For the purpose of this documentation, I have marked perks with the following:
Security
One of those utility skills you can't do much with... I've just made it more convenient to use, but not much else.
Apprentice(S,1):
Chests yield additional gold.
Journeyman(1,3):
Lockpicks and probes last longer.
Expert(1,3):
Lockpicks and probes are more effective.
Sneak
Stealth Improved already plays a great part in making this a viable skill. Power Fantasy expands on its functionality with a full overhaul to stealth attacks. Unspecified ingame, Sneak by itself also scales the damage of stealth attacks by up to +50% on skill level 100. Otherwise, sneak attack (base) modifiers are as follows:
Apprentice(S,2):
While crouched, deal increased ranged damage and more melee or touch spell damage when also dashing.
Journeyman(1):
The bonus damage of sneak attacks ignores armor.
Expert(1):
Briefly become invisible for 8 secs when crouching, every 30 seconds.
Acrobatics
With the addition of dashing, this skill has become all the more worthwhile. However, I've also included a nerf below Acrobatics level 30, as you can see below.
Apprentice(1):
Can cast spells and attack while jumping.
Journeyman(1):
Able to dash farther.
Expert(1):
Can dash while jumping. Dashing or jumping attacks deal +100% critical damage, every 10 secs.
Light Armor
If you happen to be a fan of the overall passive evasion shenanigans of the vanilla game, this is kind of the last remaining hub for such things. Although light armor values don't tend to be high, you'll end up with quite a formidable defense nonetheless, just revolving more around randomness instead of direct mitigation. The evasion-related perks also benefit Unarmored. I thought, that leaving Unarmored without it would feel kind of odd.
Apprentice(S,2):
For every unarmored body part or light piece worn, gain a chance to completely avoid incoming damage when running, dashing or jumping.
Journeyman(S,2):
For every unarmored body part or light piece worn, become harder hit the lower your health.
Expert(2):
Deal additional damage the longer you haven't been hit, while wearing a light cuirass.
Short Blade
With no special task to fulfill, this one was probably the weakest of the weapon skills. It is now heavily focused on burst damage and synergizes well with stealth, similar to later games.
Apprentice:
High inital critical attack chance, diminishing with every successive attack.
Journeyman:
Dashing attacks deal additional damage and inflict bleeding.
Expert:
The first attack on a target marks it for death. After 5 secs, they receive part of the health difference suffered so far as additional damage. Can be re-applied after 10 secs.
Marksman
Your go-to ranged weapon choice. Not much to say here. Enjoy!
Apprentice(S):
Draw speed gradually increases while in combat.
Journeyman(1):
Slow time while readying your shot.
Expert:
The third shot on the same target inflicts bleeding, +100% critical damage and knocks it down.
Mercantile
These additions are very similar to what you see in Oblivion. It's pretty much self-explanatory.
Apprentice:
Merchants have 500 more gold at their disposal.
Journeyman:
Can barter any type of item with any merchant.
Expert:
Merchants have twice as much gold at their disposal.
Speechcraft
Getting this one to have some impact gave me quite a headache. It's lower perks are still somewhat lacking, but this skill is hard to design in general, since you can just charm your way through the game with Illusion. It's Expert perk however ended up very useful and unique.
Apprentice:
Failing a barter offer does not reduce a merchant's disposition.
Journeyman:
Having your weapon drawn intimidates others and being diseased has no
influence on their disposition.
Expert:
Bail yourself out for free as long as the bounty on your head is lower than 1000.
Hand-to-Hand
This one has been turned on its head entirely. With no real choice of weapon, I've implemented a number of ways to make it somewhat customizable. The end result should be able to keep up with other physical combat skills. As already stated in the Core module documentation, unarmed attacks now deal normal damage like weapons. If you still want some pacifist flavor for this skill, I'd suggest you install Bonk.
Apprentice(S,2):
Gain different bonuses depending on the type of gauntlets worn: Light ones increase critical hit chance, medium ones grant critical damage and heavy gauntlets additionally damage armor and have a chance to daze.
Journeyman(S,1):
Full forwards or backwards attacks knock the target back and have a chance to disarm.
Expert(1):
Receive three different toggle spells, each representing a unique elemental combat style.
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