For the purpose of this documentation, I have marked perks with the following:
Enchant
Mainly concerns itself with recharging enchantments, apart from the (very cool) addition to staves.
Apprentice(S,1):
Enchantment charges slowly replenish over time.
Journeyman(1):
On-strike enchantments of staves can be cast at range by swinging them.
Expert:
Killing blows absorb part of the victim's soul to recharge your equipped items.
Destruction
Heavily inspired by EnaiRim, Destruction is now jam-packed with loads of on-hit effects. This school is concerned with everything that inflicts harm, so I added the following effects to its loadout: Blind, Noise, Silence, Paralysis and Burden.
Apprentice(S):
Increased critical spell damage. Fire and Shock spells have a chance to daze targets.
Journeyman(S):
Chance to inflict additional effects: Damage Health, Fire and Poison deal extra damage over time. Frost spells slow targets and Shock spells have a chance to knock down.
Expert:
Additional effects on critical hit: Damage Health inflicts part of the target's maximum health as extra damage, burning targets detonate in an area, Shock can jump to another target, Poison weakens and Frost freezes. Frozen targets can be shattered by Fire, Shock and weapon attacks for devastating damage.
Alteration
The purpose of Alteration entirely shifted from whatever it was before to a magic school, that is related to buffing and protecting yourself, which means that many Restoration effects shifted to Alteration. Only Feather and the several shield effects have remained from its vanilla iteration. Other effects have been added: Reflect Magic, Fortify, Resist, Spell Absorption and the new Sanctuary.
Apprentice(S):
When affected by a type of resistance, take less corresponding damage the lower your Health.
Journeyman:
Non-elemental shields redirect incoming physical damage to magicka. The lower your current magicka, the less damage will be absorbed this way.
Expert:
Elemental shields deal damage to hostiles in a radius of 10 ft. Non-elemental shields reflect damage to melee attackers.
Illusion
I've made the obvious choice to move Command effects to Illusion. Otherwise, a lot of other effects that didn't feel quite right in this setting have been moved to other schools. Illusion is now only concerned with mind control and magic stealth.
Apprentice(S):
Deal increased damage briefly after breaking Invisibility.
Journeyman(1):
Demoralize, Calm and Frenzy spells weaken targets, while Rally spells strengthen them.
Expert(1):
When casting Invisibility, surrounding actors immediately stop combat with the caster. Mind Control spells (except Command) may now affect Automatons, Undead and Daedra.
Conjuration
This school hasn't changed all too much. Command spells have been moved elsewhere, therefore Soultrap got added here. Much like in Skyrim.
Bound items have been massively overhauled. They now scale with your Conjuration level. The base damage of Bound weapons has been nerfed (-25%), but they deal magic damage to Health and absorb Magicka. While they still scale with their corresponding weapon skill, their damage doesn't get mitigated by armor, but by Resist Magicka. Bound armor actually doesn't give any armor, but grants the wearer a bonus to Health (around 100 pts when fully clad in it) and straight-up resistance to all damage (up to 50% when wearing a full set).
The Magicka Expanded lore-friendly pack has been accounted for. Bound item bonuses end up the same, whether you have it installed or not.
Apprentice(S):
Bound items get gradually stronger.
Journeyman:
Bound items gain new enchantments.
Expert(1):
Control one more summon.
Mysticism
Whatever it was before, it now has a very distinct purpose: Teleportation, movement and overall utility. It isn't of much relevance in combat, but will be very helpful in any other situation. The following effects have been added: Levitation, Jump, Slowfall, Open, Lock, Waterbreathing, Waterwalking, Swift Swim, Nighteye and Light.
Apprentice(S,1):
Regenerate while affected by Waterbreathing or Swift Swim and fully submerged in water.
Journeyman(1):
Fully healed and cured when teleporting. Recall only partly benefits from this.
Expert(1):
While affected by Jump, damage and knock down surrounding actors on landing.
Restoration
It's now only concerned with, well, restoring stuff and curing. Therefore, Absorb and Dispel have been moved here, but also Turn Undead (like in Skyrim).
Apprentice(S):
Restore effects are stronger the lower the current corresponding resource of the recipient.
Journeyman:
Dispel removes positive effects from hostiles, and negative effects from friendlies.
Expert(2):
Heal completely when low on health, every 10 mins.
Alchemy
If I'm completely honest, this probably is still one of the more broken skills out there, with access to a plethora of effects. However, these perks are oriented around BTBGI's changes to apparatuses, so it should end up kind of alright.
Apprentice(S):
Chance to brew two potions at once.
Journeyman(1,3):
Make more effective use of retorts, further increasing desirable effects of your potions.
Expert(1,3):
Make more effective use of alembics, further decreasing undesirable effects of your potions.
Unarmored
This skill was such a dead weight before. Now, its geared towards being the ultimate choice for mage characters, while still remaining reasonably flexible. With the Skills module active, you don't gain armor anymore when unarmored, since the new additions heavily outweigh the importance of this.
Unarmored also indirectly benefits from Light Armor evasion perks!
Apprentice(S,3):
Shield spells grant bonus protection for every unarmored body part.
Journeyman(2):
Fortify Maximum Magicka 0.3x, while wearing no cuirass.
Expert(2):
Regenerate more the lower your Magicka, while wearing no cuirass.
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