About this mod
New perks for One-Handed, Two-Handed and Block make weapon types more diverse and allow for many more different play styles compared to vanilla.
- Requirements
- Permissions and credits
- Changelogs
One-HandedTwo-HandedBlock
This is the second in my series of my skill tree overhauls 'Role-Playing Perks', which aims to add more impactful decisions to the game which help role-playing. This module focuses on melee combat, covering the One-Handed, Two-Handed and Block skills.
The major changes are outlined here, all perks are detailed further down the page.
● One-Handed ●
This is now the bread and butter combat skill. More perks have been added for different playstyles (dual wielding, spellsword, single weapon), and each type of weapon has its own theme. Strike rapidly and get rewarded for avoiding being blocked with swords. Axes deal high damage with critical hits. Disrupt and even knock down your enemies using power attacks with maces. Hand to hand also gets some love, allowing it to level up and scale with your one-handed skill.
● Two-Handed ●
While One-Handed is more versatile, Two-Handed is now much more devastating. Damage is increased, and power attacks can have special effects depending on your weapon. Deal more damage if you keep your distance with greatswords. Let your power grow as your health depletes with battleaxes. Stagger everyone around you with warhammers, or simply knock people away.
● Block ●
Changes to Block are relatively minor overall. Some vanilla perks have been rebalanced, and others made more reliable. Time slow has been removed, and magic users get a perk to make shields more viable for them. Blocking with weapons now has its own perks, which let you improve your offense while on the defensive.
Requirements
Attack Speed Framework (Or one of the substitutes listed on its page)
This is required for the various attack speed modifying effects to work as intended.
Compatibility
This mod should be compatible with almost everything that does not change the One-Handed, Two-Handed or Block perk trees. Vanilla perks are not edited by this mod, with the exception of Power Bash, Shield Charge, Devastating Blow, and Critical Charge.
Certain features of combat overhauls may have unfavorable interactions with this mod, as it was not designed with combat overhauls in mind.
Recommendations
The following mods are recommended in order to improve your experience with Role-Playing Perks - Melee.
Critical Hits Make Sense - More Damage and Scaling
This mod is balanced around stronger critical hits that scale properly. Perks scale out of the box, but Critical Hits Make Sense increases critical damage and also fixes scaling for enchantments and potions.
Role-Playing Perks - Archery
Part 1 of Role-Playing Perks. Applies the same design philosophy as this mod to the Archery skill. Highly recommended in combination with this mod.
One-Handed
23 perks, expand spoiler for details.
Armsman
No Requirement
Deal 25% more damage and power attacks cost 10 less stamina with one-handed weapons.
Critical Strike
Lvl 20 / 60
+7.5/15% critical hit chance with one-handed weapons.
Combatant
Lvl 50
One-handed power attacks cost 20% less stamina, and can do a sprinting power attack that deals 50% more damage.
Strength to Spare
Lvl 75
Deal 1% more damage with one-handed weapons per 10 points of your current stamina.
Zeal
Lvl 100
Delivering a killing blow with a one-handed weapon grants your next swing a guaranteed critical hit, which restores 30% of your stamina if you hit.
Sure Grip
Lvl 25 / 60
When your off-hand is empty, +7.5%/15% weapon speed and deal 10%/20% more damage with one-handed weapons.
Precision
Lvl 45
When your off-hand is empty, +7.5% critical hit chance and critical hits regenerate 10% of your stamina.
Double Edged
Lvl 40 / 75
When dual wielding, weapons grant you a stat bonus. Bonuses stack and apply to both weapons. Sword: +10/20% attack speed. War axe: +5/10% critical hit chance. Mace: +15/30% power attack damage.
Ambidextrous
Lvl 60
When dual wielding, alternating swings between your weapons increases your damage by 6% per hit. Stacks up to 5 times, and gets reset when you swing the same weapon twice in a row.
Spellsword
Lvl 25/ 60
While wielding a one-handed weapon and a spell, non-blocked hits on an opponent increase magnitude or duration (depending on school) of spells on that opponent by 25/50% for 3 seconds. Requires Level 30/50 in the school of magic of the spell you are using in order to work.
Sharpened Mind
Lvl 60
While wielding a one-handed weapon and a spell, recover 2.5% of magicka on a non-blocked hit, and 7.5% of magicka on power attack hit.
Weapons Specialist
Lvl 90
Deal 15% more damage with swords, maces and war axes. You can only select one "Specialist" perk.
● Sword Perks ●
Duelist
Lvl 25
Power attacking a blocking opponent with a sword will recover 25 stamina.
Swords Dance
Lvl 45 / 80
Striking an opponent with any weapon without getting blocked, increases the power of your next sword strike by up to 20/40%, the more rapidly it occurs. Bonus starts fading after 1 second, and is gone after 3 seconds.
Sword Specialist
Lvl 70
Swords dance now also provides up to +20% critical hit chance. -10% weapon speed with War Axes and Maces. You can only select one "Specialist" perk.
● War Axe Perks ●
Killer Axe
Lvl 25
+10% critical hit chance with war axes.
Cleave
Lvl 45 / 80
Critical hits with war axes cause 25/50 bleeding damage over 5 seconds. This effect stacks. Opponents that can't bleed are immune (undead, machines).
War Axe Specialist
Lvl 70
Critical hits with war axes deal 75% more bonus damage. Critical hits with swords and maces don't deal any bonus damage. You can only select one "Specalist" perk.
● Mace Perks ●
Inertia
Lvl 25
Critical hits with maces stagger opponents.
Heavy Hitter
Lvl 45 / 80
+10/20% critical hit chance on power attacks with maces. Critical power attacks with maces will knock opponents down.
Mace Specialist
Lvl 70
+50% power attack damage with maces. Power attacks with swords and war axes deal 25% less damage. You can only select one "Specialist" perk.
● Hand to Hand Perks ●
Brawler
No Requirement
Unarmed attacks grant One-Handed experience. Unarmed power attacks cost 50% less stamina.
Discipline
Lvl 30
You gain 0.1 unarmed damage per One-Handed level, and per percentage point of One-Handed bonuses from enchantments and potions.
Two-Handed
18 perks, expand spoiler for details.
Warrior
No Requirement
Deal 35% more damage with two-handed weapons. Backwards power attacks hit all opponents in front of you.
Critical Blow
Lvl 20 / 60
+10%/20% critical hit chance with two-handed weapons.
Mighty Swing
Lvl 50
When your current stamina is at least 50, power attacks with two-handed weapons deal 35% more damage.
Overwhelming Force
Lvl 75
Deal 40% more damage with two-handed weapons. Standing power attacks can decapitate.
Empowered
Lvl 100
Normal attacks with two-handed weapons hit all opponents in front of you.
Swift Strikes
Lvl 35
+20% weapon speed, deal 25% less damage with two-handed weapons.
Temperance
Lvl 40
Power attacks with two-handed weapons cost 35% less stamina, but deal 25% less damage.
Superior Range
Lvl 80
Take 15% less damage from one-handed weapons and 15% more damage from bows while wielding a two-handed weapon.
Polearm Master
Lvl 90
Deal 20% more damage with greatswords, battleaxes and warhammers. You can only select one "Master" perk.
● Greatsword Perks ●
Tipper
Lvl 25
Deal 25% more damage when striking with the tip of a greatsword (a sound cue plays when Tipper is applied).
Quickening
Lvl 45 / 80
If a power attack with a greatsword kills an opponent, you regenerate 30/50% of your total stamina.
Greatsword Master
Lvl 70
Strikes with the tip of a greatsword have +15% critical hit chance. Battleaxes and warhammers deal 50% less damage when NOT striking with the tip of the weapon. You can only select one "Master" perk.
● Battleaxe Perks ●
Wrath
Lvl 25
Gain 5% extra critical hit chance with battleaxes for every 10% of missing health.
Amputate
Lvl 45 / 80
When your current stamina is at least 100, forwards power attacks with battleaxes cripple the opponent, slowing their movement by 40/60% and causing 100/200 bleeding damage over 10 seconds.
Battleaxe Master
Lvl 70
Critical hits with battleaxes deal double critical damage, and restore 10% of your stamina. Critical hits with greatswords and warhammers drain 15% of your stamina. You can only select one "Master" perk.
● Warhammer Perks ●
Clean Sweep
Lvl 25
When your current stamina is at least 100, sideways power attacks with warhammers will knock most opponents away.
Tremor
Lvl 45 / 80
When your current stamina is at least 100, standing power attacks with warhammers cause a tremor, dealing 50/100 damage to everyone around you and staggering them.
Warhammer Master
Lvl 70
Power attacks with warhammers deal 50% more damage. Normal attacks with greatswords and battleaxes deal 25% less damage. You can only select one "Master" perk.
Block
16 perks, expand spoiler for details.
Parry
No Requirement
Block 15% more damage.
Buckle Down
Lvl 35 / 70
Block 15/30% more damage when standing still.
Recuperate
Lvl 45
+50% stamina regeneration rate while blocking.
Block Runner
Lvl 70
Blocking does not slow you down.
Upper Hand
Lvl 100
After blocking an enemy's attack, you take 25% less damage from that enemy for 10 seconds
Power Bash
Lvl 30
Able to do a power bash for triple damage and increased stagger.
Battlemage
Lvl 30 / 60
When wielding a shield and a spell, +50/100% magicka regeneration rate while blocking.
Block or Perish
Lvl 40
Take 50% less damage from blocked attacks. Reduce effectiveness (armor rating) of armor by 50%.
● Shield Perks ●
Mystic Shield
Lvl 30 / 60
Blocking with a shield reduces incoming elemental damage by 15%/30%.
Mobile Cover
Lvl 40
Blocking with a shield stops all arrows from that hit you from the front. Blocking an arrow costs 5 stamina.
Disorienting Bash
Lvl 55
Power Bashing with a shield prevents the target from regenerating Stamina and Magicka for 8 seconds.
Shield Charge
Lvl 90
Sprinting with a shield raised knocks down most targets.
● Weapon Perks ●
Feint
Lvl 20 / 60
Bashing with a One-Handed or Two-Handed weapon deals 5/10 or 10/20 damage respectively. This scales with weapon skill up to 2x damage at level 100.
Riposte
Lvl 35
Blocking an attack with a weapon increases the damage of your next weapon swing by 25%, if it occurs within 3 seconds.
Disarm
Lvl 50
Interrupting a power attack by bashing with a weapon has a 35% chance of disarming the opponent.
Redirect
Lvl 70
Blocking with a One-Handed or Two-Handed weapon reflects 15 or 30 damage respectively back to the attacker.
Up Next
The next module I aim to release for Role-Playing Perks is "Armor", covering the Light Armor and Heavy Armor skills. This will round out my changes to the combat skills. I will be focusing on more differentiation between the two armor types and armor pieces, as well as providing more incentive to combine different types of armor. As with Archery and Melee, you can expect there to be some impactful perks with downsides in addition to their advantages.