible weapon that is equipped to replace your weapons or spells when you start a brawl). To reenable it, equip anything else in your hands. This does not disable Spellscribe for unarmed builds as long as you remember to equip something else and go back to fists after the brawl completes.
Light Armor
- Evasive Leap: now has an animation; updated description to clarify that it only works in combat.
Pickpocket
- Crime Wave: increased the delay before a new target is found from 2 -> 5 seconds.
- Stalk the Prey: changed from +50% -> +20 points to reduce the likelihood of overflow and negative pickpocket chance.
- Thief's Eye: no longer dispelled when you are flagged as arrested.
Smithing
- Advanced Workshop: fixed mesh error with Advanced Grindstone model.
- Heart of Creation: bloodforge is now silent.
Sneak
- Laughing Ghost: no longer slows time while active, due to a bug with Slow Time effects in Skyrim Special Edition; updated description to clarify that it is a sneak attack "attempt" and not guaranteed if you get detected while teleporting, etc.
Speech
- Speak with Animals: animal companion is now protected -> essential.
Two-Handed
- Massacre: no longer slows time while active, due to a bug with Slow Time effects in Skyrim Special Edition.
Version 8.07
Alchemy
- That Which Does Not Kill You: now correctly ends after 60 seconds.
Archery
- Lion's Arrow: now states that it only works with bows. (Inb4 QQ, but OnPlayerBowShot apparently means just that.)
Restoration
- Necromanticon: damage over time no longer persists through death.
Version 8.06
Music video: https://www.youtube.com/watch?v=b5WUYMlFgAg
Alchemy
- Chymical Wedding: fixed incorrect value in description.
- Witchmaster: fixed incorrect value in description.
Alteration
- Innate Magic: no longer erroneously disables enchantments as well.
Destruction
- Pyromancer Ascension: now includes an exception for Arc Burn.
Enchanting
- Miracle: fixed erroneous force push.
Speech
- Speak With Animals: shader is now non-persistent.
Version 8.05
Attempted to replace the 8.04 file that was stuck in the system, got an error, was forced to update to 8.05. Made some tiny changes along the way. Music video: https://www.youtube.com/watch?v=_2wafF_v3PE
One-Handed
- Into the Dust: increased damage per stack from 15% -> 20%. (Compared to Meteor Storm, you lose uncapped damage and functionally unrestricted duration and gain knockdown. This needs a very small damage bump to make it viable in situations where you can't trigger the knockdown.)
- Windswept: slightly increased stagger strength at maximum range to fix an issue where some enemies were not staggered at all.
Version 8.04
Did some testing and the previous incarnation didn't feel good.
One-Handed
- And Stay Down: increased damage bonus from 50% -> 100%. (I may have undertuned this because Dust Storm was OP at 40% on release.)
- Overwhelm: increased critical strike damage from x2/x4 -> x2/x5. (More endgame scaling.)
- Windswept: reduced damage bonus from 60% -> 40%. (The easiest and most defensive combo shouldn't do the most damage.)
NPC perks
- Fixed an issue with NPC sword perks.
Version 8.03
One-Handed
- Cross Cut: damage bonus increased from 40% -> 75%.
- Overwhelm: critical strike bonus increased from x2/x3 -> x2/x4. (Moreover, there was a bug that caused the critical strike multipliers for both levels to stack, so you actually did x6 critical damage at level 2. You know, the same amount as Smite. You know, the perk that is considered OP. Except without the 30 second cooldown. But hey, swords sure did no damage and were in dire need of a patch.)
- Windswept: now also deals up to 60% more damage.
Version 8.02
Unless major bugs surface in the next two weeks, this is the version that will be used for Skyrim SE. Music video: https://www.youtube.com/watch?v=wkhmj3JZDuk
Alchemy
- Added Maenad.
- Removed Chemical Rage.
- Renamed Crimson Bull -> Crimson Haze. (Yes, yes, it was a Red Bull reference, I'm so clever. Ha. Ha. Ha. Ha. Ha.)
- Advanced Lab: made changes that have no impact on the game, but were an attempt to add a toggle for the lab visuals. This caused the perk to stop working entirely. Activate scripts are like that.
- Chymical Wedding: increased chance to proc from 40% -> 50%.
- Crimson Haze: reduced duration from 60 -> 30 seconds; updated description.
- Stimulants: increased duration from 10 -> 30 seconds.
- That Which Does Not Kill You: damage is now scripted and independent of difficulty; reduced duration from 180 -> 60 seconds.
- Witchmaster: increased chance to proc from 40% -> 50%. (Not retroactive, please respec.)
Archery
- Added Lion's Arrow.
- Deadeye: added optional Snipe prerequisite.
- Focus on the Prey: reduced level requirement from 70 -> 60.
Block
- Reworked Dominion: restores Health while blocking -> reduces all physical damage taken by 25% while blocking.
Conjuration
- Ravenous Dead: level cap is now increased by 50% -> 1% per level of Conjuration.
Destruction
- Runecaster: changed from +2 runes -> x3 runes to fix a weird bug.
Illusion
- Dream Thief: updated description.
- Heavy Weighs the Tapestry: no longer works on targets in a scene.
- Lamb to the Slaughter: no longer works on targets in a scene.
One-Handed
- And Stay Down: no longer restores Health and Stamina. (Unimmersive.)
Restoration
This tree was the epitome of the overfilled tree with random perks. These changes should make each perk more recognisable and therefore make the perk tree clearer at a glance.
- Renamed Evangelist -> Battlefield Priest.
- Renamed Paragon -> Sacred Guardian.
- Renamed The Divine Within -> Pilgrim.
- Renamed To Ashes -> Ashes to Ashes.
- Afterglow: no longer considered a hostile attack on all nearby targets; is now unresistable.
- Ashes to Ashes: clarified description.
- Bastion Ward: added a ward for Ganymede, too.
- Crusader's Fire: is now correctly flagged as a restoration spell; now also increases critical strike damage.
- Enduring Ideal: no longer disables Wheel of Life entirely when you use a heal, but resets the delay to 30 seconds.
- Exorcist: now reduces armor and magic resistance instead of increasing damage and magic effectiveness.
- False Light: increased heal to damage conversion from 75% -> 80%.
- Fire and Steel: now also increases critical strike damage.
- Lightwielder: increased damage bonus from 15% -> 20%.
- Revelation: increased direct damage from 375 -> 750; increased allied damage bonus from 500% -> 1000%.
- Sacred Guardian: is now correctly flagged as a restoration spell; improved description.
- Warrior's Flame: is now correctly flagged as a restoration spell.
- Wheel of Life: made description more immersive.
Smithing
- Smithing Mastery: second level no longer allows improving iron and hide items twice as much, but improves all items by 10%. (CCOR modifies the first level to include iron and hide items, which resulted in a conflict. What choice did I have? Revert by setting ORD_Smh_SmithingMastery_Global_SwitchEffect to 1.)
Speech
- Irresistible Dance: no longer works on targets in a scene.
- Performer: no longer works on targets in a scene.
- Speak With Animals: no longer works on targets in a scene.
Two-Handed
- Flee Fool: now correctly considered a fear effect; reduced trip frequency from 2-5 -> 3-8.
Version 8.01
Maces again, and Demolition Job. Music video: https://www.youtube.com/watch?v=tsQdLMqZykc
Enchanting
- Last Word: removed scroll copy functionality since it doesn't work.
One-Handed
- Denting Blows: now works on targets wearing any piece of armor (+ automatons and dragons) instead of just targets wearing chest armor.
- Meteor Storm: reduced extra damage and stamina cost from 20% -> 15%; fixed potential rounding error.
- Overrun: reduced critical strike damage bonus from 100% -> 50%; fixed attack damage bonus.
- Smite: reduced critical strike damage bonus against undead from x6/x12 -> x4/x8.
Sneak
- Demolition Job: reduced level requirement from 40 -> 30.
- Whiplash: increased level requirement from 30 -> 40; increased armor penalty from 600 -> 750 points.
Version 8.00
To update, respec. Music video: https://www.youtube.com/watch?v=bWzSbkwqrIA
---
Misc
- Removed a cell ITM.
- Fixed a location error when using Dragonborn.
Alchemy
Making the buff perks only trigger when you use a potion and not an ingredient does not seem possible.
- Stimulants: no longer stacks with itself.
Alteration
"Here the birth from an unbroken line
Born the healer, the seventh, his time
Unknowingly blessed, and as his life unfolds
Slowly unveiling the power he holds"
- Added Innate Magic.
- Added Chosen One.
- Added Warrior-Prophet.
- Removed Vancian Magic. #Courage
- Removed Quadratic Wizard.
- Removed 7th Circinate.
- Intuitive Magic: adapted to work with Innate Magic.
- Energy Shield: reduced damage absorption from 50% -> 25% but reduced mana drain from x3 -> x1 of damage taken. (Mana drain is not retroactive. Respec. Or cry.)
- Spellblade: increased level requirement from 30 -> 40; reduced bonus damage from 25% -> 20%.
Block
Rockin' Beats.
- Renamed Untouchable -> Dragon Scales. (They could still touch you, they just couldn't damage you.)
- Apocalypse Proof: no longer generates timed block messages; improved description to clarify that this counts as a timed block.
- Dominion: changed regeneration bonus from +50% -> 5 points of Health per second.
- Timed Block: timed block message now displays correctly if the attacker is out of melee range; added event flood control so multiple instances of simultaneous timed blocking no longer causes a spike in script load; there is now a visible icon in SkyUI; improved description.
- Timing Streak: slightly reduced script load; added event flood control; improved description.
Conjuration
There is unfortunately no way to implement a way to make skeletons stay out of your way. But did you know that giving them a follow order causes them to cluster behind you instead of around you?
- Added Rat King back, however it now summons 6 -> 3 rats.
- Barrow Lord: now also comes with a power that buries or exhumes your skeletons.
- Bone Collector: "Heel" command is now "Follow".
- Edge of Oblivion: punishment shader is less visually intrusive.
- March of Oblivion: fixed deceptive description.
- Necromaster: now also increases the level cap of reanimation spells.
- Signed in Blood: no longer permanently drains your Health regeneration. (To fix yours, type Player.GetAV HealRate; Player.ModAV HealRate [positive value equal to negative amount + 0.7].)
Destruction
A partial revert of the previous nerfs because I found out that War of the Elements is the actual problem.
- Renamed Burn the Past -> Scorched Earth. (Duh.)
- Reworked Ancient Seals: sneak attack for runes -> runes now deal damage over time. (Sneak attack for runes is moved to Demolition Job in the Sneak tree).
- Runecaster: now adds x3 -> +2 runes.
- Scorched Earth: increased fire hazard damage per second from 40 -> 50.
- Stormblast: increased shock damage from 50 -> 60.
- War of the Elements: reduced attack damage bonus from 50% -> 30%.
- World in Flames: increased fire damage bonus from 20% -> 25%.
Enchanting
One of these was long overdue.
- Battlemage: reduced enchantment power and duration bonus while power attacking from 25/50% -> 20/40%.
- Last Word: level 2 now gives 10% chance to create 5 copies instead of 5% to create 10 copies, improving consistency. (Not retroactive. Respec.)
- Might and Magic: reduced attack and spell damage from 25% -> 20%.
- Spellscribe: can now only store projectile, contact and actor target spells. (For a power that allows you to cast lightning from your hammer with power attacks, the fact that self healing spells were by far the best thing to put into it and represented a huge power boost was a problem.)
Heavy Armor
- Added Doombringer. (Counterpart to Spelldancer, by popular request.)
- Added Face of the Mountain. #FaceIsThePlace
- Immortal: now correctly requires wearing Heavy Armor; changed level requirement from 100 -> 90. (I still think this perk is underestimated even in high lethality environments. You may take enough damage to drop below the threshold but not die, in which case it will prevent you from dying immediately afterwards. Demoting it from capstone status should allow it to stand on its own without the pressure of a level 100 perk.)
- Primal Fear: standardised description.
- Rallying Standard: changed from GetShouldAttack() to IsHostileTo().
- Reap the Whirlwind: improved script execution speed; fixed error in description.
- Rise Above: standardised descripton.
- Sovereign: increased damage reduction from 50% -> 75%.
Illusion
- Renamed Quiet Casting -> Quiet Before the Storm.
- Quiet Before the Storm: now has 2 levels, the second of which also silences shouts.
Lockpicking
If you ever lose your hotwired automaton, stand still out of combat for a few seconds and it will teleport to you if it is over 100 feet away. This also goes for skeletons, etc.
One-Handed
- Added Rogue's Parry.
- Bite Marks: increased duration from 30 seconds -> 30/45/60 seconds.
- Cross Cut: added immersive explanation to description.
- Death Adder: increased armor pierce from 75% -> 100%.
- Man O'War: changed each stack from 2% attack damage -> 1% attack damage and 1% attack speed.
- Overrun: changed from +50% damage/+100% (actually +200%) crit damage above 90% Health -> +25% damage/up to +100% crit damage above 50% Health based on remaining Health.
- Smite: reduced critical strike multiplier from 3/7 -> 3/6.
- Toll the Bell: reduced damage bonus from 1.5% per point of Stamina -> 1% per point of Stamina.
Smithing
- Reworked Heart of Creation: permanent stat bonus -> 10 minute buff to attack damage, critical strike damage, and damage resistance.
- Unlinked Counterfeit. ("Doesn't give infinite gold with CCOR" should be a low hurdle to clear.)
- Smithing Mastery: level 2 priority is no longer zero.
- Backup Plan: placed tripwires no longer harm you. (You can still set them off, but they won't trip you.)
- Demolition Job: changed level requirement from 70 -> 30; changed bonus from 300% -> 3% per Sneak level or 5% for runes.
- Laughing Ghost: sneak effectiveness bonus while teleporting increased from x5 -> x20 to reduce the chance of getting immediately detected; now sets the target to unconscious instead of immobile.
- Tripwire: placed tripwires no longer harm you.
- Whiplash: increased duration from 3 -> 4 seconds.
Speech
- Horn of Sovngarde: no longer applies to followers; level 1 duration increased from 3 -> 10 minutes. (Level 2 still lasts one ingame day.)
- Speak with Animals: dialog option no longer displays when activating an animal follower.
Two-Handed
- Unlinked Staggering Impact.
- Ramming Speed: changed from +100% damage above 90% Health -> up to +75% damage above 50% Health based on remaining Health.
Version 7.74
Enough is enough.
Conjuration
- Removed Rat King.
Version 7.73
Music video: https://www.youtube.com/watch?v=CCHceyuKhFM
Archery
- Focus on the Prey: now grants immunity to bow interrupts from Wildcat, if you have Wildcat 5.xx.
Light armor
- Tempting Fate: added ASIS exclusion keyword. (So basically every light armor using NPC was broken with ASIS. This has been the case since release. This was reported just now. Sigh.)
Misc
- Scroll of Legends: now also resets PerksQuest.
Version 7.71
Destruction
- Burn the Past: no longer ignores the MagicNoDistintegration keyword.
Version 7.70
There will be no additional features until Skyrim SE. The world needs stability. Music video: https://www.youtube.com/watch?v=FwAr6ciwoUg
Destruction
Apparently Destruction was OP.
- Basic destruction perks (Combustion/Ionized Path/Merciless Cold) reduced effectiveness from 30/60% -> 30/50%.
- Master destruction perks (Cataclysm/Absolute Power/Glacial Prison) reduced magic resist penalty from 50% -> 25%.
- Burn the Past: reduced ground fire damage from 50 -> 40 per second.
- Conflagration: reduced ground fire damage from 10 -> 8 per second.
- Crystalize: increased armor penalty from 50 -> 125.
- Frostfall: no longer fails against targets whose damage is already reduced by 50% or more.
- Magnetize: no longer erroneously works on restrained (immobilised) or flying targets.
- Shatter: no longer erroneously weakened by magic resistance.
- Stormblast: no longer counts as a hostile attack; reduced damage from 60 -> 50; fancied up description.
- World in Flames: reduced effectiveness from 25% -> 20%.
Restoration
One of the more cryptic schools, due to the large web of perks with florid but nonsensical names. Also one of the more broken schools, with several overpowered multipliers that needed a strong nerf.
- Updated perk tree layout: the perks are mostly in the same place, but the tree has more distinct branches.
- Added Chalice of Tears.
- Added Necromanticon.
- Removed Bitter Wine.
- Removed Grail of Tears.
- Renamed Burns the Sun -> Fire and Steel.
- Renamed Pestilence -> Plague Doctor.
- Renamed Rapture -> Evangelist.
- Renamed Supremacy -> Vigilant.
- Renamed Test of Faith -> Lightwielder.
- Renamed They Shall Know -> In Thy Name.
- Edgewalker: now uses a more gradual curve that caps at 30%, instead of two breakpoints.
- False Light: reduced damage from 80% of heal amount -> 75% of heal amount.
- Lightwielder: reduced damage bonus from 25% -> 15%.
- Spirit Tutors: reduced effectiveness multiplier from 1% per 12.5 Magicka per buff -> 1% per 20 Magicka per buff.
- Zealot's Ward: improved ward strength from 300 -> 400 points.
Version 7.65
Music video: https://www.youtube.com/watch?v=n64TNc0J6nQ
Misc
- There is now a version that does not contain any game settings changes, to gauge interest.
Alchemy
I'm the milkman. My milk is delicious. Special delivery today.
- Elemental Oil: is now set off by any hit from an actor source, regardless of type (= any projectile or explosion).
- The Alchemist's Cookbook: parity changes to match Elemental Oil.
Alteration
- Alteration Dual Casting: no longer states the amount of extra effectiveness and cost, to accomodate mods that change these values.
- Energy Shield: is now again based on current Health instead of attempting to calculate missing Health, greatly reducing script load.
Archery
Good heavens, just look at the time.
- Added Deadeye.
- Removed Takedown.
- Slightly rearranged the skill tree again. (Left hand side now has your most used programs. Right hand side has tiles.)
- Renamed Arrow to the Knee -> Crippling Shot. (Le dank meme 2012 xdddd.)
- Clean Kill: reduced level requirement from 30 -> 20.
- Crippling Shot: no longer reduces speed if the target is already moving at less than 10% -> 15% speed; updated description.
- Snipe: weapon enchantment magnitude bonus 50% -> 100%; updated description for clarity.
- Pinning Shot: added 50 feet range limit; now works correctly on NPCs.
Conjuration
Q: why no perk that buffs the magic element that corresponds to the atronach you have out? A: because dremora are keyworded as flame atronachs. If you see this perk in some other mod, it either hardcoded a list of spells (compatibility) or just didn't notice.
- Added Signed in Blood.
- Conjuration Dual Casting: no longer states the amount of extra effectiveness and cost, to accomodate mods that change these values.
- Edge of Oblivion: fixed withdrawal sickness stagger effect.
Destruction
- Destruction Dual Casting: no longer states the amount of extra effectiveness and cost, to accomodate mods that change these values.
- Glacial Prison: now releases targets 2 seconds after death.
- Pyromancer Ascension: duration increased from 10 -> 20 seconds; fire spell damage bonus increased from 40% -> 50%; cost reduction reduced from 100% -> 50%.
Enchanting
- Spellscribe: now clarifies that it works with power bashes as well.
Heavy Armor
- Warbringer: moved armor conditions to the buff magiceffect to reduce script load
Illusion
- Illusion Dual Casting: no longer states the amount of extra effectiveness and cost, to accomodate mods that change these values.
- Activate perks that force an idle (Heavy Weighs the Tapestry, Lamb to the Slaughter) now flag the target as restrained, preventing interruption by staggers and knockdowns.
Light Armor
Quivering Palm and Ring Out have been delayed to the next patch due to technical issues. Also, the award for most script intensive Ordinator perk went to...
- Renamed One Step Ahead -> Evasive Leap.
- Initiative: moved armor conditions to the buff magiceffect to reduce script load; further reduced script load by eliminating conditions intended to fix the brawl bug, which now is handled by the included Modern Brawl Bugs Patch.
- Wardancer: moved armor conditions to the buff magiceffect to reduce script load; being ethereal or invisible when Wardancer wants to apply a stack no longer erroneously shuts down Wardancer altogether until you get hit; fixed error that caused the buff to be removed when affected by a NON-hostile spell instead of a hostile spell (potentially preventing the buff from ever being applied if the opponent is an Imperious Nord or other actor with a cloak).
- Survival Instinct: changed armor bonus from 25 -> 100 but no longer stacks.
Lockpicking
- Bear Traps: now comes with a Drop Bear Trap power. #DropTheBear
- Big Game Hunter: slightly reduced scale bonus to prevent collision with very large actors (bigger than scale 1.05); increased the delay before the trap activates from 0.1 -> 0.25 seconds.
Restoration
- Restoration Dual Casting: no longer states the amount of extra effectiveness and cost, to accomodate mods that change these values.
Two-Handed
- Avalanche: fixed typo.
- The Pendulum: now resets the two hit combo when it triggers, so it takes 2 hits instead of 1 to trigger the knockdown again; damage bonus increased from 75% -> 125%.
Version 7.60
You may need to respec if you have Robber's Eye/Dungeoneer.
Music video: https://www.youtube.com/watch?v=30ePqXyjQ9E
Conjuration
- Brand of the Necromancer: clarified description; added a message that is displayed when a target is branded.
Enchanting
- Cosmic Fire: reduced bonus from 25/50% -> 20/40%.
Heavy Armor
- Rallying Standard: apparently I have to tell people that it affects you.
Lockpicking
- Dungeoneer: no longer stops working after you reload a save.
- Robber's Eye: added a few more keywords to accomodate locations with combined roles but no keywords for each of them (castle, guild, house, inn, store, temple).
One-Handed
- Overrun: now triggers on targets above 90% Health instead of 100% Health.
Two-Handed
- Ramming Speed: now triggers on targets above 90% Health instead of 100% Health.
Version 7.57
I wonder why these things are not reported for much longer than it should take everyone to notice them. The consequence is that I now have to release a whole new update instead of just rolling this minor but important change into the previous update. :(
Blocking
- Timing Streak: fixed notification so it doesn't claim a timing streak is 5 blocks.
Version 7.56
These updates are dragging on. I should really settle on a "definitive 7.xx" version. Anyway, something something critical strikes. Music video: https://www.youtube.com/watch?v=OXPJF8Aweuw
One-Handed
- Coiling Python: increased critical strike damage bonus from x6 -> x9.
- Go for the Throat: increased critical strike damage bonus per stack from 200% -> 250%.
Two-Handed
- Grand Slam: increased critical strike damage bonus per point of Stamina from 2% -> 3%.
- Subjugate: increased critical strike damage bonus from x2 -> x3.
Version 7.55
Music video: https://www.youtube.com/watch?v=X_xFYdpY5JA
Two-Handed
- Changed Rise and Fall from x0.33/x3 -> x1/x2 damage.
Version 7.54
Two-Handed
- Added Avalanche.
- Removed Strike the Anvil.
- Massacre: cooldown is now 1 second longer than the speed boost duration.
Version 7.53
General
- Updated the included copy of the Modern Brawl Bug Fix to 1.04.
Version 7.52
General
- Included the Modern Brawl Bug Fix scripts with Ordinator.
Block
- Mocking Blow: now also drains the target's Stamina over time; duration is now consistently 30 seconds instead of varying depending on your other perks.
- Untouchable: no longer requires you to be at full Health.
Heavy Armor
- Renamed Giant's Stride -> Bedrock.
- Rallying Standard: replaced (glitchy) Summerset banner with Dawnguard banner. (Note: the Dawnguard banner is not identical to the vanilla one, due to copyright reasons.)
Illusion
- Renamed Panic -> Terror. (Long story.)
- Wraithwalker: magnitude and duration bonuses now work.
- Bitter Wine: no longer breaks brawls.
- False Light: reduced heal to damage conversion from 100% -> 80%. (This perk line is ridiculously powerful and needs a MINOR nerf.)
- Grail of Tears: now also affects Pestilence.
- Test of Faith: increased damage bonus from 10% -> 25%.
- They Shall Know: increased damage bonus from 15% -> 20%.
Apocalypse 9.xx also nerfs the Infinite Light spell so it doesn't translate into Infinite DPS anymore. False Light is still very strong (especially since it ignores all resistances and is affected by all healing spell buffs) but no longer kills anything in about two seconds.
Version 7.51
Alteration
- Resonance Cascade: magic resist debuff changed from 10% for 10 seconds -> 30% for 5 seconds and no longer stacks.
- Vancian Magic: moved node to avoid text overlap.
Archery
Perk that didn't make it in: 'Yrodiil - shoot into the air to launch Imperial fireworks that rain down bolts of FREEDOM on enemies nearby, dealing random elemental damage. It proved just about impossible to aim. :(
Conjuration
- Dark Whispers: increased damage bonus from 5% -> 20% and armor bonus from 15 -> 100, but no longer stacks and duration reduced from 10 -> 5 seconds.
- Hollow Binding/Covenant of Coldharbour: reduces magic resistance by 15% -> 30% but no longer stacks. (It is still affected by magic resistance, so consecutive applications will further reduce magic resistance, but this now has diminishing returns instead of increasing returns.)
- Rend From This World: no longer adds a useless magic effect to the target's effects menu.
- Void Burn: now drains 10 -> 15 points of Magicka and Stamina per second, but no longer stacks with itself.
Note that all bound weapon effects with a duration are affected by Conjuration Mastery.
- Absolute Power: no longer works on dragons.
- Arc Burn: now ignores fire resistance. (It still only works on targets with 0 or less fire resistance and still counts as a fire effect (but not fire spell) for the purpose of perks, so the only consequence is a nerf against targets with negative fire resistance, and crucially, procs like Magnetize are no longer also affected by fire resistance.)
- Elemental Specialization: added an exception so Shock Specialization no longer reduces the damage of Arc Burn.
- Flash Fire: reduced proc chance from 20% -> 15%, reduced flee duration from 6 -> 4 seconds, increased blast damage bonus from 100% -> 125%.
- Frostfall: debuff is slightly more responsive, but Shatter is slightly less responsive.
- Glacial Prison: flying targets are now immune until they land.
- Magnetize: reduced proc chance from 20% -> 15%; now has a 5 second cooldown per target.
- Shatter: explosion is now silent and forceless; resistance debuff no longer aggros neutral targets.
- Stormblast: narrowed cooldown spread from 4-15 -> 6-12 seconds.
- War of the Elements: fixed incorrect description.
- World in Flames: reduced level requirement from 90 -> 80.
- NPCs with level 2 fire perks now have World in Flames instead of Phoenix Fire.
Perk that didn't make it in: With This Wooden Sword/Humble Beginnings/Field Practice/whatever - Novice destruction spells are 2% more powerful per level of destruction, but cost 4% more per level of destruction. The problem is that novice destruction spells all have the problem that rapidly clicking is more effective than holding down the button, so there is little value to be had in preserving them.
Q: Why no elemental combo perk like Force of Nature in Path of Sorcery? A: Most perks are single element only, so this perk would have to be EXTREMELY good to make up for having to spend twice as many points. The alternative is that you still only max one element, and use the other element as nothing more than a trigger and disregard its damage, which then puts it into competition with dual wielding the actual damaging spell instead (Pyroclasm syndrome).
Light Armor
- Sweeping Wind: updated description. (There was a bug that was introduced when the scaling was changed from +1% -> +2% per point of bonus movement speed, causing it to deal double base damage if you have any kind of movement speed bonus. Since unarmed balance ended up fine anyway, it is being kept as a feature.)
Lockpicking
- Gone in Fifteen Seconds: clarified description.
- Seen This Before: now grants 2 perk points if you have picked at least 100 locks; bypassing a lock now increments the Locks Picked stat by 1. (The 100 locks are not meant as a challenge, but as a way to verify that you've actually seen a lock in your life and didn't just level up Lockpicking off automatons and bear traps.)
Restoration
- False Light: no longer excludes Guardian Circle or Grand Healing.
Sneak
Perk that didn't make it in: Sleeper Agent - When fighting 4 or more enemies, a random enemy will become friendly and fight for you. ENGAGING TC-130 MENTAL DISLOCATOR. Discarded because it doesn't appeal to any build.
Speechcraft
- Added Hurricane Force.
- Added Thu'um of War.
- And the Universe Listens: improved script speed by 1 frame if you have two points in Force Redoubled. (Yay.)
- Dovahzulaan: increased duration from 60 -> 120 seconds.
- Gift of Kynareth: updated description.
- Windborne: updated description.
There has been some demand for shout power and cooldown bonuses in this tree. But excessive shout power without shout resets only makes fights binary: either you can delete the enemies with one cast or not. And shout cooldown snowballs as you collect more of it, until the game breaks at 100%.
Version 7.46
Conjuration
- Bone Collector: the sack of bones at each altar now contains 4 -> 8 random bones.
- Rat King: no longer automatically disabled when sneaking, but comes with the "Merciful King" power to disable it.
Enchanting
- Spellscribe: no longer increases the Stamina cost of the power attack that triggers it.
Heavy Armor
- Heavy Armor Mastery: now states in the description that it grants experience.
Restoration
- They Shall Know: now correctly works with the Blessing of the Sky (since Bethesda forgot the MagicBlessing keyword).
Two-Handed
- Slayer of a Thousand Sons: no longer potentially breaks brawls.
Misc
- Included updated assets from Apocalypse 9.00.
Version 7.45
Music video: https://www.youtube.com/watch?v=c_vYIT2sxo0
Archery
- Perfect Aim: improved script speed.
I tried Arcane Archer, a perk that adds elemental damage of your choice to arrows. It worked fine, but the effect felt so underwhelming that I got rid of it again.
Block
- Apocalypse Proof: improved script speed in most situations by fast failing non-hostile spells at the cost of minor speed loss when struck by an elemental spell.
- Mocking Blow: added ASIS exclusion suffix; updated description.
- Poke the Dragon: removed stagger effect; added range limit.
- Timed Block: added stagger effect; block effectiveness bonus reduced from 40% -> 30%.
- Timing Streak: slightly improved script speed.
Note: reducing elemental damage with Apocalypse Proof counts as a successful timed block for the purpose of resetting the cooldown on Timed Block and applying Poke the Dragon to a target within 8 feet, but will not stagger the attacker and will not trigger the sound or message.
Note: your timing streak is not reset when you get bashed, regardless of whether or not you (attempt to) block the bash.
Conjuration
- Renamed Sympathetic Magic -> Puppet Master.
- King of Bones: now correctly reduces damage taken by half instead of 40%.
Destruction
- Conflagration: reduced ground fire damage from 15 -> 10 damage per second, but the duration is now correctly 3 seconds instead of 2.
- Force of Nature: no longer increases spell magnitude.
- Scarring Burns: reduced fire resistance penalty from 30% -> 25%.
- Stormblast: increased delay between procs from 2-15 seconds -> 4-15 seconds.
One-Handed
- Man O'War: stacks fall off after 30 -> 20 seconds.
Sneak
- Renamed Escape Artist -> Clean Escape.
Dragonborn Respec
- Smithing material perks are no longer refunded twice.
Version 7.42
Alchemy
- Stimulants: buff is now visible.
Version 7.41
Alchemy
- Stimulants: now works correctly again. (Remove and add the perk using the console.)
Block
- Timed Block: now automatically overrides the timed block feature in Wildcat with no user input required (if you take the perk after updating, otherwise you have to remove and readd the Timed Block perk); now displays a message when you successfully do a timed block. (Turn this off by typing "set ORD_Bck_DisableTimedBlockMessage_Global to 1" into the console)
Version 7.40
Alchemy
- Chymical Wedding: fixed race condition that caused it to become unreliable in high script load conditions.
Alteration
- Vancian Magic: now warns you when you have 10 or 5 spells remaining.
Conjuration
- Bone Collector: skeletons again take x1.5 -> x2 damage. (Skeletons are actually OP.)
- Fire Ritual: reduced Health bonus to skeletons from +100 -> +50.
One-Handed
- Bleed like a Lamb: pop damage reduced from 10/15/20% of damage taken -> 5/10/15% of damage taken due to dual wielding and stacking. (f you attack 4 times in 3 seconds with a dual power attack, this means you deal 31% more overall damage, down from 46%.)
Smithing
- Dwarven Autocannon: increased damage from 30/35% of Smithing skill -> 30/40% of Smithing skill.
- Spin Up: increased fire rate bonus from +1% -> +2%.
Note on the repeatedly requested perk that grants bonuses based on armor material: since Ordinator does not require the DLC, using DLC armor keywords is not possible. I have no interest in tanking complaints, so the perk has been put on hold for now. Use the mod Weapons and Armor Attributes. (You can give yourself the few implemented effects with the console. Find the spells with name "Armormaster" and add them. xx0CA7B0 is Daedric: -10% damage taken outside at night. xx0CA7B4 is Dwarven: -25% damage taken when facing a compass direction. xx0CA7B8 is Steel: -25% damage taken during your wind-up swing. All three need at least 3 pieces of corresponding armor.)
A small update, but a bigger (stealth/axe) update is planned for the weekend.
Alteration
- Throne of Nirn: now disabled when riding a mount.
Archery
- Hunt Together: the wolf no longer erroneously enters combat against the player instead of the player's combat target.
- The unused Witch Hunter perk now works.
Block
- Poke the Dragon: now also mini-staggers the attacker, but no longer grants critical strike chance.
Sneak
- Right Behind You: updated description.
Misc
- Added functionality to help users understand their Windows 10 upgrade options and device readiness.
Version 7.34
Music video: https://www.youtube.com/watch?v=k8io7AHe_U0
Alchemy
- Stimulants: reduced script load when affected by a large number of magic effects simultaneously.
Archery
- Hooked up functionality for the unused Witch Hunter perk for those who want to try it.
- Hunt Together: the wolf no longer attacks neutrals on sight.
Heavy Armor
- Added Giant's Stride.
- Removed Iron Maiden. (You can give yourself a copy with the console.)
- Renamed Unbreakable -> Defiance.
- Break Upon Me: updated description.
- Revel in Battle: updated description.
Restoration
- Zealot's Ward: force blast no longer erroneously costs Magicka.
Two-Handed
- RampRumble strength reduced by 75% and duration by 50%.
- Wolfkin: reduced threshold from 5 -> 3 consecutive power attacks; the wolf no longer attacks neutrals on sight
Version 7.31
Music video: https://www.youtube.com/watch?v=qtk9kERvt3c
Alteration
- Anchorite: reduced looping sound volume emitted by the anchor.
- Distorted Shape: corrected error in description.
- Vancian Magic: no longer erroneously triggers off scrolls if you have more than one scroll of the same type.
Archery
There have been some complaints that there is no distinction between shortbows and longbows as in PerMa. Aside from the fact that this distinction relies on the hellish PaMa patcher to work, I don't believe that there is a meaningful difference between both weapons that warrants locking out half of the tree. The perks themselves encourage long ranged or short ranged combat depending on which branch you choose.
- Slightly rearranged the skill tree, hopefully for the last time.
- Arrow to the Knee: will not slow the target if this would cause its movement speed to become zero or negative.
- Hunt Together: corrected error in description.
- Thread the Needle: corrected error in description.
Conjuration
- Conjuration Mastery: now correctly affects bound weapon curses and timed buffs on reanimated undead. (Oops.)
- Void Burn: increased Stamina/Magicka burn from 5 -> 10 points per second.
Destruction
- Renamed Thunderstruck -> Static Field. (I don't think anyone refers to it by its new name, so I'm reverting this.)
- Static Field: the bonus damage is no longer affected by magic resistance or shock resistance unless the target is immune to either. (It is no longer more effective to use the weakest shock spell in your arsenal against a target with negative resistances.)
Enchanting
- Added Battlemage.
- Removed Wonderseeker.
- Renamed Mystic Warrior -> Spellscribe.
- Renamed War Mage -> Power Echoes.
- Cosmic Fire: increased charge drain rate from 10 -> 15 points per second.
- Miracle: reduced bonus enchantment strength from 50% -> 25%.
Heavy Armor
; - Added Fit for a King.
; - Removed Iron Maiden.
- Rallying Standard: standardised description.
- Unbreakable: no longer causes Quick Reflexes to trigger off every incoming attack (thanks sokyu); now also grants stagger immunity above a certain level of armor.
Illusion
- Kindred Mage: reduced level cap bonus per Illusion level from 0.15 -> 0.1, or 0.35 -> 0.2 against targets of the same race. (This bonus was applied before any multipliers from other perks, making it overwhelmingly strong.)
Light Armor
- Lightning Strike: corrected error in description.
- One Step Ahead: updated description.
- Spelldancer: updated description.
Pickpocket
- Dragon Hoard: changed prerequisites to Doomed to Plunder, Crime Wave or Stalk the Prey.
Restoration
- Burns the Sun: now grants attack damage instead of just weapon damage.
- Under my Wings: corrected perk name.
Sneak
- Dodge Roll: now actually causes attacks to miss instead of just reducing their damage to 0.
Speech
- Dovahzulaan: increased duration from 20 -> 60 seconds.
Two-Handed
- Subjugate: now also crits if you counter their slowed attack; increased cooldown from 15 -> 20 seconds.
Version 7.30
Still sad that I couldn't do the perk that makes Trained Rabbit bait enemies into chasing it around ("Prince with a Thousand Enemies"). Music video for those of you in a Talos cult: https://www.youtube.com/watch?v=UuZMmV-ZjcM
Alchemy
- Advanced Lab: updated description.
Archery
- Added Focus on the Prey.
- Added Hunt Together.
- Rearranged the skill tree.
- Renamed Hawk's Perch -> Ambush Predator.
- Renamed Raven's Beak -> Thieving Raven.
- Arrow to the Knee: updated description.
- Thread the Needle: corrected factual error in description.
- Three Crows: updated description.
Block
- Deliverance: reduced damage bonus from 20% -> 10% to accomodate easier Timing Streaks.
- Timing Streak: made easier by reducing streak length from 5 -> 3 blocked hits, but reduced the payoff from 150 -> 75 Stamina. (You need to remove and readd the perk to update it.)
Enchanting
- Arcane Nexus: updated description.
Smithing
- Advanced Workshop: updated description (people are idiots).
Sneak
- Tripwire: dust explosion is now silent.
Version 7.26
Destruction
- Glacial Prison: no longer works (for a certain definition of "works") on essential targets.
Enchanting
- Cosmic Fire: reduced drain from 20 -> 10 points per second. (May need to remove and readd perk.)
Lockpicking
- Bear Traps: reduced XP gain from 0.085 -> 0.04.
- Game of Fate: now deletes its tokens from its containers when the quest is stopped.
One-Handed
- Unleash the Beast: reduced power attack bonus from x4 to x1.5.
Smithing
- Heart of Creation: minimum bonus now works (thanks alt0172).
Smithing
- Recycle Materials: added autodispel function to deal with invalid furniture.
Sneak
- Wicked Wind: corrected buff description.
Speech
- Speech Mastery: Intimidation component should now work. (Welp.)
Two-Handed
- Maul: increased damage bonus from 20/40% -> 25/50%.
- Subjugate: now also deals 500% more damage.
Version 7.25
Conjuration
- Necromaster: now works on all reanimated undead humanoids (workaround for a vanilla bug where Dread Zombie/Dead Thrall buffs disappear on worldspace transition, which made the perk not work anymore).
Lockpicking
- Dungeoneer: no longer activates and consequently fails if the outdoors area around the dungeon entrance has the LocTypeDungeon keyword. (This may require removing and readding Robber's Eye and Dungeoneer.)
- Robber's Eye: changed magiceffect name.
Pickpocket
- fPickPocketMaxChange: 99 -> 95 (vanilla 90).
- Cutpurse: reduced effectiveness from +50% -> +25%; changed description to differentiate it from Pickpocket Mastery.
- Pickpocket Mastery: is now multiplicative instead of additive (eg. 50% and level 1 Mastery becomes 60% instead of 70%).
- Stalk the Prey: is now multiplicative instead of additive.
- Thief's Eye: no longer adds weapons or armor to levelled lists; increased wander radius from 512 -> 4096; changed magiceffect name; updated description to clarify effect. (The items stay until cell reset.)
- Thief's Luck: no longer offers the option to add weapons or armor to levelled lists.
;cancelled for now
;- Added Steal from the Rich.
;- Added And the Poor.
;- Added Not Nailed Down.
Version 7.20
Destruction
- Cataclysm: name is now correct everywhere. (No bug reports? qq)
- Glacial Prison: name is now correct everywhere.
- Stormblast: reduced blast radius from 12 -> 9 feet; corrected description.
Enchanting
- Might and Magic: now actually works conditionally instead of erroneously giving its bonuses all the time. (Once again, a bug that benefits the player only gets reported after a very long time.)
Pickpocket
- Thief's Eye: now has globalvariable ORD_Pic_ThiefsEye_Global_DisableCityWorldspaceOnly that can be set to 1 for Open Cities users.
Restoration
- Healing spells cast on enemies in combat (through False Light, Channel Energies, etc.) now only have 70% magnitude,
- Under my Wings: no longer works on automatons.
Sneak
- Added Partystarter.
Speech
- War Drummer: changed from +400% attack speed for 0.5 seconds -> +100% attack damage for 0.4 seconds; removed erroneous 10 point heal.
- Witching Rhythm: reduced debuff duration from 0.5 -> 0.4 seconds.
Two-Handed
- Strike the Anvil: removed intrusive ISMD.
(Replacement with Quake and Despair cancelled due to technical issues with AoE contact spells,)
Illusion
- Commanding Presence: reduced XP gain from +1 per 8 -> 10 seconds.
- Nemesis: reduced damage bonus from 2% -> 1% per Illusion level.
Pickpocket
- Thief's Eye: now only activates when you are in a city worldspace (sorry Open Cities!), preventing the scenario where it activates when you approach the gates and never marks a target inside the city.
Speech
- Reworked Witchdrum as Witching Rhythm.
- Reworked Heartbeat of Nature as War Drummer.
Two-Handed
- Death or Glory: description is now proper anglish.
Version 7.18
Accomodating mods that run heavy scripts whenever the player is hit by a magic effect.
Alteration
- Nullifier: Now excluded by ASIS.
Conjuration
- Maelstrom: Now excluded by ASIS.
Enchanting
- Mystic Warrior: Now grants Enchanting XP.
Restoration
- Paragon: Now excluded by ASIS.
Version 7.17
Destruction
- Renamed Eat This -> Profaned Flame. (Why did they rename Forbidden Sun again?)
- All master perks now reduce magic resistance by 100% -> 50%.
- Elemental Specialization: reduced magnitude increase/decrease from 20% -> 15%.
- Stormblast: magnitude in description is now correct.
- World in Flames: reduced magnitude bonus against burning targets from 50% -> 25%.
Light Armor
- Iron Fist: no longer increases the listed damage of other weapons.
Pickpocket
- Stalk the Prey: prerequisites are now correct.
Version 7.16
Yay, update #100. As promised: just polish, no new features.
Conjuration
- Edge of Oblivion: now has "is player" condition for nabs who don't read the instructions about ASIS.
- Preservation: hagraven feathers now increase duration from x8 -> x20; now also adds 500 armor to reanimated actors for 60 seconds.
Destruction
- Frostfall: can no longer be applied to a target whose attack damage is already reduced by -50% or more.
Lockpicking
- Bear Traps: reduced damage from 3 -> 2 per Lockpicking level.
Pickpocket
- Thief's Eye: target now interrupts its normal behaviour and starts sandboxing; added safeguard to accomodate follower mods that don't follow standard follower rules.
----
Fun fact: here are some more perks I didn't include but implemented in a semi-working state in the recent past.
- Giant's Stride: sprint in heavy armor and crash into targets to stagger them. Abandoned due to animation delays plus script delays.
- Steal from the Rich: creates several respawning nobles in cities to pickpocket for phat loot. Abandoned because the nobles couldn't sleep anywhere.
- Make it Rain/Money Shot: your bow transfers gold to the target for extra damage. Abandoned because too weird.
- Manastorm: adds the "manastorm" weather to each location, granting spellpower and magicka regeneration when active. Abandoned because it wasn't useful.
- Mind Spiders: level 100 Illusion activate perk that binds a target to the ground and creates lots of small illusory spiders to attack them. Abandoned because it didn't know how to handle sloped ground.
- Wicked Wind: chain teleport behind each enemy in range and sneak attack them while time stands still. Abandoned because it was too easy to glitch.
- Hostile Territory/Crazy Prepared: when entering combat, a random nearby object glows to indicate that it is booby trapped and can be attacked or shot to cause an explosion. Abandoned because many objects are invisible and no way to filter them out.
- Daedric Plaything: gain extra conjured atronachs at the cost of random bad luck that would occasionally befall you (temporarily lose a spell, can't open inventory, HUD disappears, teleported naked in front of Ulfric, etc). Abandoned because people would get annoyed.
- Death in Three Acts: swinging a weapon while sneaking slows time and increases sneak attack damage while you keep killing enemies, then a large sneak effectiveness bonus when you stop killing. Abandoned because way too complicated.
- Shoelace Prank: activate a target while in pickpocket position to apply a debuff that causes them to trip and fall upon entering combat. Abandoned due to similarities with Tripwire.
- Ex Nihilo: lose all magicka when entering combat, then regenerate it faster. Abandoned because the mod has enough alternative magicka mechanics already.
Version 7.15
Ordinator may have attained its final form. Future updates will only fix bugs and iterate on existing perks, not add or replace perks.
Archery
- Renamed Perfect Draw -> Perfect Aim.
Conjuration
- Bone Collector: reduced damage you deal to your skeletons from 15% -> 10%. Stop shooting them already k.
Lockpicking
- Added Seen This Before.
- Bear Traps: fixed "too many traps" message; activator placement Z axis +2 units to mitigate clipping through the ground; slightly reduced Lockpicking experience to compensate for increased damage.
- Big Game Hunter: increased reset delay from 2.0 -> 2.5 seconds; reset now works correctly on Dragon's Teeth traps.
- Dragon's Teeth: explosion is now silent; corrected message.
One-Handed
- And Stay Down: improved description. (I like how people complain it is OP because there is "no cooldown" even though it totally has a cooldown. Balance feedback based on perk descriptions, yay.)
- Coiling Python: improved description.
Restoration
- Added Sealed Doom.
- Bastion Ward: effect is now doubled if using Zealot's Ward.
- Bitter Wine: now only affects living targets. (Being disease damage, this was already more or less the case.)
- Forbidden Sanctuary: standardised description.
- Zealot's Ward: increased shield amount from 250 -> 300; now uses its own script instead of piggybacking on the Descending Light script, improving timed block script responsiveness. (In rare circumstances, you may have to remove and readd Descending Light and Zealot's Ward to apply this change.)
Two-Handed
- The Pendulum: increased window of opportunity from 6 -> 10 seconds.
Version 7.12
Alteration
- Arcane Thesis: now works on ritual spells.
- Aurification: updated description.
- Command Lock: no longer works on locks that are already zero; updated description.
Conjuration
- Pact Magic: corrected description to reflect that it also works on Destruction effects that aren't spells.
Destruction
- Eat This: fixed excess damage; now deals damage based on current instead of maximum Health; damage is now correctly affected by magic resistance. (When "20% Health damage" deals 80% or more, you'd think this would get reported as a bug at some point. Instead, people just go to other forums and tell the world that Destruction is broken and imbalanced in Ordinator. Sigh.)
Heavy Armor
- Iron Maiden: reduced damage reflection from 15% -> 10% to accomodate lower difficulty levels.
Illusion
- Neverworld: increased duration from 10 -> 30 seconds; no longer activates if the target is affected by The Reaper Comes.
- The Reaper Comes: no longer an option if the target is essential and therefore unkillable.
Light Armor
- Spelldancer: now only affects Destruction spells (to avoid the Restoration enchantment bug).
Lockpicking
- Major overhaul to traps.
-- Bear Traps: increased damage from 2 -> 3 per level of Lockpicking; you can now carry 1 -> 2 Bear Traps; new Bear Traps can now be smithed for 3 Iron Ingots and 20 Iron Arrows; now gives you 1 Bear Trap when you learn the perk.
-- Lockjaw: increased debuff duration from 3 (actually 2) seconds -> 4 seconds.
-- Replaced Breaking Wheel with Big Game Hunter: no longer displays a message box to choose between 100% and 135% size, but makes them 120% size by default; now also allows traps to rearm themselves when triggered.
-- Bushwhack: reduced damage multiplier from x8 -> x5.
-- The Revenge: reduced level requirement from 90 -> 80.
-- Dragon's Teeth: improved Poison duration from 10 -> 15 seconds.
- Hotwire: reduced level requirement from 60 -> 50.
- Treasure Hunter: increased level requirement from 70 -> 90.
Restoration
- Overflowing Cup: no longer available to NPCs via ASIS.
Smithing
- Dwarven Autocannon: removed Dwemer Gear from smithing requirements to reduce the length of the requirements and make them more readable.
Sneak
- Added Laughing Ghost.
- Removed Leaping Shadow. (You can use the console to acquire a copy.)
Speech
- Renamed Pulse of Nature -> Heartbeat of Nature.
- Renamed Ratcatcher -> Golden Fiddle.
- Heartbeat of Nature: increased heal amount from 15 -> 20 per tick.
- Witchdrum: now also increases Earthquake Drum damage by 50%.
Version 7.11
1 million views and 100K unique downloads! This mod is officially more popular than Urgot. <3
Alteration
- Arcane Thesis: power now checks if player is in the dual cast animation instead of if the spell is dual cast (to accomodate mods that rapidly Cast() spells on the player).
- Nullifier: very important immersion change.
- Welloc's Dormant Arcana: fixed dialog box value.
- Wild Shrines: fixed description.
Enchanting
- Ceremonial Enchanter (the unused but console accessible perk) has been blanked, because there seem to be players who end up with the perk without intending to, and then their enchanting table doesn't work anymore.
- Mystic Warrior: power now checks if player is in the dual cast animation instead of if the spell is dual cast (to accomodate mods that rapidly Cast() spells on the player).
Illusion
- Added Night Eye by popular demand.
Pickpocket
- Removed Desperado.
- Crime Wave: reduced cap from 6 -> 5.
Restoration
- Added Bitter Wine.
- Reworked Necropotence as Grail of Tears. (You can get the old Necropotence using the console.)
- Edgewalker: now buffs all Restoration spells instead of just healing spells.
Smithing
- Advanced Workshop: found NO bug.
Version 7.10
Alteration
- Aurification: changed from x4 carried gold -> +4 gold per Alteration level.
- Distorted Shape: clarified description.
- Welloc's Dormant Arcana: fixed incorrect max effect count displayed in dialog boxes.
Archery
- Three Crows: updated script to prevent multiple events from the same hit from counting separately.
Conjuration
- Bone Collector: swapped Shove and Destroy activate options.
Enchanting
- Deleted Time Stands Still. (Conflict with mods that seem to add enchanting perks to the player.)
Light Armor
- Hissing Dragon: added Sun element (untyped damage vs undead, half damage vs living).
Pickpocket
- Crime Wave: is now capped at 6 targets in a row before the cooldown on Thief's Eye starts.
Restoration
- Paragon: reduced heal amount from 200 -> 150 (remember there is tons of healing scaling in this mod).
- Spirit Tutors: corrected wrong value in ability description.
Smithing
- Dwarven Autocannon: now requires you to carry a cannon in your inventory (created at a forge) and drops it at your location; level 2 now also increases damage from 30% to 35%; will now give an error message if deployment is obstructed by an obstacle.
- Heart of Creation: reduced light brightness from 2.5 -> 1.5 and reduced light radius.
Version 7.09
Alteration
My spirits told me that people like perks that buff armor buffs. Here is a perk that buffs pretty much any buff anyone may want to buff with any buff anyone may want to buff their buffs with.
- Added Welloc's Dormant Arcana.
- Removed Diamondskin.
- Slightly updated the perk tree.
- Energy Roil: debuff is no longer affected by magic resistance.
- Nullifier: changed level requirement from 60 -> 90 (this perk is really really really good); increased radius from 10 -> 25 feet (not retroactive; please remove and readd the perk using the console); improved description.
Version 7.08
Alteration
- Vancian Magic: halved available spell slots. (This perk has been way too good for too long.)
Conjuration
- Skeleton Mages: reduced experience gain from 450+45/level -> 350+35/level.
Destruction
- Reworked Static Field -> Thunderstruck. (Slightly more script load, but avoids a potentially bugged calculation.)
- Arc Burn: reduced duration from 5 -> 3 seconds. (Dps remains the same if you keep hitting the target.)
- Burn the Past: no longer works on targets in an unusual critical stage, potentially causing a disconnected Ash Pile.
Lockpicking
- Added Percussive Maintenance.
- Golden Touch: standardised description.
- Hotwire: changed required level from 80 -> 60; Hotwired Automaton now teleports to you if separated and out of combat; removed obnoxious shader; fixed description.
- Robber's Eye: updated description.
One-Handed
- Windswept: no longer attempts to move paralyzed targets.
Pickpocket
- Added Crime Wave.
- Removed Sithian Web.
- Renamed Blood Gold -> Blood Money (and adjusted the description of Desperado).
- Renamed Lucky Shadow -> Thief's Luck.
- Renamed Monkey Trick -> Trickster.
- Renamed Kiss of Mephala -> You Saw Nothing (and added more immersive description).
- Renamed Thief's Kiss -> Robbed Blind (and added more immersive description).
- Rearranged the perk tree for improved clarity and flow.
- Blood Money: corrected description.
- Trickster: can now pickpocket any equipped item if the target is sleeping.
- Thief's Eye: no longer erroneously terminated when you enter dialogue with the victim; no longer erroneously disabled while Robber's Eye is on cooldown; updated description.
Smithing
- Dwarven Autocannon: increased damage from 25% -> 30% of Smithing skill.
- Electrobolt: increased damage from 80/160% -> 80/240%.
Sneak
- Added Fog of War.
- Removed Mystery Killer.
- Backstab: now deals a critical strike to a target with its back turned AND at full Health, instead of OR. (Only one person noticed?)
- Right Behind You: prerequisites are now correct.
Two-Handed
- Renamed Steel of the Ancients -> Voice of Rage and Ruin. (There were complaints that the perk was immersion breaking...)
- Massacre: now works. (It is interesting that people complained that it was "obviously" overpowered, even though it didn't work.)
Version 7.07
Restoration
Changed False Light to be similar to the one in the Apocalypse Compatibility Patch (this is easier than getting people to update their version of the patch).
- False Light: reverted to 6.xx status (80% -> 100% damage).
- Test of Faith: now increases False Light damage to 100% -> 110%.
- They Shall Know: reduced False Light bonus from +20% -> +15%.
Version 7.06
Due to some bugs with existing saves, False Light is now a branch instead of a perk. Music video: https://www.youtube.com/watch?v=ojEr8LqGOBA
Destruction
- Fixed problem that could leave you unable to put any points into the tree.
Restoration
- Added Test of Faith.
- Added They Shall Know.
- False Light: reverted to 1 level.
Version 7.05
Illusion fixed. Daggers fixed. Music video: https://www.youtube.com/watch?v=JR6aKhnAcFA
Alteration
- 7th Circinate: spell effectiveness bonus reduced from 40/80% -> 25/50%.
- Intuitive Magic: corrected description.
- Quadratic Wizard: removed spell effectiveness bonus.
- Throne of Nirn: now requires an equipped spell.
Conjuration
- Bone Collector: skeletons now only teleport to the player when the player is standing still and not on a mount; there is now a Sack of Bones at all four altars instead of just two; skeletons now take 200% -> 150% damage from enemies.
- Fire Ritual: AoE is no longer blocked by line of sight.
- Pact Magic: reduced Destruction magnitude bonus from 20% -> 15% per nearby Daedra.
- Unleash Hell: corrected major error in description.
Destruction
- Destruction proc effects no longer trigger if the target is immune to their element or to magic.
- Absolute Power: reduced float height to make followup attacks easier to land.
- Eat This: damage dealt is now also affected by magic resist instead of just fire resist.
- Elemental Specialization: reduced elemental bonus and penalty values from 30% -> 20%.
- Frostfall: debuff strength is no longer affected by resistances.
- Frozen Tomb: debuff strength is no longer affected by resistances.
- Iced Earth: corrected description.
- Phoenix Fire: reduced fire spell magnitude bonus from 25% -> 20%.
- Pyromancer Ascension: reduced fire spell magnitude bonus from 100% -> 40% (fire trail damage is unchanged).
- Static Field: damage dealt is now also affected by magic resist instead of just shock resist; increased script execution speed.
- War of the Elements: corrected description.
- Imposing Presence: reduced Illusion spell effectiveness bonus from 20/40% -> 15/30%.
- Pandemonium: fixed issues where the effect could stack out of control; improved description.
- Panic: improved description. (It turns out that people don't think these Imposing Presence effects are the same as buffs to the individual spells but "more convoluted" for some reason.)
- False Light: now has two levels.
- Necropotence: reduced spell effectiveness bonus from 25/50% -> 20/40%.
- Paragon: improved description.
Speech
- Speak with Animals: animals now only teleport to the player when the player is standing still and not on a mount (the failsafe cell teleport works no matter what).
- Speech Mastery: level 2 now correctly increases Intimidation chance.
Version 7.01
#BugfixesThatMatter
Music video: https://www.youtube.com/watch?v=3dqmzyt9tZw
Alteration
- Throne of Nirn: now correctly gives bonus spell effectiveness only when standing on the pillar and not when standing still at any point in combat.
- Wild Shrines: no longer gives you the reward if you fail to use a shrine due to being in combat.
Conjuration
- Atromancy: no longer erroneously increases the duration of all spells at night. (!)
Destruction
- Stormblast: description no longer lies to the player.
Enchanting
- Added Time Stands Still to the perk tree.
Note on Ceremonial Enchanter: while there is some demand to bring back this perk as an official choice in the perk tree, it remains console-only for now because there is no such thing as an "optional" bonus to crafted enchantment strength. If you are an enchanter, you want every last enchantment strength perk, so this perk (and its RP implications) would become mandatory. Moreover, increasing the maximum amount of enchantment strength in mid-flight would upset quite a few people who used their Miracle to make the best item ever...
Steelfeathers' perk mod, Path of Sorcery came out recently. And what do you know, its magic perk trees are better than Ordinator's. So I tore them down and rebuilt them from the ground up. Music video: https://www.youtube.com/watch?v=9tb3j0Tf318
Misc
- Fixed incorrect perk count after using perk reset.
Alchemy
- Chemical Rage: increased attack damage bonus from 5% -> 10% but no longer stacks.
- Crimson Bull: increased speed bonus from 5% -> 10% but no longer stacks.
Alteration
- Added Distorted Shape.
- Added Energy Shield.
- Added Wild Shrines.
- Removed Reverie.
- Removed Stability.
- Added Mana Shield (deprecated) to the perk reset pool.
- 7th Circinate: now actually grants +40/80% spell effectiveness as described instead of +50/100%.
- Alteration Dual Casting: corrected description.
- Alteration Mastery: now also adds (0.5/1%) duration per Alteration skill level.
- Alter Self Resistances: reduced level requirement from 50 -> 40.
- Anchorite: standardised message.
- Arcane Thesis: you now store a spell by using the included power instead of by dual casting out of combat; changed message.
- Diamondskin: reduced resistance threshold from 175% -> 150%.
- Philosopher's Stone: reduced level requirement from 40 -> 30. (Remember, this got a buff a while ago.)
- Spellblade: fixed magic effect description.
- Throne of Nirn: now only works outside.
Archery
- Hawk's Perch: no longer generates a message when an NPC uses it.
- Perfect Draw: now benefits crossbows as well (triple damage to low Health targets).
Block
- Cast Aside: changed from 25% chance to knock down -> always knocks down if enemy is attacking but has a cooldown.
- Mocking Blow: fixed minor typo in description.
- Skull Rattler: now actually grants 3% more damage instead of 2%.
Conjuration
- Added Unleash Hell.
What this does is give each of your daedra an autocast spell on a ~30 second cooldown. They start with it off cooldown and will use it shortly after entering combat (or being summoned into combat), but don't use it again until 30 seconds have passed. Of course, you can just resummon them, which is the whole point: when do you resummon them, when do you keep fighting?
> Flame Atronachs get Enemies Explode, which deals 150 fire damage in an 8 foot area around their combat target.
> Frost Atronachs get Fragility, which curses their combat target for 6 seconds, reducing armor by 125 and magic resistance by 25% (this stacks).
> Storm Atronachs get Magnetic Anomaly, which knocks down a target (you may want to stagger your atronachs to chain their knockdowns).
> Dremora get Dremorage, which grants 75% extra attack damage and 75% movement speed for 8 seconds.
- Atromancy: changed duration bonus from 2%/Conjuration -> x3 (x5 at night).
- Barrow Lord: now also reduces attack damage to skeletons by 25%.
- Bone Collector: you now deal only 15% damage to your own skeletons with Destruction spells; skeletons now automatically teleport to you if distance exceeds 100 feet and they are not in combat.
- Conjuration Mastery: now also adds (0.5/1%) duration per Conjuration skill level.
- Conjure Altar: reduced level requirement from 70 -> 60.
- Dark Whispers: no longer works on corpses.
- Fire Ritual: spell damage bonus increased from 10% (actually 15%) -> 30%; Health bonus increased from 10 -> 100 points; weapon bonus increased from 7.5% -> 15%; corrected description.
- Maelstrom: increased radius from 25 -> 30 feet (not retroactive). (This is a 44% bigger area.)
- Pact Magic: increased radius from 25 -> 30 feet (not retroactive).
- Preservation: Increased duration bonus from x2 (x6) -> x3 (x8)
- Reap and Sow: increased duration bonus from 50/150% -> 75/200%.
- Skeleton Mages: increased scaling with Destruction level from 2% -> 3%.
Destruction
A complete overhaul of the Destruction tree. Most perks were moved around or replaced. The goal is to hit a few community targets (spell scaling, etc), offer more cool stuff earlier in the tree, and reduce reliance on the notoriously bugged dual cast conditions.
- Added Absolute Power.
- Added Ancient Seals.
- Added Crystalize.
- Added Eat This.
- Added Exhaust.
- Added Flash Fire.
- Added Frozen Tomb.
- Added Magnetize.
- Added Phoenix Fire.
- Added Permafrost.
- Added Robe of the Magi.
- Added Shatter.
- Added Show Them All.
- Removed Battlemage.
- Removed Cold Cathode.
- Removed Preserved in Ice.
- Removed Robes of Power.
- Removed Tenth Barrier.
- Removed Thermal Shock.
- Removed The Power is Mine.
- Removed Wake of Destruction.
- Renamed Scorched Earth -> Burn the Past.
- Changed the level and prerequisites of many perks.
- Elemental perks no longer require dual casting.
- Arc Burn: changed shader so it doesn't override the shock shader; changed damage from 20 instant -> 5 per second for 5 seconds.
- Conflagration: added burn duration to description.
- Destruction Mastery: now also adds (0.25/0.5%) magnitude per Destruction skill level.
- Electroconvulsions: changed trigger condition to <1/3 Health; no longer triggers during killmoves.
- Frostfall: increased attack damage reduction from 20% ->25%; reduced duration from 8 -> 5 seconds.
- Hypothermia: changed trigger condition to <1/3 Health; no longer triggers during killmoves; no longer fails to paralyze altogether if the target doesn't have zero Stamina to begin with; no longer paralyzes targets with 0 maximum Stamina; reduced duration from 8 -> 5 seconds.
- Iced Earth: now only triggers when dual casting; increased radius of frost hazard from 3.5 -> 4 feet; reduced dps from 30 -> 20 but increased duration from 3 -> 4 seconds; updated description to include duration.
- Nova Charge: no longer counts up when you cast any spell and down every 5 seconds, but now counts up when you dual cast in combat, does not count down until combat ends, and goes off at 8 charges.
- Pyromancer Ascension: no longer counts up when you cast any spell and down every 5 seconds, but now counts up when you dual cast in combat, does not count down until combat ends, and goes off at 8 charges; removed mana cost reduction, but now leaves a trail of burning ground similar to the removed Wake of Destruction.
- Scarring Burns: changed effect from a stacking 5% fire resist reduction for 30 seconds -> non-stacking 30% fire resist reduction for 5 seconds.
- Scorched Earth: added burn duration to description.
- Static Field: changed bonus damage from 8% current Health -> always just enough to drop the target to 70% Health.
- Stormblast: now has a cooldown, but deals 20 -> 80 damage; no longer damages allies.
- Winter's Majesty: increased range from 10 -> 40.
- World in Flames: increased ground fire damage bonus from 20% -> 25% and fire damage amp from 40% -> 50%.
- Updated NPC perks.
Enchanting
Time Stands Still is a perk that is not available in the actual tree, but can be given to the player using the console (ID **058F81). It causes the clock to stop for X minutes every day at the time when you learn this perk. Use if you prefer more night or more daylight or are an Azura worshipper and want twilight etc.
Ceremonial Enchanter is a perk that is not available in the actual tree, but can be given to the player using the console (ID **058F80). It improves enchanting by 10%, but you can ONLY enchant between midnight and 1AM and then only if you are wearing robes and no armor. This is similar to the old Ceremonial Enchanter perk and the Enchanter's Ritual perk in Path of Sorcery. There has been lots of praise for the Path of Sorcery perk (in stark contrast to the rivers of QQ the Ordinator version received until it was removed in 2.00), and the reason this perk is not available in the perk tree is because being forced into RPing to make the best possible items is not necessarily fun.
- Added Might and Magic.
- Added War Mage.
- Mystic Warrior: you now store a spell by using the included power instead of by dual casting out of combat; changed prerequisite from Soul Siphon -> Soul Squeezer; fixed issue where the extra Stamina cost is not applied if 60 seconds pass since the last Mystic Strike; the Stamina cost is now based on your current Magicka; no longer throws errors if you don't put a spell in it and power attack; changed message.
- Staff Flux: increased attack damage bonus from 35% -> 50%.
- Wizard's Staff: removed dual cast Destruction perk interaction (because there are no dual cast Destruction perks in this version).
Heavy Armor
- Sovereign: reduced duration from 2 -> 1 seconds; fixed priority to prevent collision with other perks.
Illusion
"I never lost a fair fight. I never fought one either." From a roleplay perspective, instead of learning how to win fights, you learn how to make the enemies not bother fighting. The tree is rather binary (somewhat mitigated due to Fickle Fate) and this is probably how it should be.
- Added Panic.
- Added Wraithwalker.
- Removed Mind Killer. (In preparation for the inevitable Urgot rework.)
- Renamed Fear the Reaper -> The Reaper Comes.
- The following "Activate" perks now have a cooldown that is measured in real world seconds instead of game days, displayed in the form of a debuff in your effects list, and is much shorter:
Nemesis (3 hours -> 300 seconds)
Fear the Reaper (6 hours -> 300 seconds)
Lamb to the Slaughter (3 hours -> 180 seconds)
Blind Guardian (3 hours -> 300 seconds)
Heavy Weighs the Tapestry (3 hours -> 180 seconds)
- These spells no longer cause a race condition when applied to the same target, and now correctly handle the "one target only" case if you have a way to reset the cooldown before the effect finishes.
- Heavy Weighs the Tapestry: increased Magicka/Stamina drain from 100 -> 500 points.
- Illusion Mastery: now also adds (0.5/1%) duration per Illusion skill level.
- Imposing Presence: increased radius from 20 -> 40 feet (not retroactive).
- Kindred Mage: changed bonus from 20% -> 0.15*Illusion, and racial bonus from 60% -> 0.35*Illusion; now only works for mind affecting spells, but no longer restricted to humanoids (it never worked correctly on creatures).
- Lamb to the Slaughter: armor reduction now works.
- Lord of Illusions: increased radius from 20 -> 40 feet (not retroactive).
- Nemesis: no longer causes the target to flee (meaning it will no longer override mind affecting effects on the target either); the ghost can now be attacked.
Light Armor
- Renamed Ternion Assault -> Breaking Waves (lore reference was too specific).
- Prevented NPCs from receiving Hissing Dragon from ASIS.
One-Handed
- Attack of Opportunity: now correctly has a level requirement of 40.
- Claw Marks: reduced damage from 2/4/6 -> 1/2/3, but increased duration from 20 -> 30 seconds; now correctly a hostile attack; now also reduces weapon damage by 1/2/3 points (this may cause them to switch to fists if weapon damage is reduced below 4).
- Snakebite: added sound effect.
Pickpocket
- Death's Emperor: fixed description.
- Pickpocket Mastery: now +20/40% like every other perk instead of +25/50%.
Restoration
Strength of Druids is a perk that is not available in the actual tree, but can be given to the player using the console (ID **014913). When you are in combat and below max Magicka, it drains 50 points of Stamina per second to replenish 20 points of Magicka per second. It does not activate below 25% Stamina, but can drain below 25% Stamina if it is already active. A similar perk exists in Path of Sorcery and there is some demand for it, but it does not lead to fun gameplay in practice, so it was not included as an official perk.
- Added Crusader's Fire.
- Added Paragon.
- Added Revelation.
- "Added" Strength of Druids.
- Removed Divine Champion.
- Removed Purity of Body. (Alteration has perks to increase your resistances.)
- Prevented NPCs from receiving the deprecated perk Ex Nihilo from ASIS.
- Enduring Ideal: reduced bonus to Wheel of Life from 150% -> 50% (lol).
- Restoration Mastery: now also adds (0.25/0.5%) magnitude per Restoration skill level.
- Spirit Tutors: reduced power of tutor buff from 1% per 10 points of Magicka -> 1% per 12.5 points of Magicka to compensate for Restoration Mastery.
Sneak
- Backstab: added critical strike bonus if the target is at full Health.
- Demolition Mission: removed bonus damage to runes and moved it to Ancient Seals. (The Destruction tree is where Path of Sorcery put this effect, and several comments claimed that Ordinator does not have an equivalent effect, presumably because its location in the sneak tree makes it undiscoverable.)
- Infiltrator: no longer erroneously requires Mystery Killer.
Speech
- Speak with Animals: tamed animals now teleport to you if distance exceeds 100 feet and they are not in combat; additionally, a sporadic (15 seconds) check has been added that teleports them if they get stuck more than 150 feet away or behind a door or transition an animal cannot navigate ("Your Wild Companion found its way to you").
- Added missing perk Lord of the Dance that only existed in the perk list but not in the game (clearly the perk wasn't very important).
Two-Handed
- Massacre: now increases attack speed instead of setting attack speed, preventing the attack speed bonus from becoming permanent if the EffectFinish event can't run due to a stack dump; updated description. (It will now make an educated guess as to whether or not you are using an attack speed fix: if attack speed is 0, it will increase it by 300%, otherwise 200%.)
Version 6.00
Massive bugfix for one-handed weapons, overhaul of all combat trees and stealth. Critical strike is now a valid stat, due to the addition of a +2%/level multiplier on the second level of each tree's Mastery. Music video: https://www.youtube.com/watch?v=Uo5yd1LNALg (this guy needs more attention)
Alchemy
- Advanced Lab: can now be disassembled within 1.5 seconds after sneaking (but now you have to remain in sneak mode for 0-1 seconds first) to fix a race condition where slow script execution may result in the sneak state being removed before it is actually checked; updated description.
Alteration
- Added Throne of Nirn.
- Removed Mana Shield. (You can give yourself a copy with the console.)
- Geomancer, Philosopher's Stone, Stability: changed prerequisite to Alteration Mastery.
- Philosopher's Stone: improved gold gain from 50% -> 100% of your alteration level. (Not retroactive.)
Archery
- Archery Mastery; second level now also increases crit damage by 2% per level of Archery.
- Snipe: increased crit multiplier from x1 -> x5 but removed bonus damage.
- Takedown: increased crit multiplier from x1 -> x3.
Block
- Mocking Blow: updated to accomodate Overthrow/Ram's Head/Deadfall.
- Poke the Dragon: now includes +25% critical strike damage.
Conjuration
- Added Rat King.
- Bone Collector: improved bone drop rate. thank mr skeltal
- Edge of Oblivion: now reduces armor and magic resistance instead of dealing damage; changed prerequisites to Atromancy or Ravenous Dead; updated description; removed sound effect.
- Reap And Sow: improved level 1 from 50% -> 60% drop rate.
Destruction
- Nova Charge: now easier to use (threshold: 40 -> 25, reset: 25 -> 15).
- Pyromancer Ascension: now easier to use (threshold: 40 -> 25, reset: 25 -> 15).
Enchanting
- Arcane Nexus: can now be disassembled within 1.5 seconds after sneaking (but now you have to remain in sneak mode for 0-1 seconds first) to fix a race condition where slow script execution may result in the sneak state being removed before it is actually checked; updated description.
Heavy Armor
- Break Upon Me: updated to reflect functionality changes of other perks.
Illusion
- Added Unto The Masses.
- Removed Incubus. (You can give yourself a copy with the console.)
- Renamed Whispers of Doom -> Quiet Casting and changed prerequisite to Illusion Mastery.
- Fear the Reaper: changed prerequisite to Psychic Vampire.
- Heavy Weighs the Tapestry: changed level requirement from 80 -> 90.
- Lamb to the Slaughter: changed level requirement from 90 -> 80.
Light Armor
- Lightning Strike: now correctly multiplies critical strike damage instead of chance (which made it almost entirely useless); reduced multiplier from x2 -> x1.5.
One-Handed
A major overhaul to most weapon types.
- Changed the priorities of many Combat Hit Spells. Duplicate priorities would prevent one of them from working EVEN when the other one doesn't activate because its conditions are not met. This led to several perks not working if you took another perk on the same row (now you know why Toll The Bell failed for some people). A full list of priorities is in the Readme.
- Cleaned up many NPC perks.
- Added And Stay Down.
- Added Bleed Like a Lamb.
- Added Clash of Champions.
- Added Claw Marks.
- Added Into the Dust.
- Added Man O'War.
- Added Windswept.
- Removed Among Mere Mortals.
- Removed Cripple.
- Removed Iron Law.
- Removed Open Wounds.
- Removed Tiring Assault.
- Renamed Crimson Glory -> Apex Predator.
- Reworked Attack of Opportunity: is now a different perk with only one level and much more effective, including a critical strike if you match your hit with the target.
- Reworked Onslaught -> Overwhelm: changed from 50% -> 100% crit chance but reduced duration from 5 -> 2 seconds and power from x2/4 -> x1.5/3 (due to One-Handed Mastery buff); now only works if unblocked; no longer dispelled on the first power attack; updated description.
- Reworked Smite: changed from crit damage vs undead -> large crit on your first power attack with a mace against a target, improved vs undead.
- Apex Predator: now only works on living targets.
- Cross Cut: reduced duration from 5 -> 4 seconds; reduced damage bonus from 50% -> 40%; removed annoying shader.
- Go for the Throat: now also deals a critical strike with a multiplier equal to double the power attack damage bonus.
- Mangle: improved damage bonus from 15/30% -> 20/40%. (Note: getting Mangle off with a regular axe is a matter of precise timing, but dual wield makes it easy.)
- One-Handed Mastery; second level now also increases crit damage by 2% per level of One-Handed.
- Shieldbiter: improved crit multiplier from x3 -> x5.
- Thousand Cuts: reduced threshold from 15 -> 10 cuts; changed description to reflect its disconnect from Tiring Assault.
Restoration
- Mage Ward: no longer requires "dual" casting; description is now correct.
Smithing
- Advanced Workshop: can now be disassembled within 1.5 seconds after sneaking (but now you have to remain in sneak mode for 0-1 seconds first) to fix a race condition where slow script execution may result in the sneak state being removed before it is actually checked; updated description.
- Behind Enemy Lines: no longer also drains a target's SneakPowerMod by 15%; no longer erroneously causes a sound event.
- Cloak and Dagger: now also increases crit damage.
- Disengage: improved description.
- Infiltrator: changed from 50% noise reduction (+50% when not running) -> 75%.
- Leaping Shadow: no longer available to NPCs.
- Shadow Warrior: fixed description.
Two-Handed
A major overhaul to most weapon types.
- Changed the priorities of many Combat Hit Spells. Duplicate priorities would prevent one of them from working EVEN when the other one doesn't activate because its conditions are not met. This led to several perks not working if you took another perk on the same row. A full list of priorities is in the Readme.
- Cleaned up many NPC perks.
- Added Bleed Like a Dog.
- Added Clash of Heroes.
- Added Deadfall.
- Added Enter the Arena.
- Added Overthrow.
- Added Ram's Head.
- Removed Exhausting Assault.
- Removed Falling Star.
- Removed Gnarly Wounds.
- Removed Hemorrhage.
- Removed Into The Dust.
- Renamed Grindhouse -> Massacre.
- Renamed Razor Wind -> Decimate.
- Batter: reduced level 2 chance from 30% -> 25%.
- Bear Hide: removed prerequisite link from Massacre.
- Execute: reduced crit damage multiplier from x30 -> x20 (still freaking good).
- Grand Slam: reduced crit damage multiplier from 4% -> 2% to account for Two-Handed Mastery; no longer erroneously reduces crit damage at low Stamina.
- Maul: updated description.
- Rive: removed useless conditions.
- Steel of the Ancients: now correctly excluded by ASIS.
- The Pendulum: no longer erroneously applies a 75% bonus to not just the second hit but also the initial hit and any other power attacks for its duration (NO ONE NOTICED WTF); added critical strike; increased knockdown force.
- Two-Handed Mastery; second level now also increases crit damage by 2% per level of Two-Handed.
Note about Overthrow/Ram's Head/Deadfall: these perks are a little more picky than the usual "while attacking" condition. They only work if you bash the target during the wind-up of their attack and not if they already hit you and are finishing their swing. I intend to use this a lot in Swordfall to reward timing instead of random flailing.
Version 5.40
I got rid of some perks that give ammunition to haters - Rat King and the basic sword perks. Music video: https://www.youtube.com/watch?v=YAOv0F9GUCA
Alchemy
- Advanced Lab: disassembly message is now only displayed if sneaking when activating the device.
Archery
- Trick Arrows: recipes now grant 20 -> 25 arrows.
Block
- Block Runner: corrected description.
Conjuration
- Added Edge of Oblivion. (Please read description before you pick this perk, or at least before you whine to me about it.)
- Unlinked Rat King.
- Bone Collector: increased skeleton duration from 6 -> 8 hours.
- Conjure Altar: reduced level requirement from 80 -> 70.
- March of Oblivion: clarified description.
Enchanting
- Arcane Nexus: disassembly message is now only displayed if sneaking when activating the device; no longer allows you to spend Gem Dust while sneaking.
One-Handed
- Tiring Assault: changed functionality from -6/8/10% Stamina regeneration -> -10/15/20 max Stamina, duration is still 15 seconds. (HERE YOU GO RUSSIANS)
Smithing
- Advanced Workshop: disassembly message is now only displayed if sneaking when activating the device.
- Dwarven Autocannon: updated description to clarify how the aiming works.
Two-Handed
- Exhausting Assault: changed functionality from -8/10/12% Stamina regeneration -> -15/20/25 max Stamina, duration is still 15 seconds.
- Grindhouse: no longer activates on non-players; now has a 1 second cooldown between activations.
Version 5.33
Music video: https://www.youtube.com/watch?v=LkLqp-M8e0Q
Alchemy
- Experimenter: changed perk priority from 190 -> 1 to reduce the likelihood that another mod overrides it.
Archery
- Snipe: increased damage bonus from 15% -> 20%.
Destruction
- Harsh Lesson: now correctly requires Destruction Mastery instead of Destruction Dual Casting.
Illusion
- Added Fear the Reaper.
- Removed Shadow Weave.
- Heavy Weighs the Tapestry: improved ambiguous description.
- Incubus: duration changed from 6 hours -> permanent; fixed incorrect effect description.
One-Handed
- Flee Fool: no longer restarts the cooldown if you use it again during the cooldown; fixed race condition that could ignore the cooldown.
Sneak
- Right Behind You: improved sneak strength within 15 feet from 50% -> 75%.
Version 5.31
The Nexus is having trouble (again) and newly added files randomly fail, including 5.30. Uploading again...
Version 5.30
A barrage of updates, like in the good old days. This should compensate for my lack of time in the next few days or weeks. Have fun!
Light Armor
- Wild and Free: changed from 25% chance to ignore damage while sprinting -> 50% damage reduction while sprinting.
One-Handed
- Aftershock: the aftershock power attack is now also a guaranteed critical hit for 5x critical damage.
- Onslaught: reduced critical damage multiplier from 2x/6x -> 2x/5x.
- Unleash the Beast: now also doubles critical damage on power attacks while frenzied.
Version 5.29
This version is identical to 5.28, but the Nexus ran into the same old bug where a file occasionally does not get distributed to all mirrors, and the only known fix is to reupload the file.
Version 5.28
Random music video: https://www.youtube.com/watch?v=SKk5D8f7Ls0
Archery
- Snipe: weapon enchantment effectiveness bonus now also includes duration instead of just magnitude, but the amount is halved; damage bonus increased from 10% -> 15%.
- Three Crows: reduced knockdown strength; now does work on dragons and giants, but damage is capped at 450 -> 150 points.
- Cold Cathode: improved description; is now "up to" instead of "up to and including"; improved bonus from 25% -> 30%.
- Electroconvulsions: no longer has an effect if the target is shock resistant; effect now persists through death and hits faster to minimise "standing up while death" issues; removed useless effect description.
- Frostfall: improved magic effect description.
- Hypothermia: now paralyzes a target instead of repeatedly knocking it down; now actually has no effect when a target is frost resistant; improved description.
- Nova Charge: corrected magic effect description; improved description.
- Mystic Warrior: buffed minimum delay from 5 seconds -> 4 seconds.
- Rods from the Gods: no longer improves equipped enchantments due to the restoration bug; adapted description accordingly.
- Staff Flux: now has Starlight Sage as an optional prerequisite.
One-Handed
- High level NPC sword power attacks no longer erroneously have 50% chance to deal greatly increased damage.
- Aftershock: no longer triggers during a killmove.
- Cross Cut: description is now correct.
- Onslaught: level 2 now deals 5x -> 6x critical damage; NPC version now deals the correct damage.
- Snakebite: no longer has 50% chance to paralyze, but always paralyzes targets below 50% Health.
Smithing
- Heart of Creation: reduced light radius.
Sneak
- Shadow Warrior: can no longer be absorbed.
Two-Handed
- Grand Slam: increased crit damage multiplier from 3% -> 4%,
- Grindhouse: no longer triggers during a killmove.
- Maul: increased damage amplification from 15/30% -> 20/40%.
- Strike the Anvil: increased duration from 20 -> 30 seconds.
- The Pendulum: damage bonus increased from 50% -> 75%.
Version 5.25
Conjuration
- Bone Collector: increased movement speed of skeletons from 130% -> 160%.
Version 5.24
Conjuration
- Soul Raider: now also increases the duration of bound weapon perks after trapping enough souls.
Enchanting
- Added Channeler.
- Removed Staff Expertise. (It accidentally used an SKSE function. Lol.)
Heavy Armor
- Lead the Tempest: now works again on created Skeletons; increased bonus from 20 ->25% of your armor for humanoids, but reduced radius from 40 -> 20; added buff description. (The problem with the perk that prompted the initial nerf was that it made heavy armor objectively superior to robes for summoners and druids, to the point where you had to be an idiot to use robes. This buff should make death knights viable again and synergise with Dark Whispers, without making heavy armor mandatory for other minion builds.)
Illusion
- Heavy Weighs the Tapestry: halved experience gain based on damage inflicted and capped this at 500 damage.
- Lamb to the Slaughter: halved experience gain based on damage inflicted and capped this at 500 damage.
Light Armor
- Light Armor Mastery: clarified that you gain experience for wearing light armor.
Smithing
- Advanced Workshop: regenerated the script in an attempt to update the saved copy for people with older saves.
Speech
- And the Universe Listens: standardised description.
Version 5.22
Music video for increasing your win rate with Azir: https://www.youtube.com/watch?v=4scF1ogXcB4
Alchemy
- Chymical Wedding: reduced chance from 50% to 40%.
- Witchmaster: reduced chance from 50% to 40%; added side effects Brigand, Double Critical Chance, Double Sneak, Fortify Critical Damage, Fortify Scrolls, Free Enchantments, Ouroboros, Quad Bash, Stagger Immunity; fixed a typo in the description of Quad Magic; fixed description of Fortify Attack Damage; reduced the duration of Infinite Health, Infinite Magicka and Infinite Stamina from 20 -> 15 seconds; reduced the duration of Physical Immunity from 20 -> 10 seconds; reduced the duration of Quad Damage and Quad Magic from 30 -> 15 seconds.
(The new side effects and reduced chance do not retroactively affect characters that already picked at least Stimulants.)
Alteration
- Nullifier: reduced range from 15 -> 10 feet.
Destruction
- Force of Nature: changed 10% effectiveness boost -> 1 point per 10 Destruction levels (people wanted spell scaling and were too blind to notice Robes of Power); fixed description to clarify that this also affects non-spell effects.
Enchanting
- Last Word: level 2 now also grants a chance to create a large number of copies of each scroll you use.
Heavy Armor
- Lead the Tempest: now only affects humanoids. (It is meant for lord commander type builds with followers, not for necromancers...)
Illusion
- Incubus: increased duration from 2 -> 6 real time hours.
Pickpocket
- On the Run: fixed movement bonus being erroneously far too high.
Restoration
- Gods and Mortals: Arkay dps reduced from 500 (undead)/1000 (summoner) -> 200 (both).
Sneak
- Sneak Mastery: added note about how to increase sneak effectiveness...
Version 5.21
Music video: https://www.youtube.com/watch?v=JYaQ4PZTN9c
Conjuration
- Bone Collector: skeletons now move at 100% -> 130% speed.
Destruction
- Pyromancer Ascension: reduced trigger threshold from 50 -> 40.
- Stormlord: reduced trigger threshold from 50 -> 40.
(You may want to respec for these.)
Two-Handed
- Steel of the Ancients: reduced chance from 6% -> 4% (description was 8%, which was wrong).
Version 5.20
Heavy Armor
- Added Never Kneel.
- Unlinked Matching Heavy Set. (Your level 2 point is converted into the new perk.)
- Heavy Armor Fit: increased armor bonus from 15% -> 25% to compensate for the loss of Matching Heavy Set.
Light Armor
- Added One Step Ahead.
- Unlinked Matching Light Set. (Your level 2 point is converted into the new perk.)
- Light Armor Fit: increased armor bonus from 15% -> 25% to compensate for the loss of Matching Light Set.
- Ternion Assault: reduced Stamina scaling from 50% -> 40%.
Lockpicking
- Bear Traps: distance in front increased from 28 -> 34.
Pickpocket
- Game of Fate: will now look for a location first, then find a chest in said location, reducing the chance that all of the dragons gravitate towards the same few areas full of locked chests. (If it hits a location without any locked chests, it tries again after 5 seconds.)
Sneak
- Behind Enemy Lines: no longer displays an ability in your effects list.
Version 5.16
Customary music video: https://www.youtube.com/watch?v=f2yJzMgaUAk
Alteration
- Intuitive Magic: now reduces the cost of the player version of Vampiric Drain instead of the NPC version.
- Reverie: now works correctly with Lover's Comfort.
Conjuration
- Rend From This World: now uses vanilla soul trap mechanics, allowing Acquisitive Soul Gems to affect it.
Destruction
- Unlinked Ancient Seals. (Redundant with Demolition Mission.)
Enchanting
- Wonderseeker: changed description.
Illusion
- Added Ghost of the Tenth Eye.
- Removed Mortal Fear.
- Renamed Quiet Casting to Whispers of Doom. (Modified vanilla perks should have a different name than the corresponding vanilla perk, so when another mod changes the same perk and causes a conflict, players are aware of it before they run into it 20 hours later when trying to acquire the perk.)
- Crown of the False King: updated description.
- Mind Killer: corrected description.
- Pandemonium: corrected description.
- Protect Your God: ability is now disabled during brawls.
- Psychic Vampire: corrected description.
- Added Right Behind You.
- Renamed Quiet Before the Storm to Infiltrator. (Overly dramatic name for a simple effect.)
- Behind Enemy Lines: Disengage is no longer an optional requirement, but Right Behind You is.
- Demolition Mission: now makes an exception for runes, boosting them x3 -> x5.
- Smoke Curtain: changed requirement from level 50 -> 60.
- Spot Detection: changed requirement from Silent Roll -> Sneak Mastery.
For fun, here are a few perks that didn't make it into the mod, but still have some resources lying around:
- (Alchemy) Peryite's Perfume: the ability to craft thrown grenades; cancelled due to overlap with alchemy mods.
- (Alteration) Bioluminescence: glow in the dark, much like Arkenlight from Dwemertech; cancelled because annoying.
- (Alteration) College Life: gradually gain permanent Alteration bonuses for being in Winterhold College, and when going afk in Winterhold College, your character would autonomously do research and study; cancelled because permanent stacking bonuses make people nervous.
- (Alteration) Transmute Clutter: when picking up clutter objects, offered a second option to turn them into their corresponding gold value; cancelled because constant popups are annoying.
- (Alteration) Winterhold Express: casting specific spells on the Winterhold College grounds launched you into the air, where you could either teleport to a target location or just flew to a chosen city; cancelled after I fell through the Windhelm bridge because it didn't load fast enough in front of me.
- (Archery) Blanket Shot: shooting an arrow also fires a cone of damage in front of you; cancelled because the cone did 0 damage.
- (Archery) Strafe (called Snipe for no reason): pulling and holding an arrow would rapidly shoot a stream of ghost arrows until you fired the arrow; cancelled because the arrows were shot at 0 pull strength, so I had to replace them all with custom arrows that fly straight, leading to compatibility issues with third party bow mods.
- (Destruction) Signature Spell: increased the power and mana cost of any chosen spell to master level.
- (Heavy armor) Swagger: take half damage while staggered.
- (Illusion) Dream Disguise: yes, I considered this, no, I didn't do it for reasons stated elsewhere.
- (Illusion) Precipice of Madness: applying multiple mind affecting spells in a row would cause the AI to perform random actions; cancelled because there aren't enough things for the AI to do.
- (Illusion) The Reaper Comes: a deadly ghost would hunt you down and try to kill you, but also attack your enemies; cancelled because waiting would teleport the ghost to you and instantly kill you.
- (Pickpocket) The Tail: periodically summons assassins that track you down, but drop nice loot; cancelled because constant attacks while waiting was annoyung.
- (Pickpocket) Trouble Magnet: would split up enemy camps by having one enemy from each camp actively seek you out and attack you; cancelled because you could just sit and repeatedly wait and draw them out one by one.
- (Smithing) Daughter of the Forge: the idea was that newly forged weapons would be stronger for 1 hour after forging them; cancelled because the game had no way to accomplish this.
- (Sneak) Rappel: the ability to pull yourself up on a rope to become undetectable but immobile; cancelled because no good animation.
- (Sneak) The Box: when sneaking and not moving, turned you into an inconspicuous crate; cancelled because no way to turn player invisible but not an attached art object.
- (Speech) Power Word Kill: the ability to kill NPCs through the dialogue system; cancelled because adding dialogue options led to tons of complaints when it was Nord Kinship in Excellent.
Version 5.12
A quick hotfix patch.
Archery
- Removed erroneous prerequisite line from Pinning Shot to Quick Shot.
Conjuration
- Rend From This World: now correctly damages only daedra instead of any target.
One-Handed
- Toll the Bell: increased bonus damage per point of Stamina drained from 1% -> 1.5% (was 2%).
Restoration
- Added Under My Wings.
- Removed Wings of Aedra.
- False Light: fixed invalid perk condition.
Version 5.11
Heavy Armor
- Matching Heavy Set: now affects ebony armor.
Lockpicking
- Bait: now only affects hostile targets.
Smithing
- Added explanation about the concept of perks with two levels.
Sneak
- Changed fCombatDetectionLostTimeLimit from 30 -> 120 (vanilla 10).
Version 5.10
I will be mostly unavailable for the next several weeks. Music video: https://www.youtube.com/watch?v=ZgSCNS851Rg
Alteration
- Added Mana Shield.
- Removed Sitting Duck.
- Renamed Robes of Deflection to Geomancer.
- Geomancer: now gives a static 20% damage reduction instead of scaling with Magicka, keeping it viable for Vancian Magic builds.
- Spellblade: corrected description.
- The Monarch: increased Magicka loss from 5 -> 10 points per second, but now correctly drains 25 points per second from each target as intended instead of 15 points.
Archery
I just the whole archery tree AGAIN.
- Changed tree layout.
- Added Pinning Shot.
- Added Snipe.
- Added Three Crows. (Trade? Nope! Face? Yup!)
- Unlinked Hunter's Mark.
- Removed Deadeye. (Too sensitive to script lag. Also actually triggered every five shots instead of every four shots and no one noticed.)
- Removed Power Shot.
- Changed Arrow to the Knee and its offspring.
--- No longer has a range condition on the perk, because this doesn't work correctly.
--- The Arrow to the Knee spell and magiceffects have been renamed and their EDID changed to reflect that they now combine ALL on-hit perks instead of just the short ranged ones.
--- All of the on-hit perks now apply the same spell; this allows them to be taken out of order (in third party mod merge patches, etc).
Conjuration
- Conjure Altar: now looks slightly better when seen through a wall.
- Hollow Binding: increased magic resistance drain from 10% -> 15%; fixed description to reflect the actual duration of 5 seconds instead of incorrectly 8 seconds.
- Reap and Sow: now specifies that only your own skeletons are fully reclaimed.
- Rend from This World: damage vs daedra increased from 20 -> 100.
- Void Burn: increased damage from 10 -> 15 per second; improved description; changed burn debuff name to prevent them from stacking in your magic effects list.
Destruction
- Unlinked Counter Blast.
- Battlemage: now also applies if you have a shield out. (I give up trying to get people to use wards.)
- Electroconvulsions: no longer attempts to push actors during a killmove.
- Frostfall: changed attack damage reduction from 5% stacking for 10 seconds -> 20% non-stacking for 8 seconds.
- Static Field: now has 20% -> 15% chance to trigger on each tick of a concentration spell.
Heavy Armor
- Added Break Upon Me.
- Removed Menace.
- Renamed Leviathan to Unbreakable. (Also affects descriptions of Revel in Battle and Iron Maiden.
- Iron Maiden: reduced level requirement from 70 -> 60.
- Rise Above: is now a standalone perk instead of an upgrade to Menace; improved description; reduced radius from 30 -> 15 feet but now affects enemies in any direction instead of just in front of you; no longer works on targets whose damage is already reduced by over 90%; now dispels its own buff so it doesn't stack.
- Primal Fear: is now a standalone perk instead of an upgrade to Menace; improved description.
- Reap the Whirlwind: increased retaliation damage bonus from 100% -> 125%; this perk is now the carrier of Reap the Whirlwind and Sovereign effects, instead of Menace.
- Sovereign: changed perk priority; no longer available to NPCs through ASIS. (It was both fairly useless and added some script lag when given to 20 enemies at once.)
One-Handed
- Toll the Bell: reduced bonus damage per point of Stamina drained from 2% -> 1%.
Restoration
- Added False Light.
- Added Inquisitor. (This is based on Bitter Chalice which was unlinked ages ago, so if you never respecced, you have it now.)
- Removed The Unquenchable Torch. (Redundant with Enduring Ideal.)
- Renamed Bastion to Bastion Ward.
- Renamed Eidolon to Divine Champion. (I thought Eidolon meant something other than what it actually means.)
- Afterglow: increased burn damage vs undead from 10/20 -> 15/30 per second.
- Enduring Ideal: increased level requirement from 80 -> 90.
- Overflowing Cup: now correctly states that it responds to healing spells "and effects".
- Rapture: adjusted description.
- Zealot's Ward: increased timed ward duration from 1 -> 2 seconds; description now admits that it is "almost" instantly at full strength.
False Light makes all of your healing spells cast directly on enemies deal damage instead. Yes, this is affected by Edgewalker. Yes, this means clerics now have an anti-living nuke at 40 Restoration. Yes, this works with the Heal enchantment in Wintermyst. Yes, this works with Infinite Light in Apocalypse. YES, this works with Channel Energies in Apocalypse to deliver self cast healing spells to enemies to damage them.
Smithing
- Advanced Workshop: picking grindstone or workbench now prevents you from upgrading the other, even after disassembling it (your choice is reset when you respec).
Two-Handed
- Maul: corrected magiceffect name.
- Stand and Fight: no longer reduces damage below 0; duration is now correct; no longer stacks, but reduces damage by 20% -> 25%.
Version 5.07
Alchemy
- That Which Does Not Kill You: now correctly ends after 60 seconds.
Archery
- Lion's Arrow: now states that it only works with bows. (Inb4 QQ, but OnPlayerBowShot apparently means just that.)
Restoration
- Necromanticon: damage over time no longer persists through death.
Alchemy/Enchanting/Smithing
- Advanced Lab/Advanced Workshop/Arcane Nexus: perks that upgrade one crafting table now cost 2500 gold to perform the upgrade but can be disassembled for free, allowing you to upgrade another crafting table; popup warning improved.
Destruction
- Hypothermia: no longer triggers a force push during a killmove.
- Iced Earth: now properly deals bonus damage only to targets affected by the hazard, not all targets. (THREE MONTHS UNTIL SOMEONE NOTICED THAT THEIR SPELLS DID 50% MORE DAMAGE. Thanks Andrew2200 for having actual eyes in your skull.)
Lockpicking
- Dungeoneer: dungeon must now be indoors to prevent wasting the ability.
- Robber's Eye: no longer marks locked containers with "Requires Key".
Two-Handed
- Renamed Throw to the Wolves to Maul (thanks Katiekat).
Version 5.04
Lockpicking
- Robber's Eye: fixed effect being immediately dispelled.
Pickpocket
- Thief's Eye: now correctly throws a message when the debuff is removed or the actor enters a building.
Version 5.03
Some people complained that greatswords were useless. https://www.youtube.com/watch?v=YaqqsTVuCnI
Conjuration
- Bone Collector: improved description.
Destruction
- Hypothermia: no longer applies knockdown pushes when the target is dying.
- Winter's Majesty: fixed ability description.
Restoration
- Purity of Body: added missing ability description.
Two-Handed
- Added Throw to the Wolves.
- Removed King Takes Pawn.
- Flee Fool: now has a cooldown of 30 seconds per target.
Version 5.02
This cumulative update includes improvements to enhance the functionality of Ordinator - Perks of Skyrim. All your files are exactly where you left them. Hello. https://www.youtube.com/watch?v=L8tF5Jn2G30
Conjuration
- Bone Collector: you can now loot bones from kills made by your skeletons (as well as conjured minions, but not followers); you can now loot bones from enemy skeletons; changed "Push Aside" use option to "Shove" to reduce the size of the dialog box.
One-Handed
- Crimson Glory: reduced current Health damage from 4% -> 3% and added a cap at 750 current Health (22.5 bonus damage).
- Meteor Storm: improved description.
- Thousand Cuts: improved description.
Two-Handed
- Reworked King Takes Pawn: now deals bonus damage and a critical hit when breaking through a block, not at full Health.
- Bear Hide: improved description.
- Bisect: reduced current Health damage from 20% -> 15% and added a cap at 750 current Health (112.5 bonus damage).
- Falling Star: now also adds 20% critical strike chance.
- Flee Fool: reduced bonus damage from 60% -> 50%.
- The Pendulum: now adds 50% bonus damage in addition to the knockdown effect.
Version 5.01
By popular demand. Music video: https://www.youtube.com/watch?v=nLgM1QJ3S_I
Block
- Added Quick Reflexes back in.
Conjuration
- Dead Tide: changed description. (People regularly complain that the perk descriptions are too "precise" and therefore not immersive. This is an example of why this is so.¨If you give people the slighest opportunity to misunderstand them, they will, and complain that the mod is broken.)
Illusion
- Enchanted Hour is now ACTUALLY unlinked. (I am starting to have some doubts about Mator's Perk UI tools.)
Version 5.00
At long last: necromancy, as well as some much neater perk trees and some easier sneaking. I wanted to make a clever joke, but I'm too tired. Music video: https://www.youtube.com/watch?v=G8CBzDocDdg
Misc
- Cleaned up many skill trees.
- Changed the EDID of many unused/unlinked perks for consistency: DEP now means no longer used, NPC means other actors automatically get them (and MAX means level 100).
Alteration
- Intuitive Magic: now also affects Vampiric Drain and Arniel's Convection.
- Reverie: increased Well Rested cost reduction from 10% -> 15%.
Archery
- Changed all of the prerequisites again.
- Unlinked As the Wind and disabled its effect. (You may want to respec to get your point back.)
- Deadeye: now also deals a critical strike. (Which does not do a lot of damage, but crits are more fun than just bonus damage.)
- Hunter's Mark: now requires level 50 -> 60.
Block
- Unlinked Quick Reflexes. (Bugged.)
Conjuration
- Skeleton construction!
--- Added Bone Collector.
--- Added Dead Tide (2).
--- Added Barrow Lord.
--- Added Reap and Sow.
--- Added Skeleton Mages (2).
--- Added Fire Ritual.
--- Added Conjure Altar.
--- Added Sympathetic Magic.
--- Added King of Bones.
Enchanting
- Miracle: explosion no longer applies a force push to nearby objects.
Heavy Armor
- Rise Above: reduced bonus damage per target from 8% -> 5%. (Stacking buff alert.)
- Sovereign: now "Cast" rather than "Combat spell apply".
Illusion
- Unlinked Enchanted Hour.
Light Armor
- Hissing Dragon: no longer triggers during brawls.
- Initiative: no longer triggers during brawls, while invisible or while ethereal.
- Rushing Tide: no longer triggers during brawls.
- Wardancer: now only broken by "unblocked" hits instead of all hits.
Pickpocket
- Added On the Run.
- Removed Slum Rat. (To avoid overlap with Death's Emperor.)
- Unlinked Hidden Pockets. (See below for a replacement.)
- Dragon Hoard: effect no longer disabled when you have beast blood.
- Lawless World: now actually works; no longer increases bounty instead of decreasing it; now displays a message when bounty is reduced to 0 and pays it off so you don't get arrested for a 0 gold bounty; increased bounty reduction from 25% to 50% of Pickpocket level. (Because the first two issues made it clear that no one used the perk.)
- Pickpocket Mastery: now grants 50/100 points of carry weight in addition to increasing pickpocket chance.
- Thief's Eye: now displays a message and ends the hunt if the target escapes into a building or across a cell transition; duration increased from 4 -> 5 minutes.
Restoration
- Descending Light: no longer triggers during brawls, while invisible or while ethereal.
- Exorcist: now also improves magic effectiveness in addition to weapon damage.
- Spirit Tutors: the spirits now patrol between random points on the road (WETravel) instead of random Xmarkers, reducing the chance that there is no path between both points and they get stuck. (You may need to remove and re-add the perk.)
Sneak
- Reduced a few movement noise factors. This should make a marked difference in how easily enemies detect movement. Note that armor weight is still an important factor and can be reduced by the weight reduction perks in the armor perk trees.
--- fSneakEquippedWeightBase: 16 -> 13 (vanilla 12).
--- fSneakRunningMult: 2.5 -> 2.25 (vanilla 2).
- Quiet Before the Storm: no longer just silences your movement when walking, but also halves movement noise when running.
Speech
- Serenade: now correctly requires Performer.
Two-Handed
- Renamed Brute Force to Strike the Anvil.
Version 4.22
There was a bug that caused you to be unable to fast travel due to "taking health damage" if you had Gods and Mortals even if you weren't actually taking health damage. Unfortunately, instead of telling me what perks they had, people chose to just (threaten to) revert or tell me to "fix my fucking mod" or that the update is "complete shit".
Also, the Russians claimed that swords are useless because they don't do cobalt salted nuclear torpedo levels of damage. Now they do. On the bright side, the change from stamina drain to slowed stamina regeneration was long overdue. Here's a topical music video: https://www.youtube.com/watch?v=BaP1wDvkA6E
Oh, and I skipped two version numbers because I didn't want the homo erectus crowd to make weed jokes.
One-Handed
- Tiring Assault: No longer drains 1/2/3 Stamina per second but reduces Stamina regeneration by 6/8/10%.
Restoration
- Removed self damage from Gods and Mortals Blessing of Arkay, preventing it from blocking fast travel even when inactive.
Two-Handed
- King Takes Pawn: Improved from 20/40% -> 25/50% and added 20% chance of a critical hit for x2/x3 damage.
- Exhausting Assault: No longer drains 2/3/4 Stamina per second but reduces Stamina regeneration by 8/10/12%.
- Flee Fool: Now causes targets to trip randomly while moving; damage bonus increased from 50% -> 60%; damage bonus no longer applies exclusively to non-power attacks.
- Reverted the Forged in Blood buff to ensure it will fade cleanly for users upgrading to the latest version.
Version 4.19
Gods and Mortals took long enough to implement. Here's a relevant music video: https://www.youtube.com/watch?v=tcKUGVa_K04
Alteration
- Unlinked Magic Resistance. (Redundant with Alter Self: Resistances.)
- Philosopher's Stone: now requires Mage Armor as a prerequisite instead of Stability.
- Reverie: now requires Alteration Mastery as a prerequisite instead of Magic Resistance.
- Vancian Magic: now works regardless of whether the player has beast blood.
Future plans include Stone Virus, which places a buff on you at the start of combat. When struck by any attack, the buff transfers to the attacker. This can occur multiple times until the buff detonates 15 seconds after the start of combat, turning everyone else on the battlefield to stone.
Archery
- Rearranged the perk tree to open up more freedom. Note that many prerequisites have changed.
Enchanting
- Mystic Warrior: no longer erroneously restarts the cooldown when you perform any attack.
Heavy Armor
- Immortal: added threshold increase from 10% to 15% while standing near a Rallying Standard; nadded Warbringer as an optional prerequisite.
Restoration
- Added Gods and Mortals.
- Removed Euphoria.
- Removed Draw and Quarter. (I tried something. It didn't work out.)
- Spirit Tutors: reduced from level 40 -> 30.
Here are the bonuses you may get from Gods and Mortals:
--- Akatosh: Turn the Hourglass (twice a day, slows time when you get low on Health)
--- Arkay: Requiem (burns and destroys reanimated undead and their owners)
--- Dibella: Thrall of Passion (illusion is stronger and lasts forever vs the opposite sex)
--- Julianos: Keeper of Teachings (nearby allies gain bonus Magicka and Magicka regen)
--- Kynareth: Howling Wind (bonus Stamina regen for each nearby enemy)
--- Mara: Perfect Bond (spells cast on your spouse are much more effective)
--- Stendarr: Crusader's Shield (blocking absorbs Stamina and staggers the attacker)
--- Talos: The Talos Principle (chance to finish shout cooldown when enemy humanoids die nearby)
--- Zenithar: Spirit of Commerce (may trade with anyone)
Speech
- Serenade: now correctly appears on the perk tree.
Two-Handed
- Added Slayer of a Thousand Sons.
- Removed Forged in Blood.
- Death or Glory: no longer has a hard cutoff at 25% Health, but now gradually increases power attack damage below half Health.
Version 4.18
Fallout can wait until the GECK, because who would ever want to play a Bethesda game without mods? Music video: https://www.youtube.com/watch?v=mGC4EGj3Xa4
- As the Wind: added Power Shot as an optional prerequisite.
- Hailstorm: added As The Wind as an optional prerequisite.
- Thread the Needle: added Clean Kill as an optional prerequisite.
Destruction
- Battlemage: added Robes of Power as an optional prerequisite.
- Counter Blast: now requires Destruction Dual Casting as a prerequisite.
- Elemental Specialisation: added Battlemage as an optional prerequisite.
Pickpocket
- Blood Gold: improved description.
- Death's Emperor: improved description.
- Slum Rat: improved description.
- Thief's Eye: no longer targets children.
Coming in future updates: Pot of Gold, Trouble Magnet.
Sneak
- fSneakEquippedWeightBase changed from 20 -> 16 (vanilla 12)
- fSneakLightMoveMult changed from 0.05 -> 0.03 (vanilla 0.01)
- fSneakLightMult changed from 0.66 -> 0.55 (vanilla 0.33)
Coming in future updates: Caltrops.
Version 4.16
One day before The End. Perhaps there is still time...
While Ordinator was mostly balanced, it was possible to collect enough stacking buffs to create a monster. This has been fixed and some new toys were added.
Note to users of mods that combine Ordinator with another overhaul: you may need to wait for an update for those mods. (Other note: I cannot guarantee that any perks work correctly when using one of those.)
Archery
- As the Wind: reduced duration from 20 -> 10 seconds.
- Hailstorm: reduced attack speed bonus from 10% -> 8%.
Some players have requested an "Arcane Archery" perk similar to PerMa. The problem with this perk is that it doesn't really shoot spells from your bow, it shoots spells in the direction of the crosshairs, which may or may not land anywhere near the arrow both in space and time. If you want to shoot all sorts of awesome effects from your bow, I recommend Wintermyst - Enchantments of Skyrim. It is a great mod and its creator is an awesome dude. For the combat version, see Mystic Warrior below.
Block
- Apocalypse Proof: reduced elemental block at level 1 from 60% -> 50%.
- Deliverance: reduced damage bonus from 25% -> 20%.
- Poke the Dragon: reduced damage bonus from 30% -> 25%.
- Timed Block: reduced block bonus from 50% -> 40%.
Enchanting
- Added Mystic Warrior. (SPELLS ON POWER ATTACKS. HALLELUJAH.)
World Enchantments (effects that affect everyone) are still cooking, but I need to find some that are actually fair AND interesting instead of just two-edged stat buffs. A few ideas: {+25% to all attack damage, Magicka does not regenerate in combat, Stagger equals knockdown}
- Rallying Standard is now an optional prerequisite for Heavy Armor Set.
- Face of Death: in addition to removing the helmet requirement, it also grants 20% armor to non-helmet items if you are not wearing a helmet.
- Matching Heavy Set: reduced armor multiplier from 25% -> 20%.
- Menace: increased cone of effect from 90 -> 120 degrees in front of you.
- Out of the Inferno: changed elemental damage reduction from 15% -> 0.02% per armor point (750 armor -> 15%).
- Primal Fear: increased fear duration from 5 -> 8 seconds.
- Reap the Whirlwind: reduced damage bonus to attacker from 150 -> 100%.
- Revel in Battle: reduced melee damage bonus from 5% -> 3% per stack. (This was ridiculous.)
- Rise Above: reduced attack damage bonus from 10% -> 8% per target. (This was ridiculous.)
Note about perks that require "all heavy armor": they don't actually check if your body, gloves, boots and helmet are heavy armor, they check if those slots are armored and you are not wearing any light armor. This is because it is not possible to check through conditions what keywords an item in a specific equip slot has. The consequences are that you can't wear light armor cloaks, Face of Death doesn't allow you to equip light armor helmets, etc.
Matching Set perks use a different mechanic and counts the number of items with a specific material keyword. While it may technically be possible to extrapolate this to "all heavy armors" by counting the number of heavy armor items, this could lead to issues with third party armors composed of a large number of individually equippable pieces, potentially allowing you to have both light and heavy armor bonuses at the same time. This is not an issue for Matching Set itself because it only increases the armor rating of those pieces, but it is an issue for just about everything else.
Robes, circlets and hoods are not armor, so you CAN equip something that is keyworded as heavy body armor (say, the pauldrons of a multipiece heavy armor set) and a robe underneath. You can also wear a hood or circlet with Face of Death.
Illusion
Some people have requested a "force surrender" perk. I thought about it, but there seem to be issues with the idea: if you don't get rewarded for forcing surrender, it is strictly worse than just killing the guy. If you do get rewarded, just cash in your reward and kill him anyway. If you get a penalty for dishonourable kills, have a minion kill him, or force an ally to surrender so whoever kills said ally in combat gets a debuff. If the penalty goes straight to you no matter who kills him, this means you might be walking around and get a dishonourable kill because someone you spared 2 weeks ago fed himself to a bear. If there's a time limit, wait it out [T] and kill him anyway. You can't make him protected without making the entire actorbase protected. (Or put him into a quest alias, but this only works for one actor at a time.) And you can't make him invulnerable (SetGhost) instead because you may lock yourself out of important quests and allies may still attack and get both of you stuck in combat.
Light Armor
- As a Leaf: now prevents stagger above 75% stamina -> while sprinting
- Into the Maelstrom: reduced damage resist from 15% -> 10%.
- Keen Senses: in addition to removing the helmet requirement, it also grants 20% armor to non-helmet items if you are not wearing a helmet.
- Matching Light Set: reduced armor multiplier from 25% -> 20%.
- Windrunner: reduced speed bonus from 15% -> 10%.
Two-Handed
- Forged in Blood: reduced two-handed damage bonus from 20 -> 15%.
- Steel of the Ancients: increased chance to trigger from 5 -> 6%.
Version 4.11
This is an incredibly useful update.
Destruction
- Force of Nature: the extra magnitude bug is now a feature, but reduced from 25% -> 10%.
Heavy Armor
- Matching Heavy Armor Set renamed to Matching Heavy Set so the description doesn't get cut off.
Light Armor
- Matching Light Armor Set renamed to Matching Light Set so the description doesn't get cut off.
Two-Handed
- Bisect: now triggers the correct effect at level 3 Gnarly Wounds.
Version 4.10
Aaaargh.
Light Armor
- Hissing Dragon: increased fire/frost/shock damage from 40 -> 50; increased poison damage from 6 -> 8 per second; increased disease damage from 3 -> 5 per second.
- Iron Fist: increased level 2 unarmed damage bonus from 10% of Stamina -> 15% of Stamina; added a level 3 that gives 25%.
- Sweeping Wind: now also adds a flat +25% to unarmed power attacks in addition to its other effect.
- Ternion Assault: increased critical damage from 25% -> 50% of Stamina.
- Wardancer: standardised description.
Version 4.09
Just a quick bugfix patch. Obligatory weird music: https://www.youtube.com/watch?v=nMwO1qTkrK0
Heavy Armor
- Born to Fight: now correctly MULTIPLIES armor weight by 0.5 instead of SETTING armor weight to 0.5.
Restoration
- Unlinked Necrology.
Sneak
One side effect of the increased focus on movement, sound and diminished importance of light level (due to ENBs casting their own shadows that are not taken into account) was that remaining undetected while sitting still in broad daylight was actually easier than in vanilla. These changes fix this.
Two-Handed
- Wolfkin: now has the same size as a regular wolf instead of 5% smaller.
A future patch will include arrow crafting (a feature I find to be redundant with enchanted bows, but people want it) and perhaps a way to bypass crafting furniture upgrades.
Version 4.08
Good mods are updated often. Better mods are updated more often. Right? Unfortunately, the Nexus only allows one upload at a time, preventing me from reaching the elusive "best" status.
Alchemy
- Walking Disaster: no longer triggers while invisible or Ethereal.
Light Armor
- Wardancer: no longer triggers while invisible or Ethereal.
Restoration
- Warrior's Flame: no longer triggers while invisible or Ethereal. (May require Descending Light ability to be removed and reapplied.)
- Wheel of Life: no longer triggers while invisible or Ethereal.
Version 4.07
Sometimes a lot of people complain about the same things. Sometimes they have a point. Sometimes.
Archery
- As the Wind: reduced movement speed bonus from 5% -> 3% per stack.
- Hailstorm: reduced duration from 15 -> 10 seconds.
Illusion
- Fickle Fate: increased level bonus from 1-30 -> 1-40.
- Kindred Mage: increased magnitude bonus on targets of the same race from 50% -> 60%.
Version 4.06
-sigh-
Destruction
- Dual cast perks will now trigger only against hostile targets if delivered by a concentration spell, preventing cloak spells from applying them to friendly targets. This does mean that dual cast perks will never trigger on the first tick of a concentration spell cast at a target that isn't hostile yet. Note that cloaks will carry dual cast perks even if the cloak isn't dual cast, as long as you are dual casting.
One-Handed
- Tiring Assault: level 2 now correctly casts the level 2 version when not using Onslaught.
Version 4.05
Development pause starts now. Patch frequency will decrease to a reasonable amount from now on. What is there to improve to perfection?
Alteration
- Cleaned up the tree.
- The Monarch: fixed description to reflect that it steals 20 points of Magicka, not 15.
Marksman
- Cleaned up the tree.
One-Handed
- Massive Attack: fixed description.
- Aftershock: now also sets attack speed to 150%, now correctly gives double damage instead of triple damage.
Sneak
- Shadow Warrior: no longer activates while Shadowcloak of Nocturnal is active (because this is a more powerful effect).
Two-Handed
- Added Wolfkin.
- Grindhouse: reduced level requirement from 80 to 70.
- Staggering Impact: reduced level requirement from 70 to 60.
- Tidal Rhythm has not been added, however you can use the console to add the perk record "Tidal Rhythm" and it will work correctly.
Version 4.03
Alchemy
- Advanced Lab: now correctly increases potion effectiveness by 25% instead of 20%.
- Walking Disaster: improved puddle spawn rate from 6-8 seconds -> 4-8 seconds.
Heavy Armor
- Heavy Armor Mastery now grants experience for being in combat and wearing at least 2 pieces of Heavy Armor.
- Leviathan now grants experience whenever you get attacked.
Light Armor
- Light Armor Mastery now grants experience for being in combat and wearing at least 2 pieces of Light Armor.
You can configure armor experience gain by modifying ORD_Any_ArmorXP_Global and ORD_Any_ArmorXPLevel_Global.
After this patch I'm taking a minor break to work on real life and other stuff. Alchemy perk additions have been cancelled because CACO exists now, making the entire Alchemy tree pointless until someone comes up with a patch that merges both, at which point no further Alchemy tree changes can occur anyway.
When I get back, Two-Handed will get Wolfkin, which summons Spirit Wolves when you perform 3 consecutive power attacks. One-Handed will get Tidal Rhythm, which gives you infinite Stamina and double damage for 5 seconds, zero Stamina and half damage for 5 seconds, repeat. There will be no outright copy of PerMa's Spellbinder, but something similar to Steel of the Ancients but in spammable form for spells will be added (it may be called Spellbinder though, because this is one of those perks people specifically look for, much like sneak attack damage).
I'm actually starting to doubt the need for those announced perks to allow any workbench to count as Advanced (Field Alchemy, Nexus Network, Hit It Harder). Smithing is repeatable, so you can just upgrade your items at any workbench and again at your Advanced workbench Enchanting only gets its Advanced perk at level 80 instead of 30. And while Alchemy is something you may actually want to do on the move, the benefits of an Advanced lab are limited.
Version 4.02
Alchemy
<!-- Just a Scratch // not yet -->
Archery
- Perfect Draw: now re-registers on race switch.
One-Handed
<!-- Tidal Rhythm, Spellbinder // not yet -->
- Crimson Glory: reduced percentage from 5% -> 4%.
- Onslaught: increased crit damage multiplier from x1/x3 -> x2/x5 but removed unintended flat damage.
- Smite: increased crit damage multiplier from x1/x3 -> x2/x5, NPC version is no longer erroneously 40% instead of 35%.
Restoration
- Wheel of Life: now resets when you become affected by a healing effect rather than when you cast a healing spell.
Smithing
- Heart of Creation: reduced light radius and brightness.
Sneak
- Dynamic Entry: now re-registers on race switch.
- Shadow Warrior: increased duration from 1 -> 2 seconds to fix a race condition, but now has an 8 second cooldown.
Two-Handed
<!-- Leap Attack, Wolfkin // not yet -->
- Batter: increased crit damage multiplier from x1/x2 -> x2/x2.
- Into the Dust: no longer activates during killmoves (causing animation bugs).
- Rise and Fall: changed from 50<>200% damage -> 33<>300% damage.
Version 4.01
Culled some uncool perks. They have been unlinked: you keep the perks if you have them, and you can respec out of them, but you can't pick them anymore, so less skill tree bloat. Also, there was an EPIC bug in 4.00...
- Furious Strength: reduced base power attack bonus from 20% -> 15% and scaling power attack bonus from 0.15% -> 0.1%, no longer erroneously multiplies your power attack damage by x121. (Oops.)
- Unleash the Beast: changed prerequisite to Ravage.
Two-Handed
- Unlinked Weaponmaster.
- Unlinked White Lion.
- Ferocious Strength: reduced base power attack bonus from 20% -> 15% and scaling power attack bonus from 0.15% -> 0.1%.
Version 4.00
The highlight of this update is the reworked melee combat trees. You do NOT need to respec or start a new save. However, if your character makes extensive use of the One-Handed or Two-Handed trees, you may want to take a look at the new trees and what your perks actually do before blithely continuing your playthrough.
Some people have complained about the (3) perks at the start of each weapon tree. The intention is not to "make you waste 3 points on a boring perk" but to allow players to specialise in that perk and make it stronger than a level 30 perk would usually be, because they are not percentage based and thus do not scale. They are not percentage based because they spawn on a very large number of enemies and doing so would cause them to scale with enemy health/stamina/armor, making it impossible to outlevel or outbuild them.
I was going to add perks that allowed any crafting station to function as an upgraded one as long as you had an upgraded one somewhere: Wherever I May Roam (alchemy), Nexus Network (enchanting), Hit It Harder (smithing). Technical reasons intervened, as well as the consideration that in the case of smithing you wouldn't get just convenience but straight up power.
Alchemy
- Poisoner: now correctly increases poison effectivness BY 1% per Alchemy level instead of reducing it TO 1% per Alchemy level. (Oops.)
Alteration
- Aurification: there was no actual bug with this perk but the CK seems to break Activate perks for no good reason if anything about them is modified without recompiling them, so that's what I did; added to description that it doesn't work on essential actors.
- Nullifier: debuff now has a proper description.
- Sitting Duck: no longer increases the duration of paralyse effects against paralysed targets.
Block
- Apocalypse Proof: blocking an elemental effect now prevents the Timed Block cooldown from kicking in, updated description.
- Break Their Teeth: updated description.
- Deliverance: updated description.
- Dragon Tail: updated description.
- Hold the Line: updated description.
- Mocking Blow: updated description.
- Poke the Dragon: fixed error in description: "target" -> "attacker".
- Power Bash: fixed error in description: "two-handed weapon" -> "weapon".
- Timed Block: updated description.
- Untouchable: fixed error in description: "no damage" -> "no damage from attacks".
Conjuration
- Mystic Binding: fixed error in description.
Heavy Armor
- Iron Maiden: increased damage return from 10% -> 15% per stack, improved description.
Illusion
- Commanding Presence: now correctly affects undead, daedra and automatons when Master of the Mind has been picked, reduced cloak hit rate from 0.175 seconds -> 0.333 seconds to reduce condition load, now grants a slow trickle of Illusion XP for each affected target. #SorryForPartyBuffing
- Master of the Mind: updated description to indicate that it also affects Rally and Commanding Presence.
Light Armor
- Hissing Dragon: changed effect name to Naruto Level Shit, credit goes to the Gamefaqs board.
- Iron Fist: reduced skill level requirement from 30 -> 20.
- Rushing Tide: improved responsiveness. #RushingTideHissingDragon
Lockpicking
- Bear Traps: reduced xp multiplier from 0.2 to 0.125.
One-Handed
- Cleaned up skill tree.
- ASIS now excludes power attack perks (because some of them mess up the game when an NPC gets them).
- Added Aftershock.
- Added Among Mere Mortals.
- Added Massive Attack.
- Added Thousand Cuts.
- Renamed Bloodbath -> Unleash the Beast.
- Renamed Cold Steel -> Tiring Assault to make it more obvious why it is draining Stamina.
- Renamed Gladiator -> Warrior Epic.
- Renamed Ruthless -> Furious Strength.
- Renamed Tons of Hurt -> Toll the Bell.
- Claw Marks: removed critical strike multiplier.
- Furious Strength: power attack damage bonus changed from 25% -> 20% and 0.15% per point of Stamina, changed prerequisite from Disciplined Fighter -> One-Handed Mastery.
- Iron Law: now also halves the Stamina cost of your power attack.
- Overrun: updated description.
- Smite: increased level 2 crit multiplier from 2 -> 3. (Note: if you are a vampire or otherwise undead, this DOES work against you when an NPC gets this perk.)
- Warrior Epic: reduced critical strike chance from 25% -> 15%, but now also increases critical strike damage by 0.5% per point of Stamina (the old Thunderstruck effect), added Massive Attack as optional prerequisite.
Pickpocket
- Thief's Eye: increased duration from 180 -> 240 seconds, clarified that it only marks targets "on the streets" and thus ends when they leave the streets.
- Mutiny: improved reliability; it will still not interrupt idles or scenes.
Sneak
- Resisted temptation to change the effect names of all trick roll perks into Never Gonna Give You Up.
Two-Handed
- Cleaned up skill tree.
- ASIS now excludes power attack perks (because some of them mess up the game when an NPC gets them).
- Added Grindhouse.
- Added Into the Dust.
- Added King Takes Pawn.
- Added Steel of the Ancients.
- Removed Momentum. (It turned out that the perk gave you Stamina whenever anyone attacked anyone with a greatsword.)
- Removed Off Balance.
- Reworked Batter: now only grants critical strike chance when performing a power attack, critical strike chance changed from 0.1% per point of Stamina -> 15/30% and also doubles critical damage at level 2.
- Reworked White Lion: instead of granting a flat 15% critical strike chance, now improves power attacks with -25% cost and 25% critical strike chance for 5 seconds after parrying an attack, changed prerequisite from Ramming Speed -> Death or Glory.
- Renamed Heavy Impact -> Staggering Impact.
- Renamed Merciless -> Ferocious Strength.
- Renamed Overpower -> Exhausting Assault to make it more obvious why it is draining Stamina.
- Bear Hide: updated description, added Grindhouse as optional prerequisite.
- Death or Glory: updated description, changed required level from 50 -> 60.
- Execute: updated description.
- Ferocious Strength: power attack damage bonus changed from 25% -> 20% and 0.15% per point of Stamina.
- Grand Slam: reduced critical damage multiplier from 4% -> 3% per point of Stamina.
- Hemorrhage: updated description.
- Momentum: updated description.
- Ramming Speed: updated description.
- Rise and Fall: updated description.
- Staggering Impact: changed prerequisite from Death or Glory -> Ferocious Strength.
- The Pendulum: increased push force from 8 -> 9.
Version 3.12
HELP HELP IM STUCK IN AN ENDLESS VORTEX OF SMALLER AND SMALLER PATCHES AND ITS DRAGGING ME IN
Alchemy
- World Serpent: no longer produces useless messages.
Enchanting
- Wonderseeker is no longer a prerequisite for Twin Enchantment (this could allow you to get Arcane Nexus without Gem Dust, which doesn't work).
Version 3.11
Now requires at least a 286 PC with 1 MB of RAM. May not run correctly on systems with the DR-DOS operating system. Internet Explorer 2.0 available separately.
Archery
- Hunter's Mark: increased mark chance from 15% -> 20% and armor pierce from 700 -> 800 points, prerequisite is now Arrow to the Knee instead of Power Shot.
Destruction
- Electroconvulsions: reduced threshold from 50% to 33% of your current Magicka.
Sneak
- Backstab: level 1 now works correctly, instead of being added to level 2.
Speech
- Speak with Animals: no longer works on horses.
Version 3.10
Remember when I said a few hours later there would be no updates for a while until a significant bug was found?
The fact that no one noticed this massive bug matches my observations of various LPers using Ordinator: people might pick a perk mod for many reasons but they don't actually care about the majority of the perks and they just beeline for the perks that give the most immediate results.
Case in point, people complain about the archery sneak attack perk while ignoring the archery tree itself, or about destruction scaling while ignoring the various special effects that multiply damage. Are those people stupid? No, of course not, they want "more sneak attack damage" so they look for a perk that adds "more sneak attack damage" and have no interest in trawling the trees for other ways to increase their sneak attack damage, especially unusual and untested ways like Dynamic Entry, which just get tuned out altogether because they are not what the player expects to find in the tree.
Perhaps most people don't actually need a full featured perk overhaul. They just want the starter perk in each tree, a few basic perks like sneak attack damage and spell scaling, and not much else. There is much more to the game than just perks, and perhaps perks are actually getting in the way of the game. There might be a market for a mod that removes the entire perk tree and just improves skill scaling with skill level.
Alchemy
- Advanced Lab: fixed bug that caused small alchemy labs to not be recognised as an upgraded lab after the first time (this is why Double Toil and Trouble quit working).
Conjuration
- Dark Whispers: now correctly grants +5% damage instead of +500%.
Restoration
- Zealot's Ward: now counts for Tenth Barrier regardless of the strength of the parent ward.
Version 3.08
No more updates for a while unless a significant issue is found. Have fun with this version.
All trees
- The starter perk in most combat trees has been changed from +25/50% -> +20/40%. This change compensates for stronger perks down the line compared to vanilla which frontloads most of the power of each perk tree into the +20/40/60/80/100% starter perk. The following trees are affected:
--- Archery
--- Heavy Armor
--- Light Armor
--- One-Handed
--- Sneak
--- Two-Handed
The -35/50% casting cost starter perks in mage trees have not been nerfed because the base cost of many Skyrim spells is very high and includes the assumption that there is a perk that halves casting costs, so nerfing this perk would only encourage players to avoid standard mage builds and instead look for ways to avoid paying the casting cost altogether (-100% casting cost enchantments, Vancian Magic, Ocato's Recital and other autocast effects, etc).
Alchemy
- Poisoner: changed from +50% -> +1% per Alchemy level.
Archery
- Deadeye: standardised description.
Destruction
- Conflagration: reduced burn duration from 4 -> 3 seconds.
- Cold Cathode: reduced damage bonus from +40% -> +25%, increased threshold from <20% -> <25%, if you have Vancian Magic it now (only) activates at 20 or less slots instead of being active all the time.
- Pyromancer Ascension: reduced ascended damage bonus from +150% -> +100% (and fixed buff description saying +200%).
- Runecaster: reduced range bonus from 150 -> 75 feet.
- Thermal Shock: reduced damage bonus from +30% -> +25%.
- World in Flames: reduced environmental fire damage bonus from +50% -> +20% and fire damage bonus to enemies affected by them from +50% -> +40%.
Enchanting
- Enchanting Mastery: increased from +15/30% -> +20/40%.
Illusion
- Enchanted Hour: now correctly increases the duration of illusion spells x3 instead of x2.
One-Handed
- Go for the Throat: reduced bonus damage per Wolfstooth stack from 75% -> 50%.
- Rise Kinsmen: fixed description to clarify the user does not get the bonus.
Restoration
- Burns the Sun: increased damage bonus to affected targets from +75% -> +100%.
Sneak
- Replaced Serpent's Betrayal with Whispering Death.
- Backup Plan: increased duration from 30 -> 60 seocnds.
- Smoke Curtain: now also grants +50% sneak attack damage to targets in the cloud.
Two-Handed
- Death or Glory: standardised description.
- Flee Fool: increased damage bonus to fleeing targets from 40% -> 50%.
Version 3.07
Alteration
- Vancian Magic: now also works on spells that aren't correctly flagged as school spells.
Smithing
- Dwarven Autocannon: increased damage from 15% -> 25% of Smithing skill.
Version 3.06
This is clearly a very important update.
Conjuration
- Renamed Damnation to Corpse Gas.
- Ghost Armor replaced with Dark Whispers: armor +20 -> armor +15 and damage +5%.
Version 3.05
Destruction
- Ancient Seals: reduced damage multiplier from x6 -> x4.
- Iced Earth: frost hazard damage now lingers for 1 -> 3 seconds after leaving the area, and additionally you deal 50% more frost damage to targets affected by this.
Smithing
- Dwarven Autocannon: listed duration is now correct.
Version 3.04
Alchemy
- Advanced Lab: no longer grants the buff semi-permanently when you activate an Advanced Lab and it gets cancelled before you can enter the menu. (You will need to activate an Advanced Lab again to get rid of an existing buff.)
Enchanting
- Gem Dust/Preserver/Arcane Nexus/Miracle: no longer grants the buff semi-permanently when you activate an enchanting table and it gets cancelled before you enter the menu. (You will need to use Gem Dust again to get rid of an existing buff.)
Light Armor
- Wardancer: reduced excessive XP gain.
Smithing
- Advanced Workshop: no longer grants the buff semi-permanently when you activate an Advanced Workshop and it gets cancelled before you can enter the menu. (You will need to activate an Advanced Workshop again to get rid of an existing buff.)
- Dwarven Autocannon: the cannon can now be Activated to scrap it, explosion is much quieter.
- Heart of Creation: no longer erroneously accepts anvils (because anvils have the forge keyword).
Sneak
- I didn't increase the unarmed sneak multiplier. The reason is that archery is 25% and people would inevitably complain if unarmed gets more of a boost than archery (much like altmer having higher stamina regen than nords in Imperious despite context and abilities), especially when many users already think sneak archery is useless because it's only 25% (vanilla 50%, but people seem to think it's 300%...). /rant
Version 3.03
Obligatory music video: https://www.youtube.com/watch?v=5WNzaYIpwVw
Conjuration
- Ravenous Dead: now grants +50% level cap to reanimation spells.
Light Armor
- Iron Fist: "in combat" check improved. (It now checks to see if you're in combat or if you're in combat. Seriously.)
Sneak
- Dynamic Entry: now grants a small amount of Sneak XP. (~1/6 of a melee sneak attack)
Version 3.02
Patches like these are better than large overhaul patches, because they indicate there's less stuff to fix.
Conjuration
- Rat King: clarified description about sneaking.
Enchanting
- Gem Dust/Preserver/Arcane Nexus: now activated on objects with keyword WICraftingEnchanting instead of IsEnchanting.
Version 3.01
Random musing: people complain when a tree/build is weaker than vanilla (ahem sneak archery), but people also complain that the mod is overpowered if the trees are stronger than vanilla. Now what?
Smithing
- You can now put 2 points into each smithing unlock perk to get both materials. 1 point still lets you choose between them.
Version 3.00
This update fixes compatibility issues with the smithing tree. The new tree is pretty much a front end for the vanilla perks, ensuring compatibility with mods that modify those perks. Also, there are now offensive perks in Alchemy and Smithing. Customary song link: https://www.youtube.com/watch?v=jMOK9q8kqxw
Misc
- Updated ASIS blocklist.
Alchemy
- New perks for offensive alchemy.
--- Added perk: Elemental Oil.
--- Added perk: The Alchemist's Cookbook.
--- Added perk: Walking Disaster.
--- Don't ask for the ability to throw oils like grenades. This causes issues where the oil puddles levitate in mid air if you hit a tree.
- Poisoner: increased bonus from 30% -> 50%.
- Witchmaster: clarified description.
Alteration
- Spellblade: now only activates when you cast a spell with one hand, preventing the buff from interfering with dual cast detection (the game only takes into account the most recently cast spell).
Destruction
- Stormlord: proc now correctly cast from PlayerRef, meaning it works again.
Light Armor
- Tempting Fate: no longer triggers out of combat. (Fixes a race condition.)
Smithing
- Major tree overhaul for compatibility reasons. Any skill points invested into impacted perks will be refunded.
--- Smithing Mastery no longer increases all tempering effectiveness.
--- Unlock perks removed and replaced with *Smithing perks (eg. Meric Smithing) which let you choose between two unlock perks.
--- Unlock perks once again double your tempering effectiveness.
--- Tempering items is now harder: fSmithingArmorMax and fSmithingWeaponMax changed from 10.0 -> 6.5 (but this is compensated by the replacement of the +50% Smithing Mastery perks with the +100% unlock perks).
- New perks for offensive smithing.
--- Added perk: Dwarven Autocannon.
--- Added perk: Electrobolt.
--- Added perk: Remote Control.
--- Added perk: Firing Line.
--- Added perk: Spin Up.
Sneak
- Cleaned up the tree.
--- Cloak and Dagger: no longer requires Demolition Mission as a prerequisite.
--- Problem Solver: no longer requires Backstab as a prerequisite.
--- Quiet Before the Storm: no longer requires Spot Detection as a prerequisite.
- Problem Solver: now works with any weapon or fists.
- Serpent's Betrayal: changed from +50% sneak and +50% weapon damage -> x2 sneak and x2 sneak attack damage, but no longer stacks.
- Sneak Attack: damage bonus with non-1h weapons now works with any weapon or fists.
Version 2.18
HELP ME I FELL INTO THE ARCHIVER AND NOW I'M TRAPPED IN THE BSA FILE
Sneak
- Sneak Attack: +25% bonus now applies to any weapon or fists, not just bows and crossbows.
Version 2.17
Spoke too soon. Here's your daily patch, and some music to compensate: https://www.youtube.com/watch?v=A6j7mUxGz20
Light Armor
- Tempting Fate: no longer triggers a sound detection event.
Speech
- Encore: no longer results in a duplicate Perform spell after you save and reload (note: this change is not retroactive unless you unlearn and relearn the perk and Performer).
Version 2.16
In the end, only one bug will remain.
Conjuration
- March of Oblivion: now grants the correct number of minions.
Version 2.15
Today's musical wallpaper during game content creation: https://www.youtube.com/watch?v=AjfiiR6oaNs
Alchemy
- Advanced Lab: fixed Z fighting in Large Advanced Lab model.
Alteration
- Energy Roil: fixed description.
Destruction
- Electroconvulsions: no longer launches the target with massive force if you open the menu, no longer applies if the target is dying and potentially cause the victim to get stuck in a standing pose while dead. (Sorry, Frankenstein.)
Enchanting
- Charge Tap: swapped left and right hand.
Speech
- Windborn: is now Cast() instead of DoCombatSpellApply().
Version 2.14
This place is not a place of honor. No highly esteemed deed is commemorated here. Nothing valued is here. What is here is dangerous and repulsive to us. This message is a warning about danger.
Smithing
- Heart of Creation: object name is now removed when the perk is unlearned, now resets the activation flag when unlearned: ORD_Smh_HeartOfCreation_Global_Type.SetValue(-1).
Version 2.13
I got called a liar over this on the Workshop.
Speech
- Windborne: no longer triggers if the shout is Become Ethereal, preventing it from immediately interrupting Become Ethereal (because Become Ethereal is bugged and ignores "No Hit Event").
Version 2.12
Perhaps I should follow Microsoft's lead and just not document these micropatches.
"2.12: Fixes and improvements".
Ahem.
Alteration
- Alter Self: Attributes: fixed description.
- Vancian Magic: now explicitly affects Arniel's Convection and Summon Unbound Dremora and allows them to be cast regardless of spell slots left, since these spells do not have any "casting perks" associated with them and therefore do not benefit from the normal spell cost reduction.
Block
- Timed Block: no longer has a cooldown if your timed block is successful, sound effect is much more noticeable.
Illusion
- Commanding Presence: description now correctly says it increases damage by 20% instead of 25%.
- Crown of the False King: now correctly doesn't work on nonliving allies.
- Imperious Splendor: corrected description.
Smithing
- Removed invalid reference from Daughter of the Forge magiceffect (this magiceffect is not used, but removing it is risky).
- Advanced Workshop: name is now correctly removed when the perk is unlearned.
Speech
- Windborne: now appears in the effects menu.
Version 2.11
We have the technology to fix bugs as soon as they pop up, so why not?
Smithing
- Iron Lore: no longer removes Smithing Specialization, now works correctly with Archery.
- Smithing Specialization: when the perk is removed, Archery is now correctly removed.
Version 2.10
I did remove two single use perks, not due to the whole controversy about those (well, not entirely) but because they led to toxic "hoarding" gameplay. I'm totally fine with the other single use perks and they will stay.
The removed perks have been "unlinked", meaning they still exist in the game (you can learn them with the console) and if you already had them, you keep them. However, to respec out of them, you need the built-in respec feature.
Misc
- Corrected a few keywords.
Alchemy
- Added perk: Chymical Wedding.
- Removed perk: Magnum Opus.
- That Which Does Not Kill You: now also grants 25% alchemy effectiveness when completed. This is not retroactive if you already completed it in a previous version, but you have my permission to type "player.modav AlchemyPowerMod 25" into the console.
- Witchmaster: added side effects Double Alchemy, Double Healing, Double Sneak Attacks, Fortify Carry Weight, Quad Damage, Quad Magic, Unlimited Shouts and In Me The Witchmaster. Chance is now correctly 50% instead of 35%, but can no longer trigger itself. You may need to remove and add Stimulants using the console.
- World Serpent: now correctly illuminates as available when you have either prerequisite instead of both.
Block
- Quick Reflexes: is now silent.
One-handed
- Tireless Fighter is now Disciplined Fighter: cost reduction changed from 40% below half Stamina -> 15 points.
Restoration
- Descending Light: changed from 10% -> 0.5*restoration per second and continues while casting.
Smithing
- Added perk: Sandstone Sheath.
- Removed perk: Gird for War. (Come on, this perk was stupid. You couldn't replace ANY item after taking and consummating this.)
- Smithing Specialization: corrected description.
Sneak
- Removed perk: Serpent's Scales.
- Backup Plan: now requires 80 sneak -> 70 sneak.
- Serpent's Betrayal: changed damage bonus from 1%*sneak -> 50%, but also adds 50% sneak effectiveness, improved graphics, added Behind Enemy Lines as optional prerequisite.
Two-handed
- Trained Fighter is now Disciplined Fighter: cost reduction changed from 40% above half Stamina -> 20 points.
Version 2.07
This may be the last update in a while unless major bugs show up. The Workshop is bugging out and preventing me from updating the mod, so until/unless this gets resolved, any further updates would desync both versions. I guess that'll teach me to fix issues the moment they pop up.
Alteration
- Arcane Thesis: your chosen spell is no longer forgotten when you reload a save.
Conjuration
- Feed the Monster: improved bonus from 100 -> 200 points.
Speech
- Windborne: no longer triggers a hit event on self.
Version 2.06
Alchemy
- That Which Does Not Kill You...: changed functionality to prevent it from coming back each time you reload the game.
- Stimulants: improved effect from 1% -> 2% per second.
- Witchmaster: increased chance from 10% -> 50%. (And they say I only nerf stuff.)
Conjuration
- Rat King: now disabled during brawl events.
Restoration
- Enduring Ideal: now correctly reduces the timer of Wheel of Life instead of increasing it.
Version 2.05
This update contains little new content but a large number of fixes.
Alchemy
- Alkahest: increased armor pierce from 20% -> 40%.
- Poisoner: increased poison potency from 25% -> 30%.
- Green Thumb: clarified perk description.
- Magnum Opus: poisons are now four times stronger instead of twice as strong.
Alteration
- Spellblade: no longer triggers when you use a power.
- Vancian Magic: now correctly subtracts a slot only when you manually cast the spell (as opposed to various auto-cast methods).
Conjuration
- XP multiplier increased from 2.1 -> 3.15.
- Daedra's Due: no longer erroneously allows you to give a Heart to non-atronachs for no benefit, no longer erroneously stacks with itself.
- March of Oblivion: now capped at 6 -> 4 minions.
Destruction
- Fixed a race condition that caused dual cast effects to fail with instant spells or in an environment with high script latency.
- Dual cast frost perks (Frostfall, Preserved in Ice, Hypothermia) and shock perks (Static Field, Electroconvulsions, Arc Burn) now work correctly with Battlemage and Wizard's Staff.
- Dual cast detection script is slightly faster.
- Counter Blast: no longer works against massive targets.
- Frostfall: no longer drains excessive amounts of attack damage.
- Hypothermia: now works as described (it used to trigger on targets with 0% or less Frost Resist instead of targets with 0% Stamina).
- Iced Earth: no longer counts as a hostile attack against friendly targets.
- Pyromancer Ascension: script is slightly faster.
Illusion
- Quiet Casting: no longer applies to shouts. (Duh.)
Light Armor
- You now gain XP for unarmed attacks as soon as you have Iron Fist, not just Rushing Tide. XP gained is 5 points +0.1 points per base level of Light Armor (5-25 points). On existing characters that have Iron Fist but not Rushing Tide, you may have to remove and add Iron Fist using the console.
- Rushing Tide: fixed issue where the trigger frame was permanently delayed to the end of your swing after a race switch.
- Hissing Dragon: increased poison damage of Emerald Dragon from 5 -> 6 points per second, increased disease damage of Amethyst Dragon from 2 -> 3 points per second.
Lockpicking
- Removed perk: Rise to the Challenge (not due to QQ about single use perks, but because it contained an exploitable loophole in that opening a lock WITH THE KEY also counted. Oops).
- Gone in Fifteen Seconds: script is slightly faster.
- Hotwire: now correctly requires 80 lockpicking instead of 30.
Pickpocket
There have been some complaints that pickpocketing is too easy and almost every item has a 99% success rate. This update fixes the excessively low sensitivity to item value, but most items will still be 99%.
This is nothing new. In vanilla, taking the pickpocketing perks tends to peg your chance to pickpocket most generic items at 90%. The difference is that no one takes the vanilla pickpocketing perks. The formula is (40 + player_skill - target_skill/2 + player_hidden?25 - item_weight*6 - item_value*0.125 + player_perks)%. Notice how effective the perks are.
In short, most aspects of pickpocketing are nerfed in Ordinator: target skill, item weight and item value significantly reduce your success rate. The big win is that the cap is 99% instead of 90%, so you can actually afford to steal every pegged item you find instead of having a 50/50 chance of getting busted emptying a beggar's pockets no matter how good you are.
- fPickPocketAmountMult: -0,05 -> -0,125. (Pickpocket chance is more sensitive to gold value.)
- Dragon Hoard: script is slightly faster.
- Hidden Pockets: no longer affected by Restoration skill.
- Slum Rat: no longer erroneously stacks with itself, cleaned up script.
- Stalk the Prey: reduced bonus from 100% -> 50%.
- Thief's Eye: increased duration from 120 -> 180 seconds.
Smithing
- Heart of Creation overhauled. The old incarnation (giving perk points and permanently lowering Health) had little to do with smithing. It now grants a permanent +1 Health, Magicka or Stamina per 2000 gold worth of items you create.
Sneak
- Added perk: Cheese Roll (performing a silent roll increases your bow sneak attack damage by 500% for 5 seconds). Just kidding; learn to play.
Two-Handed
- Flee Fool: increased bonus damage to feared targets from 35% -> 40%.
Version 2.03
Speech
- Business Relation: now works correctly on unique actors.
Version 2.02
Heavy Armor
- Sovereign: now reduces damage by 100% -> 50%. (Whenever this perk is good, people complain.)
Light Armor
- Hissing Dragon: is now disabled when you are sneaking.
Version 2.01
Misc
- Fixed GrantXP script to work correctly with perks that can grant XP if the target is not hostile.
Conjuration
- Twin Souls replaced with March of Oblivion
- Atromancy: now grants +100% duration -> +2% duration per level of Conjuration.
Heavy Armor
- Cushioned: level 2 now correctly respects Face of Death.
Light Armor
- Wardancer: now grants 75 points of Light Armor XP whenever it triggers.
- Wild and Free: no longer a prerequisite for Tempting Fate. (Tempting Fate only works if you have Initiative.)
Restoration
- Luminescence: now grants +30% above half Magicka -> +0.1% per point of Magicka.
One-Handed
- Tireless Fighter: improved from 35% -> 40% less Stamina.
Two-Handed
- Trained Fighter: improved from 35% -> 40% less Stamina.
Version 2.00
Note: due to the very large number of changes in 2.00, you may want to respec. This will not happen again, promised!
Alteration
- Alter Self Resistances: instead of Stability, you may choose Spellblade as a prerequisite.
Archery
- New perk: Hunter's Mark.
- New perk: Weapon Juggler.
- Removed perk: Lead the Target. (Your perk point is converted into Weapon Juggler.)
- Removed perk: Oath Shot. (Your perk point is converted into Hunter's Mark.)
- Cleaned up perk tree a little.
- Clean Kill: changed from 3 levels -> 1 level and now grants 25% chance of 50% bonus damage -> always 20% bonus damage. (Use the respec feature to get your points back.)
- Hailstorm: attack speed bonus is now actually 10% as intended.
- Lead the Target: removed damage bonus to walking targets, reduced damage bonus to running targets from 20% -> 15%, NPC version now has the correct stats.
- Fixed NPC perks to no longer give a massive damage bonus at level 3 based on distance.
Conjuration
- Removed perk: Witching Night. (Respec to get your perk point back.)
- Cleaned up perk tree a little.
- Rat King: rats now dissipate when combat ends; clarified description.
Destruction
- Ancient Seals: damage bonus x5 -> x6.
Enchanting
- Added perk: Starlight Sage.
- Removed perk: Ceremonial Enchanter.
- Renamed Scepter of Authority to Wizard's Staff.
- Gem Dust: now looks for keyword WICraftingEnchanting instead of isEnchanting, preventing it from triggering off other furniture with the same animation.
Heavy Armor
- New perk: Iron Maiden.
- New perk: Leviathan.
- New perk: Revel in Battle.
- Removed perk: Iron Fist. (Your perk point is transferred to the Light Armor tree.)
- Removed perk: Nosebreaker. (Your perk point is transferred to the Light Armor tree.)
- Hard as Steel: improved description.
- Lead the Tempest: no longer grants Rally to nearby allies (preventing it from dispelling Rally based Illusion effects.)
- Sovereign: you now take 0 damage instead of 25% damage.
Illusion
- Lord of Illusions: increased Illusion skill bonus from 20% -> 25%.
Light Armor
Unarmed skill tree implemented!
- New perk: Hissing Dragon.
- New perk: Iron Fist.
- New perk: Rushing Tide.
- New perk: Sweeping Wind.
- New perk: Ternion Assault.
Lockpicking
- Lockdown: reduced erroneously high experience.
- Hotwire: reduced erroneously high experience.
One-Handed
- New perk: Bloodbath.
- New perk: Claw Marks.
- Removed perk: Brutalize.
- Removed perk: Man O'War.
- Ruthless: now grants 25% power attack damage all the time. Fixed bug that caused it to work only on standing power attacks.
Restoration
Note: you may have to remove and re-add Wheel of Life using the console, make legendary or the respec feature if it doesn't work anymore.
- New perk: Enduring Ideal.
- New perk: Zealot's Ward.
- Removed perk: Crusader's Ward. (Your perk point is converted into Enduring Ideal.)
- Removed perk: Bitter Chalice. (You keep the perk if you learned it before.)
- Replaced Ward Absorb with Forbidden Sanctuary. It still enables wards to absorb 25% of incoming spell damage, but this is now increased to 100% when blessed by Warrior's Flame. Instead of Supremacy, you may choose Warrior's Flame as a prerequisite.
- Mage Ward: no longer triggers when you are already casting a ward, is no longer considered a ward for the purpose of other effects.
- Supremacy: changed from 2 levels -> 1 level, its level 1 effect is equivalent to the former level 2 effect. (Your perk point is converted into Zealot's Ward.)
- Wheel of Life: no longer triggers its own "when you cast a healing spell" clause, modified description. Instead of The Unquenchable Torch, you may choose Luminescence as a prerequisite.
Smithing
- Smithing Specialization: bows are now a separate item type instead of being included with two-handed (and not working with Iron Lore).
Sneak
- New perk: Demolition Mission.
- Removed perk: Backbreaker. (Your perk points go into Demolition Mission, you may want to respec out.)
- Removed perk: Cloud Vision. (You keep the perk if you learned it before.)
- Moved the Quiet Before the Storm perk. It is no longer level 60, but level 40 and occupies the spot formerly taken by Cloud Vision.
- Renamed Veil of Sithis -> Serpent's Scales. (Popular request.)
- Renamed Wrath of Sithis -> Serpent's Betrayal.
- Sneak Attack: now also benefits bows, increasing sneak attack damage by 25%. (Popular request. People absolutely wanted their stupid cheese build to be more powerful.)
- Tripwire: now only grants experience if the target is (already) hostile and not dead.
Two-Handed
- Merciless: now grants 25% power attack damage all the time. Fixed bug that caused it to work only on standing power attacks.
- Momentum: reduced Stamina refund from 1 point per 4/3% missing Stamina -> 10/5% missing Stamina, corrected typo.
Destruction
- Robes of Power: fixed to increase spell damage BY instead of TO the listed percentage.
- Stormblast: increased shock splash damage from 25 points -> 30 points.
Restoration
- Crusader's Ward: Added check to make sure WardPower is a positive value.
Smithing
- Heart of Creation: now correctly removed when you acquire the perk without taking the Advanced Workshop branch. (Existing saves may have to remove and re-add the perk.)
Speech
- Shout perks no longer trigger in werewolf form. (This was necessary because for SOME reason Bethesda flagged werewolf power attacks as shouts.)
Version 1.09
It's not a particularly important patch, but we have the technology to upload a new patch for every little thing, so why not do it?
Nexus
- Fixed mod download being called Apocalypse.
Alteration
- Quadratic Wizard: now correctly requires Vancian Magic as a prerequisite.
- Robes of Deflection: reduced cap from 50% -> 40%.
Destruction
- Bugfixes to Frost Slow carried over from Wintermyst.
Version 1.08
A quick fix because 1.07 didn't contain the correct .bsa.
Version 1.07
Alteration
- Authority replaced with Robes of Deflection, now reduces damage by 10% per 100 Magicka up to 50% and correctly works only when casting a spell.
- Alter Self: Attributes: fixed incorrect level requirement (50 -> 60).
- Intuitive Magic: level 2 now works correctly.
Assassin
- Pounce oskill now has a 2 second cooldown.
- Added new skill: Barrier Strike.
Destruction
- Reduced the chance to trigger dual cast effects per tick of a concentration spell from 25% to 20%.
- Cold Cathode: increased bonus damage from 30% -> 40%.
- Pyromancer Ascension: standardised description.
- Robes of Power: now grants +0.5% damage per Destruction skill level, up from a flat 50%.
- Stormlord: increased shock nova damage from 200 -> 250.
- Thermal Shock: increased bonus damage from 25% -> 30%.
- Winter's Majesty: increased enemy resistance penalty from 40% -> 50%.
Heavy Armor
- Immortal: changed functionality, instead of 35% chance of no damage below 15% Health -> reduces damage by 75% below 10% Health.
- Reap the Whirlwind: increased damage bonus from 100% -> 150%.
- Sovereign: increased damage reduction from 60% -> 75%.
Light Armor
- Into the Maelstrom: fixed incorrect level requirement (30 -> 60).
- Light Armor Mastery: now correctly increases armor by 25/50% instead of 25/20%.
Pickpocket
- Death's Emperor: no longer boosts player damage vs the player.
Restoration
- Purity of Body: now correctly gives 75% poison resist instead of 56%.
Sneak
- Reduced XP gain from 11.25 -> 9.5.
- Spot Detection: increased duration from 1 -> 3 minutes.
Version 1.06
This bug was too important to ignore.
Archery
- Deadeye: reduced damage bonus from 150% -> 100%.
- Hawk's Perch: reduced damage bonus from 35% -> 25%.
- Lead the Target: reduced damage bonus from 15/30/50% -> 15/20/30%.
Illusion
- Incubus: no longer (fails to) work on essential targets, no longer erroneously increases skill levels when it wears off.
Pickpocket
- fPickPocketAmountMult changed from -0.01 to -0.05 (is -0.1 in vanilla).
Version 1.05
This patch contains a few actual buffs to go with a few nerfs, because some perks were overnerfed in 1.04 and some just weren't good to begin with.
Archery
- Deadeye: reduced damage bonus from 250% -> 150%.
- Hawk's Perch: reduced damage bonus from 40% -> 35%.
- Long Shot: reduced damage bonus from 10/20/30% -> 10/15/20%.
Destruction
- Runecaster: should now actually let you place 3 runes instead of infinite numbers.
Heavy Armor
- Menace: standardised description.
- Reap the Whirlwind: standardised description.
- Rise Above: standardised description.
- Sovereign: increased damage reduction bonus from 50% -> 60%. (AN ACTUAL BUFF.)
Restoration
- Burns the Sun: reduced damage bonus from 80% -> 75%.
- Rapture: reduced healing effectiveness bonus from 300% -> 250%.
- The Unquenchable Torch: increased healing effectiveness bonus from 40% -> 50%.
Two-Handed
- Forged in Blood: increased 2h damage bonus from 15% -> 20%.
- Weaponmaster: increased damage bonus from 30% -> 35%.
Your Main Skill
- Your Favourite Perk: reduced bonus to 0.01%. Your character now dies upon taking this perk.
Version 1.04
This patch is intended to address the lingering sentiment among watchers that Ordinator is OP, even if they can't pinpoint what the problem is. Some observers claim that "everything" is somewhat too strong. So I nerfed "everything".
Also, there's a big bug in Destruction that's fixed now.
Alchemy
- Alkahest: reduced armor penetration from 50% -> 20%.
- Chemical Rage: reduced damage bonus from 10% -> 5%, increased duration from 20 -> 30 seconds.
- Magnum Opus: standardised description.
Alteration
- 7th Circinate: reduced spell damage bonus from +100% -> +40% and duration from +300% -> +80%
- Diamondskin: increased resistance threshold from 150% to 175%.
- Energy Roil: reduced armor debuff from 250 -> 150 points.
- Sitting Duck: reduced spell damage bonus from +25% -> +20% and duration from +50% -> +40%.
- Vancian Magic: I can't really change this anymore because the relevant stats are variables and thus saved on your character. Don't use it if you don't like it, okay?
Archery
- Archery Mastery: reduced damage bonus from 30/60% -> 25/50%.
- Arrow to the Knee: reduced slow from 15% -> 10% per hit.
- As the Wind: changed speed bonus from 10% for 15 seconds -> 5% for 20 seconds.
- Clean Kill: reduced damage bonus from 100% -> 50% but increased chance from 25/50/75% -> 25/50/100%.
- Deadeye: reduced damage bonus from 300% -> 250%.
- Hailstorm: reduced attack speed bonus from 20% -> 15%.
- Thread the Needle: reduced armor pierce from 50/100% to 25/50%.
- Wingstrike: reduced damage bonus from 30/60% to 20/40%.
Block
- Deliverance: reduced extra damage from 30% -> 25%, standardised description.
- Dragon Tail: standardised description.
- Hold the Line: reduced armor bonus from 300 -> 250 points.
Conjuration
- Ghost Armor: reduced armor bonus from 25 -> 20.
- Feed the Monster: reduced Health bonus from 150 -> 100.
- Hollow Binding: reduced magic resistance pierce from 15% -> 10%.
- Pact Magic: reduced Destruction spell bonus from 25% -> 20%.
- Ravenous Dead: increased duration from 10 -> 15 seconds, standardised description.
Destruction
- Cold Cathode: reduced bonus damage from 50% -> 30%.
- Combustion: reduced maximum spell damage bonus from 40/60% - > 30/60%, fixed bug that caused escalating damage at low Health levels. (Instead of +60% damage, you'd get +247% damage!)
- Ionized Path: reduced maximum spell damage bonus from 40/60% - > 30/60%, fixed bug that caused escalating damage at low Magicka levels.
- Merciless Cold: reduced maximum spell damage bonus from 40/60% - > 30/60%, fixed bug that caused escalating damage at low Stamina levels.
- Static Field: reduced bonus damage from 10% -> 8% of target health.
- Thermal Shock: reduced bonus damage from 50% -> 25%. (I realised about Flame Cloak.)
- Winter's Majesty: reduced frost resist penalty from 50% -> 40%.
Heavy Armor
- Born to Fight: reduced weight reduction from 100% -> 50%.
- Menace: reduced damage debuff from 15% -> 10%.
- Primal Fear: reduced flee chance (this is a bugfix rather than a nerf, it was twice too high.)
- Rise Above: reduced damage absorb from 15% -> 10%.
- Sovereign: damage reduction no longer scales with Heavy Armor level and is now fixed at 50%.
Illusion
- Commanding Presence: reduced bonus damage and crit chance from 25% -> 20%.
- Crown of the False King: reduced magic resistance bonus from 25% -> 20%.
- Dream Thief: reduced illusion bonus from 30% -> 25%.
- Imposing Presence: reduced magnitude bonus from 25% -> 20% and duration bonus from 50% -> 40%, fixed bug that caused both bonuses to be swapped.
- Nemesis: reduced bonus damage from 4% to 2% of Illusion skill level.
Light Armor
- As a Leaf: nerfed health threshold from 50% to 75%.
Lockpicking
- Locksmith: no longer makes lockpicks unbreakable, but the starting angle bonus is twice as effective.
One-Handed
- Attack of Opportunity: reduced bonus damage from 20/40/60% -> 10/20/30%.
- Cold Steel: reduced duration from 20 to 15 seconds, but increased Stamina drain from 0.5/1.5/2.5 -> 1/2/3 per second.
- Cripple: reduced slow from 50% to 20%, but clarified that it does stack.
- Denting Blows: reduced armor debuff from 20/40/60 -> 15/30/45 and duration from 20 -> 15 seconds, but no longer invisibly punished if your current Stamina is low. (Okay, this one was actually OP.)
- Flashing Steel: reduced damage bonus from 1% per 4 Stamina points -> 1% per 5 Stamina points.
- One-Handed Mastery: reduced damage bonus from 30/60% -> 25/50%.
- Open Wounds: reduced duration from 20 to 15 seconds, but increased Health drain from 0.5/1.5/2.5 to 1/2/3 per second.
- Pierce: reduced armor pierce from 100% -> 75%.
- Rise Kinsmen: standardised description.
- Thunderstruck: reduced crit bonus from 2% to 1%.
Restoration
- Burns the Sun: reduced bonus damage from 100% -> 80%.
- Edgewalker: reduced healing effectiveness bonus from 50/100% -> 25/50%.
- Luminescence: changed effect, now grants 30% restoration effectiveness above half Magicka.
- Purity of Body: description now correctly states that it grants only 75% disease resistance instead of 100%.
- Rapture: reduced healing effectiveness bonus from 400% -> 300%, standardised description.
- The Unquenchable Torch: reduced healing effectiveness bonus from 50% -> 40%.
Smithing
- Gird for War: changed effect, now grants +50% to smithing only, but also grants +75% weapon damage for its duration.
- Iron Lore: reduced armor pierce from 20% -> 15%.
- Smithing Mastery: improved smithing bonus from 20/40% -> 25/50%.
Sneak
- Backbreaker: Now also applies to bows and crossbows.
- Sneak Mastery: improved sneak bonus from 20/40% -> 25/50%.
- Veil of Sithis: reduced effectiveness from 1% per Sneak level -> 1% per 2 Sneak levels but increased duration from 30 -> 60 seconds.
- Wrath of Sithis: reduced duration from 30 -> 15 seconds.
Two-Handed
- Bisect: reduced bonus damage from 25% of target Health -> 20% of target Health.
- Crushing Blows: reduced armor debuff from 30/50/70 -> 20/40/60 and duration from 20 -> 15 seconds, but no longer invisibly punished if your current Stamina is low.
- Death or Glory: standardised description.
- Execute: fixed incorrect description (< != <=).
- Falling Star: reduced bonus damage from 50% -> 35%.
- Flee Fool: reduced bonus damage from 50% -> 35%.
- Gnarly Wounds: reduced duration from 20 to 15 seconds, but increased Health drain from 0.75/1.25/1.75 -> 2/3/4 per second.
- Grand Slam: standardised description.
- Hemorrhage: specified that this only affects battleaxes.
- Momentum: reduced Stamina refund from 1 point per 4/2% of your missing Stamina -> 4/3% of your missing Stamina.
- Overpower: reduced duration from 20 to 15 seconds, but increased Stamina drain from 0.75/1.25/1.75 -> 2/3/4 per second.
- Ramming Speed: standardised description.
- Rive: reduced armor pierce from 50/100% -> 25/50%.
- Two-Handed Mastery: reduced damage bonus from 30/60% -> 25/50%.
Version 1.02
There is actually some meat here now! Hooray for bugs!
Alchemy
- Chemical Rage, Crimson Bull, Stimulants, Witchmaster: now checks separately for the use of healing, magicka and stamina potions that aren't flagged as beneficial alchemy potions. This was requested as a compatibility measure for Morrowloot and Immersive Potions, but it slightly increases script load.
Archery
- Archery Mastery: changed from 50% chance to deal 75/150% more damage to a straight 30/60% more damage.
- Quick Shot: its ability EDID is now vanilla, meaning changes by other mods (usually in the context of fixing the attack speed "bug") will be carried over. (Ordinator does not contain an attack speed bug fix because it has no need to, but any third party attack speed bug fix will now work even when loaded before Ordinator)
Block
- Timed Block: no longer specifies "two-handed" weapon to accomodate users of Dual Wield Parry.
Conjuration
- Conjuration Mastery: first level now works.
Destruction
- Iced Earth: now correctly triggers only off MagicDamageFrost spells.
- The Power is Mine: can now be learned.
Heavy Armor
- Hard as Steel: no longer erroneously grants stagger immunity while sprinting.
Illusion
- Blind Guardian, Heavy Weighs the Tapestry, Lamb to the Slaughter, Nemesis: now states "once per 3 ingame hours" instead of "eight times a day".
- Blind Guardian: No longer incorrectly persists through death. The ghost can no longer be activated by the player.
- Heavy Weighs the Tapestry: No longer castable on dead targets.
- Lamb to the Slaughter: No longer castable on dead targets.
- Nemesis: No longer incorrectly persists through death or combat end. The ghost can no longer be activated by the player.
One-Handed
- One-Handed Mastery: changed from 50% chance to deal 75/150% more damage to a straight 30/60% more damage.
- Ravage: its ability EDID is now vanilla, meaning changes by other mods (usually in the context of fixing the attack speed "bug") will be carried over.
Sneak
- Roll for Initiative renamed to Dynamic Entry.
- Behind Enemy Lines: changed from +10% sneak per enemy to +15% sneak per enemy.
- Sneak Mastery: changed from +15/30% sneak to +20/40% sneak.
- fSneakEquippedWeightMult reduced from 0.6 to 0.55 (was 0.5 in vanilla).
- fSneakLightMoveMult reduced from 0.1 to 0.05 (was 0.01 in vanilla).
- fSneakLightMult reduced from 0.66 to 0.55 (was 0.33 in vanilla).
- fSneakSkillMult increased from 0.15 to 0.25 (was 0.5 in vanilla).
(This should make high Sneak skill levels more impactful, and should reduce the impact of sneaking in bright light.)
Two-Handed
- Two-Handed Mastery: changed from 50% chance to deal 75/150% more damage to a straight 30/60% more damage.
Version 1.01
Releasing an update for one change is a bit awkward, but so far there is nothing else to fix really!
Smithing
- Carried over update.esm changes to smithing experience (no more excessive experience).
Support Enai Siaion on Patreon! Discuss this mod on /r/EnaiRim or the Enairim Discord Skyrim Special Edition version available here 26/09/2020 Thanks to everyone who donated! ♥
Features
Ordinator overhauls all perk trees for a total of 469 new perks.
Enables many new viable character builds.
Highly compatible.
Lightweight scripts, no save bloat.
Can be installed during your playthrough.
Ordinator review on Youtube
Full list of perks
Alchemy
0 - Alchemy Mastery (2) - Potions and poisons you make are 20/40% stronger.
20 - Physician - You may choose a type of beneficial potion: Health, Magicka or Stamina. Potions you mix that restore or fortify the chosen attribute are 50% stronger.
20 - Stimulants - When you use a beneficial potion or ingredient, you regenerate 2% of your Magicka and Stamina per second for 30 seconds.
30 - Advanced Lab - You may choose to upgrade one alchemy lab to an Advanced version for 2500 gold. Potions you mix are 25% stronger at an Advanced Lab. Can be "Disassembled" by sneaking, allowing you to upgrade another.
30 - Experimenter - Eating an ingredient reveals all effects.
30 - Poisoner - Poisons you mix are 1% more powerful per level of Alchemy.
40 - Bottomless Cup - Poisons applied to weapons last for one additional hit per 10 levels of Alchemy.
40 - Crimson Haze - Stimulants also increases movement speed by 10% for its duration.
40 - Elemental Oil - You may choose a power: "Fire Oil", "Frost Oil" or "Shock Oil". At will, create a pool of oil that lasts 20 seconds. It reacts violently when struck by a projectile or explosion, exploding and dealing damage equal to your Alchemy skill level.
50 - Alkahest - Your poisons are highly corrosive, enabling you to ignore 40% of the armor rating of an affected target for their duration.
50 - Lab Skeever - For 20 seconds after using any alchemy lab, beneficial potions you drink last 15 times longer and are 25% stronger.
60 - Green Thumb - Twice as many ingredients are gathered from most harvestable objects.
60 - Maenad - Magicka and Stamina are increased by 50 points when you are under the effect of a beneficial potion or ingredient, but reduced by 25 points when you are not.
60 - The Alchemist's Cookbook - You may choose a second Elemental Oil power. In addition to "Fire Oil", "Frost Oil" and "Shock Oil", you may also choose "Calming Oil", "Frenzy Oil", "Paralysis Oil" or "Hallowed Oil".
70 - Double Toil and Trouble - You mix twice as many potions at your Advanced Lab.
70 - Pure Mixture - All negative effects are removed from created potions, and all positive effects are removed from created poisons.
80 - Amplify Lethality - Grants the "Amplify Lethality" power. Once a day, point at a victim to silently reduce their poison resistance by 250% for 10 seconds.
80 - Witchmaster - When you use a beneficial potion or ingredient, 50% chance to receive a powerful side effect, randomly chosen from a range of 40 side effects.
90 - Chymical Wedding - Witchmaster side effects have 50% chance to cause side effects themselves.
90 - Walking Disaster - In combat, periodically spill a random oil puddle on the ground. Puddles last 60 seconds.
90 - World Serpent - When you shout, your blood turns poisonous for 15 seconds. The next time you get hit with a weapon, retaliate with a powerful poisonous strike that deals 50 points of poison damage per second for 10 seconds.
100 - That Which Does Not Kill You… - Upon learning this perk, you imbibe a deadly toxin, taking 150 damage per second. If you survive for 60 seconds, you receive 3 perk points and a permanent 25% bonus to all potions and poisons you make.
Alteration
0 - Alteration Mastery (2) - Cast Alteration spells for 35/50% less Magicka, and Alteration spells last 0.5/1% longer per level of Alteration.
20 - Alteration Dual Casting - Dual casting an Alteration spell empowers it, increasing effectiveness and cost.
20 - Mage Armor (3) - Protection spells like Stoneflesh are 100/150/200% stronger if not wearing armor.
30 - Geomancer - If wearing robes and no light or heavy armor, you take 30% less damage from attacks while charging or concentrating on a spell.
30 - Philosopher's Stone - Once a day, generates gold equal to four times your Alteration skill level.
30 - Vancian Magic - Cast magic like the wizards of old. Your next 20 spells do not use Magicka and are twice as effective. When you run out of spells, you are unable to cast spells until you rest by sleeping at an inn or in your home.
30 - Wild Shrines - Five shrines dedicated to nature's mysteries can be found in Skyrim. Each shrine grants a permanent bonus to one school of magic, making all spells from that school 15% more powerful or last 30% longer.
40 - Alter Self: Resistances - You may choose two resistances to increase by 25%.
40 - Distorted Shape - When you gain an armor spell in combat (or enter combat with an active armor spell), you become intangible and unable to be affected by spells or attacks for 10 seconds or until you perform an offensive or defensive action.
40 - Spellblade - Whenever you cast a spell with one hand, you deal 20% more attack damage for 4 seconds.
50 - Command Lock - Once every 6 ingame hours, you can weaken an Expert or lower lock, reducing its difficulty to zero.
50 - Energy Shield - If wearing robes and no light or heavy armor, reduces incoming attack and elemental damage by 35% but you lose Magicka equal to the amount of Health lost. The damage reduction gradually diminishes as Magicka falls below half. The energy shield is disabled when your hands are lowered.
50 - Intuitive Magic (2) - Novice/ and apprentice spells of any school cost 100% less Magicka to cast.
50 - Quadratic Wizard - Whenever you recharge your Vancian Magic spells, you gain 1 additional Vancian Magic spell for each 10 points of base Magicka.
60 - Alter Self: Attributes - You may choose an attribute (Health, Magicka, Stamina) to increase by 50 points.
60 - Home Mythal - Summons a permanent magical field at the location where you learn this perk. Alteration spells gain x2 duration if cast within 5000 feet, and x20 duration if cast within 250 feet. Additionally, Vancian Magic can be recharged by sleeping within 250 feet.
60 - Welloc's Dormant Arcana - Choose a spell type (Armor, Cloak, Conjure Daedra, Conjure Undead, Invisibility) and 3 magic effects (Fortify, Regenerate, Waterwalking, ...). The chosen magic effects will activate when you are affected by the chosen spell type.
70 - Dungeon Master - Whenever you recharge your Vancian Magic spells, you may choose less or more spells in exchange for increased or decreased spell effectiveness, and/or choose one of three metamagic enhancements. Your choice remains in effect until your next rest.
70 - Energy Roil - Whenever you cast a spell with one hand, reduces the armor of nearby enemies within 10 feet by 150 points for 4 seconds.
70 - The Monarch - You cannot regenerate Magicka and lose 10 points of Magicka per second but absorb 25 points of Magicka per second from living creatures within 20 feet, whether friend or foe.
80 - Aurification - Once every 12 ingame hours, activate a paralyzed target below half Health to transmute its body into gold worth 100 times its level, killing the target. Has a 50% chance of creating gold ore. No effect on essential targets.
80 - Dimension Door - Grants the "Dimension Door" power. At will, creates a magical doorway that teleports you to the location of your Home Mythal.
80 - Throne of Nirn - Standing still for 5 seconds while holding a spell summons a pillar of earth under your feet that carries you into the air and out of melee range. While standing on the pillar, your spells are 20% more powerful or last 40% longer. This effect is disabled when your hands are lowered.
90 - Emergency Teleport - When you fall below 15% Health due to combat damage, you briefly turn invulnerable and teleport back to the location where you entered combat.
90 - Nullifier - You radiate a dampening field, preventing enemies within 25 feet from regenerating Magicka and Stamina.
90 - Rend Resistances - Whenever you attack with a weapon, reduces the magic resistance of nearby enemies within 10 feet by 15% for 4 seconds.
100 - Arcane Thesis - Grants the "Arcane Thesis" power: use it to master the spell you are dual casting. A mastered spell is 20% more powerful or lasts 40% longer. Only one spell can be mastered.
Archery
0 - Archery Mastery (2) - Bows and crossbows deal 25/50% more damage./, and critical strikes with bows and crossbows do 2% more critical damage per level of Archery.
20 - Clean Kill - Bows and crossbows deal 20% more damage to a target at full Health.
20 - Wingstrike (2) - Bashing with a bow or crossbow always staggers the target. Bows and crossbows deal 20/40% more damage to that target for 10 seconds.
30 - Long Shot (3) - Bows and crossbows deal up to 40/60/80% more damage to targets beyond 50 feet. The damage bonus increases as distance increases.
30 - Steady Hand (3) - Pressing Block while aiming will zoom in your view/ and slow time by 25/50%.
40 - Crippling Shot - Arrows and bolts slow a target within 25 feet by 10% for 20 seconds. This effect stacks.
40 - Hunter's Discipline - Recover twice as many arrows and bolts from dead bodies.
40 - Thread the Needle (2) - Bows and crossbows ignore 25/50% armor if the target is not moving.
50 - Pinning Shot - Arrows and bolts have a chance to stagger a target within 50 feet. More effective against targets with a lower remaining Health percentage. No effect on massive targets.
50 - Ranger - Can move at full speed with a drawn bow.
70 - Focus on the Prey - Cannot be staggered while holding a drawn bow or reloading a crossbow.
60 - Quick Shot - Can draw a bow or reload a crossbow 30% faster.
60 - Snipe - Shooting targets you haven't shot within the past 10 seconds inflicts a critical strike that deals three times critical damage, and any weapon enchantments applied by the shot are twice as effective.
70 - Ambush Predator - After standing still for 6 seconds with a bow or crossbow out, it does 25% more damage until you move.
70 - Beak and Talon - Your shots disrupt targets within 25 feet, disarming them if they are power attacking and knocking them down if they are staggered.
80 - Hailstorm - Attack 8% faster with bows and crossbows for 10 seconds after shooting a fully drawn bow or crossbow in combat. This effect stacks.
80 - Hawkeye - Grants the "Hawkeye" power. Once a day, slow time and focus on your foes for 10 seconds, looking for opportunities for a killing shot. Finding their vulnerability takes 1 second per 125 Health. Once you do, you may shoot them for an instant kill.
80 - Trick Arrows - Able to upgrade many types of arrows at a forge or anvil, adding a bonus effect (Force, Immolation, Freezing, Grounding, Maze or Death) based on its material.
90 - Hunt Together - When fighting only one enemy, hitting the target with a bow or crossbow manifests a Spirit Wolf for 30 seconds. The wolf deals damage equal to 15% of your current Stamina. This effect has a 30 second cooldown per target.
90 - Lion's Arrow - Grants the "Lion's Arrow" power: use it to store the spell you are dual casting. Shooting a fully drawn bow in combat also releases the stored spell in the direction of the crosshair. Only works with spells that affect other targets.
90 - Three Crows - Shooting a target beyond 25 feet three times in rapid succession, leaving less than 2.75 seconds between each hit, deals bonus damage equal to 15% of the target's current Health (max. 150 damage) and knocks the target to the ground.
100 - Perfect Aim - Bows deal 25% more damage if the shot strikes a target within 2 seconds after the bow is fully drawn. Crossbows deal triple damage to targets with 20% or less Health remaining.
Block
0 - Block Mastery (2) - Block 10/20% more damage.
20 - Timed Block (2) - Assume a defensive position for 1 second after raising your shield or weapon, blocking 30% more damage and staggering attackers in melee range. (If you do not block an attack during this time, you cannot attempt another Timed Block for 2 seconds/1 second.)
30 - Deflect Arrows - While blocking with a shield or weapon, arrows do half damage. Arrows that hit the shield do no damage.
30 - Poke the Dragon - After a successful Timed Block within 8 feet, you may retaliate with increased strength, increasing your attack damage and critical strike damage against the attacker by 25% for 5 seconds.
40 - Apocalypse Proof (2) - Perform a Timed Block to mitigate incoming fire, frost and shock spells and effects, reducing their damage by 50%/to zero.
40 - Power Bash - Able to do a power bash by holding down Attack while blocking.
40 - Quick Reflexes - Time slows down if you are blocking during an enemy's power attack.
50 - Dominion - Take 25% less attack damage from any direction when blocking in combat.
50 - Skull Rattler - Bashing deals 3% more damage per point of Stamina.
60 - Dragon Tail - After a successful Timed Block, bashing the attacker within 5 seconds deals double damage.
60 - Timing Streak - Performing 3 successful Timed Blocks in a row completes a Timing Streak, restoring 75 points of Stamina. (Taking an unblocked attack or blocking an attack outside the timed block window breaks the combo.)
70 - Block Runner - Can move at full speed while blocking.
70 - Mocking Blow - Power bashing with a weapon infuriates living targets for 30 seconds. They won't flee from combat but can't regenerate Stamina, lose 15 points of Stamina per second and you take no damage from their attacks during a Timed Block.
80 - Break Their Teeth - Completing a Timing Streak violently disarms the last attacker, staggering all within an 8 foot radius.
80 - Cast Aside - Interrupting an attack with a power bash with a shield knocks the attacker to the ground. Targets can only be affected once every 30 seconds.
90 - Deliverance - Completing a Timing Streak grants 10% extra attack damage for 90 seconds. This effect stacks.
90 - Hold the Line - During a Timed Block, allies within 10 feet gain 250 points of armor rating.
90 - Unstoppable Force - Able to sprint with a shield raised. This knocks enemies in your path to the ground, but costs 10 points of Stamina per second. Enemies can only be affected once every 10 seconds.
100 - Dragon Scales - You take no damage from attacks during a Timed Block as long as you have Stamina remaining.
Conjuration
0 - Conjuration Mastery (2) - Cast Conjuration spells for 35/50% less Magicka, and Conjuration spells last 0.5/1% longer per level of Conjuration.
20 - Bone Collector - Find 11 types of bones on humanoid corpses. 4 Bone Altars are marked on the map. At a Bone Altar, convert 1 of each bone into a Skeleton Warrior. Skeletons do not count against your summon limit. Enemies can only temporarily defeat them, not destroy them.
20 - Conjuration Dual Casting - Dual casting a Conjuration spell empowers it, increasing effectiveness and cost.
20 - Mystic Binding - Bound Weapon spells now summon Mystic Weapons which deal more damage.
30 - Dead Tide (2) - Maximum number of Skeletons increased by 1 for each 75/50 points of base Magicka.
30 - Planemeld - Able to summon Daedra and other non-undead minions five times farther away.
30 - Ravenous Dead - Reanimated minions receive a brief burst of strength, dealing 200% extra attack damage for 15 seconds after being reanimated. The level cap of reanimation spells and effects is increased by 1% per level of Conjuration.
30 - Soul Raider - Bound weapons cast Soul Trap on targets for 5 seconds. After trapping 250 souls, all bound weapon perks last twice as long.
40 - Atromancy - Summoned Daedra and other non-undead minions last three times as long (or five times at night).
40 - Barrow Lord - You may give commands to all Skeletons within 150 feet at once, instead of one at a time. Skeletons take 25% less damage from attacks. Grants the "Make Way for Your Lord!" power.
40 - Preservation - Summoned and reanimated undead last three times as long (or twenty times if you place Hagraven Feathers into their inventory or use the Dread Zombie or Dead Thrall spells). Reanimated undead also gain 500 armor for 60 seconds after being reanimated.
40 - Rat King - When entering combat, creates 3 undead Skeevers under your control. Their corpses can be raised, but they dissipate when combat ends. Use the "Merciful King" power to temporarily prevent this ability from activating.
40 - Reap and Sow (2) - You loot 60/100% more bones from corpses and recover 50% more/all bones when you destroy a created Skeleton. Created Skeletons last 75/200% longer.
40 - Rend From This World - Bound weapons banish conjured Daedra, turn reanimated undead and deal 100 extra damage to non-conjured Daedra.
40 - Signed in Blood - When a friendly conjured Daedra within 15 feet is below full Health, it absorbs your lifeforce to heal itself, preventing you from regenerating Health but regenerating 10 points per second (increased by 4% of its maximum Health when out of combat).
50 - Edge of Oblivion - You can summon or reanimate 1 additional minion and they last 50% longer. When you do not command a summon or reanimated minion, you lose 250 points of armor and 50% magic resistance.
50 - Pact Magic - Destruction spells and effects are 10% more effective for each friendly conjured Daedra within 30 feet.
50 - Skeleton Mages (2) - Able to create Skeleton Mages (Fire, Frost, Shock/, Poison, Drain Armor, Stagger) at a Bone Altar. /You may choose their element at the time of creation.
50 - Undead Crown - Restores 10 points of Health and Magicka per second to summoned or reanimated undead within 15 feet.
50 - Void Burn - Bound weapons brand victims with unholy energy for 5 seconds, halting Magicka and Stamina regeneration while draining 15 points per second. When both are depleted, the energy starts devouring their flesh, dealing 15 points of magic damage per second.
60 - A Plague Upon Thee - If a reanimated undead is destroyed within 20 seconds, the attacker is stricken with a Daedric disease that deals 40 damage per second for 20 seconds. Those who have this perk are immune.
60 - Conjure Altar - Grants the "Conjure Altar" power. At will, summons a Bone Altar for 60 seconds.
60 - Fire Ritual - Able to ritually burn 1 of each bone at a Bone Altar, strengthening all Skeletons within 150 feet. Lasts until the Skeleton is destroyed and increases weapon damage by 15%, spell damage by 30% and Health by 50 points. This effect stacks.
60 - Hollow Binding - Bound weapons cut through flesh and spirit, reducing magic resistance by 30% for 5 seconds.
60 - Maelstrom - While you charge or concentrate on a spell, friendly conjured Daedra within 30 feet gain 30% extra attack damage.
70 - Corpse Gas - If your reanimated undead is destroyed while on fire within 30 seconds, it explodes, dealing up to 300 points of fire damage to targets without this perk. You deal five times as much fire damage to your reanimated undead.
70 - Dark Whispers - Bound weapons induce a battle rage in their wielder, granting 20% extra attack damage and 100 points of armor rating for 5 seconds when a target is struck.
70 - Elemental Potency - Atronach conjurations now call Potent Atronachs that are higher level and more powerful.
80 - Brand of the Necromancer - Brand a corpse by striking it with a bound weapon or by delivering the killing blow with a bound weapon attack. The brand grants 25% attack damage and 100 points of Health when reanimated or resurrected. Undead and automatons cannot be branded.
80 - Feed the Monster - Able to feed Human Flesh to summoned or reanimated creatures, healing them and increasing Health, Magicka and Stamina by 200 points for 600 seconds. This effect stacks.
80 - Necromaster - Grants finer control over creatures reanimated with powerful reanimation spells (Dread Zombie, Dead Thrall). Able to manipulate their inventory and equip items (if they are humanoid) and they emit a glow when slain that can be seen through walls. The level cap of those spells is also increased by 100%.
80 - Unleash Hell - Conjured Daedra within 75 feet gain additional spells on a 30 second cooldown (Flame Atronach: fire explosion. Frost Atronach: reduced armor/magic resistance curse. Storm Atronach: magnetic knockdown. Dremora: increased attack damage and movement speed).
90 - Covenant of Coldharbour - Hollow Binding reduces magic resistance by an additional 30% if you control a summoned Daedra or other non-undead minion.
90 - Puppet Master - Your created Skeletons take 25% less damage when you are blocking, deal 25% more attack damage when you are attacking, and their spells are 25% more powerful when you are casting a spell.
90 - Shocked to Life - If your reanimated minion is struck by a shock spell within 30 seconds after reanimation completes, it attacks 250% faster and moves 50% faster for 10 seconds. You deal no damage to your reanimated minions with shock spells.
90 - Summon Resist - Friendly conjured Daedra and other non-undead minions within 75 feet gain 50% magic resistance and 300 points of armor.
100 - King of Bones - Assume Control of a Skeleton while becoming invulnerable. The Skeleton does quadruple damage and takes half damage. Unless commanded to remain passive, it automatically attacks foes in range. Lasts up to 45 seconds.
100 - March of Oblivion - You can summon or reanimate 1 additional minion per 250 points of base Magicka, up to 3 additional minions.
Destruction
0 - Destruction Mastery (2) - Destruction spells cost 35/50% less Magicka, and Destruction spells are 0.25/0.5% more powerful per level of Destruction.
20 - Combustion (2) - Fire spells and effects cast on others are up to 20/30% more powerful, based on the target's missing Health percentage.
20 - Destruction Dual Casting - Dual casting a Destruction spell empowers it, increasing effectiveness and cost.
20 - Ionized Path (2) - Shock spells and effects cast on others are up to 20/30% more powerful, based on the target's missing Magicka percentage.
20 - Merciless Cold (2) - Frost spells and effects cast on others are up to 20/30% more powerful, based on the target's missing Stamina percentage.
30 - Force of Nature - Elemental spells and effects cost 30% less Magicka to cast in favorable weather: fire spells in sunlight, frost spells during snowfall, shock spells in the rain.
30 - Frostfall - Frost spells reduce the attack damage of their targets by 25% for 5 seconds.
30 - Raw Power (3) - Destruction spells that do not deal fire, frost or shock damage are 10/20/30% more powerful.
30 - Scarring Burns - Fire spells reduce the fire resistance of their targets by 20% for 5 seconds.
30 - Static Field - Shock spells that would leave their target above 75% Health deal enough additional damage to make up the difference.
40 - Arc Burn - Shock spells hitting targets that are not fire resistant cause a plasma that deals 5 points of unresistable fire damage per second for 4 seconds.
40 - Conflagration - Fire spells ignite the ground underneath their targets for 30 seconds. The burning ground deals 8 points of damage per second for 3 seconds on contact.
40 - Crystalize - Frost spells freeze the blood of their targets, halting Stamina regeneration for 5 seconds. If the targets are not resistant to frost, frost spells also reduce armor by 125 points for 5 seconds.
40 - Harsh Lesson - Destruction projectile spells interrupt targets that are casting a spell. Does not work on massive targets.
40 - Runecaster - Can place runes 75 feet farther away, and place three times as many runes at a time.
50 - Flash Fire - Fire spells have 15% chance to ignite the target for 2 seconds. The next instance of fire damage that hits an ignited target (except burning ground) detonates, dealing 100% more damage and causing a living target to flee the flames for 4 seconds.
50 - Magnetize - Shock spells have 15% chance to lift the target into the air for 2 seconds, preventing movement.
50 - Robe of the Magi - If wearing robes and no light or heavy armor, Destruction spells are 30% more powerful.
50 - Shatter - Frost spells that hit a frost resistant target fragment and explode in a 15 foot area, reducing frost resistance by 25% for 10 seconds. This effect stacks.
60 - Iced Earth - Dual casting frost spells freezes the earth under your feet. The frozen ground deals 40 points of damage per second to Health and Stamina for 4 seconds on contact. Frost spells and effects are 50% more powerful against affected targets.
60 - Nova Charge - Dual casting 6 shock spells in combat triggers a shock nova that deals 200 points of shock damage to nearby enemies and staggers them. This can only occur once per battle.
60 - Pyromancer Ascension - Dual casting 6 fire spells in combat unleashes your power for 20 seconds: fire spells and effects are 50% more powerful and cost half Magicka, and you leave burning ground in your wake that deals 30 damage per second. This can only occur once per battle.
70 - Ancient Seals - Destruction runes no longer deal instant damage, but inflict a stacking 10 second elemental burn that deals 15% damage per second.
70 - Electroconvulsions - Shock spells incapacitate living targets below 25% Health if they are not shock resistant.
70 - Hypothermia - Frost spells paralyze living targets below 25% Health if they are not frost resistant.
70 - Scorched Earth - Fire spells (except concentration spells) burn corpses to cinders, creating a pyre that burns for 30 seconds. The burning ground deals 50 points of damage per second for 5 seconds on contact.
70 - War of the Elements - You deal 40% more attack damage to targets that are taking damage from the burning ground created by Conflagration, Scorched Earth or Pyromancer Ascension or are being affected by Electroconvulsions or Hypothermia.
80 - Elemental Specialization - You may choose one element (fire, frost, shock). Spells and effects of that element are 15% more powerful, while spells and effects of the other two elements are 15% weaker.
80 - Exhaust - Frost spells and effects drain 50% more Stamina.
80 - Show Them All - Shock spells and effects drain 50% more Magicka.
80 - World in Flames - The burning ground created by Conflagration, Scorched Earth and Pyromancer Ascension deals 25% more damage. Additionally, other fire spells and effects are 25% more powerful against targets affected by burning ground.
90 - Outburst - When you fall below 75 points of Health, the fiery energy within you explodes and ignites nearby enemies, dealing 30 points of fire damage per second for 4 seconds and applying fire spell perks. This effect has a 180 second cooldown.
90 - Stormblast - You accumulate static energy from the ambient air. Every 6-12 seconds in combat, your next shock spell triggers a ground discharge that radiates outward from the target. All enemies in the area take 60 points of shock damage to Health and Magicka.
90 - Winter's Majesty - You radiate freezing cold, reducing the frost resistance of enemies within 25 feet by 50%. This penalty is applied on top of Shatter.
100 - Absolute Power - Aiming a Sparks, Lightning Bolt, Chain Lightning, Thunderbolt or Lightning Storm spell directly at a target will magnetically levitate them in front of you for 6 seconds, reducing magic resistance by 25%. This effect has a 45 second cooldown.
100 - Cataclysm - Fire spells that hit targets affected by burning ground explode for 20% of their current Health (max. 250 damage), blasting them into the air and reducing magic resistance by 25% for 6 seconds. This effect has a 45 second cooldown.
100 - Glacial Prison - Frost spells immobilize (non-essential) targets in a block of ice for 6 seconds, reducing magic resistance by 25%. This effect has a 120 second cooldown, but killing a victim affected by Glacial Prison or Hypothermia immediately ends the cooldown.
Enchanting
0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
20 - Last Word (3) - Scrolls are 2/4/6% more powerful or last 4/8/12% longer per level of Enchanting.
20 - Soul Siphon - Death blows with enchanted weapons to creatures, but not people, trap 5% of the victim's soul, recharging the weapon. Does not apply to staves.
30 - Staff Channeler - When a staff is equipped, all weapon enchantments drain 25% less charge and you gain a small amount of Enchanting experience in combat.
30 - Thunderstruck - Weapon enchantments are 25% more effective when delivered by a power attack (or 50% for a two-handed power attack).
40 - Gem Dust - You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25% stronger when placed upon an item of the type corresponding to the gem.
40 - Secretkeeper - When a staff is equipped in your left hand, your attacks deal 25% more damage and critical damage. When a staff is equipped in your right hand, your spells and scrolls are 25% more effective.
40 - Spellscribe - Grants the "Spellscribe" power: use it to store the spell you are dual casting. Your power attacks and power bashes unleash the stored spell for free, with a cooldown based on Enchanting skill. Only works with spells that affect other targets.
50 - Flame of Magnus - While casting or concentrating on a staff in your left hand, you may attack with your right hand, dealing 50% more damage and critical damage.
50 - Preserver - Learning an item's enchantment does not destroy it.
60 - Might and Magic - You are adept at weaving blade and magic. Spells cast with your left hand are 10% more effective if you are wielding a weapon in your right hand. Attacks with a weapon in your right hand deal 10% more damage if you are holding a spell in your left hand.
60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
60 - Staff Recharge - Equipped staves regenerate 5 points of charge per second, up to their charge level when you last equipped them or recharged them with a soul gem.
70 - Attunement - All enchantments on equipped weapons and armor are 10% more powerful and last 10% longer.
70 - Charge Tap - Grants the "Charge Tap" power. At will, drains a quarter of your current weapon charge to restore Health by 15% of the amount drained and Magicka and Stamina by 25% of the amount drained. (If you have two enchanted weapons equipped, the drain is split.)
70 - Power Echoes - Spellscribe activates twice before going on cooldown.
80 - Heart of the Sun - Use an equipped staff as an energy source, causing it to lose charge at a rate of 15 points per second but making your weapon enchantments 1% more effective per 50 points of charge remaining in the staff. (This effect stacks if more than one staff is equipped.) Sheathe to cancel.
80 - Twin Enchantment - Can place two enchantments upon the same item.
90 - Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can be "Disassembled" by sneaking, allowing you to upgrade another.
90 - You Shall Not Pass - Simultaneously (within 1 second) using an enchanted staff in your left hand and striking with an enchanted weapon in your right hand releases a flash of light that staggers enemies and deals damage equal to half your Enchanting skill level.
100 - Miracle - You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat.
Heavy Armor
0 - Heavy Armor Mastery (2) - Armor rating of Heavy Armor increased by 20/40%. You gain a small amount of Heavy Armor experience when wearing at least two pieces of Heavy Armor in combat.
20 - Cushioned (2) - You take half/no damage from falling if wearing all Heavy Armor.
30 - Battle Weary - Tired enemies have a harder time defeating your armor. You take up to 20% less attack damage from enemies with half or less Stamina, if wearing all Heavy Armor. The lower their Stamina, the less damage you take.
30 - Heavy Armor Fit - Armor rating of Heavy Armor increased by 25% if wearing all Heavy Armor.
40 - Defiance - You are trained to deflect incoming attacks while wearing all Heavy Armor. Whenever an enemy attacks you, you gain 15 points of armor rating for 10 seconds. This effect stacks.
40 - Face of Death - You no longer need to wear a helmet to benefit from perks that require "wearing all Heavy Armor". If you are not wearing a helmet, Heavy Armor pieces have 20% increased armor rating.
40 - Rallying Standard - Grants the "Rallying Standard" power. Once a day, place a banner that grants 150 points of armor and 25% melee damage to allies within 25 feet wearing all Heavy Armor (including you) and prevents them from fleeing. Lasts 60 seconds.
50 - Born to Fight - Heavy Armor weighs half as much and slows you down half as much when worn.
50 - Revel in Battle - Defiance also increases melee weapon damage by 3% for 10 seconds. This effect stacks.
60 - Bedrock - If wearing all Heavy Armor, you have 20% chance to brace for impact when attacked by an enemy, becoming immune to stagger for 4 seconds.
60 - Break Upon Me - You are immune to basic melee weapon perks (Clash of Champions/Heroes, Denting/Crushing Blows, Bleed Like a Lamb/Dog, Bite Marks). If wearing all Heavy Armor, you take 10% less attack damage from enemies affected by one or more of these perks.
60 - Never Kneel - If wearing all Heavy Armor, take 30% less attack damage from power attacks.
70 - Lead the Tempest - Sprinting in combat increases the armor of allied people within 20 feet by 25% of your own armor, and the armor of allied Skeletons created by Bone Collector within 20 feet by 15% of your own armor. Lasts 30 seconds.
70 - Reap the Whirlwind - When struck by a power attack or power bash, your attacks deal 125% more damage to the attacker for 5 seconds if wearing all Heavy Armor.
80 - Out of the Inferno - Incoming fire, frost and shock damage reduced by 0.02% per point of armor if wearing all Heavy Armor.
80 - Rise Above - If wearing all Heavy Armor, you intimidate enemies within 15 feet. They lose 5% attack damage and you gain 5% attack damage for each enemy affected.
80 - Warbringer - Raising your hands (to draw a weapon or spell) places a Rallying Standard at your location for 120 seconds. This does not count against the limit of one Rallying Standard at a time.
90 - Doombringer - Rallying Standard also improves Destruction spells and effects by 15%.
90 - Immortal - If wearing all Heavy Armor, take 75% less damage from attacks below 15% Health (or 20% Health if you are affected by Rallying Standard).
90 - Primal Fear - If wearing all Heavy Armor, walking (but not running) towards living enemies within 30 feet in front of you may break their confidence, causing them to flee for 8 seconds.
90 - Sovereign - When struck by an attack, subsequent attacks are deflected if wearing all Heavy Armor. You take 75% reduced damage from attacks for 1 second.
100 - Face of the Mountain - When struck by a power attack or power bash, the attacker's strike rebounds forcefully as if striking solid rock, staggering them and potentially knocking them to the ground if wearing all Heavy Armor.
Illusion
0 - Illusion Mastery (2) - Illusion spells cost 35/50% less Magicka, Illusion spells last 0.5/1% longer per level of Illusion, and mind affecting Illusion spells (Calm, Fear, Frenzy, Rally) are 0.1/0.2 points stronger per level of Illusion.
20 - Dream Thief - Activate sleeping victims to steal their dream, increasing the effectiveness of your Illusion spells by 50% for 3600 seconds. Chance to fail and alert the victim, based on Illusion skill.
20 - Illusion Dual Casting - Dual casting an Illusion spell empowers it, increasing effectiveness and cost.
30 - Commanding Presence - In combat, you radiate an aura of mystical nobility that touches allied creatures and people within 40 feet. Those affected gain 20% extra attack damage and have 20% chance of a critical strike.
30 - Entice Barter - Activate any target under the effect of a Calm spell to initiate trade.
30 - Imposing Presence - You radiate an aura of mystical charisma that touches all within 40 feet. Any Illusion spell you cast on those affected is 25% more powerful and lasts 30% longer.
30 - Night Eye - Grants the "Night Eye" power. At will, grants improved night vision for 120 seconds.
40 - Crown of the False King - Commanding Presence also increases armor by 80 points and magic resistance by 20%.
40 - Kindred Mage - Mind affecting spells and effects are 15 points stronger (or 30 points if you are the same race as the target).
40 - Silent Storm (2) - All spells you cast from any school of magic/, as well as all shouts, are silent to others.
40 - Wilting - Those affected by a Calm spell or effect within the radius of Imposing Presence lose 200 points of armor and 50% magic resistance.
50 - Fickle Fate - Mind affecting spells and effects cast on others are between 1 and 40 points stronger, chosen at random.
50 - Nemesis - Activate any hostile creature or humanoid in combat to summon an illusion of the target with 1% extra attack damage per Illusion level. The illusion relentlessly attacks the target for 30 seconds. This effect has a 180 second cooldown.
50 - Terror - Those affected by a Fear spell or effect within the radius of Imposing Presence drop their weapon.
60 - Imperious Splendor - Commanding Presence and Crown of the False King are twice as powerful as long as you remain above 75% Health.
60 - Master of the Mind - Mind affecting spells (Calm, Fear, Frenzy, Rally) and Commanding Presence also work on undead, daedra and automatons.
60 - Pandemonium - Those affected by a Frenzy spell or effect within the radius of Imposing Presence gain 50% extra attack damage.
70 - Dream Charm - Activate sleeping victims to project yourself into their dream, improving their disposition towards you. High disposition may earn you quests, discounts and gifts. Chance to fail and alert the victim, based on Illusion skill.
70 - Neverworld - Those affected by a Calm spell or effect within the radius of Imposing Presence are enraptured by a lotus dream from which they may refuse to return to reality. When the Calm is broken due to an attack, they may become Calmed again for 30 seconds.
70 - Shadow Refuge - While affected by an invisibility spell or effect, you take 35% less damage from attacks and sneaking is 15% better.
70 - The Reaper Comes - Activate any non-essential humanoid (only) under the effect of a Calm spell to send a wraith to slay the target within 15 seconds. This counts as an assault, if you get seen. This effect has a 180 second cooldown and can only affect one target at a time.
80 - Lamb to the Slaughter - Activate any humanoid (only) under the effect of a Fear spell to compel the target to stand motionless for 30 seconds. Your attacks against this target ignore armor. This effect has a 180 second cooldown and can only affect one target at a time.
80 - Protect Your God - When struck by a weapon, may compel a nearby ally affected by Commanding Presence to engage your attacker, dealing 250% extra attack damage for 5 seconds.
80 - Soulcrusher - Feast upon the minds of those affected by a Fear spell or effect within the radius of Imposing Presence, absorbing 25 points of Magicka per second.
90 - Blind Guardian - Activate any non-hostile creature or humanoid in combat to summon an illusion of the target. The illusion fights for the target for 60 seconds and the target won't flee for its duration. This effect has a 300 second cooldown.
90 - Dream Geas - Activate sleeping victims to send a dream that compels them to fight at your side until released. You can only have one Dream Thrall at a time. Chance to fail and alert the victim, based on Illusion skill.
90 - Ghost of the Tenth Eye - Sneaking while under the effect of the Vision of the Tenth Eye spell will summon a disembodied eye under your control. The eye has 1 point of Health, but is invisible and silent. You must know the Vision of the Tenth Eye spell to learn this perk.
90 - Heavy Weighs the Tapestry - Activate any humanoid (only) under the effect of a Frenzy spell to incapacitate the target with magical exhaustion for 30 seconds and drain 500 points of Magicka and Stamina. This effect has a 180 second cooldown and can only affect one target at a time.
90 - Nightfall - Those affected by a Frenzy spell or effect within the radius of Imposing Presence are consumed by battle hunger when there are no other enemies remaining, taking 40 points of damage per second.
100 - Wraithwalker - After using an Activate perk (Blind Guardian, Heavy Weighs the Tapestry, Lamb to the Slaughter, Nemesis, The Reaper Comes), Illusion spells are 50% more powerful and last 50% longer for 10 seconds. The cooldown of Activate perks ends after 8 seconds out of combat.
Light Armor
0 - Light Armor Mastery (2) - Armor rating of Light Armor increased by 20/40%. You gain a small amount of Light Armor experience when wearing at least two pieces of Light Armor in combat.
20 - Iron Fist (3) - Increases unarmed damage by 5/15/25% of your current Stamina, and you gain Light Armor experience when using unarmed attacks in combat. Requires two free hands.
20 - Annoying Mosquitoes (2) - You take 10/20% less attack damage from enemies with full Health if wearing all Light Armor.
30 - As a Leaf - While sprinting in Light Armor, you cannot be staggered and take 50% less damage from power attacks.
30 - Light Armor Fit - Armor rating of Light Armor increased by 25% if wearing all Light Armor.
40 - Initiative (2) - When you enter combat, if wearing all Light Armor, regenerate up to 10/20% of your maximum Stamina per second. This bonus gradually diminishes over the course of 15 seconds.
40 - Keen Senses - You no longer need to wear a helmet to benefit from perks that require "wearing all Light Armor". If you are not wearing a helmet, Light Armor pieces have 20% increased armor rating.
40 - Sweeping Wind - Unarmed power attacks do 25% more damage. Additionally, if your movement speed is increased, they do 2% damage per 1% movement speed. Requires two free hands.
50 - Rushing Tide - Unarmed attacks grant 10% increased Stamina regeneration and 5% movement speed for 8 seconds. This effect stacks. Requires two free hands.
50 - Unhindered - Light Armor weighs nothing and doesn't slow you down when worn.
50 - Windrunner - Move 10% faster in combat if wearing all Light Armor.
60 - Evasive Leap - If wearing all Light Armor, jump in combat to cause all incoming attacks and spells to miss for 1 second. This effect has a 5 second cooldown.
60 - Into the Maelstrom - You take 10% less attack damage when fighting more than one enemy if wearing all Light Armor.
70 - Fight or Flight - When struck by an unblocked attack or spell in combat, an adrenaline rush regenerates 5% of your maximum Stamina per second for 6 seconds if wearing all Light Armor.
70 - Hissing Dragon - You may choose a damage type (fire, frost, shock, poison, disease or sun). Unarmed attacks unleash a shockwave that deals the chosen damage type to all targets in front of you. Requires two free hands. Does not activate while sneaking.
70 - Wardancer - Your agility enables you to strike more effectively, granting 20% more attack damage and critical damage if wearing all Light Armor. This effect is lost for 6 seconds whenever you get struck by an unblocked attack or a hostile spell in combat.
80 - Spelldancer - Wardancer also improves elemental (fire, frost and shock) spells and effects by the same amount.
80 - Survival Instinct - When you get struck by an unblocked attack or hostile spell in combat, gain 10% movement speed for 6 seconds if wearing all Light Armor.
80 - Wild and Free - While sprinting in Light Armor, you take 50% less damage from attacks.
90 - Breaking Waves - Unarmed attacks have 15% chance of a critical strike that deals critical damage equal to 40% of your current Stamina. If you are affected by Wardancer, every hit is a critical strike. Requires two free hands.
90 - Glancing Blows - You take 30% less damage from blocked attacks while Wardancer is active. When you lose the Wardancer effect due to an unblocked attack, it also deals 30% less damage.
90 - Lightning Strike - Your critical strikes deal 75% more critical damage for 10 seconds after entering combat while wearing all Light Armor.
100 - Tempting Fate - You gain 20% movement speed if you are not blocking during an enemy's power attack. If the power attack misses, the effect lasts until combat ends or until you get struck by a power attack.
Lockpicking
0 - Lockpicking Mastery (2) - Weaker/all locks are easier to pick.
20 - Bear Traps - Able to pick up Bear Traps or create them at a Forge or Anvil, and drop them from your inventory to place them. The teeth of placed Bear Traps deal 2 points of damage per level of Lockpicking. You can only pick up and carry two Bear Traps at a time.
20 - Game of Fate - There are 5 Dragons of Fate hidden in random locked containers in Skyrim. Each grants 15000 gold and a free perk point when removed from its container. The name of the container changes to indicate the treasure inside.
30 - Lockdown - Activate a hostile automaton to lockpick your way into its engine. Lock difficulty is based on its current Health. Pick its lock within 15 seconds to reduce its Health to 1 and shut it down for 60 seconds. If you fail, you can't try again for 30 seconds.
30 - Robber's Eye - When you enter a dwelling you don't own, illuminates a locked container for 120 seconds. During this time, it contains valuable items (based on your Lockpicking skill and the difficulty of its lock). This can only occur once every 12-60 ingame hours.
30 - Wax Key - Gives you a copy of a picked lock's key if it has one.
40 - Gone in Fifteen Seconds - Taking 15 seconds or less to pick the lock on a container illuminated by Robber's Eye improves the added treasure by an average of 50% based on the level of the lock and resets the cooldown of Robber's Eye.
40 - Lockjaw - Your Bear Traps stagger victims struck by the teeth, reducing their armor rating by 10 points per level of Lockpicking for 5 seconds.
40 - Locksmith - Pick starts much closer to the lock opening position.
50 - Big Game Hunter - Placed Bear Traps are 20% bigger and more likely to successfully hit small or fast moving targets. They also rearm themselves 2.5 seconds after being triggered.
50 - Hotwire - Activate an automaton under Lockdown to lockpick its brain. Succeed within 15 seconds to hack the automaton, forcing it to follow you and fight for you. If you fail, you can't try again for 30 seconds. You can only have one Hotwired Automaton at a time.
50 - Nose for Treasure - You may choose an item type (gold, jewelry, books, ingredients, potions, ingots, weapons, armor, scrolls). Containers illuminated by Robber's Eye are three times more likely to contain items of your chosen type over other types.
60 - Dungeoneer - Robber's Eye also works in dungeons and lasts three times as long.
60 - Golden Touch - Find 20-100 more gold in many dungeon chests and 2-10 more gold in some corpses, urns, etc.
70 - Bait - Grants the "Bait" power. At will, lures the nearest hostile target within 75 feet to the location of the nearest Bear Trap placed within 50 feet (not during combat or conversation). Lasts 30 seconds.
80 - Bushwhack - If the victim of your Bear Trap is not detecting you, the trap is five times as effective.
80 - The Revenge - You can pick up and carry 3 Bear Traps.
90 - Percussive Maintenance - Your Hotwired Automaton moves 30% faster and attacks 20% faster. Hitting your Hotwired Automaton with a mace or warhammer repairs it 150 points (or 300 points on a power attack) and further increases attack speed by 50% for 10 seconds.
90 - Treasure Hunter - Increases the chance of finding an additional weapon or armor item in many dungeon chests from 10% to 15%.
100 - Dragon's Teeth - When placing a Bear Trap, you may choose to add an extra effect: Poison, Drain Magicka, Drain Stamina, Slow, Banish or Turn Undead. This effect is triggered when a victim is struck by the teeth and takes damage.
100 - Seen This Before - Your skill at lockpicking is such that you may bypass locks of Expert or lower level without using a key or manually picking the lock. After picking or bypassing at least 100 locks, you gain 2 perk points.
One-Handed
0 - One-Handed Mastery (2) - One-handed weapons do 25/50% more damage./, and critical strikes with one-handed weapons do 2% more critical damage per level of One-Handed.
20 - Disciplined Fighter - Reduces the Stamina cost of power attacks with one-handed weapons by 15 points.
30 - Bite Marks (3) - Unblocked attacks with daggers deal an additional 1/2/3 point/s of bleed damage per second for 30/45/60 seconds to living targets. This effect stacks.
30 - Bleed Like a Lamb (3) - Attacks with war axes deal an additional 1/2/3 points of damage per second for 3 seconds to living targets. When the bleeding stops, they take damage equal to 15/20/25% of the Health they lost while bleeding.
30 - Clash of Champions (3) - Attacks with swords reduce the target's attack damage by 10/15/20% for 3 seconds.
30 - Denting Blows (3) - Attacks with maces reduce the armor rating of armored enemies by 50/75/100 points for 15 seconds.
40 - Cross Cut (2) - Unblocked regular attacks with a sword increase the damage of your power attacks against the target by 25/50% for 4 seconds.
40 - Furious Strength - Power attack damage with one-handed weapons increased by 15% plus 0.1% per point of Stamina. Unlocks decapitations.
40 - Mangle (2) - Attacks with a war axe ignore 25/50% armor if the target is staggered.
40 - Savage (2) - Attacks with a dagger deal 25/50% more damage if you rapidly hit the target three or more times. Resets when 2 seconds pass between hits.
40 - Smite (2) - Power attacks with a mace deliver a critical strike that deals three/six times critical damage (four/eight times against the undead). Targets can only be struck by Smite once every 30 seconds.
50 - Falling Sword - Forwards power attacks with a sword cause targets to bleed for 20 seconds. When a bleeding target falls below 25% Health, your attacks against that target are critical strikes that deals ten times critical damage.
50 - Overrun - Can perform a one-handed sprinting power attack that deals up to 50% more damage and critical damage to a target above half Health. The higher its remaining Health percentage, the more damage and critical damage is dealt.
50 - Rise Kinsmen - Forwards power attacks with a mace inspire nearby allies, granting them 20% extra attack damage for 15 seconds. This effect stacks.
50 - Rogue's Parry - When wielding a one-handed weapon and an empty other hand, attacking with the weapon while the opponent is winding up their attack or drawing a bow deals 40% more damage and delivers a critical strike.
50 - Shieldbiter - Forwards power attacks with a war axe smash through a block, causing the target to drop their shield and take a critical strike that deals five times critical damage.
50 - Twin Fang - Forwards power attacks with a dagger impale the target, dealing double Bite Marks damage, whether or not the attack is blocked.
60 - Man O'War - While dual wielding in combat, build up a battle rage with each attack, gaining 1% extra attack damage and 1% bonus attack speed for 20 seconds. This effect stacks.
60 - Swaying Cobra - Sideways power attacks with a dagger inflict distracting wounds, draining 100 points of Magicka and Stamina and halting regeneration for 5 seconds.
60 - Toll the Bell - Sideways power attacks with a mace deplete all of your Stamina on impact, dealing 1% more damage per point of Stamina depleted and doing a critical strike.
60 - Windswept - Sideways power attacks with a sword fling targets backwards up to 6 feet, dealing up to 40% more damage based on distance traveled.
60 - Wolfstooth - Sideways power attacks with a war axe grant 15% extra attack damage for 30 seconds. This effect stacks.
70 - Death Adder - Standing power attacks with a dagger ignore armor.
70 - Go for the Throat - Standing power attacks with a war axe remove all active instances of Wolfstooth on the user, dealing 50% bonus damage and a critical strike for 250% bonus critical damage for each instance consumed.
70 - Into the Dust - Repeated standing power attacks with a sword against a target do escalating damage if no more than 3 seconds pass between each. This effect stacks up to three times, each doing 15% more damage. Reaching four stacks knocks the target off their feet.
70 - Meteor Storm - Each standing power attack with a mace that hits a target empowers subsequent standing power attacks with a mace within 20 seconds, increasing their damage and Stamina cost by 15%. This effect stacks.
70 - Thundering Blow - Whenever you perform a total of 8 or more one-handed regular attacks in combat, your next one-handed power attack is a Thundering Blow that deals double damage and costs no Stamina, resetting the counter.
80 - Apex Predator - Attacks with war axes deal bonus damage to living targets equal to 4% of their current Health (max. 40 damage).
80 - Coiling Python - Hitting a target with a forwards, sideways and backwards power attack with a dagger within 30 seconds paralyzes the target for 20 seconds. Your attacks against the paralyzed target are critical strikes that deal nine times critical damage.
80 - Judgment - Slaying an enemy under the effect of Clash of Champions restores 100 points of Stamina.
80 - Skull Crack - Attacks with maces interrupt spellcasting. Does not work on massive targets.
90 - Aftershock - After a Thundering Blow, attack speed is increased by 75% for 3 seconds.
90 - Unleash the Beast - While dual wielding in combat, enter a murderous frenzy every 20 to 40 seconds. For 8 seconds, dual wield power attacks deal 50% more damage and 100% more critical damage.
100 - Wandering Warrior - Whenever you defeat at least 4 humanoids and/or animals in a single battle, you gain a permanent +1% bonus to one-handed damage. This effect stacks up to +20%.
Pickpocket
0 - Pickpocket Mastery (2) - Adds 20/40% to your pickpocket chance and increases carry weight by 50/100 points.
20 - Blood Money - You find 10-100 more gold when looting humanoid corpses you have slain in an especially violent fashion (with an attack that dealt at least 100 more damage than their remaining Health or a killmove).
20 - Trained Rabbit - Grants the "Trained Rabbit" power. At will, silently sends out a trained rabbit to lead you to the nearest loose valuable item (armor, weapon, key, book, soul gem, ingredient). It then returns to you.
30 - Cutpurse - Adds 25% to your chance to pickpocket gold, keys and jewelry.
30 - Thief's Eye - When you enter a major city, illuminates a random citizen on the streets for 300 seconds. If you interact with the target during this time, they will carry valuable items (based on your Pickpocket skill). This can only occur once every 12-60 ingame hours.
40 - Brotherhood Cocktail - Silently harm enemies by placing poisons in their pockets while pickpocketing.
40 - Death's Emperor (2) - A cursed septim appears in your inventory. When someone else is in possession of the coin, your attacks deal 100/200% more damage and critical damage to them.
40 - On the Run - After you successfully pickpocket someone, sneaking is 200% more effective and movement speed is increased by 25% for 10 seconds.
50 - Lawless World - Petty crimes are slowly forgotten, allowing your bounties for non-violent crimes to decay at a rate of 50% of your Pickpocket skill level each day.
50 - Thief's Luck - You may choose an item type (gold, jewelry, books, ingredients, potions, ingots, scrolls). Those illuminated by Thief's Eye are three times more likely to carry items of your chosen type over other types.
60 - Stalk the Prey - Preparing to pickpocket (sneaking behind a victim with the pickpocket message displayed) for at least 10 seconds adds 20% to your chance to pickpocket any item.
70 - Doomed to Plunder - Killing a victim in possession of the Death's Emperor grants 100-300 more gold.
70 - Trickster - Can pickpocket equipped weapons. If the target is sleeping, can pickpocket any equipped item.
80 - Crime Wave - Shortly after you pickpocket or speak with the target illuminated by Thief's Eye, a new victim is illuminated, up to 4 times in a row.
80 - You Saw Nothing - Grants the "You Saw Nothing" power. Once a day, distract a target and others in a 40 foot radius around the target. For 45 seconds, you will not receive a bounty if they are the only witness of your crimes. Does not prevent them from defending themselves.
90 - Mutiny - Grants the "Mutiny" power. At will, activates the curse of the Death's Emperor, causing whoever is in possession of the coin to attack randomly for 30 seconds. Any deaths resulting from this can't be traced back to you.
90 - Robbed Blind - Adds the Thief's Eye effect to You Saw Nothing.
100 - Dragon Hoard - Whenever you sleep with 50000 or more gold in your inventory, you may choose to spend it to purchase a perk point.
Restoration
0 - Restoration Mastery (2) - Cast Restoration spells for 35/50% less Magicka, and Restoration spells are 0.25/0.5% more powerful per level of Restoration.
20 - Descending Light - When you enter combat, rapidly regenerate points of Magicka equal to half of your Restoration skill level per second. This effect gradually diminishes over the course of 15 seconds. The regeneration does not stop while casting.
20 - Restoration Dual Casting - Dual casting a Restoration spell empowers it, increasing effectiveness and cost.
30 - Edgewalker - Restoration spells are up to 30% more powerful if the recipient is below half Health. The bonus increases as Health decreases.
30 - Hallowed Burial (2) - Your attacks and Restoration spells and effects are 20/30% more powerful against undead enemies.
30 - Spirit Tutors - Two spirit tutors roam Skyrim. Find them and speak with them to receive a permanent blessing that makes Restoration spells 1% stronger per 20 points of Magicka. Each spirit tutor grants one blessing.
30 - Vigilant - The first ward you cast in combat costs no Magicka to maintain.
40 - Necromanticon - Study the arts of disease, learning the "Putrefy" spell. When your Restoration skill reaches 50, you learn "Death Cloud". When your Restoration skill reaches 75, you learn "Carrion Wind". These spells deal disease damage to nonmechanical targets.
40 - Exorcist - Study the arts of destroying the undead, learning the "Sunblast" spell. When your Restoration skill reaches 50, you learn "Holy Hands". When your Restoration skill reaches 75, you learn "Stellar Core". These spells deal damage to the undead.
40 - False Light - While in combat, you may cast targeted healing spells and effects on enemies to inflict damage equal to 75% of the heal amount.
40 - Respite - Healing spells also restore Stamina equal to their power.
50 - Antimagic Field - Staying within 8 feet of an enemy while maintaining a ward prevents them from casting spells. No effect on massive targets.
50 - Overflowing Cup - Receiving a healing spell or effect when you are already at full Health overheals you, fortifying Health by 1 point per level of Restoration for 20 seconds.
50 - Pilgrim - Shrine blessings you receive are 1% stronger per level of Restoration.
50 - Warrior's Flame - In combat, the Warrior's Flame periodically touches a random target within 100 feet (including you). Friendly targets are blessed, restoring 20 points of Magicka and Stamina for 5 seconds. Hostile targets are cursed, draining the same amount instead.
60 - Ashes to Ashes - Your Warrior's Flame carries the essence of death. Hostile undead cursed by Warrior's Flame take 30 points of damage per second.
60 - Crusader's Fire - In combat, targets within 30 feet affected by a Turn Undead spell or effect burn with divine fire, taking 10 points of damage per second for 10 seconds. Your attacks and critical strikes deal 25% more damage to targets affected by Crusader's Fire.
60 - Forbidden Sanctuary - When your ward blocks a spell, you gain Magicka equal to 25% of that spell's cost (or 100% if you are blessed by Warrior's Flame).
60 - Lightwielder - Increases False Light damage by 10% and allows the perks Sacred Guardian and Under my Wings to hit and damage enemies.
60 - Sacred Flame - Your Warrior's Flame carries the essence of life. Living allies blessed by Warrior's Flame are healed 20 points per second.
70 - Bastion Ward - Wards reduce incoming attack damage by 40% (or 20% for wards generated by Spellbreaker and Mage Ward).
70 - Chalice of Tears - If you are diseased or undead, your Restoration spells are 15% stronger and last 50% longer.
70 - Plague Doctor - Radiate a zone of pestilent death that reduces the poison and disease resistance of enemies approaching within 40 feet by 50% for 30 seconds.
70 - Under my Wings - Dual casting a healing spell on yourself also casts it on nearby nonmechanical allies within 20 feet. Does not apply to concentration spells.
70 - Wheel of Life - In combat, gradually accumulates ambient lifeforce from the environment and releases it in periodic bursts, healing you 100 points every 30 seconds. Becoming affected by a different healing spell or effect restarts the cycle from the beginning.
80 - Battle Cleric - When Warrior's Flame blesses or curses a target, it also increases or reduces armor by 200 points and magic resistance by 25% for its duration.
80 - In Thy Name - Increases False Light damage by 15% when you are affected by a shrine blessing.
80 - Mage Ward - Casting a spell also raises a ward that increases armor rating by 100 and negates up to 100 points of spell damage and effects.
80 - Sacred Guardian - Emanate a 20 foot aura of protection. Any living allies within range who fall below 30% Health are automatically healed 150 points. This effect has a 30 second cooldown per target.
90 - Enduring Ideal - Wheel of Life heals 25% more and each new cycle is 5 seconds faster than the last.
90 - Gods and Mortals - Shrine blessings last 50% longer, and the blessings of the Divines (Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr, Talos, Zenithar) confer powerful additional effects.
90 - Tome of Many Pages - Teaches 18 different Restoration spells. Each fortifies a single skill by 15 levels for 120 seconds.
100 - Apotheosis - Grants the "Apotheosis" power. Once a day, casts Warrior's Flame on all nearby for 20 seconds. Costs 250 Magicka.
Smithing
0 - Smithing Mastery (2) - You can create Novice (Steel/Bonemold) items at a forge or anvil, and improve them twice as much./All items can be improved 10% more.
20 - Dwarven Autocannon (2) - You can create Dwemer Autocannons at a forge or anvil. Use the "Dwarven Autocannon" power to deploy them. Cannons fire parallel to your crosshair for 30/60 seconds, dealing damage equal to 30/40% of your Smithing skill, if you are within 12 feet.
30 - Advanced Workshop - You may choose to upgrade one grindstone or workbench to an Advanced version for 2500 gold. It improves items one tier higher (items can be improved beyond Legendary). Can be "Disassembled" by sneaking, allowing you to upgrade another of the same type.
30 - Meric Smithing (2) - Choose an item type: Contemporary Meric (Elven/Chitin), Dwarven. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Contemporary Meric (Elven/Chitin) and Dwarven items at a forge or anvil, and improve them twice as much.
40 - Arcane Blacksmith - You can improve enchanted weapons and armor.
40 - Electrobolt (2) - Every fifth Dwarven Autocannon shot is an electromagnetic blast that moves slower than a regular shell but deals shock damage to Health and Magicka equal to 80/240% of your Smithing skill level.
40 - Recycle Materials - 50% chance to retain any materials you spend at an Advanced Grindstone or Advanced Workbench.
50 - Remote Control - Your Dwarven Autocannon now fires regardless of the distance between it and you.
50 - Expert Smithing (2) - Choose an item type: Hard Steel (Scaled/Plate/Nordic), Orcish. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Hard Steel (Scaled/Plate/Nordic) and Orcish items at a forge or anvil, and improve them twice as much.
60 - Sandstone Sheath - When you draw a weapon, it is automatically sharpened, granting 25% extra attack damage for 10 seconds. This can only occur once every 30 seconds.
60 - Smithing Specialization - You may choose an item type: One-Handed, Two-Handed, Light Armor, Heavy Armor or Archery. Items of the chosen type can be improved 20% better at a grindstone or workbench.
70 - Exotic Smithing (2) - Choose an item type: Glass, Crystalline (Ebony/Stalhrim). You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Glass and Crystalline (Ebony/Stalhrim) items at a forge or anvil, and improve them twice as much.
70 - Firing Line - Your Dwarven Autocannon now deploys two cannons side by side.
80 - Iron Lore - If you Specialized in an armor type, your attacks ignore 15% of the armor rating of enemies wearing items of the chosen type. If you Specialized in a weapon type, you take 10% less damage from weapons of the chosen type.
80 - Spin Up - Your Dwarven Autocannon gradually shoots faster over time, gaining 2% firing speed per shot, up to 200%.
90 - Planar Smithing (2) - Choose an item type: Daedric, Dragonbone. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Daedric and Dragonbone items at a forge or anvil, and improve them twice as much.
90 - Fuel the Inferno - When activating an Advanced Grindstone or Advanced Workbench, you may choose to sacrifice a Dragon Soul to improve items by a further one tier during that session.
100 - Heart of Creation - Pour your Dragonborn blood into the fire at one forge. Forging an item in this forge empowers you, increasing attack damage and critical strike damage by 15% and reducing attack damage taken by 15% for 1800 seconds.
Sneak
0 - Sneak Mastery (2) - Sneaking is 15/30% more effective. Sneak success depends on visibility (movement and light level), sound (movement and armor weight), skill level and distance.
20 - Sneak Attack - Sneak attacks with one-handed weapons deal 100% more damage. Sneak attacks with any other weapon or fists deal 25% more damage.
20 - Tripwire - Grants the "Tripwire" power. At will, places a tripwire in front of you for 120 seconds. It snaps when tripped, knocking all targets hit by it to the floor.
30 - Demolition Job - All Destruction spells and scrolls are 1% more powerful per level of Sneak if the target is not detecting the caster (2% for rune spells).
30 - Fog of War - Sneaking is 15% more effective against targets that are in combat with you, or 30% if they are in combat with someone else.
30 - Silent Roll - Sprinting while sneaking executes a silent forward roll.
30 - Spot Detection - Grants the "Spot Detection" power. At will, outlines all humanoids within 150 feet that are detecting you with a green glow. Lasts 30 seconds.
40 - Assassin's Blade - Sneak attacks with daggers deal 1% more damage per level of Sneak.
40 - Dynamic Entry - Performing a silent roll increases your weapon damage by 40% and unarmed damage by 40 points for 3 seconds.
40 - Infiltrator - Your footsteps and equipped armor make 75% less noise when sneaking.
40 - Whiplash - Tripwire also reduces armor rating by 1000 points for 5 seconds.
50 - Backstab (2) - You deal 25/50% more damage and critical damage with daggers when striking a target from behind.
50 - Light Foot - You won't trigger pressure plates.
50 - Right Behind You - You are adept at hiding in your target's blind spot. Sneaking is 15% more effective within 30 feet and 30% more effective within 15 feet.
60 - Disengage - Grants the "Disengage" power. Once a day, all enemies within 100 feet who are attacking you or searching for you instantly stop and resume their normal activities.
60 - Dodge Roll - Performing a silent roll makes you ethereal for 1 second, causing all incoming attacks and spells to miss.
60 - Smokescreen - Grants the "Smokescreen" power. Once a day, creates a 35 foot cloud for 180 seconds that blinds those in the cloud, preventing them from seeing sneaking targets. Sneak attacks against them deal 50% more damage.
70 - Backup Plan - After being out of combat for at least 5 seconds, entering combat will place a Tripwire behind you for 60 seconds. This does not count against the limit of one Tripwire at a time.
70 - Clean Escape - When you stand still for 8 seconds while sneaking, enemies within 150 feet no longer search for you.
80 - Behind Enemy Lines - Sneaking is 15% more effective for each enemy within 100 feet that is not detecting you.
80 - Partystarter - When you gain invisibility, places a barrel of flammable booze at your location. When you lose invisibility, it explodes, dealing fire damage equal to 200% of your Sneak skill level and staggering targets. This effect has a 15 second cooldown.
80 - Problem Solver - Sneak attacks deal 10% more damage for each 200 points of Health the target has, up to 50% more damage.
90 - Cloak and Dagger - Breaking invisibility with a power attack is a guaranteed critical strike that deals 50% more critical damage.
90 - Greased Lightning - A hidden bottle enables you to leave a trail of grease whenever you perform a silent roll in combat. The grease lasts for 10 seconds and staggers running enemies, while sprinting enemies slip and fall to the ground.
90 - Shadow Warrior - Entering sneak mode in combat grants 2 seconds of invisibility, briefly leaving combat and forcing distant opponents to search for you. This effect has an 8 second cooldown.
100 - Laughing Ghost - Grants the "Laughing Ghost" power. At will, while sneaking, teleport through the shadows behind a target to attempt a sneak power attack with your right weapon that deals double sneak attack damage. The target must be out of combat.
Speech
0 - Speech Mastery (2) - Sell items for 10/20% more. Your intimidation attempts are twice/four times as likely to succeed.
20 - And the Universe Listens - Shouting restores points of Health, Magicka and Stamina equal to your shout cooldown in seconds. You gain Speech experience when shouting based on your shout cooldown.
20 - Performer - Grants the "Perform" power. Once a day, play a song to entertain up to five people within 50 feet and collect a donation from each, based on your Speech skill and the amount of gold they are carrying.
30 - Bribery - Can bribe guards to ignore crimes.
30 - Kinship - Buy items for 15% less when trading with the same race.
30 - Irresistible Dance - Can Perform in combat to force the two nearest enemy people within 100 feet to dance spellbound, preventing them from acting and reducing their armor skills by 50 levels. Use again to stop.
30 - Serenade - Performing to members of the opposite sex yields twice as much gold and potentially small items.
40 - Business Relation - Create a bond with the next merchant you speak with. Buy items for 30% less from that specific merchant.
40 - Encore - Able to Perform multiple times per day.
40 - Golden Fiddle - Irresistible Dance now also forces daedra, undead and animals to listen spellbound.
40 - Windborne - Shouting summons up a divine wind, granting 30% extra attack damage and 15% increased movement speed for 15 seconds. This effect stacks.
50 - Force Redoubled (2) - 25/50% chance to reduce the cooldown of any shout to 3 seconds.
50 - Salesman - Can sell any type of item to any kind of merchant.
50 - Speak with Animals - Can Activate animals to tame them, forcing them to follow you anywhere you go and fight for you until released. You can only have one Wild Companion at a time. Use the "Release Companion" power to release your Wild Companion.
60 - Earthquake Drum - Can Perform in combat to unleash shockwaves. Each drumbeat deals 50 points of damage to nearby enemies within 30 feet. Use again to stop.
60 - Hurricane Force - Shouts that affect others are 1% more powerful per level of Speech.
60 - Investor - Can invest 500 gold with a shopkeeper to increase his or her available gold by 500 permanently.
70 - Fence - Can barter stolen goods with any merchant.
70 - Horn of Sovngarde (2) - Grants the "Horn of Sovngarde" power. Once a day, blow a horn to call the nearest three friendly people (except followers) within 200 feet to follow you for 600 seconds/one ingame day.
70 - Thu'um of War - Your shouts stagger nearby enemies within 25 feet, reducing armor rating by 300 points for 10 seconds and knocking enemies below 25% Health to the ground.
80 - Gift of Kynareth - Improves your Wild Companion. Wolves gain 100% extra attack damage. Spiders gain magic immunity. Bears gain 150 points of Health. Chaurus gain 300 points of armor. Saber cats gain 40% movement speed and move silently.
80 - Merciless Storm - Grants the "Merciless Storm" power. Once a day, cancels an active shout cooldown, allowing you to shout again immediately afterwards.
80 - Witching Rhythm - Earthquake Drum deals 50% more damage. Each beat of Earthquake Drum also briefly reduces the magic resistance of affected enemies by 200% for 0.4 seconds.
90 - Lord of the Dance - Irresistible Dance can affect up to five enemies.
90 - War Drummer - Each beat of Earthquake Drum also heals nearby allies by up to 20 points based on their missing Health percentage, and grants them 100% extra attack damage for 0.4 seconds.
90 - Trade Prince - Every merchant in the world gains 1000 gold for bartering.
100 - Dovahzulaan - For 120 seconds after using Merciless Storm, any shout you use also carries the previous shout.
Two-Handed
0 - Two-Handed Mastery (2) - Two-handed weapons do 25/50% more damage./, and critical strikes with two-handed weapons do 2% more critical damage per level of Two-Handed.
20 - Trained Fighter - Reduces the Stamina cost of power attacks with two-handed weapons by 20 points.
30 - Bleed Like a Dog (3) - Attacks with battle axes deal an additional 2/3/4 points of damage per second for 3 seconds to living targets. When the bleeding stops, they take damage equal to 20/25/30% of the Health they lost while bleeding.
30 - Clash of Heroes (3) - Attacks with greatswords reduce the target's attack damage by 15/20/25% for 3 seconds.
30 - Crushing Blows (3) - Attacks with warhammers reduce the armor rating of armored enemies by 75/100/125 points for 15 seconds.
40 - Batter (2) - Power attacks with a warhammer have 15/25% chance of a critical strike. All critical strikes with a warhammer deal double critical damage.
40 - Ferocious Strength - Power attack damage with two-handed weapons increased by 15% plus 0.1% per point of Stamina. Unlocks decapitations.
40 - Maul (2) - Power attacks with a greatsword destabilize a target, increasing the damage of your regular attacks against the target by 25/50% for 5 seconds.
40 - Rive (2) - Power attacks with a battle axe ignore 25/50% armor.
50 - Avalanche - Forwards power attacks with a warhammer daze a target for 10 seconds, causing the target to stagger when struck by any unblocked attack.
50 - Breach the Wall - Forwards power attacks with a greatsword that would leave the target above 60% Health deal enough additional damage to make up the difference.
50 - Execute - Forwards power attacks with a battle axe execute targets below 30% Health, delivering a critical strike that deals twenty times critical damage.
50 - Trample - Can perform a two-handed sprinting power attack that deals up to 50% more damage and critical damage to a target above half Health. The higher its remaining Health percentage, the more damage and critical damage is dealt.
60 - Death or Glory - Two-handed power attacks deal up to 100% more damage below half Health. The damage bonus increases as your Health decreases.
60 - Decimate - Sideways power attacks with a battle axe hit all targets in front of you. This deals 20% more damage for each enemy within 8 feet.
60 - Subjugate - Sideways power attacks with a greatsword hit all targets in front of you, lowering attack speed to 50% for 10 seconds. This effect has a 20 second cooldown per target.
60 - The Pendulum - Sideways power attacks with a warhammer hit all targets in front of you. When this hits a target twice within 10 seconds, the second hit knocks the target to the ground, dealing 50% more damage and a critical strike that does double critical damage.
70 - Bisect - Standing power attacks with a battleaxe deal bonus damage equal to 15% of a target's current Health (max. 150 damage).
70 - Grand Slam - Whenever a standing power attack with a warhammer inflicts a critical strike, it deals 3% more critical damage per point of Stamina.
70 - Humiliate - Standing power attacks with a greatsword fatigue a target, draining 150 points of Magicka and Stamina and halting regeneration for 5 seconds.
70 - Massacre - In combat, swinging a two-handed weapon has 10% chance to increase attack speed by 175% for 3 seconds.
80 - Deadfall - Bashing with a warhammer to interrupt an attack before it hits allows you to follow up with a power attack within 2 seconds to crush the attacker, reducing their armor by 500 points for 5 seconds.
80 - Overthrow - Bashing with a greatsword to interrupt an attack before it hits allows you to follow up with a power attack within 2 seconds to deliver a critical strike that deals three times critical damage and disarms them.
80 - Ram's Head - Bashing with a battle axe to interrupt an attack before it hits allows you to follow up with a power attack within 2 seconds to knock them to the ground.
80 - Wolfkin - After performing 2 or more consecutive two-handed power attacks in combat, your next two-handed regular attack manifests a Spirit Wolf for 30 seconds that deals 15 bonus damage for each power attack.
90 - Bear Hide - You take half damage from enemy attacks while power attacking with a two-handed weapon.
90 - Enter the Arena - Massacre always activates when you take your first two-handed swing in combat. This effect has a 30 second cooldown.
90 - Voice of Rage and Ruin - In combat, swinging a two-handed weapon has 4% chance to activate your currently equipped power.
100 - Slayer of a Thousand Sons - In combat, two-handed weapons deal 5% more damage for each humanoid or animal you have slain in the previous battle, up to 40%.
Other features
Optional thief skills rebalance
To go with the new thief perks, there is an optional file available on the downloads page that modifies many game settings related to sneaking, lockpicking and pickpocketing to improve the thief experience: the effectiveness of sneaking now depends more on light level and movement and less on skill level, the pickpocket cap is 95%, and more. A full list of changes is in the Readme.
This file is optional. If you want to use a different thief skills overhaul, a combat overhaul that includes stealth changes or if you prefer the vanilla settings, do not use this file.
NPCs get Ordinator perks
Ordinator replaces vanilla perks used by NPCs with equivalent new weapon, magic and/or armor perks. For instance, if a spellcaster has Intense Flames level 1 in vanilla, this perk is replaced with Combustion level 1 and Scarring Burns level 1 from Ordinator. This is a result of the perks changing, not the NPCs, so this is compatible with every other mod.
Recommended mods
Ordinator is part of a cycle of vanilla-plus gameplay overhauls that combine to form "Full size Enairim", designed to greatly expand character building depth and variety:
My "full size" overhauls can be used interchangeably with my "V++" overhauls, which are more vanilla-plus and stay closer to vanilla Skyrim balancing, at the cost of some of the more crazy features. See my profile page for a full list.
Installation procedure: If your character is level 2 or higher, installing the mod will start a perk refund process. This can take up to several minutes and a message is displayed when the process is complete. If you are switching from another perk mod, follow the instructions in its mod description to refund your perk points before uninstalling.
Uninstallation procedure: Refund your perk points (see below) before uninstalling.
FAQ
How do I refund my perk points (respec): Make the skill legendary or use the perk refund feature in Apocrypha. Cheat: Refund perk points at any time by taking 5 Daedra Hearts to a cooking pot and crafting a Scroll of Legends.
I meet all of the requirements for a perk but still can't put a point into it: You have another mod loaded below Ordinator that modifies those perks. Load it above Ordinator.
Some perks or skill trees are still vanilla: You have another mod loaded below Ordinator that modifies those perks or skill trees. Load it above Ordinator.
Are critical strikes overpowered: Critical damage in Skyrim does not work the way it does in other games. It is not a multiplier to your total damage, but a value that is roughly equal to half of your weapon's unmodified base damage. For instance, a daedric greatsword deals 12 extra damage on a critical strike regardless of skill, smithing or enchantments. The large critical damage bonuses in Ordinator ensure that critical hits are actually useful.
Most of the one-handed/two-handed perks don't do anything: You have another mod that adds a hidden Combat Hit Spell perk with maximum priority, which will override all of Ordinator's Combat Hit Spell perks, disabling them regardless of load order. This is a design flaw on the part of the other mod. This will affect all perk overhauls, not just Ordinator. Unfortunately, this includes the Bloodlust sword from the Dawnfang/Duskfang Creation Club DLC.
There are several perks named "NPC Perk": You have another mod loaded below Ordinator that modifies the same skill trees, overriding them with the vanilla ones. Load it above Ordinator.
I'm having huge script lag: This mod is very lightweight and does not cause significant script lag. It features no persistent scripts and very few scripted effects in general. However, certain combat overhauls are inefficently designed and will run a heavy script whenever any actor is struck by anything, including harmless or friendly effects, potentially leading to script overload. This is a design flaw on the part of the combat overhaul and you should replace it. If you can't or don't want to do this, avoid perks that affect other actors, such as Imposing Presence.
The perks Quick Shot/Hailstorm greatly reduce my attack speed: Quick Shot is a vanilla Skyrim perk and has a bug where it sometimes loses its attack speed bonus, reverting it from 1.30 to 0. This means any attack speed bonus will increase the attack speed to a value above 0 but probably less than 1, so your attack speed decreases instead of increases. The fix consists of refunding your perk points. Note that this bug (the ability condition bug, where conditional abilities get stuck in the on or off position) is prevalent in vanilla Skyrim as well and is not caused by Ordinator.
The perk Arcane Blacksmith is not refunded: This is a vanilla Skyrim perk and has a bug where removing the perk from your character breaks it permanently. So Ordinator doesn't let you do that.
The perks Ranger, Quick Shot and Block Runner have no effect: These are vanilla Skyrim perks with a peculiar bug. If you had those perks at any point during your playthrough, removing them does not remove the effect. Additionally, Ranger in particular has another bug where it has no effect if you take the perk while sneaking. Note that all of this also applies to the same perks in the vanilla game. See the UESP page for more information.
Fistfights (brawls) immediately end or turn into a real fight: The "Brawl Bug" is a common issue with many gameplay mods and hard to avoid due to the way Skyrim brawls are implemented. Ordinator comes with a copy of the Modern Brawl Bug Fix included to solve this issue. If it does not, you may have the outdated Brawl Bugs Patch in your load order after Ordinator (as a standalone mod or included with another mod such as Enhanced Blood Textures). Either remove it or add the Modern Brawl Bug Fix to the end of your load order.
Perk descriptions are truncated on 4:3 aspect ratio monitors: This is a limitation of Skyrim. Use the Extended UI mod.