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Supports classical fantasy character builds such as Adventurer, Barbarian, Bard, Cleric, Duelist, Dragonborn, Paladin, SpellSword, Werewolf, and so on. Faith-Based Spell-casting is introduced that requires prayer instead of magicka. Combat Perks are more developed + 'realistic'. Careful though, NPCs also get many of these Perks!

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IMPORTANT:  This mod has been replaced by my 'Classic RPG Archtypes AND FULL NPC Perks GAME OVERHAUL' mod.







*NOTE:  There are 2 files for this mod.  One of them has you start with only 60lbs carry capacity....it is meant for those who want a more 'realistic' carry weight.  The other file is the standard file.


Mod Overview


Mods like Ordinator might be fleshed out, but the perks are generally FAR from rational (or balanced).  This mod alters/adds to the Perk Trees in a way that makes sense AND adds support for classical builds, such as:

Adventurer: A 'Mixed Armor' Perk tree (in HA) is introduced, combined with better developed Weapon Perks.

Barbarian: A 'Barbarian' Perk Tree (in LA) is introduced, combined with better developed Weapon Perks.  Barbarians have faster movement, increased agility, and strike harder WHILE CARRYING LESS INVENTORY WEIGHT.  They also gain a 'Greater Rage' Lesser Power* that is similar to how Berserker Rage works in D&D.
*Greater Rage is not dependent on how encumbered you are!

Bard: A Bard Perks Tree (in Speechcraft) is introduced, combined with better developed Weapon Perks.

Cleric + Paladin: A Cleric/Paladin Perk Tree is introduced (in Restoration).  Faith based spells are granted directly by the Divines, and require prayer AND Lawful Good behavior.  Divine Spells can be cast limited times, but require no magicka.  Additional benefits are granted that depend on which Divine Amulet you wear. 
*DIvine + Paladin Lawful Good 'requirements' are listed at the bottom.....a non Lawful Good character will quickly lose the ability to receive blessings and spells from praying at Shrines!
**For those seeking a D&D type Cleric/Paladin....you've found your mod!!!


Paladin of Talos: Talos is different than the 8 Divines, and so his Paladins have a different development path.  As with the other Divine Spellcasters, Talos priests are required to pray at a Talos Shrine to gain their limited selection of spells....only granted 2 altar spells since Paladins of Talos focus far more on their Thu'um!  Talos Paladin requirements are slightly less stringent than the other Divines.

Duelist/Spellsword: Perks are introduced (in 1H) that grant fencing type abilities to those using 1handed weapons in one hand, and nothing/dagger/spell in the other.  Abilities (that require proper timing) involve disarms, inducing stagger, dodging, and inflicting extra damage.

Werewolf: While not intentional, I realize now that my Barbarian Class Perks ALSO support lightly encumbered Werewolf builds VERY well!  ...You can even use Greater Rage before transforming into werewolf form = you can do a lot of damage in the 1rst minute of transforming!



Misc Setting Changes (IMPORTANT!!!):

-IMPORTANT!  Certain NPCs (like Bandits, for example) gain some of my modified Perks as well = you'll find some enemies FAR more challenging! 

-even without perks, melee weapons gain inherent abilities + bonuses against certain enemies....it is all very logical, for example, spriggans are weak against axes, skeletons are weak against blunt, NPCs take a bit more damage from swords, and so on....also bladed weapons cause bleeding (duhh) and blunt weapons can partially bypass armor.  *you can pick weapon perks that enhance these effects further!

-wearing gear is easier than carrying that gear = armor/jewelry/clothing weight 35% less when worn by default.

--Full Moon Rising Ability is added/activated (for werewolves, was in vanilla but never implemented)
-between 22:00-4:00, Werewolves gain +150 to health and stamina
-between 21:30-4:30 Werewolves gain Night Eye

-Your Sneak Skill ability is reduced by 35%.  You aren't as sneaky with this mod!

-Default Lockpicking 'sweetspot' is reduced by 99%!!!  Lockpicking Perks are required if you want to pick locks.  Potions+Enchantments are a big help as well!

*Even when you have the Perks, lockpicking is still somewhat more difficult than vanilla skyrim.

-No Starting Spells

-Candlelight light range extended by 2.2x...making it actually useful.

-Divine Spellcasters can cast 'Holy Light'...functions as per Candlelight, but lasts about 15 minutes.
*I recommend using 'Tweaks No Orb Candlelight Fix' to get rid of the default circling, glowing ball!

-TimeScale set to 5 (5 minutes game time = 1 minute real time) *this is simply a personal preference that you can change with 'set timescale to #' command

-Merchants have FAR LESS Gold available!

-Favor/Quest rewards give FAR LESS Gold!  No more peasants giving you 1,500 Gold for delivering donuts to their friend!!!

-Purchase/Sell prices are harsher for player!

-Enemies successfully blocking your attacks will negate many of the special effects your (or NPC) attacks trigger on hit  (bleed, disarm, critical damage, so on).

-Bleed damage starts off heavy, but quickly diminishes (heals) over time.  With all relevant Perks, you can possibly bleed enemies 40hp over 16 seconds with 1 hit.


-Stormcloak Sleeved Cuirasss is now a 'Heavy Armor' piece.  It weighs only 16lbs (and is considered rain resistant if using Hypothermia Mod) but is inferior to Iron in protection value.

-Lower Tier Armors (fur/hide/studded/imperial/stormcloak/iron/banded/ancientnord, steel and bonemold) have had their weight/protection tweaked slightly for 'realism' purposes.
*it was strange that lower level armor that covered far less, somehow weighed as much (or more) than full plate type high tier armor

-Lower Tier Heavy Cuirasses that have Pauldron's offer a bit more weight/protection compared to their non Pauldron'ed versions.

-Steel Horned Helm weighs +1 and has +1 protection compared to regular steel helmet.

-Steel Horned Helm now counts as both Steel AND SteelPlate in regards to armor sets.

-Unlimited Training (999 skill levels of training allowed per level).  *Still CAN'T train past skill level 90 with Master Trainers!

-Restoration Perk 'Avoid Death' now makes you momentarily ethereal (once per day) when you are about to be hit + your health is below 20%.

-Nord 'BattleCry': for 30 seconds, you gain +50 to Health and Stamina.  Allies within 50 units are rallied + enemies have a chance of being staggered.  Acts as a short range/duration 'Call to Arms', however is more potent!  Allies within 50 units gain +50 to heatlh/stamina/1H/2H/Marksmanship for 30 seconds!

-Orc Berserk: for 60 seconds, you do x2 damage with MELEE/UNARMED strikes.  For 60 seconds, you gain +50 Health AND Stamina.  For 5 minutes, you have negative Stamina Regen (exhausted)!

-Kyne's Token is now give you 10% DR vs animals, 5% DR vs electrical, +20 Stamina, +50% Stamina Regen.  This Token can also be used in place of a Kynareth Amulet for Divine Spellcasting/Effects!  *The quest is so long to complete, the reward should be worth the effort.

-Aetherial Crown no longer gives the 2x Standing Stone Effect.  Instead, it reduces Thu'um cool down by 100%.  *I did this because many Standing Stone mods that conflict with the Aetherial Crown.

-Some scrolls have had their duration increased and effects set to match their spell equivilants (mostly the Flesh Armor type spells)

-Most Divines grant the same spells, the 2 exceptions being Kynareth/Kyne and Talos.



Below are the Perks Added/Modified!  IF a Perk isn't listed below, then it remains as per default Skyrim!
*Perks in the same tree that sequentially strengthen effects = I just sum up the totals in each sequential Perk description...so (for example) if Bladesman30 says you get a 15% chance at a Critical Hit, and you then get Bladesman60 that says a 30% chance...that means you get a total 30% chance, NOT a 45% chance!

Light Armor Perk Tree:

(25) Barbarian: 
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For the Barbarian, armor flexibility + unimpeded senses are of great importance.  Also, the less weight you carry, the better you harness your superior agility.
-Worn Armor/Clothing weighs nothing WHILE wearing NO Heavy Armor, AND any combination of Bandit(Fur), Clothing, Forsworn, Hide, ImperialLight, ImperialStudded, Penitus, BearStormcloak and Studded armor!
-While Inventory Weight is less than 20, and you are wearing no Heavy Armor, you gain an EXTRA 40% movement speed bonus.
-While Inventory Weight is 20 or more, AND less than 40, and you are wearing no Heavy Armor, you gain an EXTRA 25% movement speed bonus.
-While Inventory Weight is 40 or more, AND less than 60, and you are wearing no Heavy Armor, you gain an EXTRA 10% movement speed bonus.
-While Inventory Weight is 60 or more, AND less than 80, and you are wearing no Heavy Armor, you gain an EXTRA 5% movement speed bonus. 

(50) Unhindered: 
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-Now reduces the weight of ALL equipped gear to 30%, as long as it ISN'T Heavy Armor.
(50) Barbaric Blows: 
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While unencumbered, you are better able to utilize agility in order to maximize MELEE damage.
-While Inventory Weight is less than 20, AND you are wearing no Heavy Armor, you gain +40% unarmed/bashing/melee damage.
-While Inventory Weight is 20 or more, AND less than 40, and you are wearing no Heavy Armor, you gain +30% unarmed/bashing/melee damage.
-While Inventory Weight is 40 or more, AND less than 60, and you are wearing no Heavy Armor, you gain +20% unarmed/bashing/melee damage.
-While Inventory Weight is 60 or more, AND less than 80, and you are wearing no Heavy Armor, you gain +10% unarmed/bashing/melee damage.

(70) Matching Set: 
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-Stormcloak Matched Set only requires 3 pieces....seems reasonable since the NPCs often only use 3 pieces.
(85) Greater Rage: 
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*read carefully, there are a LOT of effects occurring when you activate this Lesser Power
**activating Greater Rage seems to remove blessings
***while you can spam Greater Rage, the Lingering Health Damage STACKS = death from overexerting yourself!

-30 seconds = Fortify Health 30.
-60 seconds = ADDITIONAL Fortify Health 30 IF you are level 20 or higher.
-90 seconds = ADDITIONAL Fortify Health 30 IF you are level 40 or higher.
-120 seconds = ADDITIONAL Fortify Health 30 IF you are level 60 or higher.
-7 MINUTES = Lingering Health Damage (-1 hp per second)....Greater Rage is very taxing on your body!
-60 seconds = Raging Player gets +20 to their Intimidate checks.
-60 seconds = While Power Attacking, enemies are so intimidated you get a 30% Damage Reduction against melee attacks.
-60 seconds = Your aggressive posture results in melee attackers gaining a +20% chance to inflict a critical hit on you.
-60 seconds = You have a 40% chance of completely shrugging off any melee induced stagger.
-60 seconds = Your melee based attacks are 20% faster!
-60 seconds = Your attack value (default 1) is added to (stamina * 0.01)....(value + stamina * 0.01) means if your weapon does 100points of damage, and you have 100 points remaining in stamina = (1+1) results in 200 points of damage.
*IF you have very high amounts of remaining stamina, this could result in several times melee damage!

(100)  Feral Agility: 
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-While Inventory Weight is less than 20, AND you are wearing no Heavy Armor, you gain a 30% chance of dodging all Damage.
-While Inventory Weight is less than 20, AND you are wearing no Heavy Armor, even IF hit, you still have a 15% chance of turning the hit into a glancing blow (50% damage). 
-While Inventory Weight is 20 or more, AND less than 40, and you are wearing no Heavy Armor, you gain a 20% chance of dodging all Damage.
-While Inventory Weight is 20 or more, AND less than 40, and you are wearing no Heavy Armor, even IF hit, you still have a 10% chance of turning the hit into a glancing blow (50% damage) .
-While Inventory Weight is 40 or more, AND less than 60, and you are wearing no Heavy Armor, you gain a 10% chance of dodging all Damage.
-While Inventory Weight is 40 or more, AND less than 60, and you are wearing no Heavy Armor, even IF hit, you still have a 5% chance of turning the hit into a glancing blow (50% damage).
-While Inventory Weight is 60 or more, AND less than 80, and you are wearing no Heavy Armor, you gain a 5% chance of dodging all Damage.
-While Inventory Weight is 60 or more, AND less than 80, and you are wearing no Heavy Armor, even IF hit, you still have a 3% chance of turning the hit into a glancing blow (50% damage). 




Heavy Armor Perk Tree:

(30) Piecemeal Armor: 
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-15% Armor bonus...as long as you are wearing full armor with at least 1 HA piece and 1 LA armor piece.
-You get a +25% learning bonus to both LA & HA (again, must wear full armor with at least 1 LA and 1 HA piece).

(50) Toughened Up: 
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-ALL worn equipment weighs 30%...as long as you are fully armored with at least 1 HA piece and 1 LA armor piece.
-You also get an extra 5% learning bonus if fully armored (again with at least 1 piece of heavy and light armor).

(50) Tower of Strength: 
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-Now gives a 13% Stagger Resistance PER Heavy Armor piece (max stagger resistance of 52%).
-20% Chance to shrug off stagger effects IF wearing ALL Heavy Armor.
(50) Hard Shell
*replaces the old 'Cushioned' Perk...the idea of worn armor preventing falling damage = idiocy! 
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-you get 10% damage reduction vs melee (and bow) attackers who only have between 80 and 50 stamina remaining (tired).
-you get 20% damage reduction vs melee (and bow) attackers who have 50 or less stamina remaining (exhausted).
*makes 'damage stamina' enchantments and poisons more useful!

(70) Conditioning: 
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-Reduces the weight of ALL equipped gear to 30% and doesn't slow you.  That includes Heavy Armor, Light Armor, clothes and shields!!!
-While Sprinting in ALL Heavy Armor, you are 50% more resistant to stagger effects.
-While Sprinting in ALL Heavy Armor, you have a 50% chance to avoid 50% of melee damage done to you by PowerAttacks.
-While Sprinting in ALL Heavy Armor, you have a 50% chance to avoid 25% of melee damage done to you by regular attacks. 
(70) Adaptable Resistance: 
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-Balanced agility/protection gives you the flexibility of blocking or dodging incoming elemental spells. While fully armored (at least 1 piece of LA and HA each) you have a 50% chance of reducing incoming elemental damage by 30%, and a further 25% chance of reducing it by 15%.

(100) Adaptable Defense: 
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-Mixed armor provides you with an answer to all situations. However, your Stamina determines how well you use that potential!  Current Stamina is added to your Armor Rating!  As you tire, your ability to dodge/adapt decreases = your Armor bonus diminishes!
*For example, this means if your current stamina is at 200, you get a direct bonus of 200 to your Armor Rating!
**Stamina bonus to ArmorRating only update when you equip/un-equip weapons/shields/armor/spells.....that means that sometimes, you might have more bonus armor then your current stamina value should allow. 




Block Perk Tree:

(30) Deflect Arrows: 
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-Arrows that hit shield do no damage.  Additionally, while blocking, enemy archers are forced to target less vulnerable spots = 25% less damage from arrows/bolts that successfully hit you.

(40) Deflect Blow: 
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-Blocking with a shield increases stagger resistance by 30%.
-IF staggered and shield is in hand, can attempt to use shield as cover while recovering = 50% chance of reducing incoming melee damage by 50% for duration of Stagger.

(80) Quick Reflexes: 
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-Works as per vanilla, but now has 'Deflect Blow' as a Perk prerequisite.




Two Handed Perk Tree:

(00) Barbarian:
 
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-gives the standard +20% damage when using 2-handed weapons.
-GreatSword/BattleAxe have basic bleed damage IF target doesn't successfully block attack
-GreatSword/BattleAxe/Warhammers have a 10% chance of critical hit, IF target doesn't succesfully block your attack
-BattleAxes have a 15% damage bonus vs all Spriggan creatures.
-GreatSwords have a 10% damage bonus vs all NPC (playable) races IF target doesn't block successfully.
-Warhammers have a 20% armor bypass (Damage Resistance Reduction)
-GreatSwords have a 10% damage bonus vs all Horker and Spider races
-Warhammers have a 15% damage bonus vs all atronachs, all chaurus types, all skeleton types, all automatons (mechanical) types, ash hoppers, all mudcrabs, all Ice Wraiths, frozen Falmer IF NOT BLOCKING ATTACK.
-all 2-handed weapons gain a 5% stagger against targets who fail to block the attack. 

(20) Champion's Stance:
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-Power attacks with Two Handed weapons cost 20% less
-Power attacks now do +10% more Damage against targets that fail to block.
-2% more critical damage per level of Two Handed (at 100 TH skill, will grant 3x critical damage). 

(50) Devastating Blow: 
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-Standing power attacks do standard 2x damage + (stamina*0.01) damage.  So that roughly means each point of remaining stamina you have increases your power attack by 1%.  Little effect once you are exhausted.  Also enables decapitations.

(50) Great Critical Charge:
*while sprinting and carrying 2handed melee weapons!
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-Can do a two-handed power attack while sprinting that does 4x critical damage.
-MOST targets hit while 'Great Critical Charging' have a 90% chance of being staggered.
-while sprinting and carrying a 2handed melee weapon, has a 75% chance of taking 50% less damage from enemy powerattacks.
-while sprinting and carrying a 2handed melee weapon,  has a 50% chance of shrugging off any stagger effects.

(50) It's a Trap!:
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-Backward Power Attacks with 2handed melee weapons that connect against overly aggressive enemies have a 90% chance of staggering them
-IF target fails to block, there is a 50% chance of smashing them to the ground.
-IF target fails to block, there is a 40% chance enemy Stamina reduced by 100.
-IF target fails to block, there is a 40% chance enemy Magicka reduced by 100.
-For this type of Power Attack, you use 20% more stamina.

(30) Limbsplitter: 
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-Two handed BLADED weapons cause extra bleeding against living creatures who fail to block.
-Battle Axes do 30% more damage vs Spriggan type creatures.
-Battle Axes do 2% Power Attack Bonus damage.
-Battle Axes have a 2% chance of hooking weapons and disarming enemies who are in mid attack against you.

(60) Limbsplitter: 
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-Two handed BLADED weapons causes even more bleeding against living creatures who fail to block.
-Battle Axes do 45% more  damage vs Spriggan type creatures.
-Battle Axes do 4% Power Attack Bonus damage.
-Battle Axes have a 4% chance of hooking weapons and disarming enemies who are in mid attack against you.

(90) Limbsplitter: 
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-Two handed BLADED weapons cause maximum bleeding against living creatures who fail to block.
-Battle Axes do 65% more damage vs Spriggan type creatures.
-Battle Axes do 6% Power Attack Bonus damage.
-Battle Axes have a 6% chance of hooking weapons and disarming enemies who are in mid attack against you.

(30) Deep Wounds: 
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-Two Handed Melee Weapons have a 20% chance of delivering a critical hit against targets who fail to block.
-Two Handed Melee Weapons deliver +75% Critical Hit Damage against targets who fail to block.
-Great Swords do +20% Damage vs Horkers, Spiders and all (non-undead) NPCs who fail to block.

(60) Deep Wounds: 
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-Two Handed Melee Weapons have a 30% chance of delivering a critical hit against targets who fail to block.
-Two Handed Melee Weapons deliver +150% more Critical Hit Damage against targets who fail to block.
-Great Swords do +30% Damage vs Horkers, Spiders and all (non-undead) NPCs who fail to block.

(90) Deep Wounds: 
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-Two Handed Melee Weapons have a 50% chance of delivering a critical hit against targets who fail to block.
-Two Handed Melee Weapons deliver +225% more Critical Hit Damage against targets who fail to block.
-Great Swords do +40% Damage vs Horkers, Spiders and all (non-undead) NPCs who fail to block.
-Great Swords have a 2% chance of disarming enemies who fail to block.

(30) Skullcrusher: 
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- +10% Stagger when using a Great Sword OR Battle Axe vs enemies who fail to block.
- +5% Power Attack Bonus damage for Warhammers.
- +40% Armor Bypass with Warhammer.
- +30% extra damage vs all atronachs, all chaurus types, all skeleton types, all automatons (mechanical) types, ash hoppers, all mudcrabs, all Ice Wraiths, frozen Falmer IF NOT BLOCKING ATTACK. 

(60) Skullcrusher: 
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- +15% Stagger when using a Great Sword OR Battle Axe vs enemies who fail to block.
- +10% Power Attack Bonus damage for Warhammers.
- +60% Armor Bypass with Warhammer.
- +45% extra damage vs all atronachs, all chaurus types, all skeleton types, all automatons (mechanical) types, ash hoppers, all mudcrabs, all Ice Wraiths, frozen Falmer IF NOT BLOCKING ATTACK.

(90) Skullcrusher:  
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- +20% Stagger when using a Great Sword OR Battle Axe vs enemies who fail to block.
- +15% Power Attack Bonus damage for Warhammers.
- +80% Armor Bypass with Warhammer.
- +60% extra damage vs all atronachs, all chaurus types, all skeleton types, all automatons (mechanical) types, ash hoppers, all mudcrabs, all Ice Wraiths, frozen Falmer IF NOT BLOCKING ATTACK. 

(90) Frenzied Brute:
*You can only choose to be 1 type of Brute!
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-Your 2 Handed melee damage increases as your health diminishes.  Once you are reduced to 100 Health, your damage output increases as your health decreases.  You can gain up to 4X damage as your health nears zero!

(90) Intimidating Brute:
*You can only choose to be 1 type of Brute!
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-you gain an Intimidation check bonus based on your health (health *0.1).  For example, if you have 200 Health = 3x Intimidate checks!
-you have a 50% chance reducing incoming melee damage by 50% while power attacking with 2 handed melee weapons....this type of intimidation doesn't work on machines and undead.
-while power attacking with 2 handed melee weapons, you have a 25% chance of shrugging off any stagger effect.

(90) Bloodthirsty Brute:
*You can only choose to be 1 type of Brute!
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-As your enemy loses health, your 2 handed melee strikes become progressively stronger.  For every 10% Health your enemy drops, your strikes become 10% stronger.

(100) Hammer Comes Crushing:
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-You gain a Lesser Power 'Crushing Blow' that for 4 seconds, allows you to channel your stamina into a Power Attack.  IF the power attack connects, you do regular power attack damage + current Stamina x4!  For example, if you have 200 stamina remaining, damage will be calculated as ('standard power attack damage' + CurrentStaminax4) = potentially a LOT of damage if your stamina is high!
-While 'Crushing Blow' is active, Power Attacks cost 2.2x as much!  This is calculated BEFORE 'Crushing Blow' bonus stamina damage is calculated!
-WHILE 'Crushing Blow' is active, there is also an 80% chance of staggering your enemies while power attacking IF they fail to block!
-WHILE 'Crushing Blow' is active, there is also a 40% chance of staggering your enemies while power attacking IF they succeed in blocking!
-2 Handed melee weapon critical hits against enemies with 10% or less remaining health are dealt 20x critical damage.
-You deal +25% damage while enemies are staggered/stunned.




One Handed Perk Tree:

(00) Armsman now grants the following: 
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-gives the standard +20% damage to 1handed weapons.
-Daggers/swords/axes have basic bleed damage IF target doesn't successfully block your attack.

-Daggers/swords/axes/maces have a 5% chance of a critical hit, IF target doesn't successfully block your attack.
-Waraxes have a 10% damage bonus vs all Spriggan type creatures.
-Daggers/swords have a 5% damage bonus vs all NPC (playable) races IF target doesn't block successfully.
-Maces have a 10% armor bypass (Damage Resistance Reduction).
-Swords have a 5% damage bonus vs all Horker and Spider races.
-Maces have a 10% damage bonus vs all atronachs, all chaurus types, all skeleton types, all automatons (mechanical) types, ash hoppers, all mudcrabs, all Ice Wraiths, frozen Falmer IF NOT BLOCKING ATTACK.

(20) Fighting Stance: 
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-Power attacks with one-handed weapons cost 25% less stamina.
-Duelists/SpellSwords (using a one-handed weapon in the right hand + nothing/dagger/spell in second hand) gain an 8% chance of disarming IF they successfully parry (bash-interrupt) an enemies attack.  Either regular fast bash or power bash will do the trick.  Also works against bows/crossbows IF enemy is actually close enough to Bash!

*Using a Mod like 'Vigor' will also allow for the chance of a parried-disarm during simultaneous weapon clashes.
**Using a mod that allows dual-wielding blocking will allow blocking with a spell in the other hand.
***I MAY eventually allow daggers to be used in the off hand in relation to parrying.

(50) Critical Charge:
*while sprinting and carrying 1handed melee weapons! 
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-Can do a one-handed power attack while sprinting that does 3x critical damage.
-MOST targets hit while 'Critical Charging' have a 60% chance of being staggered.
-while sprinting and carrying a 1handed melee weapon, has a 50% chance of taking 35% less damage from enemy powerattacks.
-while sprinting and carrying a 1handed melee weapon,  has a 35% chance of shrugging off any stagger effects. 

(50) Savage Strike:
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-Standing power attacks do standard 2x damage + (stamina*0.01) damage.  So that roughly means each point of remaining stamina you have increases your power attack by 1%.  Little effect once you are exhausted.  Also enables decapitations.

(30) HackandSlash now grants the following: 
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-Daggers/swords/waraxes have increased bleed damage.
-Waraxes have a 20% damage bonus vs all Spriggan type creatures.
-Waraxes have a 1% Power Attack Damage bonus.
-Waraxe users have a 2% chance of hooking weapons and disarming enemies who are in mid attack against you. 

 (60) HackandSlash now grants the following: 
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-Daggers/swords/waraxes have increased bleed damage.
-Waraxes have a 35% damage bonus vs all Spriggan type creatures.
-Waraxes have a 2% Power Attack Damage bonus.
-Waraxe users have a 4%  chance of hooking weapons and disarming enemies who are in mid attack against you.

(90) HackandSlash grants the following: 
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-Daggers/swords/waraxes have max bleed damage.
-Waraxes have a 50% damage bonus vs all Spriggan type creatures.
-Waraxes have a 4% Power Attack Damage bonus.
-Waraxe users have a 6%  chance of hooking weapons and disarming enemies who are in mid attack against you.

(30) Bladesman now grants the following: 
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-ALL One Handed Melee Weapons have a 15% chance to land a Critical Hit.
-ALL One Handed Melee Weapons do 50% more Critical Hit Damage.
-Swords and Daggers have a +10% damage vs NPC (non-undead) races who aren't Blocking.
-Swords have +10% damage vs ALL spiders and Horkers.

(60) BladesMan now grants the following: 
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-ALL One Handed Melee Weapons have a 30% chance to land a Critical Hit.
-ALL One Handed Melee Weapons do 100% more Critical Hit Damage.
-Swords and Daggers have a +15% damage vs NPC (non-undead) races who aren't Blocking.
-Swords have a +15% damage vs ALL spiders and Horkers.

(90) BladesMan now grants the following: 
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-ALL One Handed Melee Weapons have a 50% chance to land a Critical Hit.
-ALL One Handed Melee Weapons do 150% more Critical Hit Damage.
-Swords and Daggers have a +20% damage vs NPC (non-undead) races who aren't Blocking.
-Swords have a +20% damage vs ALL spiders and Horkers.
-Sword users have a 2% chance to disarm enemies, IF they aren't blocking.

(30) BoneBreaker now grants the following: 
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-Maces bypass 25% armor.
-Maces have +5% damage to power attacks.
-Maces have a +20% damage bonus vs all atronachs, all chaurus types, all skeleton types, all automatons (mechanical) types, ash hoppers, all mudcrabs, all Ice Wraiths, frozen falmer IF NOT BLOCKING ATTACK.

(60) BoneBreaker now grants the following: 
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-Maces bypass 40% armor.
-Maces have +10% damage to power attacks.
-Maces have a +30% damage bonus vs all atronachs, all chaurus types, all skeleton types, all automatons (mechanical) types, ash hoppers, all mudcrabs, all Ice Wraiths, frozen Falmer IF NOT BLOCKING ATTACK.

(90) BoneBreaker now grants the following: 
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-Maces bypass 55% armor.
-Maces have +15% damage to power attacks.
-Maces have a +40% damage bonus vs all atronachs, all chaurus types, all skeleton types, all automatons (mechanical) types, ash hoppers, all mudcrabs, all Ice Wraiths, frozen Falmer IF NOT BLOCKING ATTACK.

(60) Stop Hit: 
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-A Fencing move that involves counter attacking into an oncoming attack (when opponent is in mid swing), hitting your opponent, and then still parrying the oncoming attack.  Particularly devastating against archers who get into your melee range.
*25% chance of staggering enemy in mid-swing, and archers/crossbowmen who you strike.
**10% chance of disarm against enemies you catch mid-swing, and archers/crossbowmen who you strike.
***+50% damage vs archers/crossbowmen
****Cannot wear more than 1 piece of heavy armor, and right hand must have a 1H sword, while left hand can be empty, have a dagger or a spell.

(100) Fell Blow: 
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-Once Per Day, you can focus your stamina into a Fell Blow.  For 3 seconds, STATIONARY Power Attack damage is magnified by your remaining 'staminax3'.  For example, if you have 200 stamina left = 200x3+default power attack damage = Potentially A LOT of damage!!!!
- This heavy blow also increases Stagger chance by 20%!
-The Power Attack stamina cost for a Fell Blow is 2x...AND is subtracted  BEFORE your additional 'staminax3' damage is added!




Marksman Perk Tree:

(30) Eagle Eye: 
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-Pressing block while aiming will zoom in your view.  You've also learned to target sensitive points on unaware enemies, 20% chance of stunning them with a painful surprise attack.

(30/60/90) Critical Shot: 
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-A 10/15/20% chance of doing 2x, 2.5x, or 3x Critical Damage.

(50) Hunter's Discipline: 
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-If player and target are BOTH motionless, can line up your shot to completely bypass armor.  Also allows you to recover twice as many arrows from dead bodies.




Speechcraft Perk Tree:

(0) Crusader of Talos:
*Talos Divine Spells can only be used once...'recharging' them requires you to pray again at a Talos Shrine!
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-Perk unlocked once you complete 'Dragon Rising' and absorb your first Dragon Soul
-Shouts are 10% more powerful + Kyne's Peace restores Health and Stamina (30/60/100).
-IF Lawful Good, +2% experience gain for ALL combat skills (includes Light Armor, but NOT Smithing) while wearing Talos Amulet.
-IF Lawful Good, praying at a Shrine of Talos grants a 'Heroic Fortitude' voice activated spell (+60 Damage Resistance for 3 Minutes).
-IF Lawful Good, praying at a Shrine of Talos grants a 'Artful Articulation' voice activated spell (+10 to Barter AND Persuasion checks for 3 Minutes).

(30) Bardic Knowledge:
*Must become a Full member of the Bards College to choose this perk!
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Now an official Bard, you have full access to the Lore and Teachings offered by the Bard's College.
-You now have a deeper understanding of magic = +5% magic resistance.
-Speechcraft training and techniques result in +10 Persuade, and +10% better prices.

(50) Battle Ballad: 
*MUST have Drum in inventory to use the 'Battle Ballad' Lesser Power!
**Due to Game Engine limitations, the 25 second Drum beat originates from targets effected, NOT from yourself.
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-Your skill with the Drum inspires all ALLIES within 100' for 10 minutes.  Combat skills (one-handed, two-handed, marksman) + health/stamina/staminaratemult are all increased by 30.  This Lesser Power can be used as often as you like.
*does not effect summoned, undead, automatons, enemies, neutrals, or yourself!
-Your deeper understanding of combining verbal-language with body-language results in a 10% learning rate boost for Speechcraft.

(0) Warrior Poet: 
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-perk unlocked once you've completed initial training with the Greybeards.
-Gains Power 'Quick Tongue'.  Once per day, shout cool-down is reduced by 80% for 60 seconds. * Power description in menu sometimes incorrectly shows it as being 20%..but it actually is 80%.  It works fine!
-IF Lawful Good, +4% experience gain for ALL combat skills (includes Light Armor, but NOT Smithing) while wearing Talos Amulet.
-IF Lawful Good, the 'Heroic Fortitude' Spell now grants +100 Damage Resistance for 4 Minutes.
-IF Lawful Good, the 'Artful Articulation' spell now grants +15 to Barter AND Persuasion checks for 4 Minutes.

(90) Tranquility: 
*MUST have Lute in inventory to use the 'Tranquility' Power!
**Due to Game Engine limitations, the Lute music originates from targets effected, NOT from yourself. 
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-Bardic Lore OFTEN references ancient artifacts...your dedicated study has resulted in +10% to enchanting strength AND +10% to the amount of charges available in the enchantments you create!
-You're study on trade and techniques has resulted in another +10% bonus to buying/selling.
-You've gained the 'Tranquility' Power.  Once per day, playing your Lute will calm NPCs up to 100' for 60 seconds AND you gain +20 Persuasion for 60 seconds.

(0) Dragonborn: 
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-perk unlocked once you've been recognized as Ysmir by the Greybeards.
-Each unspent Dragon Soul you carry reduces your shout cooldown AND strengthens the power of your Thu'um by 1%.
-IF Lawful Good, +6% experience gain for ALL combat skills (includes Light Armor, but NOT Smithing) while wearing a Talos Amulet.
-IF Lawful Good, the 'Heroic Fortitude' spell now grants +140 Damage Resistance for 5 Minutes.
-IF Lawful Good, the 'Artful Articulation' spell now grants +20 to Barter and Persuasion checks for 5 Minutes.

(0) Paladin of Talos:
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-IF Lawful Good, perk unlocked once you have the Dragonborn Perk, + completed 'Return to Grace' quest, + completed 'Elisif's Tribute' quest, + you have NOT completed 'Search and Seizure'!  The Standard Divine Lawful Good list also applies here (see below)!
-while wearing an Amulet of Talos, you gain 20% Damage Reduction from all Elves (includes Falmer, Orcs and Snow Elves)!
-IF Lawful Good, while wearing an Amulet of Talos, the Shrine blessing of Talos is TWICE as effective!
-IF Lawful Good, while wearing an Amulet of Talos, you can manifest a Holy Aura that inspires ALLIES within 100', giving them +30 to stamina/health and combat skills for 10 minutes.




Alchemy Perk Tree:

(50) Savage Constitution: 
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-You've gained deep knowledge on human health/constitution from 'testing' wild ingredients and studying alchemy.  +30 to health, stamina, poison resistance and disease resistance. 




Alteration Perk Tree:
*'Flesh' Armor type spells have had their basic duration doubled to 2 minutes.

(30/50/70) Mage Armor: 
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-Each Perk now also adds to the duration of 'flesh armor' type spells...so with all 3 Perks, the basic spell itself would last 2 minutes, the MageArmor1's addition would last 3 minutes, the MageArmor2's addition would last 4 minutes and the MageArmor3's addition would last 5 minutes.  This results in the FleshArmor spell's overall effectiveness tapering off over a 5 minute duration!

(30/50/70) Magic Resistance: 
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-The 3 Magic Resistance Perks now give +15%/30%/45% Magic Resistance....BUT only work while a 'Flesh' Armor type (or Dragonhide) spell is in effect.




Restoration Perk Tree:
*Faith Based spells cost no magicka and have DOUBLE the power for 'turn undead' type effects. See very bottom for more details.
**To 'recharge' divine spells, you must pray at a Divine Shrine.  Spells are cast from the 'Power's section of the interface.
***Perks that enhance Restoration spells (Respite, Necromage, Regeneration) also work on Divine Spells.
****To make the Power menu section less cluttered, all Divine Spells start with the word 'Faith' to better group them.
*****Kynareth/Kyne now gets her own wind/storm based spell list, but still uses the Divine Perk branch in the Restoration Section (shout type spells are usually the weakest versions)

(0) Acolyte:
 
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-Perk+ Spells are unlocked only if Lawful Good
-Praying at a Divine Shrine allows you to cast 1 Holy Light, 1 Fast Healing and 1 Turn Lesser Undead spell.
*Kynareth wind/storm based spells include 1 Holy Light, 1 Restore Stamina, and 1 Detect Life
-While Blessed, wearing an Amulet provides a learning bonus...skills effected depend on which Divine's amulet you've chosen to wear.
Akatosh +6% Alteration
Arkay + 6% Restoration
Dibella +6% Speechcraft
Julianos +1% for ALL 6 magic skills
Kynareth +3% for Destruction and Light Armor
Mara + 3% for Restoration and Alchemy
Stendarr +2% for Block, HeavyArmor and Restoration
Zenithar +2% for each Crafting skill

(0) Priest: 
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-Perk + Spells are unlocked only if Lawful Good
-Praying at a Divine Shrine allows you to cast 2 Holy Light, 2 Fast Healing, 2 Turn Lesser Undead, 1 Close Wounds, 1 Heal Other, 1 Repel Lesser Undead and 1 Turn Undead spell.
*Kynareth wind/storm based spells include 2 Holy Light, 2 Restore Stamina, 2 Detect Life, 1 Waterbreathing, 1 Elemental Fury, 1 Kyne's Peace, 1 Lightning Protection

-While Blessed, wearing an Amulet provides a learning bonus...skills effected depend on which Divine's amulet you've chosen to wear.
Akatosh +12% Alteration
Arkay + 12% Restoration
Dibella +12% Speechcraft
Julianos +2% for ALL 6 magic skills
Kynareth +6% for Destruction and Light Armor
Mara + 6% for Restoration and Alchemy
Stendarr +4% for Block, HeavyArmor and Restoration
Zenithar +4% for each Crafting skill

(0) Devout: 
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-Perk + Spells are unlocked only if Lawful Good
-Praying at a Divine Shrine allows you to cast 3 Holy Light, 3 Fast Healing, 3 Turn Lesser Undead, 2 Close Wounds, 2 Heal Other, 2 Repel Lesser Undead, 2 Turn Undead, 1 Circle of Protection, 1 Grand Healing, 1 Repel Undead, and 1 Turn Greater Undead spell.
*Kynareth wind/storm based spells include 3 Holy Light, 3 Restore Stamina, 3 Detect Life, 2 Waterbreathing, 2 Elemental Fury, 2 Kyne's Peace, 2 Lightning Protection, 1 Disarming Gust (targeted gust of wind will rip the weapons out of enemy hands if used when they are committed to their attack), 1 Adrenalin Rush, 1 Whirlwind Cloak, 1 BattleFury (Fury for nearby allies)

-While Blessed, wearing an Amulet provides a learning bonus...skills effected depend on which Divine's amulet you've chosen to wear.
Akatosh +18% Alteration
Arkay + 18% Restoration
Dibella +18% Speechcraft
Julianos +3% for ALL 6 magic skills
Kynareth +9% for Destruction and Light Armor
Mara + 9% for Restoration and Alchemy
Stendarr +6% for Block, HeavyArmor and Restoration
Zenithar +6% for each Crafting skill

(0) Cleric: 
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-Perk + Spells are unlocked only if Lawful Good
-Praying at a Divine Shrine allows you to cast 4 Holy Light, 4 Fast Healing, 4 Turn Lesser Undead, 3 Close Wounds, 3 Heal Other, 3 Repel Lesser Undead, 3 Turn Undead, 2 Circle of Protection, 2 Grand Healing, 2 Repel Undead, 2 Turn Greater Undead, 1 Sacred Wrath (Bane of Undead), 1 Guardian Circle spell.
*Kynareth wind/storm based spells include 4 Holy Light, 4 Restore Stamina, 4 Detect Life, 3 Waterbreathing, 3 Elemental Fury, 3 Kyne's Peace, 3 Lightning Protection, 2 Disarming Gust (targeted gust of wind will rip the weapons out of enemy hands if used when they are committed to their attack), 2 Adrenalin Rush, 2 Whirlwind Cloak, 2 BattleFury (Fury for nearby allies), 1 Cyclone, 1 Animal Allegiance
-While wearing an Amulet of Arkay, you gain +40% damage vs Undead who are Turned (under a TurnUndead Effect)....BUT this only works if you have completed the Arkay Protection requirements (listed in the Paladin Perk section just below)
-While Blessed, wearing an Amulet provides a learning bonus...skills effected depend on which Divine's amulet you've chosen to wear.
Akatosh +24% Alteration
Arkay + 24% Restoration
Dibella +24% Speechcraft
Julianos +4% for ALL 6 magic skills
Kynareth +12% for Destruction and Light Armor
Mara + 12% for Restoration and Alchemy
Stendarr +8% for Block, HeavyArmor and Restoration
Zenithar +8% for each Crafting skill

(0) Paladin: 
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-Perk is unlocked only for Lawful Good
-Paladins who wear their gods Amulet gain protections vs specific enemies...as long as the following conditions are met:
*Akatosh 20% Protection vs Dragons WHILE wearing Akatosh Amulet + have at least 5 Dragon Souls available in your 'inventory'.
*Arkay 20% Protection vs Undead WHILE wearing Arkay Amulet + completed 'Retrieve Andur's Amulet' AND Allisandra's Pilgrimage Quest, + 1 of the following quests = Wolf Queen Awakened, Taste of Death (with priest saved), Laid to Rest, Dark Ancestor, Evil in Waiting.
*Dibella 20% Protection vs Trolls WHILE wearing Dibella Amulet + have completed 'The Heart of Dibella' quest
*Julianos 20% Protection vs Bandits WHILE wearing Julianos Amulet + have joined the College of Winterhold + have at least 50 skill in each Magic Skill.
*Kynareth 10% Protection vs Animals/Hagravens WHILE wearing EITHER Kynareth Amulet OR Kyne's Token + completed Blessings of Nature by returning Sappling to Danica AND Kyne's Trial questline
*Mara 5% Protection from everything WHILE wearing EITHER Mara Amulet OR Marriage Bond of Matrimony Ring + completed Book of Love AND Messenger of Love quests.
*Stendarr 20% Protection vs Atronachs/Vampires/Dremora WHILE wearing Stendarr Amulet + completed 'Stop Braith from bullying Lars + completed 1 of the following quests = Waking Nightmare, Dawnguard, Destroy the Dark Brotherhood.
*Zenithar 20% Protection from Bandits WHILE wearing Zenithar Amulet + created 100 potions/enchantments/armors/weapons.

-Paladins (while Lawful Good) gain a Holy Aura Lesser Power that inspires allies within 100', giving them +30 to stamina/health and combat skills for 10 minutes.
-While Lawful GOod, Shrine Blessings are 2x as effective when you pray at a Divine's Shrine WHILE wearing a matching Divine Amulet!  The following values are only the blessing, and do not include the effect of the Amulet/Token/Marriage Ring!
*Akatosh = 30 Magic Regen Bonus Default, 60 Magic Regen WITH Amulet worn
*Arkay = 30 Health Bonus Default, 60 Health Bonus WITH Amulet worn
*Dibella = 15 Speechcraft Bonus Default, 30 Speechcraft Bonus WITH Amulet worn
*Julianos = 30 Magicka Bonus Default, 60 Magicka Bonus WITH Amulet worn
*Kynareth = 30 Stamina Bonus Default, 60 Stamina Bonus WITH Amulet OR Kyne's Token worn
**Paladins of Kynareth (when wearing Amulet or Kyne's Token + Kynareth Blessing) ALSO get the following Powers: Clear Skies and Storm Call
*Mara = 10% Restoration Cost Reduction Default, 20% Restoration Cost Reduction WITH Amulet worn, 40% Restoration Cost Reduction with Amulet + Marriage Ring worn simultaneously
*Stendarr = 15% Block Bonus Default, 30% Block Bonus WITH Amulet Worn
*Zenithar = 15% Barter Bonus Default, 30% Barter Bonus WITH Amulet Worn
-Lawful Good Paladins (who've also completed Stendarr's Protection Quest requirements above) gain a Daily Power called 'Paladin - Stendarr's Aura'.  It is 2x as effective as the default version PLUS lasts 2x as long.  However, you must be wearing an Amulet of Stendarr when using this Power, otherwise the spell will fail!
 

(0) Holy Smite: 
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Once Per day, for 5 seconds, your next Power Attack will channel ALL of your remaining 'Magicka x 2' (double your remaining magicka) into Holy Damage.  Wearing a Divine Amulet will further enhance Holy Smite vs specific enemies (remaining Magicka x4 worth of damage).  Don't miss because you exhaust your magicka either way!

List of Divine Amulets that enhance Holy Smite damage vs specific target types:
-Akatosh Amulet vs Dragons
-Arkay Amulet vs Undead
-Dibella Amulet vs Trolls
-Julianos Amulet vs Bandits
-Kynareth Amulet vs Animal/Hagraven Factions (this includes 'witches')
-Mara Amulet vs Afflicted (death is the only cure to Peryite's pestilence which threatens the world)
-Stendarr Amulet vs Vampire/Werewolf/Daedra/Dremora/Atronach
-Zenithar Amulet vs Bandits



New 



Divine TurnUndead related Spells (excluding Kynareth and Talos) have increased effectiveness VS Undead:
-Turn Lesser Undead effects Lvl 12 undead
-Repel Lesser Undead effects Lvl 16 undead
-Turn Undead effects Lvl 26 undead
-Circle of Protection effects Lvl 40 undead
-Repel Undead effects Lvl 32 undead
-Turn Greater Undead effects Lvl 42 undead
-Guardian Circle effects Lvl 70 undead
-Sacred Wrath (an enhanced version of Bane of the Undead) effects Lvl 60 undead, and burns them for a 100 points for 4 seconds

Lawful Good Requirements!  To use Divine Shrines/Spells/Effects/Perks, you must follow these rules!

-Items Stolen is 5 or less  *Talos is a little easier on this one, for Talos it is 10 Stolen Items or less
-Zero Murders
-Do not kill any captives for Astrid (DB02)
-Do not complete any 'work' for Bynjolf (TG00)
-Do not kill any allies/friends for Boethiah + don't murder Boethiah's cultists (DA02)
-Do not reunite (or kill) Barbas with Clavicus Vile (DA03)
-Do not kill Sinding for Hircine...(DA05)
-Do not kill Silus for Mehrunes Dagon (DA07)
-Do not remove Ebony Blade from its prison (DA08)
-Do not torture Logrolf for Molag Bal's amusement (DA10)
-If you choose to risk Verulus' life by leading him to the Shrine of Namira, you must save him (DA11)
-You must let Erandur destroy the Skull of Corruption (DA16)
-Do not turn Azura's Star into an Infinite Black Soul Gem with Nelacar (DA01)
-Cannot equip any Daedric Artifact/Material  *you can take it off and put it back on....but Divine spells/effects will be correspondingly activated/deactivated!
-Cannot be a Vampire
-Cannot have Werewolf taint


Notes/Comments:
-for those of you role-playing a Cleric/Paladin, you might want to also use my 'Holy Weapons' mod that makes the TurnUndead enchant more useful.
-something you guys might want to use is NPC limited ammo for crossbows/bows.  In Skyrim.ini, under 'Combat', add 'bForceNPCsUseAmmo=0'
-IF players want, I could add weapon Perk bonuses/effects to ALL NPCs in the game...but only if people ask me to.
-SOMETIMES, you might accidentally kill someone (ingame, of course)....which the game might count as murder (even though it was an accident).  Use 'Player.modpcmiscstat murders -1' command to enable you to continue using Divine Perks/Effects/Spells!

Compatibility:
*LOAD NEAR THE BOTTOM OF YOUR LOAD ORDER!  
**This mod won't be compatible with any other mod that alters the Perk Trees (the ones I modify). Same goes any mod that modifies Divine Altar Blessings (spells) and Alteration 'Flesh' Armor spells!