The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Skyrim / Perkus Maximus / Perk Descriptions
By Jaybo
This guide is in reference to a new overhaul/perk mod for Skryim called Perkus Maximus by T3nd0.

When you view the perk trees, you can no longer see the specific boosts or bonuses that the the perks give, so I've attached them here for easy viewing.

For bug reporting please report at http://www.nexusmods.com/skyrim/mods/59849/?tab=14&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodbugs%2F%3Fid%3D59849&pUp=1
   
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Intro

This guide is in reference to a new overhaul/perk mod for Skryim called Perkus Maximus by T3nd0. The mod adds new perks, and reworks the existing perks for better immersion. It will change the way you play the game, and make some of the previously useless perks more attractive. When you view the perk trees, you can no longer see the specific boosts or bonuses that the the perks give, so I've attached them here for easy viewing.
The mod also adds some new weapon types and some other extras.

This information is also available for download in a separate file by author T3nd0.
I take no credit for his work, I am simply reposting.

The creator's facebook link:
https://www.facebook.com/pages/Perkus-Maximus-Skyrim-Redone-Successor/559386007477567

Perkus Maximus is available for download at SkyrimNexus Here.
http://www.nexusmods.com/skyrim/mods/59849/?

There may be changes in future updates, let me know if anything needs to be updated.


Installation : ** Important **
Please pay attention to the below, as failure to install properly could result in missing skills, spells, and issues. If certain spells or abilities do not work it may be as a result of the missing patch and/or incorrect load order.

Installation

PerMa consists of a "fake master", three functional modules - PerMa-Warrior, PerMa-Mage, PerMa-Thief - and the patcher program Patchus Maximus (PaMa). On top, it brings additional optional stuff that I might or might not expand upon in the future. As of now, it comes with "Wintermyst" by Enai Siaion.

1. Use NMM or Wrye Bash, or manual installation if you're up to it, to install all modules you want. PaMa and the fake master + many resources are not optional.

1.9 (Not needed if you use all three modules)
You'll need to tell PaMa that you don't use all modules. Go to
skyrim/Data/SkyProc Patchers/T3nd0_PatchuMaximus/PMxml/GeneralSettings.xml
and check out these lines:
<useMage>true</useMage>
<useThief>true</useThief>
<useWarrior>true</useWarrior>

Each line corresponds to one module. For each module you don't use, replace the "true" by "false".

***(close nexus mod manager while running the patcher)*** important
***(with the new 1.1 patch, there is a 64Bit installer for those using 64bit windows)***

2. Go to
skyrim/dData/SkyProc Patchers/T3nd0_PatchuMaximus/
and run the patcher, either by using PatchusMaximus.jar or Debug-moreHeapspace.bat. The latter is recommended, because the patcher does a lot, and demands a lot of heap space.

IMPORTANT: On a minimal load order, the patcher only takes a few (2-3) minutes. On a very large load order, it may just take an hour. It will stick at 100% after importing and tell you what it's currently working on. Do not panic while it's doing its thing. It'll tell you if it crashes.

3. Make sure the patch (PatchusMaximus.esp) loads after any PerMa module, and that the master loads before everything else.
Done!
Smithing Perks
Perks [Smithing]
===============-------

Craftsman (0/50)
1- Tempering is 25% better.
2- Tempering is x% better, where x is SMITHING_SKILL * 0.5.

Material: Leather (20)
1- Unlocks leather armor crafting and tempering recipes. While wearing full leather armor,
gain 15% fire and frost resistance.

Material: Moonstone (35)
1- Unlocks moonstone armor and weapon crafting and tempering recipes. While wearing full
moonstone armor, all spells are 5% cheaper to cast.

Material: Corundum (50)
1- Unlocks corundum armor and weapon crafting and tempering recipes. While wearing full
corundum armor, Health and Stamina regenerate 20% faster.

Material: Malachite (70)
1- Unlocks malachite armor and weapon crafting and tempering recipes. While wearing
full malachite armor, 10% of all incoming spells are absorbed.

Material: Dragons (90)
1- Unlocks dragonbone and dragonscale armor and weapon crafting and tempering recipes.
While wearing full dragonplate or dragonscale armor, move 5% faster and deal 10%
more damage with frost and fire.

Basic Smithing (20)
1- Unlocks steel armor and weapon crafting and tempering recipes. While wearing full steel
armor, incoming bow damage is reduced by 10%, and incoming crossbow damage is reduced
by 20%.

Material: Dwarven Metal (35)
1- Unlocks dwarven metal armor and weapon crafting and tempering recipes. While wearing
full dwarven armor, take 15% less damage from Falmer and dwemer machines.

Material: Orichalcum (50)
1- Unlocks orichalcum armor and weapon crafting and tempering recipes. While wearing full
orichalcum armor, orichalcum weapons deal 15% more damage.

Material: Ebony (70)
1- Unlocks ebony armor and weapon crafting and tempering recipes. While wearing full
ebony armor, magic resistance is increased by 10%.

Material: Daedra (90)
1- Unlocks daedric armor and weapon crafting and tempering . While wearing full daedric
armor, incoming blae weapon attacks 10% armor and daedra summoning spells last 25% longer.

Material: Gold and Silver (30)
1- Unlocks crafting and tempering recipes for silver weapons and various jewelry.

Material: Refined Silver (45)
1- Unlocks crafting and tempering recipes for refined silver weapons.

Copycat (55) (X)
1- Unlocks various crafting recipes for "Artifact Essence" and for unenchanted copies of various daedric artifacts
you have in your inventory.

"Artifact Essence" is crafted at the smelter and requires a Daedra Heart and three soul gem fragments of one of
various combinations. Its sole use lies in the creation of artifact replicas. Crafting recipes for "Artifact
Essence" only show up if you have a Daedric Heart in your inventory.

Deadric artifact replicas require one Artifact Essence as well as three pieces of the material you'd use
when tempering the artifact to be crafted. The recipes only show up if you have the original artifact in
your inventory.

Meltdown (25) (X)
1- Unlocks meltdown recipes for all armor and weapons whose material perk you have at
the smelter (metal) or tanning rack (leather/clothing)

Armorer (40) (X)
1- Can re-forge any craftable armor whose material perk you have into a more
lightweight version with slightly better stats.

Reforged armor has -30% weight and +15% armor value.

Weaponsmith (40) (X)
1- Can re-forge any craftable weapon whose material perk you have into a more
lightweight version with slightly better stats.

Reforged weapons have -30% weight, +10% attack speed and +10% damage.

Reforging takes place at the forge and requires two units of the ingredient you'd need
when tempering the weapon. Reforging recipes don't show up unless you actually
have a reforgable weapon in your inventory.

Animunculi (35/55/80) (X)
1- Unlocks crafting recipe for Container - Dwarven Spider.

Ingredients: 1 lesser soul gem, 2 dwarven cogs, 2 dwarven oil, 3 dwarven metal ingot

2- Unlocks crafting recipes for Container - Dwarven Sphere and Container - Dwarven
Ballista.

Ingredients [Container - Dwarven Sphere]: 1 common soul gem, 2 dwarven cogs,
3 dwarven oil, 4 dwarven metal ingot

Ingredients [Container - Dwarven Ballista]: 1 common soul gem, 4 dwarven cogs,
1 Large Dwemer Strut, 4 dwarven metal ingot

3- Unlocks crafting recipes for Container - Frost Centurion, Container - Fire Centurion
and Container - Steam Centurion.

Ingredients [Container - Frost Centurion]: 1 grand soul gem, 1 dwarven centurion core,
3 frost salt, 12 dwarven metal ingot

Ingredients [Container - Fire Centurion]: 1 grand soul gem, 1 dwarven centurion core,
4 fire salt, 12 dwarven metal ingot

Ingredients [Container - Steam Centurion]: 1 grand soul gem, 1 dwarven centurion core,
6 dwarven gyro, 12 dwarven metal ingot

When dropped from the inventory, these items spawn a permanent Dwarven companion.
When activated, you can collect the companion again again.

Mass Prodution (70) (X)
1- Reduces the weight of all "Container" items by 80%.

Repair Unit (45) (X)
1- Unlocks recipe for "Container - Dwarven Medi Spider". Dwarven Medi Spiders are bulkier
and larger than regulat Dwarven Spiders, and heal mechanical allies automatically
while they're nearby.

Hunting Grounds (30/55) (X)
1- Unlocks "Bear Trap" crafting recipe at forges. Grants lesser power "Place Trap".

"Place Trap" opens up a menu that allows you to select a trap to be placed at the point you aimed at. Has
a range of 10 feet. If you prefer to manually place traps by droping them from your inventory - that's
still possible.

2- Unlocks "Spikes" crafting recipe at forges.
Spikes can be triggered multiple times, but they cannot be collected again after they were placed.

Bear trap base damage is 60. Spikes base damage is 30.
Both traps' damage is affected by the target's armor value.

Inexorable Grip (40/70)
1- Physical trap damage is increased by 40%.
2- Physical trap damage is increased by 80%.

Legcutter (70)
1- Physical trap damage ignores the target's armor rating.

Mastery: Warforged (50)
- Allows you to craft reforged gear into warforged gear at the forge. Warforged gear has considerably better stats than regular gear, but can not be enchanted. While using a warforged weapon, attacks consume no stamina. While wearing at least four pieces of warforged armor of any material combination, you gain all armor bonuses from all material perks you know.
Block Perks
Perks [Block]
===============-------

Safeguard (0/40)
1- Shield armor rating is increased by 15%. Blocking is 15% more effective.
2- Shield armor rating is increased by 30%. Blocking is 30% more effective.

Exhaust (35/55/75)
1- After blocking a melee attack, the attacker's melee weapon skills are 25% worse for 4 seconds.
2- After blocking a melee attack, the attacker's melee weapon skills are 30% worse for 6 seconds.
3- After blocking a melee attack, the attacker's melee weapon skills are 35% worse for 8 seconds.

Quick Reflexes (25/55)
1- The timed blocking time interval increases to 0.5 seconds.
2- The timed blocking time interval increases to 0.6 seconds.

Replenish (35/70)
1- Performing a timed block restores 20 points of Stamina per second for 1 second.
2- Performing a timed block restores 20 points of Stamina per second for 2 second.

Shatter (50)
1- Heavy shield timed blocking has a 50% chance to disarm the attacker.

Shove (55) (X)
1- When power bashing with a heavy shield, the target is ragdolled, as long as your stamina is above 60%.
When bashing with a heavy shield, the target is ragdolled, as long as your stamina is above 75%.
Does not work on ghosts, mammoths and dragons

[BASHING SPELL priority 2]

Dispel (50)
1- While timed blocking with a light shield, incoming bow, arrow and Destruction spell
damage is reduced by 80%.

Overwhelm (55) (X)
1- When power bashing with a light shield, your melee weapon damage increases by 25% and your attack speed increases by 15% for 2 seconds, as long as your stamina is above 50%.
When bashing with a light shield, your melee weapon damage increases by 25% and your attack speed increases by 15% for 2 seconds, as long as your stamina is above 70%.

[BASHING SPELL priority 2]

Sanctuary (20/40)
1- While blocking, Health and Magicka regenerate 20% faster. Blocking a spell only consumes 15% of its base cost as Stamina.
1- While blocking, Health and Magicka regenerate 20% faster. While not moving, the bonus doubles. Blocking a spell only consumes 10% of its base cost as Stamina.

Blade Barrier (45/75)
1- Blocking with a blade weapon reduces the attacker's Health by 4%
2- Blocking with a blade weapon reduces the attacker's Health by 7%

Blunt Supremacy (60)
1- Power bashes with blunt weapons hit all targets in front of you.

Debilitating Bash (20/50)
1- Regular bashes reduces the target's Health regeneration, Magicka regeneration and Stamina regeneration by 300% for 8 seconds.
2- All bashes do 300% more damage.

[BASHING SPELL priority 3]

Power Bash (40)
1- Can perform power bashes.

Block Runner (65)
1- Can move fast while having a shield raised.

Shield Charge (80)
1- While having a shield raised, sprinting consumes 10 Stamina per second and knocks every non-Dragon non-Giant down. Also deals 4 damage per second.

Last Stand (95)
1- Grants lesser power "Last Stand", usable once after resting. When activated, reduces all incoming damage to zero while blocking for 20 seconds. Reduces stamina to zero once it wears off.
Heavy Armor Perks
Perks [Heavy Armor]
===============-------

Conditioning (0/30/60)
1- Worn heavy armor is 20% lighter.
2- Worn heavy armor is 25% lighter. Negate movement speed penalty from heavy cuirass.
3- Worn heavy armor is 30% lighter. Negate movement speed penalty from heavy cuirass
and attack speed penalty from heavy gauntlets.

Exploit Weakness: Heavy (30)
1- Against enemies wearing at least one piece of heavy armor and no light armor,
ignore 20% armor and deal 10% more weapon damage.

Deflective Cage (20/35)
1- While wearing Heavy arm, head, chest, and leg armor, incoming shock magic is 20%
weaker. Works on top of magic resistance.
2- While wearing Heavy arm, head, chest, and leg armor, incoming shock magic is 25%
weaker, and all incoming hits from bladed and piercing weapons are
10% weaker. Works on top of magic resistance and armor value.

Against All Odds (40/55)
1- While wearing Heavy arm, head, chest, and leg armor, each enemy within 8 feet range
increases your armor rating by 40.
2- While wearing Heavy arm, head, chest, and leg armor, each enemy within 16 feet range
increases your armor rating by 40.

Unbreakable (60)
1- While wearing Heavy arm, head, chest, and leg armor, negate the effect of any enemy
perk that reduces armor.

Monolith (80)
1- While wearing Heavy arm, head, chest, and leg armor, incoming unblocked hits stagger
the attacker.

Stalwart Defense (20/35)
1- While wearing Heavy arm, head, chest, leg armor and shield, incoming power attacks
are 30% weaker.
2- While wearing Heavy arm, head, chest, and leg armor incoming power attacks
are 50% weaker.

Just Rage (40/55) (X)
1- While wearing Heavy arm, head, chest, and leg armor and while your Health is below
30%, time slows down by 10% and melee attacks are 10% stronger.
2- While wearing Heavy arm, head, chest, and leg armor and while your Health is below
45%, time slows down by 10% and melee attacks and Destruction spells are 10%
stronger.

Unshakeable (60)
1- While wearing Heavy arm, head, chest, and leg armor, negate incoming stagger.

Bull's Charge (80)
1- While wearing Heavy arm, head, chest, and leg armor and while not blocking, run
into enemies to strike them down. Does not work on ghosts, dragons and giants.

Stone Wall(30)
1- While blocking with a heavy shield, incoming Destruction spell magnitude is decreased
by 10%. Works on top of magic resistance. Negate movement speed malus from heavy
shields.

Ancient Bulwark (50)
1- While blocking with a heavy shield, incoming shout magnitude is decreased by 50%.
Works on top of magic resistance. Negate attack speed malus from heavy shields.

Heavy Lifting (40/75)
1- While wearing heavy gauntlets, power attacks are 15% stronger.
1- While wearing heavy gauntlets, power attacks are 20% stronger and cost
10% less Stamina.

Juggernaut(40/75)
1- While wearing heavy legguards and moving, all melee attacks are 8% stronger.
2- While wearing heavy legguards and moving, all melee attacks are 15% stronger.

Secure Shell (65)
1- While wearing a heavy cuirass, bleed and debuff rank of incoming attacks is reduced
by 1.

Mind Cage (65)
1- If you're using PerMa_Thief as well, negates spellcasting malus from heavy armor.
While wearing a heavy armor helmet, incoming spells increase your magic resistance
by 10% for 4 seconds.

Mastery: Unyielding Tower (95)
- Grants toggleable ability "Unyielding Tower".

While active, move 30% slower, and all incoming weapon and spell damage is
reduced by 50%. May be toggled on a total of 4 times after resting.

TODO
=======

- finish "Unbreakable"
Heavy Weapons Perks
Perks [Heavy Weaponry]
===============-------

Heavy Weapon Combat (0/40)
1- Weapons covered by "Heavy Weaponry" deal 20% more damage. Weapons covered by "Light Weaponry" deal 5% more damage.
2- Weapons covered by "Heavy Weaponry" deal 40% more damage. Weapons covered by "Light Weaponry" deal 15% more damage.

Heavy Weapon Handling (20)
1- Power attacks with weapons covered by "Heavy Weaponry" deal 20% more damage. Unlocks "decapitation" kill moves.

Great Critical Charge (30)
1- Unlocks running power attack for weapons covered by "Heavy Weaponry". Running power attacks gain a 100% chance to cause a critical hit with +50% critical damage.

Savage Strikes (45)
1- When performing power attacks, the debuff rank of any weapon covered by "Heavy Weaponry" is increased by 1.

Beatdown (60)
1- When performing power attacks, the stagger rank of any weapon covered by "Heavy Weaponry" is increased by 1.

Sweep (35)
1- Sideways "Heavy Weaponry" weapon power attacks hit all targets in front of you.

Warbringer (50)
1- Backwards "Heavy Weaponry" weapon power attacks strike the target down to the ground. Works once per target. Additionally, backwards "Heay Weaponry" power attacks against targets below 30% Health deal 300% more damage.

Perfect Precision (55)
1- While performing forward "Heavy Weaponry" weapon power attacks, time is slowed down by 50%.

Wallbreaker (85)
1- All "Heavy Weaponry" weapon power attacks destroy the target's shield if it is blocking.

Crushing Impact (20/45)
1- All blunt weapons ignore 30% armor.
2- All blunt weapons ignore 40% armor. Against targets wearing no body armor, all blunt
weapons ignore 100% armor.

Open Wound (25)
1- All bladed weapons have their bleed rank increased by 1 on all attacks.

Heart Seeker (20/45)
1- All piercing weapons reduce the target's Health by 3% of their current Health with
every unblocked hit.

2- All piercing weapons reduce the target's Health by 6% of their current Health with
every unblocked hit.

Boiling Point (60)
1- While wielding a blade or blunt "Heavy Weaponry" weapon each incoming hit has a 10%
chance to trigger a 50% Heavy Weaponry weapon damage buff that lasts for 12 seconds.

Scarred (60)
1- Blade and piercing "Heavy Weaponry" weapon power attacks mark the target as "scarred".
Scarred targets take 10% more damage from everyone and deal 10% less damage to
everyone.

Reaper's Verdict (60)
1- Piercing and blunt Heavy Weaponry weapons' power attacks boost your attack speed by 4%
and attack damage by 6% for 5 seconds if they connect. This bonus stacks.

Great Cleave (80)
1- Blade "Heavy Weaponry" weapon regular attacks hit all targets in front of you.

Final Breaker (80)
1- Enemies below 70% Health take 25% more damage from blunt "Heavy Weaponry" weapons. Enemies below 50%
Health take 40% more damage from blunt "Heavy Weaponry" weapons.

Reaper's Gambit (80/90)
1- Piercing heavy weaponry weapons' power atacks are 10% weaker and cost 25% less Stamina
2- Piercing heavy weaponry weapons' power atacks are 15% weaker and cost 40% less Stamina

Mastery: Warrior Heart (95)
1- Grants the lesser power "Warrior Heart", usable once after resting. When activated,
weapon damage dealt grows inverse proportionally to the users remaining
Health, up to a maximum factor of 2 at 0-5% Health. Additionally, attack speed
grows inverse propertionally to the user's remaining Health.

99% - 80% Health: +10% attack speed
79% - 50% Health: +15% attack speed
49% - 20% Health: +20% attack speed
19% - 0% Health: +25% attack speed

Lasts 20 seconds. Reduces Stamina to zero once it wears off.
Alchemy Perks
Alchemy Perks

Perks [Alchemy]
===============-------

Alchemist (0/30/60)
1- Potions and poisons you mix are x% better, where x is 10 + (alchemy skill level)*0.2. Can combine tier 2 "Restore Health/Magicka/Stamina" potions to create tier 3 potions. Learn one more effect when eating an ingredient.
2- Potions and poisons you mix are x% better, where x is 20 + (alchemy skill level)*0.4. Can combine tier 3 "Restore Health/Magicka/Stamina" potions to create tier 4 potions. Learn one more effect when eating an ingredient.
2- Potions and poisons you mix are x% better, where x is 30 + (alchemy skill level)*0.6. Can combine tier 4 "Restore Health/Magicka/Stamina" potions to create tier 5 potions.

Prodigy: The Tinkerer(20)
1- Instantly grants "Field Alchemy" and "Skilled Enhancer" rank 1

Adhesive Explosives (35)
1- Unlocks "Adhesive Explosive" recipe at the cooking pot. "Adhesive Explosives" act as
poison that deals 1 damage per second over 15 seconds. Once the effect finishes, one
of three effects occur:
1) If the target is not engaged in combat, it instantly dies.
2) If the target is engaged in combat and not a dragon, it takes 25% of its base
Health as damage.
3) If the target ie engaged in combat and a dragon, it takes 10% of its base Health
as damage.
Additionally, a non-elemental explosion triggers around the target. The explosion
deals 30 damage within a 20 feet radius and ragdolls.

When a target is knocked out by "Blackjack" (see Sneak tree), the player may sneak and activate it to use Adhesive Explosives on it. If done, the target detonates and dies ten seconds later. If the target wakes up before the explosion is triggered, the explosion will not fire.

Ingredients for 1 Adhesive Explosive: 1 Ale, 1 Dwarven Oil, 1 Fire Salt, 2 Death Bell

Fuse (60)
1- Unlocks the "Explosive" missile enhancement at the forge. Arrows and Bolts enhanced
with explosives cause anexplosion on impact that deals 60 non-elemental damage
within a 150 unit radius and ragdolls.

Advanced Eplosives (75)
1- Unlocks the "Timebomb" missile enhancement at the forge. Arrows and Bolts enhanced
with timebombs cause a non-elemental explosion 4 seconds after their impact on a
non-living surface that deals 120 non-elemental damage within a 150 unit radius and
ragdolls.

Unlocks the "Explosive" bear trap enhancement at the forge. Explosive bear traps
detonate when triggered and are destroyed. They deal 60 non-elemental damage within
a 30 feet radius and ragdoll.

Ingredients for a "Bear Trap - Explosive": 1 Bear Trap, 2 Ale, 3 Firefly Thorax

Elemental Burst (35)
1- Unlocks the "Fire", "Frost" and "Shock" bear trap enhancements at the forge. Unlocks
recipes for "Chill Paste", "Thunder Paste" and "Flame Paste" at the cooking pot.

Bear traps enhanced with elements deal 5 points of elemental damage per second
for 5 second to every target within a 25 feet radius. Elemental traps have a 30%
chance to break when triggered.

Paste items act as poisons that deal elemental damage. Flame Paste deals 5 fire
damage per second for 6 seconds, Chill Paste deals 5 frost damage to Health and
Stamina per second for 6 seconds, and Thunder Paste deals 5 shock damage to
Health and Magicka per second for 6 seconds.

Ingredients for a "Bear Trap - Fire": 1 Bear Trap, 1 Ale, 2 Fire Salts,
4 Firefly Thorax
Ingredients for a "Bear Trap - Frost": 1 Bear Trap, 1 Ale, 2 Frost Salts,
4 Firefly Thorax
Ingredients for a "Bear Trap - Shock": 1 Bear Trap, 1 Ale, 2 Void Salts,
4 Firefly Thorax

Ingredients for 2 "Flame Paste": 2 Fire salts, 1 Ale, 2 Bone Meal, 1 Silverside
Perch
Ingredients for 2 "Chill Paste": 2 Frost salts, 1 Ale, 2 Bone Meal, 1 Abecean Longfin
Ingredients for 2 "Thunder Paste": 2 Void salts, 1 Ale, 2 Bone Meal, 1 River Betty

Elemental Bombard (60)
1- Unlocks the "Fire", "Frost" and "Shock" missile enhancements at the forge. Arrows and
bolts enhanced with elements deal 30 points of elemental damage on impact within
a 20 feet radius.

Skilled Enhancer (80/95)
1- Flasks may enhance 3 traps instead of 2. Recipes for missile enhancements
(alchemy or not) generate 20% more output. Paste recipes generate one additional
paste.
2- Flasks may enhance 4 traps instead of 3. Recipes for missile enhancements
(alchemy or not) generate 40% more output. Paste recipes generate two additional
pastes.

Distillation (25/65)
1- Poisons applied to weapons last for one additional hit.
2- Poisons applied to weapons last for two additional hits.

Poison Burst (40)
1- Unlocks the "Poisoned" missile enhancement at the forge. Poisoned arrows deal 3 damage
per second over 20 seconds to all targets within a 150 unit radius.

Unlocks the recipes for "Bear Trap Paralysis Flask", "Bear Trap Poison Flask" and
"Spikes Poison Flask" at the cooking pot. These items may be used from the inventory
to modify at least two (before "Skilled Enhancer") traps per use. If you have
less traps than the maximum number of traps you may poison at once, all poisonable
traps will be poisoned.

"Bear Trap Paralysis Flask" turns regular Bear Traps into "Bear Trap - Paralysis".
When triggered, this traps staggers all targets within a 18 feet radius and
paralyses everyone within a 12 feet radius for 4 seconds.
"Bear Trap Poison Flask" turns regular Bear Traps into "Bear Trap - Poison". When
triggered, this trap deals poison damage to everyone within a 25 feet radius. The
poison damage dealt is 10 * (1+(ALCHEMY_SKILL/100)) per second for 1 seconds.
"Spikes Poison Flask" turns regular Spikes into "Spikes - Poison". When triggered,
this spike deals just the same amout of damage as "Bear Trap - Poison", but it
has no area of effect. However, spike traps can be triggered multiple times.

When picked up, poisoned traps lose their poison and turn into regular traps.

Ingredients for "Bear Trap Poison Flask": 1 Ale, 1 Torch, 2 Firefly Thorax, 2 Death Bell
Ingredients for "Bear Trap Paralysis Flask": 1 Ale, 2 Firefly Thorax, 2 Imp Stool, 2 Death
Bell
Ingredients for "Spikes Poison Flask": 1 Ale, 1 Jazbay Grapes, 2 Firefly Thorax,
2 Mora Tapinella

Venomous Coercion (50)
1- Poisons you create that cause fear, fury or calm effects are x% better, where x is
ALCHEMY_SKILL * 4.

Poison Armor (35)
1- Unlocks the recipe for "Poison Phial" and grants the toggleable ability "Poison Armor".
While "Poison Armor" is active and while you have Poison Phials in your inventory,
each incoming melee hit, blocked or not, consumes a Poison Phial from your inventory
and deals 10 * (1+(ALCHEMY_SKILL/100)) poison damage to the attacker.

Ingredients for 5 "Poison Phial": 1 Ale, 1 Death Bell, 2 Bone Meal, 2 Orange Dartwing

Overdose (70)
1- "Poison Armor" consumes up to two Poison Phials per incoming hit and deals twice as
much damage. The recipe for Poison Phials outputs 8 items instead of 5.

Physician (25/45)
1- Potions that restore Health, Stamina or Magicka last 25% longer when consumed.
2- Potions that restore Health, Stamina or Magicka last 50% longer when consumed.

Overstimulation (50)
1- All beneficial potions last 15% longer when consumed. While under the effect of a
beneficial potion, all skills level 15% faster.

Mutation (40)
1- Beneficial potions that don't restore Health, Magicka or Stamina last twice as long.

Fast Metabolism (50)
1- Potions that restore Health, Magicka or Stamina have doubled magnitude and halfed
duration when consumed.

Field Alchemy (70)
1- You can use crafted or bought alembics from your inventory to do alchemy anywhere.
Unlocks craftable alembics at the forge.

Ingredients for "Alembic": 1 gold ingot, 1 steel ingot, two malachite, two silver ingot

Purity (90)
1- Poisons you mix have no positive effects, and potions you mix have no negative effects. Learn one more effect when eating an ingredient.
Dexterity Perks
Perks [Dexterity]
===============-------

Sleight of Hand (0/40)
1- Picking pockets is 10% easier. When picking locks, start within 45 degrees of the
sweet spot.
1- Picking pockets is 30% easier. When picking locks, start within 25 degrees of the
sweet spot.

Prodigy: The Pilferer (20)
1- Instantly grants "Greed" and "Unarmed"

Unburdened (25/55)
1- Maximum carry weight is increased by 50.
2- Maximum carry weight is increased by 100. Various "clutter" items have their weight
reduced by 50%. This covers a lot of stuff, including ingots, ore, pelts, dwarven
scraps, goblets, and more.

Infest (25)
1- Inverse-pickpocket a poison or adhesive explosive to trigger it at the target.

Inventor (30/45/60)
1- Unlocks recipes for "Finger Trap" and "Semiconductive Device" at the forge.

When a Finger Trap is placed on a NPC via reverse pickpocketing, the NPC hs a 30%
chancer to be staggered once he starts attacking. If this effect kicks in, the
Finger Trap has a 50% chance to break.

When placed on a dwemer machine via reverse pickpocketing, the Semiconductive Device
completely disables the device for 10 seconds once it starts moving, and is consumed
in the process.

Recipe for 1 Finger Trap: 1 lockpick, 1 leather strip, 1 steel ingot
Recipe for 1 Semiconductive Device: 1 iron ingot, 1 void salts

2- Unlocks recipe for "Tripwire Bond" at the tanning rack. Unlocks recipe for "Spike
Powder" at the forge.

When a Tripwire Bond is placed on a NPC via reverse pickpocketing, the NPC will
stumble as soon as he starts moving. Has a 70% chance of breaking when this effect
kicks in.

Whenever the NPC with spike powder in his inventory initiates an attack, he loses
5% of his current Health. The placed spike powder is consumed as soon as the
first attack is initiated. Note that a single Spike Powder lasts until
the target dies.

Recipe for 1 Tripwire Bond: 1 linen wrap, 2 leather strip
Recipe for 1 Spike Powder: 1 iron ingot, 1 bone meal

3- Unlocks recipes for "Spellbomb" and "Oil Container" at the forge.

When a Spellbomb is placed on a NPC via reverse pickpicketing, the NPC will be struck
to the ground and lose half of his current Magicka as soon as he casts a spell.
Consumed when triggered.

As soon as an Oil Container is placed on a NPC via reverse pickpocketing, the NPC
will continuously leave oil puddles behind. Oil puddles explode when hit with fire.
If the NPC dies, the effect finishes. If the NPC is hit with a fire spell or
explosion, the effect terminates and causes an instant explosion.
Consumed instantly when placed.

Recipe for 1 Spellbomb: 1 lesser or common soul gem, 1 ale, 1 torch
Recipe for 1 Oil Container: 1 empty wine bottle, 2 dwarven oil

Rules for all "Inventor" gagdets: Applying multiple ones of one type does not
"stack". Adding five Finger Traps will only count as one when determinig the
stagger chance. If one finger trap breaks, the remaining ones will not have
any effect. You may collect them again and use them on another target.

However, multiple different gadgets placed on one actor do stack.

Utility Belt(40)
1- "Inventor" gadgets, traps, lockpicks and potions/poisons found in the world are
weightless. Also includes "fixed value" potions crafted from Alchemy via perks
such as "Poison Burst" and the Camouflage Tincture from Wayfarer.

Snatch (40)
1- Timed blocking with a fist weapon and no shield equipped steals the attacker's
weapon instantly, with no additional crime being commited.

Monkey Grip (60)
1- Attacking a blocking target that carries a shield with a fist weapon steals the target' shield
with no additional crime being commited.

Removing the Scaffold (80)
1- Attacking a target that carries armor with a fist weapon will steal a piece of
the target's armor with no additional crime being commited if the target did not block
the attack. Can not steal shields.

Armor theft priority: armguards >> helmet >> legguards >> cuirass

Open Sesame (30)
1- Creates a key for every lock you pick that has a key. Makes stealing keys 80% easier.

Secrecy (45)
1- Picking locks does not count as crime.

Nose for Coin (35/50)
1- Find more gold in chests
2- Find more gold in chests and on people. For each person, the amount of additional gold
found is determined by three dice rolls with numbers between 1 and 100 that are
summed up. Additionally, each "7" rolled nets another 777 gold.

Greed (50)
1- Gold has no weight

Treasure Hunter (40/60)
1- Chance to find special treasuere in chests becomes 5% per roll.
2- Chance to find special treasuere in chests becomes 10% per roll.

Unarmed (55)
1- Can steal equipped weapon via Pickpocket.

Ace's Mark (80)
1- Can steal worn armor from targets via Pickpocket.

Conviction (95)
- Allows pickpocketing chance to reach 100%
Wayfarer Perks
Perks [Wayfarer]
===============-------

Traveller (0/30)
1- Grants 5% frost resistance. Grants 4% movements speed while outdoors.
2- Grants 10% frost resistance. Grants 8% movements speed while outdoors.

Prodigy: The Beastmaster (20)
1- Instantly grants "Harmony" and "Lore: Forces of Nature"

Gatherer (25/50)
1- Whenever you loot an animal, there's a chance to get an additional pelt or a quality pelt.
The chance for a regular pelt is 40%, the chance for a quality pelt is 20%. The pelt
you may get depends on the target's race.

Race | Possible Items
==================================
Wolf | Wolf Pelt, Quality Wolf Pelt
Sabre Cat | Sabre Cat Pelt, Quality Sabre Cat Pelt
Snowy Sabre Cat | Sabre Cat Snow Pelt, Quality Sabre Cat Snow Pelt
Deer | Deer Pelt, Quality Deer Pelt
Fox | Fox Pelt, Quality Fox Pelt
Bear | Bear Pelt, Quality Bear Pelt
Black Bear | Black Bear Pelt, Quality Black Bear Pelt
Snow Bear | Snow Bear Pelt, Quality Snow Bear Pelt

Quality pelts can be turned into quality leather at the tanning rack, which may then
be turned into quality leather strips. Everything related to quality leather is more
expensive than regular leather items. The recipes for quality leather and quality leather
strips do not show up if you lack the ingredients.

If you also have Leather Smithing, quality leather and quality leather strips can be used
to create quality variants of all craftable armor that has the material leather. Quality
leather armor variants provide 30% more armor, are 10% lighter and 150% more expensive
than their basic counterparts.

Quality leather armor needs the same crafting materials as the regular variants, with
all regular leather/leather strips replaced by their quality counterparts. The recipe
will only show up if you have the Material: Leather perk, at least one quality leather
(should the recipe need it) and at least one quality leather strip (should the recipe
it need).

2- Doubles the chance to get additional pelts and quality pelts with "Gatherer". Increases
chance to recover used arrows to 66% (from 33%).

Green Thumb (50)
1- Harvesting plants nets one additional ingredient. Does not include Nirnroot and
Crimson Nirnroot.

Lore: Foreign Armor (60)
1- Unlocks secondary effects when wearing full sets of certain armors. The bonuses are
as follows:

Bonemold: 10% less incoming damage from blunt weapons, 20% fire resistance
Chitin (light): -4 incoming weapon damage, and additional -4 damage from bladed
weapons
Chitin (heavy): -4 incoming weapon damage, and additional -4 damage from bladed
weapons
Morag Tong: Sneak attack multiplier increased by 0.5.
Stalhrim: Incoming harmful shouts are 30% weaker. Works on top of any resistance.
Falmer: 50% poison resistance
Nordic (light): 50% frost resistance
Nordic (heavy): 50% frost resistance

Tracking (25/45)
1- Grants the toggleabile ability "Tracking".
While "Tracking" is active, you automatically detect all living creatures whose "Lore" perks
you have invested in within a 100 feet radius.
2- While "Tracking" is active, you automatically detect all creatures whose "Lore" perks
you have invested in within a 200 feet radius.


Camouflage (45)
1- Unlocks recipe for "Camouflage Tincture". While outside, under the effect of "Camouflage Tincture",
not attacking and in an area with light level <= 55, stand still for 2 seconds to turn invisible.
One Camouflage Tincture lasts 10 minutes.

Ingredients for one "Camouflage Tincture": 5 Thistle Branch, 5 Tundra Cotton, 2 Hawk Feathers, 1 Alto Wine

Chosen Fiend (30/50/70)
1- Take 5% less damage from any creature whose "Lore" perk you invested in. Deal 5% more weapon damage to
any creature whose "Lore" perk you invested in. Deal 5% more fire, frost and shock damage to
any creture whose "Lore" perk you invested in.
2- Take 10% less damage from any creature whose "Lore" perk you invested in. Deal 10% more weapon damage to
any creature whose "Lore" perk you invested in. Deal 10% more fire, frost and shock damage to
any creture whose "Lore" perk you invested in.
3- Take 15% less damage from any creature whose "Lore" perk you invested in. Deal 15% more weapon damage to
any creature whose "Lore" perk you invested in. Deal 15% more fire, frost and shock damage to
any creture whose "Lore" perk you invested in.

Harmony (70)
1- Grants the toggleable ability "Harmony".
While active, "Harmony" makes all creatures whose "Lore" perk you invested in non-hostile.
Creatues covered by "Lore: Humanoids" and "Lore: Dragons" are excluded from this effect.

Lore: Lesser Creatures (20)
1- Perks that require you to know a race's lore work with Deer, Elks, Mudcrabs, Foxes,
Hares, Skeever, Venomfang Skeever, Wolves and Slaughterfish.

Lore: Predators (35)
1- Perks that require you to know a race's lore work with Spriggans, Spriggan Matrons,
Sabre Cats, Snowy Sabre Cats and Ice Wraiths.

Lore: Forces of Nature (40)
1- Perks that require you to know a race's lore work with Black Bears, Bears, Snow Bears,
Trolls and Frost Trolls

Lore: Solstheim (55)
1- Perks that require you to know a race's lore work with Ash Hoppers. Rieklings,
Lurkers, Netches and Netch Calves.

Lore: Cavedwellers (60)
1- Perks that require you to know a race's lore work with Chaurus, Chaurus Reapers,
Frozen Chaurus, Chaurus Hunters, Frostbite Spiders, Large Frostbite Spiders
and Giant Frostbite Spiders.

Lore: Mountainous Monsters (80)
1- Perks that require you to know a race's lore work with Mammoths, Giants, Dragons,
Undead Dragons and Alduin.

Lore: Humanoids (90)
1- Perks that require you to know a race's lore work with Bretons, High Elves, Wood Elves,
Dark Elves, Nord, Redguards, Imperials, Khajiit, Argonians, Orcs and Falmer.

Wild Companion (30/50)
1- Grants the "Wild Companion" lesser power. Once after resting, use it to open up a menu
that allows you to select an animal companion that will follow you until it dies.
Each "Lore" perk unlocks a new companion. Animal companions are at 70% of your level.

Lesser Creatures: Three skeever
Predators: Sabre Cat
Forces of Nature: Troll
Solstheim: Bull Netch
Cavedwellers: Chaurus
Mountainous Monsters: Young Mammoth

2- Changes the creatures selectable by "Wild Companion"

Lesser Creatures: Three venomfang skeever
Predators: Snowy Sabre Cat
Forces of Nature: Frost Troll
Solstheim: Betty Netch
Cavedwellers: Chaurus Hunter
Mountainous Monsters: Mammoth

As One (60)
1 - While you are in combat, each non-hostile animal or creature makes you recover
one point of health, stamina or magicka per second at random.

Forerunner (70)
1 - As long as "As One" detects at least one animal or creature, you move and attack
5% faster, and armor is increased by 50.

TODO
====


Shapeshifter (50/80) (X) (ABANDONED)
1- Grants the lesser power "Shapeshifter". When used, opens up a menu that allows you to
select a creature to change into. Each "Lore" perk unlocks a new form. A shapechange
lasts 5 minutes. Can be used 3 times after resting.

Lesser Creatures: Skeever (sneaky)
Predators: Spriggan (Spriggan spells)
Forces of Nature: Bear (sturdy warrior)
Solstheim: Bull Netch (resists shock, deals shock damage)
Cavedwellers: Chaurus Hunter (fast, fragile attacker)
Mountainous Monsters: Young Mammoth (slow, tanky, resist frost)

2- While shapechanged, you regenerate +1 Health per second. You may shapechange
unlimited times. By unlimited, I mean 100 times beforer resting.


- gatherer: + flesh, fat, whatever
Light Armor Perks
Perks [Light Armor]
===============-------

Nimble Warfare(0/30/60)
1- If PerMa_Warrior is active, reduces all incoming direct hit stagger levels by 1 while
wearing light head, leg, body and arm armor. If not, makes light armor protect 10% more.
2- If PerMa_Warrior is active, reduces all incoming direct hit bleeding levels by 1 while
wearing light head, leg, body and arm armor. If not, makes light armor protect 20% more.
3- If PerMa_Warrior is active, reduces all incoming direct hit debuff levels by 1 while
wearing light head, leg, body and arm armor. If not, makes light armor protect 30% more.

Prodigy: The Wind Walker (20)
1- Instantly grants "Adrenaline Rush" and "Agility" rank 1

Avoidance (20/40)
1- While moving and wearing light head, leg, body and arm armor, all incoming melee
attacks are 15% weaker.
2- While moving and wearing light head, leg, body and arm armor, all incoming melee
attacks and Destruction spells are 15% weaker.

Exploit Weakness: Light (30)
1- Against enemies wearing at least one piece of light armor and no heavy armor,
ignore 20% armor and deal 10% more weapon damage.

Thick Padding (30)
1- While wearing a light armor cuirass and at full Health, incoming weapon attacks deal
75% less damage

Clear Mind (45)
1- If PerMa_Warrior is used as well, negate spellcasting penalties from light armor.
While wearing a light armor helmet, each incoming spell hit increase your magicka
regeneration by 25% for 4 seconds.

Agility (40/75)
1- While wearing light armor legguards, for three second after initiating a sprint,
incoming ranged weapon attacks deal no damage.
2- While wearing light armor legguards and sprinting incoming ranged weapon attacks
deal no damage.

Disjunct Dispersion (45) (X)
1- Grants the toggleable ability "Disjunct Dispersion". When activated, it reduces your
Magicka to zero. While active and while wearing no heavy armor, Magicka does not
regenerate and effects that restore Magicka are 100% weaker, but magic resistance is
increased by 50%.

Swiftness (50)
1- If PerMa_Warrior is active, negates attack speed maluses in Light Armor. If not,
increases attack speed by 5% while not wearing heavy gauntlets.

Free Movement (55)
1- If PerMa_Warrior is active, negates movement speed maluses in Light Armor. If not,
increases movement speed by 5% while not wearing any heavy armor.

Endeavor (55/85)
1- After taking an unblocked weapon hit, you take no weapon damage for 1 second.
2- After taking an unblocked weapon hit, you take no weapon damage for 2 seconds.

Reckless Abandon (55/90)
1- Grants lesser power "Reckless Abandon". When used, reduces armor value by 50% and
increases melee weapon damage by x%, where x is 10% of the armor lost. Lasts
for 20 seconds. Can be used once after resting, and only while wearing no heavy armor.
Can not be used while armor spells are active.
2- "Reckless Abandon" uses 15% of the armor lost as damage boost and can be used three
times after resting.

Secure Grip (60)
1- While wearing light armor gauntlets, power attacks consume 10% less stamina and you
can't be disarmed.

Adrenaline Rush(60)
1- Incoming power attacks increase movement speed by 30% for 2 seconds.

Potential (70)
1- If PerMa_Warrior is active, doubles passive bonuses from Smithing for light material
armors. If not, grants these bonuses.

Adrenaline Overload(75)
1- "Adrenaline Rush" additionally recovers 10 points of Stamina per second and
grants 25% more melee weapon damage for 2 seconds.

Killing Spree (80/95) (X)
1- While wearing no heavy armor, killing an enemy in melee combat range grants a
5% boost to movement speedfor 10 seconds. Stacks.
2- While wearing no heavy armor, killing an enemy in melee combat range grants a
5% boost to movement and attack speed for 10 seconds. Stacks.
Light Weapons Perks
Light Weapon Combat (0/40)
1- Weapons covered by "Light Weaponry" deal 15% more damage. Weapons covered by "Heavy Weaponry" deal 5% more damage.
2- Weapons covered by "Light Weaponry" deal 35% more damage. Weapons covered by "Heavy Weaponry" deal 15% more damage.

Blunt Impact (25/50)
1- Sideways power attacks with blunt weapons disorient the target for 10 seconds.
2- Sideways power attacks with blunt weapons disorient the target for 20 seconds.

[COMBAT HIT SPELL priority 1]

Weapon attacks performed by disoriented targets have a 30% chance to deal 10% damage only.

Clear Cut (25/50)
1- Critical hit chance for blades is increased by 5%, critical hit damage for blades is increased by 40%.
2- Critical hit chance for blades is increased by 10%, critical hit damage for blades is increased by 80%.

Piercing Thrust (25/50)
1- Piercing Weapons ignore 35% armor against targets that don't have a heavy cuirass or shield equipped.
2- Piercing Weapons ignore 50% armor against targets that don't have a heavy cuirass equipped.

Blindside (45/65)
1- Piercing and blade weapons covered by "Light Weaponry" deal 25% more damage when attacking the enemy's back within a 80 degree angle.
2- Piercing and blade weapons covered by "Light Weaponry" deal 35% more damage when attacking the enemy's back within a 120 degree angle.

Penetrate (60)
1- Blocked power attacks with blade and blunt weapons covered by "Light Weaponry" reduce
the target's armor values by 200 for 5 seconds.

Dervish (60)
1- Piercing and blunt weapons covered by "Light Weaponry" cause the attack target to fall to the
ground, if they land a regular (non-power attack) hit while the target is attacking.

[COMBAT HIT SPELL priority 2]

Blood Price (80)
1- Piercing weapons covered by "Light Weaponry" deal 30% more damage against bleeding targets. The
bleed rank of all piercing weapons covered by "Light Weaponry" increases by 1.

To Black (80)
1- Forward power attacks with blunt weapons covered by "Light Weaponry" strike any target not wearing
heavy or light head armor down. If the target is wearing head armor, it is instead disoriented for
60 seconds. Only works while the attacker's stamina is above 50%.

[COMBAT HIT SPELL priority 1]

Rising Wings (80)
1- Unblocked regular attacks with blade weapons covered by "Light Weaponry" increase your attack
and movement speed by 3% for 4 seconds. Stacks with itself.

Mastery: Combat Sense (95)
1- Grants lesser power "Combat Sense", usable once after resting. When activated, time is slowed down by 25% and attack and movement speed are increased by 15% for 20 seconds.
Once it wears off, Stamina is reduced to zero.

Light Weapon Handling (20)
1- Power attacks with weapons covered by "Light Weaponry" consume 20% less Stamina. Unlocks "decapitation" kill moves.

Critical Charge (25)
1- Unlocks running power attack for weapons covered by "Light Weaponry". Running power attacks gain a 100% chance to cause a critical hit with +50% critical damage.

Proficient Strikes (30)
1- When performing power attacks, the debuff rank of any weapon covered by "Light Weaponry" is increased by 1.

Skilled Slashes (45)
1- When performing power attacks, the bleed rank of any weapon covered by "Light Weaponry" is increased by 1.

Dual Wield (20/40)
1- Negates damage malus for dual wielding. (*)
2- Increases attack speed and damage while dual wielding by 10%.

(*) In PerMa, dual wielding without this perk reduces damage by 30%.

Elemental Twister (35)
1- While dual wielding, sttack speed is increased by 5% and fire, frost and shock damage is increased by 25%.

Savage Storm (55)
1- While dual wielding, standing power attacks hit all targets in front of you.

Counter (70)
1- While dual wielding, initiating an attack makes you invulnerable to weapon damage for
0.4 seconds.
Ranged Weaponry Perks
Perks [Ranged Weaponry]
===============-------

Eagly Eye (0/30/60) (X)
1- Pressing the block button while aiming with any "Ranged Weaponry" weapon will zoom
the view.
2- Pressing the block button while aiming with any "Ranged Weaponry" weapon will zoom
the view more and slow time by 20%.
3- Pressing the block button while aiming with any "Ranged Weaponry" weapon will zoom
the view moremore and slow time by 30%.

Point Blank (20/45) (X)
1- +15% shortbow damage against targets that are between 30 and 20 feet away. +25%
shortbow damage against targets that are between 20 and 10 feet away. +35% shortbow
damage against targets that are less than 10 feet away.
2- +15% shortbow damage against targets that are between 30 and 20 feet away. +35%
shortbow damage against targets that are between 20 and 10 feet away. +55% shortbow
damage against targets that are less than 10 feet away.

Mobility (40)
1- Move at full speed while having a shortbow drawn.

Flanking (50/70) (X)
1- Shortbow attacks that hit the target's side or back (90 degrees in both directions)
deal 25% more damage.
2- Shortbow attacks that hit the target's side or back (90 degrees in both directions)
deal 40% more damage.

Prominent Flanker (60) (X)
1- Shortbow attacks that hit the target's side or back (90 degrees in both directions)
stagger the target. Only works once per target every 15 seconds. Staggers even targets
that would be on "stagger cooldown" (see combat mechanics).

[COMBAT HIT SPELL priority 2]

Arrowhail (70/95)
1- Shortbow attacks that hit in quick succession deal 10% more damage per successive hit.
The target may change between hits. Stacks up to 30% after four hits. After 4 seconds
without a hit, the counter resets.
2- Shortbow attacks that hit in quick succession deal 10% more damage per successive hit.
The target may change between hits. Stacks up to 50% after six hits. After 4 seconds
without a hit, the counter resets.

[COMBAT HIT SPELL priority 3]

Power Draw (20/40)
1- You can draw a longbow for 3.5 seconds in total for a damage bonus of 30%.
2- You can draw a longbow for 5 seconds in total for a damage bonus of 50%. Delivers the
first rank's effect after 3.5 seconds.

Keene's Lance (30/50) (X)
1- +25% longbow damage against targets that are between 40 and 70 feet away. +40%
longbow damage against targets that are between 70 and 100 feet away. +65% longbow
damage against targets that are more than 100 feet away.
2- +25% longbow damage against targets that are between 40 and 70 feet away. +55%
longbow damage against targets that are between 70 and 100 feet away. +85% longbow
damage against targets that are more than 100 feet away.

Baneful Elan (45/65)
1- Longbow attacks always stagger a moving target.
2- Longbow attacks always stagger a moving target. Once per target, a longbow hit strikes
it to the ground.

[COMBAT HIT SPELL priority 2]

Prey (60) (X)
1- Longbow attacks that hit the target's back (25 degrees in both directions) deal
100% more damage.

Takedown (70/85)
1- Against staggered enemies, longbows have their critical hit chance increased by 50%
and their critical hit damage increased by 100%.
2- Against staggered enemies, longbows have their critical hit chance increased by 50%
and their critical hit damage increased by 150%.

Coup De Grace (90)
1- Ranged weapons deal double damage against enemies below 30% Health.

Advanced Missilecraft (20/35) (X)
1- Unlocks "strong" and "strongest" bolt variants for crafting.

These bolts deal more damage than regular bolts.

2- Unlocks "barbed" bolt enhancement.

"Barbed" bolts deal 5 bleeding damage per second and slow the targets down by 20%
for 6 seconds. Explosion has a 60 unit radius.

Aspiring Engineer (40/55) (X)
1- Unlocks "recurve" crossbow modification. "Recurve" crossbows deal
additional damage. Unlocks crafting recipe for "Crossbow Modification Kit"
at the forge.

Crossbow Modification Kits are used as ingredients for crossbow enhancements.

Ingredients for one Crossbow Modification Kit: 3 iron ingot, 2 steel ingot, 5
lockpick, 1 dwemer cog

2- Unlocks "lightweight" crossbow modification. Lightweight crossbows have their weight
reduced by 30% and fire 10% faster.

Proficient Engineer (50/65) (X)
1- Unlocks "Arbalest" crossbow modification. "Arbalest" crossbows deal
50% more damage against blocking targets and have their weight increased by 20%.
2- Unlocks "silenced" crossbow modification. "Silenced" crossbows have their sneak
damage multiplier increased by 0.5, but fire 15% slower.

Crossbow Technician (80) (X)
1- Can put two crossbow modifications on a single crossbow.

Mastery: Skillshot (95) (X)
- Grants the lesser power "Skillshot". When used, Ranged Weaponry weapons deal 50%
more damage and ragdoll targets at 10 feet range or less when at least half drawn
for 15 seconds. Can be toggled of by using the lesser power again before the
duration expires.May be used twice after resting.
Sneak Perks
Perks [Sneak]
===============-------

Stealth (0/50)
1- Enemy detection view cone is reduced by 25 degrees, sneak 15% better
2- Enemy detection view cone is reduced by 50 degrees, sneak 30% better

Prodigy: The Infiltrator (20)
1- Instantly grants "Thief's Toolbox" rank 1 and "Shadowbound" rank 1

Chameleon (50)
1- Lighting has 30% less influence on sneak success

Thief's Toolbox (50/60)
1- Unlock rope, lightsource, noisemaker arrow creafting recipes at forges
2- Unlock rope, lightsource, noisemaker, oil, fire, water arrow creafting recipes at forges

Blackjack (40)
1- While sneaking and holding a blunt weapon or bare fists, activate a target and knock it out. Only works if the target is not wearing a helmet.

Last Breath (60)
1- Activate a sleeping target to instantly kill it.

Silent Roll (40)
1- Can do silent roll.

Assassinate (95)
1- While sneaking and carrying a dagger, activate a target to instantly kill it.
**(note as of yet i have not been able to get this ability to work.. post if you have)

Silent Warmonger (50/80)
1- Sneak attacks against targets currently engaged in combat are 25% stronger.
2- Sneak attacks against targets currently engaged in combat are 40% stronger.

Arcane Assassin (60)
1- Increases sneak damage multiplier with spells to 1.5.

Light Foot (30/60)
1- Don't activate pressure plates.
2- Don't activate pressure plates. Movement speed has 20% reduced influence on sneak detection.

Intruder (45)
1- While trespassing, sneak 30% better and sneak attacks do 15% more damage.

Anatomy (55/75)
1- Sneak attacks with piercing weapons ignore 45% armor and are 10-25% stronger (random).
2- Sneak attacks with piercing weapons ignore 90% armor and are 25-40% stronger (random).

Ambush (70/85)
1- After a one-handed sneak attack, time is slowed down by 25% for 2 seconds.
2- After a one-handed sneak attack, time is slowed down by 25% for 4 seconds.

Spinebreaker (65)
1- Blunt weapons ignore armor-specific sneak damage reduction *

* In PerMa, targets who wear upper body armor or helmets take reduced sneak attack damage

Malevolent Touch (70/90)
1- Touch spell sneak attack damage multiplier is increased to 2.
2- Touch spell sneak attack damage multiplier is increased to 2. Touch spell sneak attacks paralyze for 1 second.

Muffled Movement (30)
1- Armor noise is reduced by 30%.

Shadowbound (70/95)
1- Once every 5 minutes, entering sneak mode makes you invisible for 2 minutes.
2- Once every 3 minutes, entering sneak mode makes you invisible for 2 minutes.

Vaermina's Refuge (85)
1- While Shadowbound's invisibility is active, health, stamina and magicka regenerate 50% faster, and you move 25% faster.
Speechcraft Perks
Perks [Speechcraft]
===============-------

Linguist (0/30/60)
1- Buying and selling prices are 15% better. Shout cooldown is reduced by 5%.
2- Buying and selling prices are 25% better. Shout cooldown is reduced by 10%.
3- Buying and selling prices are 35% better. Shout cooldown is reduced by 15%.

Prodigy: The Diplomat (20)
1- Instantly grants "Masquerade" and "Leadership"

Eloquence (20)
1- Persuasion is 30% easier. Intimidation is twice as successfull.

Bribery (30)
1- Unlocks dialogue option to bribe guards to make them ignore crimes.

Disarming Charisma (35/55)
1- While wearing clothing only, and while one piece of clothing is expensive, incoming weapon damage is reduced by 25%.
2- While wearing clothing only, and while one piece of clothing is expensive, incoming weapon damage is reduced by x%, where x is SPEECHCRAFT_SKILL * 0.5.

These perks demand one piece of expensive clothing, at least two pieces of clothing total, and neither heavy nor light armor.

Clothing classified as "expensive":
- Fine clothes
- Embroidered Garment
- Radiant Raiment Fine Clothes
- Refined Tunic
- Embellished Robes
- Ulfric's Clothes
- Emperor's Robes
- Party Clothes
- Redguard Clothes
- Fine Raiment
- Sheogorath Outfit
- Wedding Dress
- Fur-Trimmed Cloak
- Hammerfell Garb
- Noble Clothes

Masquerade (50)
1- While wearing a faction's full set of armor, you are recognized as a member of that faction.

Faction | Number of armor pieces required

Bandit 4
Cultist 3
Dawnguard 4
Falmer 4
Forsworn 4
Imperial 4
Stormcloak 3
Thalmor 3
Vampire 3

Grand Facade (95)
1- Unlocks "Dark Cowl" crafting recipe at the tanning rack.
When commiting crimes while wearing the "Dark Cowl", the crime gold will not be related to your true identity, unless you are seen equipping or unequipping it. While wearing the "Dark Cowl", one can not initiate conversation.

Affection (40/80)
1- Turns all members of the opposite sex with positive disposition into potential followers, and increases
their disposition to 3 if it is lower than 3.
2- Turns everyone with positive disposition into a potential follower, and increases
their disposition to 3 if it is lower than 3.

Battle Anthem (20)
1- Unlocks lesser power "Battle Anthem". When used, all non-hostile actors within 100
feet ranged deal 25% more melee weapon damage for 2 minutes. May be
used every 5 minutes.

Heroism (30/45)
1- "Battle Anthem" additionally increases armor rating by 100.
2- "Battle Anthem" additionally boosts Destruction spell magnitude and ranged weapon
damage by 15%.

Lasting Impression (70/85)
1- "Battle Anthem" additionally kills any enemy within reach whose combined level
and speechcraft skill are lower than your speechcraft skill.
2- "Battle Anthem" additionally reduces all hostile target's movement and
attack speed by 15%.

Leadership (35)
1- Grants lesser power "Leadership". When used, opens up a dialogue box that allows
you to recruit up to two mooks of different classes. Two recruited mooks
may not share the same class. Recruiting a mook costs 1000 gold.
Only works while not in interior cells. Recuted mooks are at 40% of your level.

- When using Leadership and selecting the mage, "Julian, Elite Wizard" might spawn instead of the
normal mage hireling. Julian has additional Conjuration spells and is at 80% of the player's
level. Spawn chance is 5%.

- When using Leadership and selecting the warrior, "Kaige, Elite Berserker" might spawn instead of the
normal tank hireling. Kaige uses two-handed swords and has additional perks boosting his heavy armor
rating and two-handed weapon damage. He is at 80% of the player's level. Spawn chance is 5%.


Loyalty (45)
1- May recruit up to two mooks of the same class.

Strength in Numbers (60/90)
1- May recruit 3 mooks in total.
2- May recruit 4 mooks in total.

Merchant (40)
1- Can sell any type of item to any kind of merchant.

Investor (50)
1- Can invest 500 gold with a shopkeeper to increase his available gold permanently.

Fence (70)
1- Can barter stolen goods with any merchant you have invested in.

Master Trader (85)
1- Every merchant in the world gains 1000 gold for bartering.

Ingredients for "Dark Cowl": 2 leather, 3 leather strips

Fluent Speaker (35/65)
1- Once every 5 minutes, shouting reduces shout cooldown by 15% for 2 minutes.
2- Once every 5 minutes, shouting reduces shout cooldown by 20% for 3 minutes.

Ancient Magic (50/75)
1- Harmful shout magnitude is x% stronger, where x is DESTRUCTION_SKILL * 0.25
2- Harmful shout magnitude is x% stronger, where x is DESTRUCTION_SKILL * 0.5. Summoning shout duration is increased by x%, where x is CONJURATION_SKILL * 0.5
Enchanting Perks
Perks [Enchanting]
===============-------

Enchanter (0/50)
1- Enchantments you create are x% stronger, where x is (0.5* ENCHANTING_SKILL). Caps out
at 25% (skill level 50).
2- Enchantments you create are x% stronger, where x is (0.5* ENCHANTING_SKILL). Caps out
at 50% (skill level 100).

Basic Scripture (15)
1- Can use an enchanter's quill from your inventory to craft certain scrolls of Novice and Apprentice
level spells. Crafting a scroll requires ink and paper rolls. Unlocks recipe for "Enchanter's Quill".
All enchantments are 4% stronger.

Enchanter's quill can be crafted at the forge.

Ingredients for one enchanter's quill: 1 quill, 1 empty common soul gem, 2 silver ingot


Advanced Scripture (30)
1- Can use a quill from your inventory to craft certain scrolls of Adept level spells.
All enchantments are 4% stronger.
Crafting a scroll requires ink and paper rolls.

Elaborate Scripture (45)
1- Can use a quill from your inventory to craft certain scrolls of Expert level spells.
All enchantments are 4% stronger.
Crafting a scroll requires ink and paper rolls.

Sage's Scripture (70)
1- Can use a quill from your inventory to craft certain scrolls of Master level spells.
All enchantments are 4% stronger.
Crafting a scroll requires ink and paper rolls.

Split Enchant (40) (X)
1 - Grants the toggleable ability "Split Enchant". While active, you can put two
enchantments on one weapon, and all enchantment are 40% weaker.
All enchantments are 4% stronger.

Soul Siphon (25/50)
1- Killing a non-humanoid enemy automatically traps 10% of its soul and recharges the
killer's weapon with it.
All enchantments are 4% stronger.
2- Killing any enemy automatically traps 15% of its soul and recharges the killer's
weapon with it.
All enchantments are 4% stronger.

Soul Squeezer (40)
1- Soul gems recharge weapons 50% better.
All enchantments are 4% stronger.

Arcane Archery (25)
1- Grants the toggleable abilities "Arcane Archery - Great Fireball", "Arcane Archery
- Thunderstrike" and "Arcane Archery - Winter's Breath". Only one of these can be
active at any given time.
All enchantments are 4% stronger.

When using a bow and releasing fully drawn shots, these abilities simultaneously
cause spells to emit from the archer, as long as the archer has at least 50%
Magicka left. Each spell consumes 30 Magicka. Great Fireball deals 30 fire damage,
Thunderstrike deals 20 shock damage within a 20 feet radius, and Winter's Breath
deals 20 frost damage, as well as a 30% movement speed debuff for 3 seconds.

"Arcane Archery" have their magnitude boosted by everything that boosts the magnitude
of Destruction spells, but do not gain secondary effects from Destruction perks.

Echanted Quiver (40,60,80)
1- "Arcane Archery" spells may be used as long as the user has at least 40% Magicka left.
Each "Arcane Archery" spell consumes 27 Magicka.
All enchantments are 4% stronger.
2- "Arcane Archery" spells may be used as long as the user has at least 30% Magicka left.
Each "Arcane Archery" spell consumes 24 Magicka.
All enchantments are 4% stronger.
3- "Arcane Archery" spells may be used as long as the user has at least 20% Magicka left.
Each "Arcane Archery" spell consumes 21 Magicka.
All enchantments are 4% stronger.

Staffaire (40)
1- Unlocks crafting recipes for staves. Staves need an empty staff of the respective school,
a spell tome of the spell you want on the staff, and need you to already know the
spell. (*)
All enchantments are 4% stronger.

(*) In PerMa, I distributed a few staff enchanters across Skyrim.

Channeler (50/70)
1- While a staff's charge is below 50%, it recovers by 5 every 5 seconds automatically.
All enchantments are 4% stronger.
2- While a staff's charge is below 50%, it recovers by 10 every 5 seconds automatically.
All enchantments are 4% stronger.

Animate Weapon (35)
1- Grants the lesser power "Animate Weapon".
All enchantments are 4% stronger.

"Animate Weapon" causes your currently equipped right-hand melee weapon to attack and
move on its own for 15 seconds. It is invincible and has no combat perks or the
like. Once the timer is up, the weapon returns to your inventory. Does work with
two-handed melee weapons.

If the weapon is an artifact, this ability will recharge it. If not, this ability will clear
the enchantment, and restore 10% of the enchantment charge lost as Magicka.


Combat Enchanter (60)
1- If you have multiple weapons or weapon and shield equipped, "Animate Weapon" will
animate both. "Animate Weapon" lasts for 25 seconds.
All enchantments are 4% stronger.

Spell Surge (75/90)
1- If you have both a spell and an enchanted weapon equipped at the same time, the
weapon's charge boosts the spell's duration and magnitude by a factor of x,
where x is (1+(WEAPON_CHARGE*0.01)), up to a maximum of 1.1 at a charge of 1000.
All enchantments are 4% stronger.
2- If you have both a spell and an enchanted weapon equipped at the same time, the
weapon's charge boosts the spell's duration and magnitude by a factor of x,
where x is (1+(WEAPON_CHARGE*0.01)), up to a maximum of 1.15 at a charge of 1500.
All enchantments are 4% stronger.

Focus: Great Infusion (95) (X)
1- Grants the items "Dragon Sigil - Armor" and "Dragon Sigil - Weapon", and grants
the lesser power "Great Infusion". All enchantments are 10% stronger

"Great Infusion" consumes a dragon soul upon being used, and counts as "active"
for 10 minutes after doing so.

Disenchant the items to learn the "Dragon's Roar" and "Dragon's Wings" enchantments.
"Dragons Roar" can be applied to weapons and adds 10 fire, frost and shock damage
each, as well as 50 points of armor reduction and 20% of magic resistance reduction
each for 5 seconds.
"Dragon's Wings" can be applied to armor and increases armor rating by 40, magic
resistance by 10%, and movement and attack speed by 4%.

Both "Dragon's Roar" and "Dragon's Wings" are only active while "Great Infusion" is
active.
Alteration Perks
Studies: Novice Alteration (0)
1- Grants a random novice level Alteration spell. All Alteration spells are 15% cheaper and last 15% longer.

Studies: Apprentice Alteration (20)
1- Grants a random apprentice level Alteration spell. Each incoming hit restores 3% Magicka.

Studies: Adept Alteration (40)
1- Grants a random adept level Alteration spell. Each known "Mage Armor" spell increases armor by 25 permanently.

Studies: Expert Alteration (65)
1- Grants a random expert level Alteration spell. Each known "Kinetic" and "Shift" spell increases attack and movement speed by 2% permanently.

Studies: Master Alteration (90)
1- Grants a random master level Alteration spell. Unlocks Alteration's "focus" perks. All spells that would normally occupy both hands now only occupy one hand.

Mage's Toolbox (25)
1- "Utility" spells, such as light spells or detection spells, are 50% cheaper to cast.

Mindforge (30)
1- "Enhance Weapon" spells last twice as long.

Mindcutter (60)
1- "Enhance Weapon" spells have no effect on the combat target's armor rating anymore. (*)

(*) "Enhance Weapon" spells have very different mechanics than SkyRe's counterparts. They
work on top of enchantments, but cancel out other effects that are based on
combat hit spells, such as vanilla's bleeding damage on axes.
Per default, "Enhance Weapon" spells make the target's armor value count as if it
were 50% higher than it actually is.

Spellweaver (25/45)
1- All spells from all schools of magic are 5% cheaper to cast.
2- All spells from all schools of magic are 10% cheaper to cast.

Spellbinder (40)
1- Grants the togglable ability "Spellbinder". While "Spellbinder" is active, swinging
your right-hand weapon will automatically cast the spell equipped in your left hand,
as long as you have the Magicka necessary to do so. The Magicka cost required to
cast a spell via "Spellbinder" is equal to the cost of regularly casting the spell,
unless the spell has a casting time of more than one second. In that case, the casting
cost is multiplied by the casting time in seconds.

Mage Armor (30/50)
1- While not wearing a regular armor chestpiece, "Armor" spells are 50% stronger.
2- While not wearing a regular armor chestpiece, "Armor" spells are 100% stronger.

Second Skin (60)
1- "Armor" spells are 10% stronger and unlocks secondary effects for "Armor" spells,
as long as the caster is not wearing a regular armor chestpiece. The secondary
effects are as follows:

Oakflesh: 10% less incoming damage from blunt weapons, 20% less power attack stamina
consumption.
Stoneflesh: 20% less incoming damage from weapons that are not blunt.
Ironflesh: All incoming weapon damage is reduced by 5, and all incoming stagger is negated.
Ebonyflesh: All incoming Destruction spells are 10% weaker.
Dragonflesh All Frost and Fire spells are 15% stronger.

Sacrificial Casting (45)
1- Grants the toggleable ability "Sacrificial Casting". While active, "Sacrificial Casting"
splits any spell cost evenly between Magicka and Health, and reduces the magnitude of
healing spells and beneficial potions by 90%. "Sacrificial Casting" needs to be active
for at least 30 seconds before it can be toggled off.

Lifelink (65)
1- Grants the spell "Lifelink". Lifelink can only be cast while "Sacrificial Casting" is
active, and needs a target that is either a summoned creature or a follower, and that
is not a machine. It deals up to 50 damage to the target and heals the caster's
Health by twice that amount. Lifelink is not affected by "Sacrificial Casting".

Flesh to Power (85)
1- When deactivating "Sacrificial Casting", everyone within a 30 feet radius is paralyzed
for 4 seconds, and absorb 5 Health per second from everyone affected for 8 seconds.

Kinetic Crush (50)
1- "Kinetic" spells may be dual cast to double their force. "Kinetic" spells deal their
force as unblockable damage.

Blink (45/75)
1- "Shift" spells have 50% better range.
2- "Shift" spells have 100% better range.

Chronokinesis (80/95)
1- "Shift" and "Kinetic" spells slow down time by 30% for 3 seconds. "Kinetic" spells need
to actually connect to trigger this effect.
2- "Shift" and "Kinetic" spells slow down time by 50% for 4 seconds. "Kinetic" spells need
to actually connect to trigger this effect.

Focus: The Spherebender (95)
1- The cooldown on "Shift" and "Kinetic" spells is reduced by 50%. Grants the spell
"Kinetic Shift".
"Kinetic Shift" is a special teleportation spell that combines the properties of the
"Kinetic" and "Shift" spell branches. When cast, everyone within a 25 feet radius
is pulled towards the starting point, and everyone within a 25 feet radius of the
ending point is pushed away. This spell has a 20 second cooldown that is not linked to the cooldown of
either "Shift" or "Kinetic" spell cooldowns.

Focus: The Creator (95)
1- Grants the spell "Spell Prism"
Places a device at the ground that reacts towards spells thrown at it.
INSERT DESCRIPTION ONCE COMPLETE

Architect of Magic (100/100)
1- Does nothing.
2- May choose a second "Focus" perk.
Alteration Spells
Spells [Alteration]
============--------

Notes on Archetypes
--------------------

- Kinetic: Spells that push or pull other actors. All Kinetic spells share a cooldown; stronger spells have a longer cooldown than weaker ones.
- Shift: Spells that revolve around teleportation. All Shift spells share a ten-second cooldown.
- Mage Armor: Spells that increase the caster's armor rating for 60 seconds.
- Enhance Weapon: Spells that add magical properties to weapon attacks, at the cost of making the target's armor 50% more effective. Override any other effects that use similar mechanics (combat hit spell). Last 20 seconds.
- Utility: Spells that do various useful things, such as Waterwalking and Detect Life.


Novice
============--------
Spell name | Cost | Decription
------------------------------------------
Oakflesh | 33 | Mage Armor. Increases armor rating by 40.
Candlelight | 21 | Creates a hovering light that follows the caster for 60 seconds.
Leeching Spikes | 42 | Enhance Weapon. Weapon absorbs 2 points of Health, Magicka and Stamina per second for 4 seconds.
Warp | 32 | Utility. Slows time by 50% for 3 seconds. The caster moves 100% faster for 2 seconds.
Waterwalking | 43 | Utility. Makes wather behave like a thick fluid for 60 seconds, allowing the caster to walk on it if he moves fast.
Equilibrium | 1/s | Convert 25 Health into Magicka per second.


Apprentice
============--------
Spell name | Cost | Decription
------------------------------------------
Kinetic Push | 40 | Kinetic (force:10, cooldown: 30s). Pushes the target away from the caster. Works within touch range.
Stoneflesh | 45 | Mage Armor. Increases armor rating by 60.
Magelight | 31 | Places a ball of light at the target location that sticks around for 60 seconds.
Phase Shift | 30 | Shift. Move to a location within 60 feet range.
Rusted Blade | 40 | Enhance Weapon. Weapon deals 1 point of diseases damage per second and one point of poison damage per second for 10 seconds.
Weaken Gravity | 84 | Utility. For 120 seconds, everyone jumps twice as high, and all "Kinetic" spells have their force doubled.
Telekinesis | 25/s | Utility. Pulls objects towards the caster, who may add them to his inventory or throw them.
Waterbreathing | 51 | Utility. Breathe underwater for 60 seconds.
Transmute Mineral Ore | 50 | Utility. Turn iron ore into silver ore, and silver ore into gold ore. Works on items in the caster's inventory.
Arcane Generator | 2 | Utility. Completely restore the caster's Magicka. Usable once every 10 minutes.


Adept
============--------
Spell name | Cost | Decription
------------------------------------------
Combat Shift | 40 | Shift. Move to a location within 40 feet range, then turn by 180 degrees.
Detect Life | 32/s | Utility. Dead creatures within 100(interior)/200(exterior) feet range can be seen through walls.
Ironflesh | 62 | Mage Armor. Increases armor rating by 80.
Transmute Weapon | 100 | Utility. Takes an equipped weapon and improves it to superior quality, as if it was smithed. Ignores smithing perk requirements.
Transmute Skin | 71 | Utility. For 60 seconds, the caster takes 25% less damage from bladed weapons, but 25% more damage from non-bladed weapons.
Spell Eater | 70 | Enhance Weapon. Weapon deals 10% of the target's Magicka as additional unblockable damage.
Kinetic Pull | 40 | Kinetic (force: -18 cooldown: 60s). Pulls the target towards the caster. Works within 50 feet range.
Ash Shell | 80 | Utility. The target is paralyzed for 30 seconds. While this spell is active, the target counts as "ghost" when calculating damage.
Accelerate | 50 | Utility. Move 30% faster until interrupting your motion (stopping, sneaking, picking up an item...)


Expert
============--------
Spell name | Cost | Decription
------------------------------------------
Detect Dead | 50/s | Utility. Dead creatures within 100(interior)/200(exterior) feet range can be seen through walls.
Ebonyflesh | 79 | Mage Armor. Increases armor rating by 100.
Inverse Shift | 55 | Shift. 8 seconds after the spell was cast, the caster is moved back to the location of casting.
Sunlight Blade | 68 | Enhance Weapon. Weapon deals 10 points of sun damage, and 20 more points of sun damage to undead.
Artificial Sun | 80 | Creates a ball of light high up in the sky for 300 seconds. The ball collapses if the caster leaves it behind. This spell has no effect when cast indoors.
Sunburst | 100 | Target actor gravitates towards the artificial sun and disintegrates. This kills the target, destroys its body and its inventory. Has no effect when cast without an artificial sun up. This spell can break quests, so use it with care.


Master
============--------
Spell name | Cost | Decription
------------------------------------------
Kinetic Wave | 100 | Kinetic (force: 0-20 cooldown: 180s). Pushes targets within a 200 feet radius around the caster straight up from the ground. The force depends on the distance to the caster.
Dragonflesh | 88 | Mage Armor. Increases armor rating by 120.
Imprison | 150 | Removes the target from the game. Free it again with "Freedom", or wait until it dies three in-game days after being imprisoned. Only one target may be imprisoned at any time. This spell can break quests, so use it with care.
Freedom | 50 | Frees a target captured by "Imprison" and places it at the target location. Has no effect if there is no imprisoned actor.
Explosive Saliva | 117 | Enhance Weapon. Weapon inflicts an effect that causes an explosion on the target after 15 seconds. The explosion inflicts 15 points of damage within a 500 unit radius.
Rewind | 40 | Utility. After 30 seconds, restore the caster's Health, Magicka and Stamina to the values they were at when casting the spell. Usable every 20 minutes.


Focus
============--------
Spell name | Cost | Decription
------------------------------------------
Kinetic Shift | 50 | Shift, Kinetic (force: -10, 10). Pulls all actors within a 25 feet radius towards the caster, then moves the caster to the target location, then pushes all actors within a 25 feet radius away from the caster. 60 feet range. Has a 20 second cooldown that is not linked to the individual cooldowns of "Shift" or "Kinetic" spells.
Spell Prism | 170 | Creates a device at the ground that reacts towards spells thrown at it, amplifying and/or altering them.


Special (Quest etc)
============--------
Spell name | Cost | Decription
------------------------------------------
-

Planned
============--------
Rewind (expert) - memorize health, magicka, stamina, after 15 seconds restore memorized values
Standstill (master) - 95% slow time concentration spell - might be impossible
Corrode Weapon (adept) - Replaces target's shield and weapon with crappy stuff
Corrode Armor (expert) - Replaces target's armor with crappy stuff.
Transmute armor (expert?) - smithes equipped armor to some mediocre level
Arcane Dynamo (expert) - blocked incoming hit restores % magicka
Hoodwink (expert) - open inventory to steal
- "charge" spell alteration: next spell is free.

- mage armor spell progression sucks.
Conjuration Perks
Studies: Novice Conjuration (0)
1- Grants a random novice level Conjuration spell. All Conjuration spells are 20% cheaper.

Studies: Apprentice Conjuration (20)
1- Grants a random apprentice level Conjuration spell. Conjuration summoning spells last 20% longer. Bound weapons deal x% more damage, where x is CONJURATION_SKILL * 0.5.

Studies: Adept Conjuration (40)
1- Grants a random adept level Conjuration spell. When summoned creatures kill someone, get 10% of your maximum base Magicka back. Reanimated zombies do not count as "summoned", with the exception of Draugr raised by "Mark of Decay". Skeletons do count though..

Studies: Expert Conjuration (65)
1- Grants a random expert level Conjuration spell. While below 50% health, summon limit grows by 1, and summoning bound weapons is free.

Studies: Master Conjuration (90)
1- Grants a random master level Conjuration spell. Unlocks Conjuration's "focus" perks. As long as at least one summoned creature is alive, take 10% less damage from spells and weapons. Does only trigger for creatures you actually summon, so it does not cover skeletons.

Advanced Summoning (35)
1- Increases range for summoning spells by 150%

Ancient Rites (50)
1- Increases summon limit for zombies and Daedra by 1.

Harvest (15/40)
1- Enter sneak mode and activate a humanoid carcass for an option to collect bones
and ingredients. Chosing the "Harvest" option will automatically add all harvested
items to the target's inventory and forcefully open it. After closing the inventory,
the body will disappear.

Item | Count | Chance (%)
====================================================
Bone - Foot | 2 | 25
Bone - Arm | 2 | 25
Bone - Leg | 2 | 25
Bone - Hand | 2 | 25
Bone - Ribcage | 1 | 25
Bone - Skull | 1 | 25
(Elven, Human or Beast) Heart | 1 | 15
(Elven, Human or Beast) Flesh | 1 | 30
2- Alters the number of harvestable flesh and increases the chance for all items to be
found on a harvested corpse.

Item | Count | Chance (%)
====================================================
Bone - Foot | 2 | 40
Bone - Arm | 2 | 40
Bone - Leg | 2 | 40
Bone - Hand | 2 | 40
Bone - Ribcage | 1 | 40
Bone - Skull | 1 | 40
(Elven, Human or Beast) Heart | 1 | 23
(Elven, Human or Beast) Flesh | 2 | 45

Bone Mastery (25/45/65)
1- Grants the spell "Conjure Skeleton". This spell opens up a dialogue window that
allows you to select a skeletal minion to summon. With the first rank of Bone
Mastery, only skeleton warriors are selectable.

"Summon Skeleton Warrior" consumes two "Bone - Arm", two "Bone - Leg", two
"Bone - Hand", two "Bone - Foot", one "Bone - Skull", one "Bone - Ribcage"
and one empty soul gem of common or lower quality from your inventory, and spawns
a skeleton warrior next to the caster.

When chosing the soul gem, the spell will prefer lower tiered soul gems.

The skeleton warrior is a permanent follower-like creature that does not
count towards the regular summon limit. It attacks with melee weapons.

If you lack the required components, the spell will fail.

The conjured skeleton is at 85% of your level.

2- Adds the "Skeleton Archer" option to "Conjure Skeleton".

"Summon Skeleton Archer" consumes two "Bone - Arm", two "Bone - Leg", two
"Bone - Hand", two "Bone - Foot", one "Bone - Skull", one "Bone - Ribcage"
and one empty soul gem of common or lower quality from your inventory, and spawns
a skeleton archer next to the caster.

When chosing the soul gem, the spell will prefer lower tiered soul gems.

The skeleton archer is a permanent follower-like creature that does not
count towards the regular summon limit. It attacks with bow and arrow.

If you lack the required components, the spell will fail.

The conjured skeleton is at 85% of your level.

3- Adds the "Skeleton Mage" option to "Conjure Skeleton".

"Summon Skeleton Mage" consumes two "Bone - Arm", two "Bone - Leg", two
"Bone - Hand", two "Bone - Foot", one "Bone - Skull", one "Bone - Ribcage"
and one empty soul gem of common or lower quality from your inventory, and spawns
a skeleton mage next to the caster.

When chosing the soul gem, the spell will prefer lower tiered soul gems.

The skeleton mage is a permanent follower-like creature that does not
count towards the regular summon limit. It attacks with frost spells.

If you lack the required components, the spell will fail.

The conjured skeleton is at 85% of your level.

Bone Conservation (40)
1- The chance to receive each bone back via releasing a skeleton (see "Tongues of Old")
grows to 70%.

Great Bone Mastery (90)
1- Adds the "Skeleton Mage Overlord", "Skeleton Warrior Overlord" and
"Skeleton Archer Overlord" options to "Conjure Skeleton".

Each of these spells consumes two "Bone - Arm", two "Bone - Leg", two
"Bone - Hand", two "Bone - Foot", one "Bone - Skull", one "Bone - Ribcage"
and one empty soul gem of greater or higher quality from your inventory.
Additionally, they consume either a Beast Heart ("Summon Skeleton Archer Overlord"),
a Human Heart ("Summon Skeleton Warrior Overlord"), or an Elven Heart ("Summon
Skeleton Mage Overlord.

Upon being summoned, the skeleton overlord will destroy any other summoned skeleton
you have under control, and gain 100 points of Health, Magicka and Stamina for
each skeleton destroyed. This effect also destroys other skeleton overlords, so
only one may exist at any time.

The spell will fail if there is less than one skeleton destroyed by this effects, or
if you lack any of the required ingredients.

Skeleton Mage Overlords have a wider range of available spells than regular skeleton
mages.

When chosing the soul gem, the spell will prefer lower tiered soul gems.

The skeleton overlord is a permanent follower-like creature that does not
count towards the regular summon limit.

The summoned skeleton overlord is large and at 110% of your own level.

Tongues of Old (50)
1- Grants the lesser power "Call Undead". Granst the option to access your undead
minions' inventories after activating them. Grants the option to release skeletons
created with the "Bone Mastery" series of perks to get back soul gems and bones.

"Call Undead" assembles all controlled zombies and skeletons around the user.

For each bone used to assemble the skeleton minion, there is a 30% chance to
receive it back after releasing the skeleton. Additionally, one also receives
an empty petty soul gem.

Gravebound (45)
1- Reanimation spells that require the target to be at a lower level than you now work
on targets at your level.

Recurring Nightmare (75)
1- Grants the spell "Recurring Nightmare - Recreate". While crouching, activate a humanoid
carcass for a "Store Essence" option.

"Store Essence" destroys and memorizes the target body; only one body may be stored at
any time. If a new body is tored, the old one is forgotten about by "Recurring
Nightmare".

"Recurring Nightmare - Recreate" needs to be cast at a humanoid carcass and turns it
into a copy of the stored body; the copy does not include the original bodies'
inventory.

Elemental Potency (20)
1- Daedra summoning spells may be dual cast to extend their duration. Summoned Daedra
scale with your level with no upper limit. (*)

(*) Without this perk, they cap out at level 5 in PerMa.

Oblivion Binding (40)
1- Adds soul trap, turn undead and banish effects to all bound weapons

Chaotic Binding (50/65)
1- Bound weapons absorb 2 points of Health per second for 5 seconds.
2- Bound weapons absorb 2 points of Stamina and Magicka per second for 5 seconds.
Conjurations Perks P2
Reclaim (30/50)
1- Activate a summoned Daedra to get the "Reclaim" option. Chosing this option will
banish the entity and restore some of your Magicka. The amount of Magicka depends
on the type of creature you sent back.

Flame Atronach: 30
Frost Atronach: 50
Storm Atronach: 70
Dremora: 90

2- Chosing "Reclaim" additionaly restores Health, depending on the type of creature you
sent back.

Flame Atronach: 15
Frost Atronach: 25
Storm Atronach: 35
Dremora: 45

Daedric Shell (45)
1- Chosing "Reclaim" additional grants a buff, depending on the creature you sent back

Flame Atronach: 30% fire resistance for 20 seconds
Frost Atronach: 30% frost resistance for 20 seconds
Storm Atronach: 30% fshock resistance for 20 seconds
Dremora: 100 armor for 20 seconds

Promise of Power (60)
1- When summoning Dremora without a Human Heart to sacrifice, the Health damage you
take is reduced to 35%. (*)

(*) In PerMa, Dremora spells will consume a Human Heart from your inventory when cast.
If you don't have a Human Heart, they consume 70% of your maximum Health instead.

Elemental Fury (40)
1- Fire Atronachs you summon take 20% less damage from frost and shock, and deal 25%
more damage wih fire. Frost Atronachs you summon take 20% less damage from fire
and shock, and deal 25% more damage wih frost. Storm Atronachs you summon take 20%
less damage from frost and fire, and deal 25% more damage wih shock.

Synergetic Link (60)
1- When summoning atronachs, you gain a buff. The buff depends on the type of creature
summoned. Does not stack with itself.

Flame Atronach: 20% fire damage for 20 seconds
Frost Atronach: 20% frost damage for 20 seconds
Storm Atronach: 20% fshock damage for 20 seconds

Pact (75)
1- Daedra summoning spells last 25% longer and are 15% cheaper to cast.

Focus: The Gatekeeper (95)
1- Grants the spell "Gates of Oblivion".

"Gates of Oblivion" conjures an Oblivion gate. The gate automatically spawns
random Daedra who act on their own. After a while, the stream of Daedra ends,
and the gate needs to be closed by activating it. Only one gate can be open at any
time, and casting this spell counts as crime.

The gate spawns one entity every 4 seconds, a total of 10 times. The chance
for a Strom Atronach is 15%, the chance for a Frost Atronach is 25%, and the
chance for a Flame Atronach is 60%.



Focus: The Necromage (95)
1- Increases spell duration and magnitude against undead. Grants the spell
"Conjure Skeletal Dragon".

"Seven Souls" randomly chooses seven carcasses from a list, assembles them in a
circle around you, and animates them all at once. The spell works by temporarily
boosting your summon limit; summoning and raising zombies while these corpses still
walk will interfere with them.

Zombies spawned with "Seven Souls" are at half your level.

"Seven Souls" may spawn afflicted, warlocks, vampires, bounty hunters, soldiers,
bandits, alik'r, thieves, assassines and forsworn.
Conjuration Spells
Spells [Conjuration]
============--------

Notes on Archetypes
--------------------

- Regular Daedra Summoning: Summon lesser Daedra for a 30 seconds. Lesser Daedra scale with you, up to a maximum level of 5.
- Unbound Daedra Summoning: Summon lesser Daedra permanently. Unbound Daedra have no level limit and spawn at twice your level, but attack anyone nearby. They do not count towards your summoning limit.
- Skeleton Summoning: Summon skeletal beings for a set duration. Summoned skeletons scale with you without level limitation, and are at 70% of your level. They last 60 seconds.
- Skeleton Conjuring: Create skeletal beaings from ingredients in your inventory to follow you permanently. They do not count towards your summoning limit and are at 85% or 110% or your level.
- Reanimation: Reanimate dead bodies to follow you permanently.
- Mark: Deal disease damage to a living target, then transform the dying body in some way, before it gets reanimated under your control. Might have level limitations.
- Vein: Apply secondary effects to reanimated zombies, at the cost of making reanimation spells 50% more expensive. Mutually exclusive, free to cast, and toggleable.
- Bound Weapon: Summon weightless weapons for 120 seconds. Sheathe to dispel.


Novice
============--------
Spell name | Cost | Decription
------------------------------------------
Raise Animal | 74 | Reanimation. Raises an animal body to permanently fight for the caster.
Conjure Weak Flame Atronach | 52 | Regular Daedra Summoning. Conjures a weak flame atronach. Weak flame atronachs last 3 minutes, but are fixed at level 1 and don't grow with perk investment.
Bound Dagger | 30 | Bound Weapon. Conjures a dagger.
Bound Sword | 40 | Bound Weapon. Conjures an arming sword.
Vein of Necrosis | 0 | Vein. When a zombie takes a hit, the attacker takes 10 points of disease damage.


Apprentice
============--------
Spell name | Cost | Decription
------------------------------------------
Conjure Flame Atonach | 69 | Regular Daedra Summoning. Conjrues a flame atronach.
Mark of Decay | 41 | Mark. Deals 3 points of disease damage per second for 15 seconds. Turns the target into a Draugr, with only the original weapon and/or shield preserving through the transformation.
Vein of Dark Souls | 0 | Vein. Raised zombies gain 150 armor and 50 Health.
Bound Battleaxe | 50 | Bound Weapon. Conjures a battleaxe.
Summon Boneman | 64 | Skeleton Summoning. Summons a boneman.
Soul Trap | 35 | If the target dies within 60 seconds, it fills a soul gem.


Adept
============--------
Spell name | Cost | Decription
------------------------------------------
Conjure Unbound Flame Atronach | 80 | Unbound Daedra Summoning. Conjures an unbound flame atronach.
Conjure Frost Atronach | 99 | Regular Daedra Summoning. Conjures a frost atronach.
Reanimation |126 | Reanimation. Raises a humanoid body (playable race or falmer) to permanently fight for the caster.
Bound Shortbow | 72 | Bound Weapon. Conjures a shortbow.
Bound Longbow | 72 | Bound Weapon. Conjures a longbow.
Banish Daedra | 54 | Deals 20 points of damage to daedra. Staggers daedra. Banishes summoned daedra.
Conjure Mistman | 68 | Skeleton Summoning. Summons a mistman.
Mark of Bound Spirits | 88 | Mark. Deals 5 points of disease damage per second for 20 seconds. Revives the target as ethereal being with a 300 bonus to armor, but -50% magic resist.


Expert
============--------
Spell name | Cost | Decription
------------------------------------------
Conjure Storm Atronach | 120 | Regular Daedra Summoning. Conjures a storm atronach.
Conjure Unbound Frost Atronach | 110 | Unbound Daedra Summoning. Conjures an unbound frost atronach.
Mark of Power | 138 | Mark. Deals 5 points of disease damage per second for 20 seconds. Revives the target with knowledge of most of the caster's Conjuration and Destruction spells.
Vein of Raging Undead | 0 | Vein. Zombies move 25% faster and deal 25% more melee weapon damage.
Conjure Wrathman | 114 | Skeleton Summoning. Summons a wrathman.

Master
============--------
Spell name | Cost | Decription
------------------------------------------
Conjure Dremora Kynreeve | 133 | Regular Daedra Summoning. Conjures a dremora kynreeve (heavy weaponry expert).
Conjure Dremora Markynaz | 133 | Regular Daedra Summoning. Conjures a dremora markynaz (warlock).
Conjure Dremora Valkynaz | 133 | Regular Daedra Summoning. Conjures a dremora valkynaz (ranged weaponry expert).
Conjure Unbound Storm Atronach | 140 | Unbound Daedra Summoning. Conjures an unbound storm atronach.
Vein of Unliving Magic | 0 | Vein. Zombies' Destruction and Restoration spells are 25% stronger.
Command Daedra | 101 | Staggers daedra and puts summoned daedra under your control.
Seven Souls | 130 | Randomly chooses seven carcasses from a list, assembles them in a circle around the caster, and animates them all at once. The spell works by temporarily boosting the caster's summon limit; summoning and raising zombies while these corpses still walk will interfere with them. Zombies spawned with "Seven Souls" are at half your level. "Seven Souls" may spawn afflicted, warlocks, vampires, bounty hunters, soldiers, bandits, alik'r, thieves, assassines and forsworn.

Focus
============--------
Spell name | Cost | Decription
------------------------------------------
Gates of Oblivion | 250 | Conjures an Oblivion gate. The gate automatically spawns random Daedra who act on their own. After a while, the stream of Daedra ends, and the gate needs to be closed by activating it. Only one gate can be open at any time, and casting this spell counts as crime. The gate spawns one entity every 4 seconds, a total of 10 times. The chance for a Strom Atronach is 15%, the chance for a Frost Atronach is 25%, and the chance for a Flame Atronach is 60%.
Conjure Skeletal Dragon | 228 | Skeleton Summoning. Sacrifice 3 dragon bones and 3 dragon scales to summon a skeletal dragon for 180 seconds. The skeletal dragon has multiple shouts and is generally very sturdy. If you don't have the required ingredients, the dragon disappears after five seconds.

Special (Quest etc)
============--------
Spell name | Cost | Decription
------------------------------------------
Summon Arvak | 136 | Summons a ghastly horse for 60 seconds.
Flaming Familiar | 57 | Conjures a flaming familiar for 6 seconds. When hit or when the summon duration expires, it explodes for 60 damage within a 320 unit radius.
Conjure Ash Spawn | 78 | Conjures an ash spawn for 60 seconds.
Conjure Seeker | 107 | Conjures a seeker for 60 seconds.
Conjure Ash Guardian | 120 | Creates a permanent ash guardian at the target location. If you have a heartstone in your inventory, it will be consumed; if not, the guardian will turn hostile.
Summon Arniel's Shade | 71 | Conjures Arniel's shade for 60 seconds.


Planned
============--------
Mark of New Beginnings: AoE caster-centered disease damage. If targets die, reanimate as non-follower zombies.
A spell to shatter NPC skeletons and take their bones?
Carcass bomb ?
Fugly vermin summoning from carcass?
Destroy carcass for aoe undead buff?
Destroy Daedra for aoe-daedra buff?
Spell that drains health per spell cast, but increases summoning limit?
Destruction Perks
Studies: Novice Destruction (0)
1- Grants a random novice level Destruction spell. All Destruction spells are 15% cheaper and stronger

Studies: Apprentice Destruction (20)
1- Grants a random apprentice level Destruction spell. When casting a second Destruction spell within 3 seconds of the last one, the second spell is 15% stronger. Does not stack, but can be chained.

Studies: Adept Destruction (40)
1- Grants a random adept level Destruction spell. All area-of-effect destruction spells have their area increased by 30%.

Studies: Expert Destruction (65)
1- Grants a random expert level Destruction spell. Cloak spells boost the strength of their associated element(s) by 15%.

Studies: Master Destruction (90)
1- Grants a random master level Destruction spell. Unlocks Destruction's "focus" perks. Casting a spell with base Magicka Cost of 100 or more triples the strength of the next Destruction spell.

Ambitious Methods ()
1- Increases all Destruction spell damage by 10% and an additional 1% per 4 skill levels.

Geomancy (50/80)
1- Increases maximum rune count to 3 and maximum rune cast range by 100%. (*)
2- Increases maximum rune count to 4 and maximum rune cast range by 200%. (*)

(*) In PerMa, one can initially place 2 runes.


Defiant Concentration (25/55)
1 - While below 20% Magicka, all fire, frost and shock spells are 70% weaker and 80% cheaper to cast.
2 - While below 20% Magicka, all fire, frost and shock spells are 70% weaker and 95% cheaper to cast.

Sigil of Flame
1- All fire spells reduce tha target's armor rating by their magnitude for 5 seconds.

Cradle of Fire
1- Fire spells can be dual cast to increase their magnitude. Once per enemy, a dual-cast
fire spell disarms on hit.

Sigil of Ice
1- Frost spells deal 1/3 of their magnitude as additional physical damage.

Pristine Frost
1- Frost spells may be dual cast to increase their magnitude. Against opponents with at
least 40% frost resistance, frost spells deal 2/3 of their magnitude as additional
physical damage.

Sigil of Thunder
1- Shock spells deal 10% of the target's armor value as additional damage. This damage
can not be resisted.

Primordial Thunder
1- Shock spells may be dual cast to increase their magnitude. Dual casting a shock spell
paralyzes the target for 3 seconds, once per target.

Conflagration
1- If a target is killed while affected by a fire spell, it detonates for 20 fire damage
per second over two seconds within a 15 feet radius.

Pyromancer's Contract
1- Fire spells grow 2% stronger for each perk related to frost or shock magic you didn't
invest in.

Raging Inferno
1- Missile based fire spells are 35% weaker, but spawn a second missile.

Arcane Conduit
1- Increases shock spell Magicka damage by 50%.

Electromancer's Contract
1- Shock spells grow 2% stronger for each perk related to frost or fire magic you didn't
invest in.

Battery
1- Equipping a shock spell boosts Magicka regeneration by 30% and movement
speed by 10%. Does not stack with itself.

Absolute Zero
1- Casting a frost spell causes a small frost explosion around the caster that deals
10 points of frost damage to health and stamina within a ten feet radius.

Cryomancer's Contract
1- Frost spells grow 2% stronger for each perk related to fire or shock magic you didn't
invest in.

Chill of Death
1- All frost spells deals 25% more stamina damage and transfer it to the caster.

Focus: The Elementalist
1- Frost spells reduce the target's shock resistance by 30% for 5 seconds. Shock spells
reduce the target's fire resistance by 30% for 5 seconds. Fire spells reduce the
target's frost resistance by 30% for 5 seconds. This effect does not stack. Grants
the spell "Heavenlapse".
"Heavenlapse" causes fire, frost and shock spells to rain down from the sky in a circle
around the caster. Each projectile deals 40 damage of its respective element.

Focus: The Siege Mage
1- Grants the toggleable ability "Siege Mode". While active, Siege Mode causes the caster
to move slowly, as if overburdened, and increases all Destruction spell magnitude by
a factor propertional to the remaining Magicka percentage. A spell cast from full Magicka
is twice as strong as a spell cast from an empty Magicka pool. The scaling is linear.
Additionally, spells cast from Siege Mode that have special effects when dual cast
trigger these special effects even when cast with one hand.
Siege Mode needs to be active for at least ten seconds before it can be toggled off.

Magicka
is twice as strong as a spell cast from an empty Magicka pool. The scaling is linear.
Additionally, spells cast from Siege Mode that have special effects when dual cast
trigger these special effects even when cast with one hand.
Siege Mode needs to be active for at least ten seconds before it can be toggled off.
Destruction Spells
Spells [Destruction]
============--------

Notes on Archetypes
--------------------

- Fire: Deals fire damage over a small duration, and leaves the target burning for additional damage.
- Frost: Deals frost damage to Health and Stamina, and reduces movement speed by 30% for 3 seconds.
- Shock: Deals shock damage to Health and Magicka.
- Multi-elemental: Combines properties of multiple elements, and is supported by all perks relating to each element that is included.
- Skin: Buff that has a effect that triggers exactly once, then it dispels itself. Has a base duration of 10 days.

Novice
============--------
Spell name | Cost | Decription
------------------------------------------
Sparks | 15/s | Shock. Deals 12 points of damage per second.
Flames | 15/s | Fire. Deals 12 points of damage per second.
Frostbite | 15/s | Frost. Deals 12 points of damage per second.
Static Skin | 45 | Skin. Next shock spell cast is 50% stronger.
Charred Skin | 45 | Skin. Next ranged attacker gets hit by flame fountain that emanates from the ground for 20 damage per second.
Crystal Skin | 45 | Skin. Next melee attacker gets enclosed in ice for 10 seconds, or until hit by an attack.

Apprentice
============--------
Spell name | Cost | Decription
------------------------------------------
Firebolt | 37 | Fire. Deals 30 points of damage.
Fire Rune | 40 | Fire. Rune. Deals 30 points to all targets.
Fiery Touch | 29 | Fire. Touch-range spell that deals 35 points of damage.
Ice Spike | 33 | Frost. Deals 30 points of damage.
Frost Rune | 42 | Frost. Rune. Deals 30 points to all targets.
Chilling Touch | 28 | Frost. Deals 35 points of damage.
Lightning Bolt | 33 | Shock. Deals 30 points of damage.
Lightning Rune | 43 | Shock. Rune. Deals 30 points to all targets.
Sizzling Touch | 29 | Shock. Deals 35 points of damage.
Prismatic Beam | 27/s | Fire/Frost/Shock. Deals 5 points of ire, frost and shock damage each.

Adept
============--------
Spell name | Cost | Decription
------------------------------------------
Fireball | 69 | Fire. Deals 40 points of damage within a 10 feet radius.
Flame Cloak | 79 | Fire. Cloak. For 60 seconds, targets within 10 feet range take 10 points of damage per second.
Implosion | 100 | Fire. The target is surrounded by 8 fireballs that close in on it. Each fireball deals 10 points of dmaage within a 10 feet radius.
Frost Cloak | 76 | Frost. Cloak. For 60 seconds, targets within 10 feet range take 10 points of damage per second.
Ice Storm | 63 | Frost. Deals 40 points of damage to any target in its path.
Frost Field | 60 | Frost. Causes ice spikes to emit form the ground at the target location. Emits 25 ice spikes total with a break of 0.14 seconds in between two ice spikes. Each spike deals 20 damage.
Chain Lightning | 57 | Shock. Deals 40 points of damage, then jumps to a new target within a 20 feet radius.
Lightning Cloak | 79 | Shock. Cloak. For 60 seconds, targets within 10 feet range take 10 points of damage per second.
Static Discharge | 40/s | Shock. Once per second, chooses a random target within a 100 feet radius that gets struck with lightning, causing 30 damage. Only works outdoors.
Whirlwind Cloak | 90 | For 60 seconds, opponents within 10 feet range have a 50% chance of being flung away every second.


Expert
============--------
Spell name | Cost | Decription
------------------------------------------
Incinerate | 110 | Fire. Deals 100 points of damage. Has a long casting time (1.5s).
Wall of Flames | 37/s | Fire. Deals 15 points of damage per second. When aimed at the ground, spawns flames that deal 20 points of damage per second. Spawned flames do not carry perk effects.
Icy Spear | 81 | Frost. Deals 50 points of damage instantly and additional 3 points of damage per second for 15 seconds.
Wall of Frost | 35/s | Frost. Deals 15 points of damage per second. When aimed at the ground, spawns frost stuff that deals 20 points of damage per second. Spawned frost stuff do not carry perk effects.
Thunderbolt | 81 | Shock. Deals 50 points of damage. Deals twice as much damage to Magicka.
Wall of Storms | 35/s | Shock. Deals 15 points of damage per second. When aimed at the ground, spawns sparks that deal 20 points of damage per second. Spawned sparks do not carry perk effects.
Arctic Blaze | 65 | Fire/Frost. A total of six streams of frost or fire are placed around the caster, each dealing 40 points of damage.
Tempest Cloak | 108 | Shock/Frost. For 60 second, opponents within 10 feet range take 10 points of frost damage per second. When hit by a ranged attack, the cloak retaliates with a lightning bolt that deals 40 points of damage.
Pyroelectric Orb | 22 | Fire/Shock. Deals 5 points of fire and shock damage each. While equipped, all fire and shock spells are 20% stronger.


Master
============--------
Spell name | Cost | Decription
------------------------------------------
Fire Storm | 126 | Fire. Targets within 100 feet range take 100 damage. Targets within 65 feet range take 75 more damage. Targets within 25 feet range take 50 more damage.
Lightning Storm | 51/s | Shock. Deals 50 points of damage per second.
Blizzard | 115 | Frost. Spawns a storm that deals 30 points of damage per second over five seconds within a huge radius. Does not carry secondary effects from perks.
Hellfire Cage | 136 | Fire/Shock. Encases the target in a circle of shock pillars, rendering it unable to move, and deals 4 * 8 fire damage per second for 6 seconds. The 30 shock pillars do not damage the target, but everyone who comes too close. Each deals 8 shock damage to Health and Stamina per second. Does not work on giants, dragons and mammoths. Does work on targets that are immune to regular paralysis.
Heavy Fireball | 91 | Fire. Deals 40 points of damage within a 25 feet impact radius. Ragdolls everyone nearby, including the caster. Projectile is affected by gravity.
Frostburn | | Frost. Deals 10 points of damage. If dual cast, consumes 80% of the caster's Magicka, and deals twice the amount of Magicka drained as DoT to the target, distributed over 10 seconds.
Blue Flames | 49/s | Fire/Frost. Deals 15 points of fire and frost damage each per second. Slows the target down by 50% instead of the regular ice spell's 30%. Can not be spell absorbed.
Corroding Touch | 56 | Frost/Shock. Deals 10 points of frost and shock damage to health each. Deals 300 frost damage to stamina. Deals 300 shock damage to Magicka.
Prismatic Skin |80 | Skin. The next incoming hit causes your Destruction spells to grow 30% stronger for 15 seconds. Does not stack with itself.
Great Thundercall | 40/s | Shock. Concentrations-type spell that has no effect until the caster releases it. Releasing the spell causes a caster-centered shock explosion. The longer the spell was charged this way, the greater its area and damage becomes.


Time (s) | Area (f) | Damage
< 1 20 10
1-2 30 20
2-3 35 40
3-4 40 80
4-5 45 160
> 5 55 320

Focus
============--------
Spell name | Cost | Decription
------------------------------------------
Heavenlapse | 160 | Fire/Frost/Shock. A total of 50 projectiles rain down from the sky around the caster, each dealing 40 damage within a 10 feet radius. Follows the caster as he moves. Only works outdoors.


Special (Quest etc)
============--------
Spell name | Cost | Decription
------------------------------------------
-

Planned
============--------
Spell name | Cost | Decription
------------------------------------------
Shattering Prison (master?): Enclose in ice, then smash with large fireball
Ball Lightning (master?): "Summon" stationary thunderball that throws bolts and ice spikes
Great Thundercall (master): Charge spell as concentration-type, self-centered. Quit casting to discharge. Longer cast time
-> more damage
[name] (master): Summon small iceballs that follow caster, then charge into enemies and det
Illusion Perks
Studies: Novice Illusion
1- Grants a random novice level Illusion spell. All Illusion spells are 20% cheaper.

Studies: Apprentice Illusion
1- Grants a random apprentice level Illusion spell. For each "influence" spell you know, get a 3% chance to ignore all incoming melee damage. Eligible spells: Calm, Fear, Fury, Frenzy Rune, Anarchy. Stacks multiplcatively.

Studies: Adept Illusion
1- Grants a random adept level Illusion spell. For each "influence" spell you know, get a 3% chance to ignore all incoming Destruction spell damage. Eligible spells: Calm, Fear, Fury, Frenzy Rune, Anarchy. Stacks multiplcatively.

Studies: Expert Illusion
1- Grants a random expert level Illusion spell. Critical hit chance agains anyone affected by influence spells or phantom debuffs grows by 30%. Destruction spell power against anyone effected by influence spells or phantom debuffs increases by 15%.

Studies: Master Illusion
1- Grants a random master level Illusion spell. Unlocks Illusion's "focus" perks. Casting a spell with base cost of 100 or higher makes you ethereal for 5 second.

Deep Analysis
1- Spell "Insight" can be dual cast to affect undead, machines and daedra, and
displays the exact difference to the target, as well as its resistances.

Unknowable Horror
1- Spell "Fear" can be dual cast to affect undead, machines and daedra, and lasts
30% longer.

Debilitating Terror
1- "Spell Fear" absorbs small amounts of stamina and magicka while active.

Invigorate
1- Illusion buffs last 30% longer and can be dual cast to affect Daedra, undead and
machines.

Transcendental Mantle
1- In addition to any other effect, Illusion buffs increase the target's health
and stamina.

Soothing Voice
1- Spell "Calm" can be dual cast to affect undead, machines and daedra, and lasts
30% longer.

Subjugation
1- Spell "Calm" absorbs small amouts of health while active.

Raging Heart
1- Spell "Fury" can be dual cast to affect undead, machines and daedra, and lasts
30% longer.

Maniacal Surge
1- Spell "Fury" additionally increases melee weapon damage and movement speed of its
target.

Quiet Casting
1- Spells are silent to cast and 30% more expensive while sneaking.

Hallucinating Echoes
1- Increases maximum phantom count by 1.(*) Can dual cast phantom spells to create two
phantoms with one spell.

(*) In PerMa, phantoms have a separate summon counter, and mechanics that differ from
regular summonable creatures.

Waning Presence
1- After summoning a phantom, the caster turns silent and invisible for 7 seconds. Does
not affect spell casting sound though; just movement.

Retaliating Echoes
1- An enemy that kills a phantom suffers from -30% magic resistance for 15 seconds.
2- An enemy that kills a phantom suffers from -30% magic resistance and -200 armor
for 15 seconds.

Vessel
1- Spells that would normally require a phantom as target now work on everyone affected
by Fear, Fury or Calm as well.

Phantom Host
1- For each living phantom, you deal 4% more weapon damage, take 4% less weapon damage,
and Illusion spells are 4% cheaper to cast. Caps out at 5 phantoms.

Recursive Insanity
1- When casting a phantom spell at a target influenced by Fear, Fury or Calm, an
additional phantom is spawned.(*)

(*) Yeah, 3/4 phantom spells require you to target an enemy.

Focus: The Minddweller
1- Fear, Fury and Calm are 25% cheaper to cast. Grants the spell "Lose Hope". "Lose Hope"
instantly kills a target influenced by Fear, Fury or Calm if it is of lower level than
the caster.

Focus: The Puppetmaster
1- Increases maximum phantom count by 2. Grants the spell "Phantom Army". "Phantom Army"
is the only phantom spell that doesn't need to be targeted at an enemy. It is
caster-centered and spawns as many phantom warriors as your phantom count allows.
So, if max phantom count is at 5 and you have one phantom out, four phantoms will
be spawned.
Illusion Spells
Spells [Illusion]
============--------

Notes on Archetypes
--------------------
- Influence: Spells that directly influence the target's behaviour. Only work on living, non-daedric targets, and usually only work once per target.
- Influence combo: Spells that work on targets that are affected by Influence spells
- Phantom: Needs to be aimed at a target, and summons a phantasmal creature next to said target that initiates combat. Not strong, but carry effects that debuff attackers or killers.
- Phantom combo: Spells that work on phantoms only.
- Buff: Spells that temporarily buff the target's stats. Work on living, non-deadric targets only.
- Disguise: Spells that disguise the caster's presence.

Novice
============--------
Spell name | Cost | Decription
------------------------------------------
Fear | 31 | Influence. The target flees for 15 seconds.
Insight | 20 | Displays a message indicating the level difference between the target and the caster. Silent and does not attract attention. Only works on living, non-daedric targets.
Claivoyance | 25/s | Displays a trace to the goal of the currently active quest.
Courage | 30 | Buff. For 60 seconds, the target doesn't flee and gains 200 armor. Only works on living, non-daedric targets.
Whisper | 15/s | While active, spells cast are silent.

Apprentice
============--------
Spell name | Cost | Decription
------------------------------------------
Silent Step | 25/s | While active, armor noise is reduced by 50%.
Calm | 37 | Influence. The target stops fighting for 15 seconds.
Phantom Mudcrab | 30 | Phantom. The phantom mudcrab's killer's maximum Health is reduced by 25 for 15 seconds.
Scapegoat | 60 | Influence combo. If the target is of lower level than the caster, it is attacked by everyone nearby. If not, it attacks the caster.
Feint Swap | 30 | Phantom combo. Switch positions with target phantom.
Feint Strength | 32 | Phantom combo. For 45 seconds, regenerate 2 Magicka per second for each summoned phantom within a 15 feet radius.


Adept
============--------
Spell name | Cost | Decription
------------------------------------------
Fury | 49 | Influence. The target attacks anyone nearby for 15 seconds.
Stumble | 19 | Influence combo. The targets stumbles and falls to the ground.
Mind Fabric | 55 | For 60 seconds, all phantom spells create one additional phantom.
Phantom Spider | 45 | Phantom. The phantom spider's killer's movement speed is reduced by 25% for 15 seconds.
Darkness | 61 | For 20 seconds, the target turns blind (like a Falmer).
Feint Impact | 80 | Phantom combo. Target phantom dies and detonates. Every hostile actor within a 50 feet radius has his Health, Magicka and Stamina reduced by 50 for 20 seconds.
Rally | 47 | Buff. Targets within 15 feet of the impact location don't flee from combat and have 25% more movement speed for 60 seconds.
Frenzy Rune | 99 | Influence. Rune. All living, non-daedric targets below level 20 attack anyone nearby for 30 seconds.


Expert
============--------
Spell name | Cost | Decription
------------------------------------------
Charm | 57 | Influence combo. The target fights for you for 20 seconds.
Phantom Bear | 65 | Phantom. The phantom bears' killer's armor is reduced by 100 for 15 seconds.
Invisibility | 71 | The caster is invisible for 30 seconds.
Feint Trap | 57 | If target phantom dies within 60 seconds, its killer is paralyzed for 3 seconds.
Concealing Cloak | 54 | For 60 seconds, all followers and summoned creatures within a 10 feet radius are invisible.
Amnesia | 50 | Can influence a previously influenced target again.
Silencing Orb | 70 | For 15 seconds, all targets within a 15 feet area cannot cast spells.

Master
============--------
Spell name | Cost | Decription
------------------------------------------
Greater Charm | 84 | Influence combo. The target fights for you for 20 seconds, and may be recruited as follower.
Mind Prison | 30/s | Influence combo. While active, the target can not move.
Cloak of Despair | 99 | Influence. For 60 seconds, enemies within 10 feet range fight worse.
Call to Arms | 86 | Buff. For 300 seconds, every non-hostile actor within a 100 feet range doesn't flee from combat and deals 25% more damage with all weapons.
Anarchy | 101 | Influence. The target attacks anyone nearby for 15 seconds. If it is killed while this spell is active, everyone within a 15 feet radius around the killer gets frenzied for 30 seconds.
Delirium | 80 | The target forgets one of its equipped spells, and takes damage equal to the spell's effective Magicka cost.
Confusion | 103 | For 30 seconds, whenever the target attacks, it takes half of its weapon's power as damage, and attacks 10% slower for 3 seconds.

Focus
============--------
Spell name | Cost | Decription
------------------------------------------
Lose Hope | 120 | The target commits suicide. Only works if it is of lower level than the caster and already affected by an "Influence" spell.
Phantom Army | 120 | Phantom. Summons x phantom images in a circle around the caster, where x is the maximum number of phantoms the caster's phantom summoning limit allows. The phantom image's killer gets ragdolled.


Special (Quest etc)
============--------
Spell name | Cost | Decription
------------------------------------------
Vision of the Tenth Eye | 0 | See what others cannot.


Planned
============--------
Panic (Expert) - Fear that spreads to nearby targets
Magicka Leak (Expert) - targets forgets the spells it has equipped, and takes damage equal to the forgotten spells' combined cost
Restoration Perks
Perks [Restoration]
===============-------

Studies: Novice Restoration (0)
1- Grants a random novice level Restoration spell. All Restoration spells are 20% cheaper.

Studies: Apprentice Restoration (30)
1- Grants a random apprentice level Restoration spell. Standing still decreases ward spell cost by 30%. Whenever a ward absorbs a spell while standing still, recover 10 Magicka instantly.

Studies: Adept Restoration (40)
1- Grants a random adept level Restoration spell. While in combat, each hostile undead within a 15 feet radius gives 5% magic resistance and 30 armor.

Studies: Expert Restoration (65)
1- Grants a random expert level Restoration spell. Casting any non-concentration spell from any school restores 10 health instantly. This effect does not scale with anything.

Studies: Master Restoration (90)
1- Grants a random master level Restoration spell. Unlocks Restoration's "focus" perks. Casting a spell with base cost of 100 or higher increases Magicka regeneration by 100% for 1 minute. Does not stack with itself.

Purification (30)
1- Effects that require "Chastise" to be active on a target and that need certain Health
percentages to trigger their strongest effect have their trigger threshold increased
by 20%. For example, "Prgatory" will instantly kill and detonate the target at 60%
Health or lower, instead of 40% or lower.

Regrowth (20)
1- Healing spells sre 25% stronger and may be dual cast to further increase their
magnitude.

Respite (55)
1- Healing spells additionally recover Stamina by 50% of their magnitude.

Auramancer (30/50)
1- Aura range is increased by 35%
2- Aura range is increased by 70%

Life and Death (50/80)
1- In addition to any other scaling bonuses, damaging auras get x% stronger, where x
is your Restoration skill level.
2- In addition to any other scaling bonuses, damaging auras get x% stronger, where x
is your Restoration skill level and your Destruction skill level combined.

Ward Deflect (30/45)
1- While having a ward spell up, take 20% less damage from ranged weapon attacks. Makes "Spell Ward" grant 50 armor while equipped and another 50 while being used
2- While having a ward spell up, take 35% less damage from ranged weapon attacks. Makes "Spell Ward" grant 75 armor while equipped and another 75 while being used, and unlocks timed blocking for "Spell Ward".

Ward Absorb (50)
1- Blocking a spell with a ward will recover your Magicka by 20% of all Magicka that hits them. Lets "Spell Ward" absorb shouts properly.

Carrier (45/65)
1- Plague spread range is increased from roughly 10 feet to roughly 20 feet. Plagues can
be dual cast for a 50% boost in spread range. Take 5% less damage from enemies
affected by plagues.
2- Plague spread range is increased from roughly 20 feet to roughly 30 feet. Plagues can
be dual cast for a 50% boost in spread range. Take 10% less damage from enemies
affected by plagues.

Plaguelord (50/80)
1- Plagues will attempt to infect a new target every 2 seconds, instead of every 3 seconds. (*)
2- Plagues will attempt to infect a new target every second, instead of every 1 seconds. (*)

(*) Plagues spread from the initial target to adjacent targets. They do not spread from secondary
targets. Plagues will not reinfect the initial target.

Malediction (50/75)
1- Curse spread radius grows from roughly 10 feet to roughly 20 feet. Curses will try
to find a new target twice if an old target dies while the curse is active. (*)
2- Curse spread radius grows from roughly 20 feet to roughly 30 feet. Curses will try
to find a new target three times if an old target dies while the curse is active. (*)

(*) When the old target dies, a curse will randomly select a new target within its spread
radius. If the target fulfills a few conditions (not the player, has base actor, not
NONE), the curse jumps over. If this check fails, the curse will either try again or
stop of the maximum number of attempts is reached.

Tortured Soul (70)
1- Spells that would normally be restricted to undead targets now also work on targets
affected by curses.

Meditation (70/80)
1- While your Health is below 40%, Restoration spells are 15% cheaper to cast. While
your Health is below 20%, this bonus increases to 25%.
2- While your Health is below 40%, Restoration spells are 25% cheaper to cast. While
your Health is below 20%, this bonus increases to 35%.

Defy Death (95)
1- If your Health drops below 50%, health regeneration is increased by 50%. If your
Health drops below 25%, this bonus increases to 100%. Once per day, dropping
below 10% Health causes you to automatically recover 250 Health.

Focus: The Idol (95)
1- Healing spells are 20% stronger. Auras are free to toggle. Removes the Health and
Stamina debuffs from auras. Grants the spell "Aura - Aspect of Brilliance".
"Aura - Aspect of Brilliance" is the only Aura that affects both enemies and
allies. Allies deal 15% more damage with Destruction spells and any weapon,
while enemies deals 15% less damage with Destruction spells and any weapon.

Focus: The Defiler (95)
1- Deal 10% more weapon damage against targets affected by curses or plagues. Curses and
plagues are 25% cheaper to cast. Grants the spell "Curse of Binding".
"Curse of Binding" is a curse that may only affect enemies that already are affected
by a plague. As long as a target affected by "Curse of Binding" is alive, this
spell's caster is immune to any damage, but any spell cast is 50% more expensive.


TODO
====

- "no friendly fire" perk restoration
Restoration Spells
Spells [Restoration]
============--------

Notes on archetypes
--------------------

- Aura: Toggleable area-of-effect buffs. While active, Health and Stamina are reduced by 10/20/30/40/50 for Novice/Apprentice/Adept/Expert/Master level auras. Only one aura may be active at any time.
- Curse: Potent long-range debuffs. When the target dies while affected by a curse, the curse will randomly select a new target within its spread radius (default: 200 units). If the target fulfills a few conditions (not the player, has base actor, not NONE), the curse jumps over and affects the new target. If this check fails, the curse will either try again or stop of the maximum number of attempts (default: 1) is reached. Curses last 60 seconds.
- Plague: Medium-range debuffs. Plagues spread from the initial target to adjacent targets, initially affecting one new target every 3 seconds. They do not spread from secondary targets. Plagues will not reinfect the initial target. Plagues last 12 seconds.
- Healing: Spells that restore health to living or undead targets.
- Ward: Spells that block incoming physical or magical hits.
- Anti-Undead: Spells that have potent effects on undead targets, but do not initially work on living targets.

Novice
============--------
Spell name | Cost | Decription
------------------------------------------
Chastise | 30 | Aura. - 200% Health, Stamina and Magicka regeneration for all undead actors within 30 feet range.
Spell Ward | 25/s | Absorbs up to 200 points of spell or shout damage and effects, but instantly breaks and staggers the user when hit with a shout.
Recovery | 12/s | Restores 10 points of Health per second.


Apprentice
============--------
Spell name | Cost | Decription
------------------------------------------
Armored Ascension | 40 | Aura. 10% More melee weapon damage and 50 armor for all friendly actors within 30 feet range.
Curse of Infestation | 40 | Curse. The target takes 1 poison damage per second for 60 seconds. If it dies while this spell is active, three small spiders spawn from its corpse. Each spider is at 40% of the caster's level.
Cure Poison | 60 | Terminates any poison effect the caster is affected by, and restores 10 points of Health.
Fast Healing | 64 | Restores 40 points of Health.
Healing Hands | 33/s | Restores 20 points of Health to the target per second.
Kingsbane | 45 | Plague. All affected targets have their Stamina regeneration reduced by 400% and lose 10% of their current Stamina every second.
Brainmelt Syndrome | 45 | Plague. All affected targets consume 50 additional Magicka when casting a spell.
Necromantic Healing | 15 | Restore 15 points of Health per second to target undead creature.
Cleansing | 40 | Staggers the target. If the target as less than 40% Health left, it dies. If not, it loses 20% of its current Health. Only works on targets affected by "Chastise".
Sun Fire | 30 | Target undead takes 10 points of sun damage per second for 5 seconds. Counts as "Chastise".


Adept
============--------
Spell name | Cost | Decription
------------------------------------------
Cryomancer's Sight | 50 | Aura. 4 Frost damage to Health and Stamina per second, -10% frost resistance and -10% movement speed to all hostile actors within 30 feet.
Grand Blaze | 50 | Aura. 4 Fire damage to Health per second and -10% fire resistance to all hostile actors within 30 feet.
Upcoming Tempest | 50 | Aura. 4 Shock damage to Health and Magicka per second and -10% shock resistance to all hostile actors within 30 feet.
Curse of Blood Magic | 60 | Curse. Whenever the target casts a spell, it loses 15% of its current Health.
Cure Disease | 80 | Curse any disease the caste is affected by, and restores 10 points of Health.
Stream of Life | 44/s | Restores 30 points of Health per second.
Heal Other | 90 | Restores 60 points of Health to the target.
Heal Undead | 90 | Restores 60 points of Health to target undead creature.
Poison Rune | 52 | Rune. Deals 3 points of poison damge per second for 30 seconds to all targets.
Vampire's Bane | 70 | Deals 10 points of sun damage per second for 6 seconds to all undead creatures within a 15 feet radius of the impact destination. Counts as "Chastise".
Sun Cloak | 59 | For 60 seconds, undead within a 10 feet radius take 6 points of sun damage per second. Counts as "Chastise".


Expert
============--------
Spell name | Cost | Decription
------------------------------------------
Soul Consumer | 60 | Aura. Whenever a hostile actor within 30 feet range dies, its killer recovers 20% of his maximum Health and Magicka.
Thorn's Embrace | 60 | Aura. All non-hostile actors within 30 feet range gain 50% damage reflection.
Curse of Greed | 80 | Curse. Once per second, a random actor within 500 units range of the target loses 10% of its current Health, and th target's Health increases by the damage dealt. If the total damage dealt this way exceeds 60% of the target's maximum Health, it instantly dies and detonates. The detonation ragdolls everyone within 30 feet range, but deals no damage.
Repulsive Ward | 60/s | Increases armor rating by 150 and absorbs up to 150 points of spell or shout damage and effects. When hit by a melee attack, the attacker is struck to the ground.
Purgatory | 60 | Staggers the target. If the target is below 40% health, it dies and detonates for 80 non-elemental damage in a 200 unit radius. If not, it loses 25% of its current Health. Only works on targets affected by "Cleansing".
Thornswreath | 80 | Plague. Every 1.6 seconds, every affected target has a 50% chance to get staggered.


Master
============--------
Spell name | Cost | Decription
------------------------------------------
Curse of Roots | 90 | Curse. Whenever the target takes a hit, there is a 20% chance it instantly dies and turns into a tree. The body and inventory are destroyed in the process.
Mirror Ward | 83/s | Negates up to 5000 points of spell or shout damage and effects. Reflects any spell it is hit with back at the caster.
Resurrection | 120 | Revives the target and destroys its inventory.
Legionfall | 129 | Plague. Every affected target takes x damage to Health, Stamina and Magicka per second, where x is the number of affected targets * 5.


Focus
============--------
Spell name | Cost | Decription
------------------------------------------
Curse of Binding | 150 | Curse. While the target is alive, this spell's caster does not take damage from weapons or Destruction spells, and the caster's spell casting cost is increased by 50%. Only works on targets that are affected by a Plague-type spell.
Aspect of Brilliance | 0 | Aura. +15% Weapon and Destruction spell damage for all friendly actors within 30 feet range. -15% Weapon and Destruction spell damage for all non-friendly actors within 30 feet range.


Special (Quest etc)
============--------
Spell name | Cost | Decription
------------------------------------------
Lesser Ward | 34 | Increases armor rating by 40 and absorbs up to 40 points of spell damage.


Planned
============--------
Spell name | Cost | Decription
------------------------------------------
Great Curse of Infestation (expert?): Drains health while active, spawns single large spider when target dies, spider gets larger when much health was drained.
84 Comments
ltes50414 Apr 28, 2022 @ 6:37am 
For those who really wants to play with this on SE (even AE)
I personally play on AE successfully. Here are some shares.

Regarding java patcher, be sure to execute it with java 8u25. Which is the version of the patcher implemented. Using 64-bit java 8u25 so you don't need -Xmx1024m command for memory issue.

Last but not least, you will occur plugin loading order issues when comes to ESL flag.
This is one biggest reason the patcher won't work. ESLs are always loaded before ESPs. So patcher considers it's missing masters.

To solve this, you either:
(1) Remove esl plugins which causes missing master issue. (Don't have to remove all)
(2) Disable esl plugins which causes missing master issue before patching. After patching is done, reactivating them.

I'm not a expert on modding so I choose the second option.
I can also ensure my disabled esl plugins don't contain weapon/armor/spell/potion recipes. So they can exclude from patch. If you are perfectionist, go option 1.
Water Mar 8, 2021 @ 5:43pm 
Hello, I have lots of trouble running the Patchus Maximus.jar, it's working but that didn't patch anything I have an "NullPointer Exception" error no matter if I use the debug or the .jar.
Can someone help me please ?
Biggi Jul 14, 2018 @ 8:39am 
does arcane archery work with crossbows?
Gravitätlichkeiten Jan 24, 2018 @ 3:29am 
About Focus, Mastery and Prodigy Perks... You can have only one of each. Making a skill legendary does NOT reset the amount of special perks. Example: You chose "Warforged" in Smithing. After reaching level 100 you make it legendary. Perkus Maximus doesn't acknowledge this and you cannot pick another Mastery Perk after that. To circumvent this, you need the console commands

show xmafocusperkschosen
show xmaprodigyperkschosen
show xmamasteryperkschosen

set xmafocusperkschosen to 0
set xmaprodigyperkschosen to 0
set xmamasteryperkschosen to 0

If you don't want to type all that you can make a text file in Skyrim's main directory where the TESV.exe is. Name it Check or whatever. In game, open the console and enter

"bat [name of the textfile without .txt]"


The first set shows you the amount of special perks chosen, the second resets them. Sure, you can also use that to have two special perks of a kind at the same time. Don't do that.
Muthsera Oct 16, 2017 @ 10:30pm 
Is there a way to replace the Perkus Maximus flavor text with this useful, informative text?
shrark Aug 7, 2017 @ 11:05am 
Hello!
I really like this mod, however, i've incountered some problems with Crossbows and Smithing.
So, Crossbows. Right now i have 2 crossbow perks ( one with bolts and one with modification ). First one tells that i can create "Heavy" bolts and stuff, but i cant seem to find them. Are they done in forge? Which section? ( Steel or Iron or Dwemer? )
Same problem with Modifying the crossbow. I've crafted the Kit but i cant find where to modify it.
Second, Smithing. Armorer and Weaponsmith dont seem to work with me. I dont know where to upgrade my weapons. Meltdown and other perks seem to work with me tho
Northturtle11 Jun 11, 2017 @ 8:19am 
why does my incinerate spell do 200 damage?
Engiminer Nov 19, 2016 @ 2:53pm 
Nevermind, just found Mind Cage. Negates spellcasting malus while in heavy armor. Fantastic. This is gonna be great.
Engiminer Nov 19, 2016 @ 2:21pm 
I would love to play a paladin build, with heavy armor and restoration spells in addition to heavy shields and one-handed weapons. Is there an optimal way to do this, or is the heavy armor penalty to casting too large for that to be useful?
Steveiam Nov 8, 2016 @ 2:06pm 
@NekronStar so underneath "Conjuration Spells," (that means go to the side where it says "Conjuration spells") and look underneath "Apprentice spells," and look for "Mark of Decay." All of the new spells are in this guide, or should be at least. If you look at "<School name> Spells" and then the difficulty of the spell you should be able to find it.