About this mod
Adds many new perks and rebalances some vanilla ones.
- Requirements
- Permissions and credits
- Changelogs
[Miscellanous Notes]
-Most applicable base skills will scale their power/cost with your proficiency in the respective skill with one perk investment.
-All weapons gain a chance to critically hit with the first perk in their respective trees and gain more critical damage as you improve related skills.
-Armor skills only require 3 pieces of their respective armor, allowing you for example to play as a spellblade with a hood or a vigilant with heavy armor & robes.
-Sneak skills will generally only favor lighter armors, making it difficult to be sneaky in heavy armor.
-Some perks have been primarily balanced with combat mods which cause attacks to drain stamina in mind, not required of course but having such a mod is recommended.

• Alteration •
0 - Alteration Expertise
Spells from this school cost 0.5% less magicka per point of Alteration, up to 50% reduction
20 - Alteration Dual Casting
Dual casting an Alteration spell overcharges the effects into an even more powerful version
30/50/70 - Mage Armor
Armor spells are 100%/150%/200% stronger if unarmored, if wearing any armor gain an additional 25/50/75 armor rating from armor spells instead
30/50/70 - Magic Resistance
Grants 10%/20%/30% magic resistance
30/50/70 - Spellblade
With a weapon drawn, deal 10%/20%/30% more elemental damage
40 - Disrupt
Hostiles within a short distance lose 25% magic resistance
40 - Stability
Alteration spells last 0.5% longer per point of Alteration, up to 50% extra duration
50 - Sanctuary
While under the effect of any armor spell, gain +20% elemental resistances
50/60/70 - Atronach
Grants 10%/15%/25% spell absorption, cloak spells last 50%/100%/200% longer
50/60/70 - Mana Blood
For each 10% health lost, all spells from all schools cost 4%/6%/8% less
60 - Deep Reserves
Gain 50 bonus magicka
60 - Arcane Vitality
Gain 50 bonus health
60 - Resolute Casting
While dual casting any spell from any school, take 30% less physical and elemental damage
100 - Assimilate
Incoming elemental effects have a 30% chance to be nullified and instead heal you for twice the damage they would have dealt
100 - Paragon of Alteration
Every 50 base magicka you have improves alteration spell duration by 5%, up to 50%
Novice & apprentice alteration spells no longer cost magicka
• Conjuration •
0 - Conjuration Expertise
Spells from this school cost 0.5% less magicka per point of Conjuration
Reanimation spells gain +1 max level per 4 points of Conjuration
20 - Conjuration Dual Casting
Dual casting a Conjuration spell overcharges the effects into a longer lasting version
20 - Mystic Binding
Bound weapons do more damage
20 - Banisher
Deal 20% more damage to all daedra
30/50 - Vile Summoner
Can raise undead & familiars three/ten times as far away
30/50 - Occult Summoner
Can summon Atronachs three/ten times as far away
30 - Soul Stealer
Bound weapons cast Soul Trap on targets
40/80 - Necromancy
Undead & familiar minions last 100%/200% longer
40/80 - Atromancy
Conjured Atronachs last 100%/200% longer
40 - Doom Bond
Allied undead, daedra and familiars near you regenerate health over time, triple heal effect when you are below 50% health
50 - Oblivion Binding
Bound weapons will banish summoned creatures and turn raised ones
50 - Servant
You can command one additional minion
70 - Dark Souls
Reanimated undead have 100 points more health and move 30% faster
70 - Ritual
Reanimation spells gain an additional +1 max level per 4 points of Conjuration
80 - Elemental Potency
Conjured atronachs are stronger and have more powerful spells & attacks
(potents have access to spells one rank above what their standard counterparts have)
100 - Overseer
You can command one additional minion and all minions close to you gain 150 armor and 35% magic resistance
100 - Paragon of Conjuration
Level restrictions for conjuration spells no longer apply
Novice & apprentice conjuration spells no longer cost magicka
• Destruction •
0 - Destruction Expertise
Spells from this school cost 0.5% less magicka per point of Destruction
20 - Destruction Dual Casting
Dual casting a Destruction spell overcharges the effects into an even more powerful version
30/60 - Augmented Flames
Fire effects do 20/40% more damage
30/60 - Augmented Frost
Frost effects do 20/40% more damage
30/60 - Augmented Shock
Shock effects do 20/40% more damage
30/60 - Ascendant
Non-elemental destruction spells do 15/30% more damage
40 - Impact
Most destruction spells will stagger an opponent when dual cast
30/60 - Rune Master
Can place down one/three additional runes and cast them two/six times farther away
50 - Immolate
Deal more fire damage to targets depending on how low their health is
50 - Chill
Deal more frost damage to targets depending on how low their stamina is
50 - Convulse
Deal more shock damage to targets depending on how low their magicka is
50 - Preternatural
Non-elemental destruction spells cost 20% less
50 - Power Rune
Runes deal 50% more damage but cost 100% more magicka to cast
60 - Focus
Dual cast destruction spells cost 20% less magicka
60 - Fire Attunement
Penetrate a portion of fire resistance, gain 25% resistance to fire damage
60 - Frost Attunement
Penetrate a portion of frost resistance, gain 25% resistance to frost damage
60 - Shock Attunement
Penetrate a portion of shock resistance, gain 25% resistance to shock damage
60 - Mystic Attunement
Non-elemental destruction spells deal bonus damage to magic-resistant targets, gain 10% magic resistance
70 - Intense Flames
Fire damage causes targets to flee if their health is low
70 - Deep Freeze
Frost damage paralyzes targets if their health is low
70 - Disintegrate
Shock damage disintegrates targets if their health is low
70 - Arcane
Non-elemental destruction spells linger until the target dies if their health is low
100 - Arbiter
All destruction spells linger for twice as long if the target is at full health
(clarification: this results in double damage, except for concentration spells which will instead deal double damage over time after you stop casting)
100 - Paragon of Destruction
Every 50 base magicka you have improves destruction spells by 5%, up to 50%
Novice & apprentice destruction spells no longer cost magicka
• Enchanting •
0 - Enchanter
New enchantments are 1% stronger per point of Enchanting
20/40/60 - Soul Squeezer
Soul gems provide extra magicka for recharging
20/40 - Magus
If wearing at least 3 pieces of clothing and less than 3 pieces of light or heavy armor, spells from any schools cost 10%/20% less and many beneficial spells last 20%/40% longer
20/50 - Fiend
Power attacks with enchanted weapons inflict 50%/100% more elemental damage
30 - Power Enchanter
Elemental enchantments on weapons and armor are 25% stronger
30/50 - Elementalist
If wearing at least 3 pieces of clothing and less than 3 pieces of light or heavy armor, inflict 20%/40% more damage with elemental effects
40/60 - Soul Siphon
Death blows to creatures/any target trap 5% of the victim's soul, recharging the weapon
40 - Insignia
Enchantments placed on jewelry are 25% stronger
40/60 - Sorcerer
If wearing at least 3 pieces of clothing and less than 3 pieces of light or heavy armor, regenerate magicka 50%/100% faster
50 - Insightful Enchanter
Skill enchantments on armor are 25% stronger
50 - Pure
Enchantments placed on clothing are 50% stronger
50 - Hellion
If wearing at least 3 pieces of clothing and less than 3 pieces of light or heavy armor, getting attacked up close has a chance to retaliate with a random elemental explosion
70 - Corpus Enchanter
Health, magicka and stamina enchantments on armor are 25% stronger
70 - Spirit Shield
If wearing at least 3 pieces of clothing and less than 3 pieces of light or heavy armor, each point of current magicka decreases incoming spell damage, every 100 Magicka results in 10% less damage, up to 50% reduction
100 - Extra Effect
Can put two enchantments on the same item
• Illusion •
0 - Illusion Expertise
Spells from this school cost 0.5% less magicka per point of Illusion
20 - Illusion Dual Casting
Dual casting an Illusion spell overcharges the effects into an even more powerful version
20 - Animage
Illusion spells now work on higher level animals
30 - Lulled Psyche
Calm spells last 50% longer
30 - Quiet Casting
All spells cast from any school of magic are silent to others
30 - Hypnotic Gaze
Calm spells now work on higher level opponents
40 - Kindred Mage
All Illusion spells work on higher level people
50 - Tormented Psyche
Fear spells last 50% longer
50 - Aspect of Terror
Fear spells work on higher level opponents
50 - Bewitch
All Illusion spells work on any higher level targets
70 - Rage
Frenzy spells work on higher level opponents
70 - Hysterical Psyche
Frenzy spells last 50% longer
90 - Master of the Mind
Illusion spells work on undead, daedra and automatons
100 - Madness
Hostile combatants in your presence may randomly become frenzied for a short time
100 - Paragon of Illusion
Every 50 base magicka you have improves illusion spell max level by 1, up to 10
Novice & apprentice illusion spells no longer cost magicka
• Restoration •
0 - Restoration Expertise
Spells from this school cost 0.5% less magicka per point of Restoration
20 - Restoration Dual Casting
Dual casting a Restoration spell overcharges the effects into an even more powerful version
20 - Benevolence
Healing spells are exponentially more effective depending on how injured the receiver is
30 - False Shepherd
Targeted healing spells now hurt hostiles
30/60 - Meditate
Magicka regenerates 25/50% faster, double effect when standing still
40/60/80 - Safeguard
Wards cost 15%/30%/50% less magicka to maintain.
While dual casting a concentration spell, project a weak/capable/strong ward at no additional cost for a limited time
40 - Respite
Healing spells also restore stamina
40/70 - Inner Light
Magicka recovers faster depending on how depleted it is
40/70 - Worship
Shrine blessings are 50%/100% stronger and last 50%/100% longer
40 - Undead Hunter
Deal 20% more damage to and take 20% less damage from undead
50 - Calming Presence
Living allies in a large radius around you regenerate health over time
60/80 - Ward Absorb
Wards that are cast absorb 25%/40% of magicka that hits them
60 - Zeal
While under the effects of any blessing, spells from any school are either 10% more effective or last 20% longer
70 - Lightbringer
Spells last twice as long against the undead
70 - Inspiring Presence
Living allies in a large radius around you deal 50% extra physical damage
70 - Guardian
Restore some health per second for each hostile faced in combat at once
70 - Surge
Instantly recover the first 20% of your magicka when regenerating
100 - Divine Spark
Once every 6 in-game hours, fully restores all your health, stamina and magicka if you fall below 25% health
100 - Paragon of Restoration
Every 50 base magicka you have improves restoration spells by 5%, up to 50%
Novice & apprentice restoration spells no longer cost magicka

• Archery •
0 - Overdraw
Projectile weapons do 1% more damage and some more critical damage per point of Archery
Gain a 5% chance to critically hit with projectile weapons
20/50 - Marksman
Projectile weapons deal up to 20%/40% more damage to distant targets
20/50 - Close Quarters
Projectile weapons deal up to 20%/40% more damage to targets within a short distance
20/40/60 - Puncture
Projectile weapons inflict bleed damage, deals double bleed damage to sprinting targets
(sprint damage bonus works regardless if the target was sprinting when it was initially struck or not)
20/40 - Eagle Eye
Pressing Block while aiming will zoom in your view
30 - Discombobulate
Bashing with a bow slows targets down severely for a few seconds with a small chance to knock them down
30/60 - Bushwhack
Projectile weapons deal 20/40% more damage to targets at full health
30/60 - Gore
Projectile weapons have a +2.5%/+5% chance to critically hit
40/60 - Steady Hand
Zooming in with a projectile weapon slows time by 50%/75%
40 - Pierce
Projectile weapons ignore 25% of armor, 50% if the target is within a very short distance
40 - Power Shot
Projectiles gain a 25% chance to stagger targets
50/70 - Opportunist
Deal 20%/40% more damage to targets that are attacking or casting
50/70 - Hunter
Reclaim 50%/75% of projectiles from dead bodies and deal 15%/35% more projectile damage while undetected
70 - Ranger
Able to move faster with a readied projectile weapon
70 - Quick Shot
Can prepare projectile weapons 30% faster
100 - Mercy Kill
Deal more damage depending on how hurt a target is, slay targets below 20% health, dealing mortal damage
• Block •
0 - Shield Wall
Blocking is 0.5% more effective and shields gain 1% armor rating per point of Block
30 - Deflect Arrows
Arrows inflict 25% less damage while blocking and 50% less damage if using a shield, arrows that hit the shield deal no damage
30 - Power Bash
Able to do a power bash
30/50 - Parry
Blocking with one-handed weapons is 15%/30% more effective and two-handed is 20%/40% more effective
30/50 - Perfect Block
Gain a 20%/35% chance to block all damage, 35%/50% chance if target is power attacking
40/60 - Palisade
Take 20%/40% less damage from power attacks while blocking
40/60 - Bolster
While blocking with a shield in combat, regenerate health over time
40 - Elemental Protection
Blocking with a shield reduces incoming elemental damage by 1% per point of Block, up to 80%
40 - Deadly Bash
Bashing does 10% more damage per point of Block
70 - Block Runner
Able to move faster with a shield or weapon raised
70 - Clobber
Bashes decrease the attack damage and movement speed of targets by 25% for a few seconds, power bashes have a 25% chance to knock targets down, 50% chance if target is power attacking
70 - Grit
Block more damage as your health drops
100 - Shield Charge
Sprinting with a shield raised knocks down most targets
• Heavy Armor •
0 - Juggernaut
Increases heavy armor rating by 1% per point of Heavy Armor
Unarmed attacks with Heavy Armor gauntlets do their base armor rating in extra damage
30 - Unwavering
While wearing at least 3 pieces of heavy armor, enemies below 50% health or stamina deal 20% less damage and cant stagger you
30 - Well Fitted
20% armor bonus if wearing at least 3 pieces of heavy armor
40/60 - Defiance
While wearing at least 3 pieces of heavy armor, gain 10%/20% health regeneration and for each 10% health lost you gain an additional 5%/10% health regeneration
50 - Insulated
While wearing at least 3 pieces of heavy armor, each point of armor rating reduces elemental damage taken, 100 armor rating results in 7% reduction
50 - Challenger
While wearing at least 3 pieces of heavy armor, getting attacked up close raises your armor rating by 10 for 15 seconds, stacks
50 - Charge
While wearing at least 3 pieces of heavy armor, sprint 10% faster in combat and take 40% less damage while sprinting
50 - Deflect
While wearing at least 3 pieces of heavy armor, take 25% less damage from unblocked power attacks and projectiles
70 - Ricochet
While wearing at least 3 pieces of heavy armor, gain a 35% chance to take no damage from unblocked power attacks and projectiles
70 - Blitz
While wearing at least 3 pieces of heavy armor, take 50% less damage during power attacks
70 - Conditioning
Heavy Armor weighs half as much and slow you down less when worn
70 - Combo Set
Additional 20% heavy armor bonus if wearing at least 3 pieces of matching heavy armor
100 - Sovereign
While wearing at least 3 pieces of heavy armor, each hostile faced in combat decreases physical damage taken by 5%, scales up to 10 enemies
100 - Monolith
While wearing at least 3 pieces of heavy armor, hostiles in your presence may flee combat at random or when near death, you also reflect 200% of damage taken
• One-Handed •
0 - Armsman
One-handed weapons do 1% more damage and some more critical damage per point of One-Handed
Gain a 5% chance to critically hit with one-handed weapons
20/50 - Fighting Stance
Power attacks with one-handed weapons cost 20%/40% less stamina
30/60/90 - Hack and Slash
Attacks with war axes cause extra bleeding damage
30/60/90 - Bone Breaker
Attacks with maces ignore 20%/40%/60% of armor
30/60/90 - Bladesman
Attacks with swords & daggers have a +2%/+4%/+6% chance of doing critical damage
30/50 - Dual Flurry
Dual wielding attacks are 20%/35% faster
40/70 - Rip
Attacks with war axes deal 15%/30% more damage to blocking targets
40/70 - Crush
Attacks with maces inflict minor/moderate additional stamina damage
40/70 - Cutter
Attacks with swords & daggers decrease the attack damage of targets by 5%/10% for a few seconds, stacks
50 - Vicious Strike
One-handed power attacks deal 35% more damage to targets above 90% health or who are staggered, grants a chance to decapitate your enemies
50 - Critical Charge
Can do a one-handed power attack while sprinting that always crits
50 - Dual Ferocity
Dual wielding power attacks use 25% less stamina
50 - Rival
Attacks with war axes deal slightly more damage depending on how high a targets health is
50 - Cripple
Attacks with maces reduce the movement speed of targets by 7% for 10 seconds, stacks
50 - Fleet
Move 20% faster while attacking with swords or daggers
70 - Bloodlet
War axe bleed damage lasts 50% longer
70 - Bludgeon
Maces decrease the armor rating of targets by 15 for 10 seconds, stacks
70 - Slaughter
Swords & daggers slay targets below 15% health, dealing mortal damage
70 - Dual Savagery
Dual wielding power attacks do 40% bonus damage
100 - Execution
Power attacks deal more damage depending on how hurt a target is
• Smithing •
0 - Prodigy
Can create Steel equipment and improve most basic items twice as much
30 - Elven Knowledge
Can create Elven equipment and improve such items twice as much, gain 10% magic resistance if wearing 3 or more pieces of Elven armor
30 - Dwarven Knowledge
Can create Dwarven equipment and improve such items twice as much, take 10% less physical damage if wearing 3 or more pieces of Dwarven armor
40 - Weapons Specialist
Can improve weapons 25% further. Can only pick one Specialist perk
40 - Armor Specialist
Can improve armors & shields 25% further. Can only pick one Specialist perk
50 - Advanced Knowledge
Can create Scaled and Plate equipment and improve such items twice as much, take 25% less damage from projectiles if wearing 3 or more pieces of Scaled/Plate armor
50 - Orcish Knowledge
Can create Orcish equipment and improve such items twice as much, take 25% less damage from power attacks if wearing 3 or more pieces of Orcish armor
50 - Arcane Blacksmith
Magical weapons and armor can now be improved
60 - Light Weaponry Expert
Can improve one-handed weapons 25% further, take 15% less damage from one-handed weapons, can only pick one Expert perk
60 - Heavy Weaponry Expert
Can improve two-handed weapons 25% further, take 15% less damage from two-handed weapons, can only pick one Expert perk
60 - Ranged Weaponry Expert
Can improve ranged weapons 25% further, take 15% less damage from ranged weapons, can only pick one Expert perk
60 - Light Armor Expert
Can improve light armor 25% further, bypass 15% damage resistance against targets wearing Light Armor, can only pick one Expert perk
60 - Heavy Armor Expert
Can improve heavy armor 25% further, bypass 15% damage resistance against targets wearing Heavy Armor, can only pick one Expert perk
70 - Glass Knowledge
Can create Glass equipment and improve such items twice as much, move 10% faster if wearing 3 or more pieces of Glass armor
80 - Ebony Knowledge
Can create Ebony equipment and improve such items twice as much, gain 60% fire resistance if wearing 3 or more pieces of Ebony armor
90 - Daedric Knowledge
Can create Daedric equipment and improve such items twice as much, deal 20% more damage with all elemental effects if wearing 3 or more pieces of Daedric armor
100 - Dragon Knowledge
Can create Dragon equipment and improve such items twice as much, take 30% less elemental damage if wearing 3 or more pieces of Dragon armor
• Two-Handed •
0 - Barbarian
Two-handed weapons do 1% more damage and some more critical damage per point of Two-Handed
Gain a 5% chance to critically hit with two-handed weapons
20/50 - Champion's Stance
Power attacks with two-handed weapons cost 20%/40% less stamina
30/60/90 - Limbsplitter
Attacks with battle axes cause powerful extra bleeding damage
30/60/90 - Skull Crusher
Attacks with warhammers ignore 25%/50%/75% of armor
30/60/90 - Deep Wounds
Attacks with greatswords have a +2%/+4%/+6% chance of doing critical damage
40 - Sweep
Swinging power attacks with two-handed weapons hit all targets in front of you
40/70 - Tear
Attacks with battle axes deal 20%/40% more damage to blocking targets
40/70 - Smash
Attacks with warhammers inflict moderate/major additional stamina damage
40/70 - Slasher
Attacks with greatswords decrease the attack damage of targets by 8%/12% for a few seconds, stacks
50 - Merciless Strike
Two-handed power attacks deal 50% more damage to targets above 90% health or who are staggered, grants a chance to decapitate your enemies
50 - Great Critical Charge
Can do a two-handed power attack while sprinting that always crits
50 - Equalize
Battle axes deal slightly more damage depending on how high a targets health is
50 - Mangle
Attacks with warhammers reduce the movement speed of targets by 12% for 10 seconds, stacks
50 - Swift
Move 30% faster while attacking with greatswords
60 - Cadence
All swinging attacks with two-handed weapons hit all targets in front of you
70 - Decimate
Power attacks with two-handed weapons have a 35% chance to knock most targets down
70 - Hemorrhage
Battle axe bleed damage lasts 75% longer
70 - Maul
Warhammers decrease the armor rating of targets by 30 for 10 seconds, stacks
70 - Vanquish
Greatswords slay targets below 20% health, dealing mortal damage
100 - Guillotine
Power attacks deal more damage depending on how hurt a target is

• Alchemy •
0 - Alchemist
Potions are poisons are 1% stronger per point of Alchemy
20 - Physician
Potions you mix that restore health or stamina are 25% more powerful
20/40/60 - Perfect Batch
Gain a 20%/30%/50% chance to create double the potions
(accumulates properly with Sinderion's Serendipity)
30 - Poisoner
Poisons you mix are 25% more effective
30 - Benefactor
Potions you mix with beneficial effects have an additional 25% greater magnitude
40 - Booster
While under the effects of any beneficial potion, gain 30% health and stamina regeneration
50/70/90 - Experimenter
Eating an ingredient reveals the first two/three/four effects
50/70/90 - Concentrated Poison
Poisons applied to weapons last for two/three/four additional hits
70 - Green Thumb
Two ingredients are gathered from plants
80 - Liquid Alacrity
While under the effect of any beneficial potion, gain 10% bonus movement speed
100 - Witchdoctor
Gain 100% disease and 50% poison resistance, hostiles in a moderate radius around you lose 75% poison resistance
100 - Purity
All negative effects are removed from created potions while all positive effects are removed from created poisons
• Light Armor •
0 - Agile Defender
Increase light armor rating by 1% per point of Light Armor
30 - Custom Fit
20% armor bonus if wearing at least 3 pieces of light armor
30 - Jouster
While wearing at least 3 pieces of light armor, deal 20% more damage at above 90% stamina or deal 10% more damage as long as you have stamina left in combat
40 - Traveler
While wearing at least 3 pieces of light armor, gain 100/200 bonus carry weight and move slightly faster out of combat
40/60 - Athletic
While wearing at least 3 pieces of light armor, regenerate stamina 40%/80% faster
50 - Pristine
While wearing at least 3 pieces of light armor, the next unblocked attack or elemental spell deals 40% less damage while at full health
50 - Unhindered
Light Armor weighs nothing and doesn't slow you down when worn
60 - Wind Waker
While wearing at least 3 pieces of light armor, move 10% faster and sprint an additional 10% faster
60 - Survival Instincts
While wearing at least 3 pieces of light armor, gain a burst of speed whenever a hostile near you attacks
70 - Elude
While sprinting in at least 3 pieces of light armor, gain a 60% chance to avoid physical and elemental damage
70 - Combo Set
Additional 20% Armor bonus if wearing 3 or more pieces of matching Light Armor
100 - Untouchable
Move slightly faster and regenerate stamina moderately faster for each hostile faced in combat at the same time while wearing at least 3 pieces of light armor
100 - Deft Movement
While wearing at least 3 pieces of light armor, gain a 20% chance to avoid physical and elemental damage
• Lockpicking •

• Pickpocketing •
0 - Light Fingers
Pickpocketing is 1% easier per point of Pickpocketing
30/60 - Night Thief
+50%/100% chance to pickpocket if the target is asleep
40 - Poisoned
Silently harm enemies by placing poisons in their pockets
40/70 - Cutpurse
Pickpocketing gold becomes 50%/100% easier
50/60/80 - Extra Pockets
Carrying capacity is increased by 100/150/225
60 - Keymaster
Pickpocketing keys almost always works
70 - Misdirection
Can pickpocket equipped weapons
100 - Perfect Touch
Can pickpocket equipped items, clothes and armor
• Sneak •
0 - Stealth
You are 0.5% better at stealth per point of Sneak, does not work with 3 or more pieces of heavy armor
30 - Muffled Movement
Noise from armor is reduced by 50%, does not work with 3 or more pieces of heavy armor
30 - Backstab
Sneak attacks with one-handed weapons now do six times damage
30/50 - Void
Each point of Sneak makes elemental spells 0.5%/1% stronger against targets not engaged in direct combat
40 - Light Foot
You won't trigger pressure plates
40 - Deadly Aim
Sneak attacks with bows now do three times damage
40/60 - Trickster
Deal 25%/50% more physical and elemental damage to enemies from behind
(works in combat as well)
50 - Silent Roll
Sprinting while sneaking executes a silent forward roll, dodge physical attacks while rolling
50 - Assassin's Blade
Sneak attacks with daggers now do a total of fifteen times normal damage
50/70 - Supernatural Agility
Sneak 20%/40% faster, sprint 10%/20% faster and take 50%/90% less fall damage
70/90 - Achilles Heel
If undetected, ignore 50%/100% of armor
70 - Silence
You no longer make any movement noise while sneaking, does not work with 3 or more pieces of heavy armor
100 - Harbinger
The more health points a target has, the more damage you deal to them if undetected
100 - Specter
Sneaking with weapons sheathed makes you nearly invisible as long as you have stamina left, increases movement speed and drains stamina while active
(not complete invisibility, but it will make you practically invisible out of combat and will greatly help you hide after being spotted)
• Speech •
0 - Haggling
Barterting prices are 0.5% better per point of Speech
30 - Allure
10% better prices with the opposite sex
30 - Convincing
Can sell stolen items to anyone and can bribe guards to ignore crimes
30 - Disciple
Shouts are 1% more powerful per point of speech
50 - Merchant
Can sell any type of item to any kind of merchant
50 - Persuasion
Persuasion attempts are 30% easier
50 - Furious Voice
Elemental shouts are 50% stronger
70 - Investor
Can invest 500 gold with a shopkeeper to increase their available gold permanently
70 - Intimidation
Intimidation is twice as successful
70 - Commanding Voice
Shouts last 30% longer
80 - Greed
For each 5000 gold in your inventory, prices are 5% better, up to 30%
100 - Peerless Voice
All shouts have a 30% shorter cooldown
100 - Master Trader
Every merchant in the world gains 1000 gold for bartering
Khajiit has tweaks, if you have clicks.
Spells? You want 'em? They're yours my friend, as long as you have enough Magicka.