The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Perks Expanded V2
   
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9 Apr, 2012 @ 9:58am
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Perks Expanded V2

Description
Sorry for the separate mod from the first version, Creation Kit was being awkward, wouldn't let me UPDATE the mod, but at least this way you can "rollback" to a previous version if you don't like the changes made in a newer version.
This mod is an ongoing attempt to greatly expand the perk trees of Skyrim with new perks, but not replacing or changing any existing perks and also having these new perks not require any other perks to invest in (while still requiring a certain skill level), so Perks Expanded can be used alongside your favorite perk overhaul. I've tried to balance these perks so it does not get too OP, but I understand some players may deem a few of these to be OP. If a majority agree a certain aspect of the mod is too OP, I will be happy to fix it.
This mod will be constantly updated with new perks, so if the small perk list puts you off, and you think to yourself "Bah, Perks Expanded is not worth the small amount of perks you get with it!" favorite and check back later! It will surely have a more expansive list of perks for you to choose from next time you level!
If you like this mod, please rate! Also, you may find another mod that you may like on my Workshop Page.

Version I Perks:
Fire, Frost, And Storm Mastery
Reduces cost of Fire, Frost, and Shock spells respectively by 25%
Requires a Destruction skill of 70, 80, or 90 respectively.

Shouting Mastery
Halves shout cooldown time.
Requires 90 Speech.

Ward Mastery
Wards cost significantly less magicka. (80% Magicka cost reduction)
Requires 80 Restoration.

Scholar Perks
Adds a perk to each skill tree that hastens skill gain in that skill by 50%.
Requires skill level 50.

Perks added in Version II:
Magic Perks (located above Destruction skill tree):
Magic Training
Requires 30 in all Magic skills (barring Enchanting)
Improves duration, damage, and range of all magic by 10%

Magic Scholar
50 in all Magic skills (barring Enchanting)
Improves skill gain of Magic skills (except Enchanting) by 25%

Magicka Boost
50 in all Magic skills (barring Enchanting), and Magic Training
Increases Magicka by 100

Mana Surge
90 in all Magic skills (barring Enchanting), and Magic Training
Grants the Mana Surge power, usable once per day, which completely restores Magicka when used.

Crafting Perks (located above Smithing skill tree)
Craft Training
Requires 30 Alchemy, Smithing, and Enchanting.
+20% Crafting effectiveness
(more added next update)

Normal perks
Phalanx
Requires 100 Heavy Armor skill
Grants the Phalanx power, usable once per day, which reduces damage taken for 10 seconds by 90%. A nod to Tactics Ogre: Let Us Cling Together, one of my favorite games.

Magic Armor
Requires 60 Alteration
Adds 75 to Armor Rating, even if not wearing armor at all.

Double Potion
Requires 100 Alchemy
When making potions/poisons, you make twice as many as normal.

Thousand Strikes
Requires 100 One Handed and Dual Savagery
Grants the Thousand Strikes power, usable once per day, which allows you to attack at 2 times normal speed for 10 seconds.

Parrying
Requires 40 Block
Blocking with weapons is 25% more effective.
(Thanks ryus27 for the idea of a weapon blocking perk, will try and implement your exact idea in the next update!)

Night Owl
Requires 40 Sneak
Stamina regenerates 50% faster in the night
(Thanks Brandenandryan!)

Morning Bird
Requires 40 Restoration
Stamina regenerates 50% faster in the day
(Thanks Brandenandryan!)

Aspect of the Grasshopper
Requires 30 Alteration
Jump higher than normal.
(Thanks Brandenandryan!)

Aspect of the Fish
Requires 35 Alteration
Grants Waterbreathing.
(Thanks Brandenandryan!)

Next update will include a complete Crafting mini-tree, and of course, lots more perks!

Any suggestions are welcome, as this mod can be improved through them!
19 Comments
We go together 1 Oct, 2015 @ 5:09pm 
Perk: ward options. only available when MAXing ward mastery. Enable or disable wards flinging objects, disable or enable friendly fire with wards, change range of ward explosions, arm or disarm all wards in the area (still there, just not armed), move wards. active as a minor power. MCM compatible.
We go together 1 Oct, 2015 @ 5:07pm 
PG.2: MAX: Wards can be placed on anything, even actors, NPC's, moving objects, etc., and be cast at several miles away, you can place unlimited wards, and wards you place of any element do not override your current wards, as well as the explosion and placing being silent, enemies killed are turned to ash, wards do 100 percent more damage, and cause 25 extra points of poison damage, cost 75 percent less to cast, can trap any soul, do sneak damage at 3.5X sneak damage, do 100 points of damage to stamina and magicka, wards do not reset upon leaving an area or reloading your game.
We go together 1 Oct, 2015 @ 5:07pm 
Ward mastery: Level 1: Cast up to 2 wards, and cast 2 wads of any element. (2 fire wards can be placed,as well as 2 shock wards, as well as 2 lightning wards) Level 2: Cast up to 4 wards of any elements, wards do 15 percent more damage and can be placed on doors. Level 3: Cast up to 3 wards of any element, effects of wards stack, wards do 35 percent more damage. Level 4: Cast up to 4 wards, wards can be placed on ceilings, wards do 66 percent more damage, wards cost 50 percent less magicka. (MAX level explanation on next page, level 4 isn't MAX)
Arius 18 Dec, 2013 @ 12:42pm 
Awesome mod, but the Schoolar Perks are grayed out, please help me!
Krissio 13 Oct, 2013 @ 12:17pm 
Bug: i smithed like two pieces of leather armor and my smithing skill went from 20 to 73... i removed the mod and tried again and it was cool
MarkJoSims 31 Jul, 2013 @ 4:19pm 
I think I have an idea for crafting:
Maybe (since I personally find levelling any crafting skill a waste of time) you could add a system of reverse engineering armor/potions that levels the respective skill? Maybe you could also make some quest chains for finding powerful smithing plans/recipies/tomes/magical artifacts that even grant a free perk for the appropriate skill tree? Just a thought
The Warmaster 9 Jul, 2013 @ 8:31am 
same problem as jigomon and cecil lizard the perks either dont activate or even appear or i cant unlock them. fix please.
The Overlander 28 Jun, 2013 @ 6:53pm 
this doesnt work i cant do anything with them fix please
AntiMeanies 5 Mar, 2013 @ 6:05am 
For some reason, I get the version 1 perks, but not the version 2 perks.
VideoJones 20 Feb, 2013 @ 3:13pm 
The perks are greyed out for me. Are there any conflicting mods that are known?