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DivineDragoonKain

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May 22nd, 2017
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  1. Perkus Maximus
  2. --------------
  3. Alteration -
  4. Studies: Novice Alteration (0)
  5. 1- Grants a random novice level Alteration spell. All Alteration spells are 15% cheaper and last 15% longer.
  6.  
  7. Studies: Apprentice Alteration (20)
  8. 1- Grants a random apprentice level Alteration spell. Each incoming hit restores 3% Magicka.
  9.  
  10. Studies: Adept Alteration (40)
  11. 1- Grants a random adept level Alteration spell. Each known "Mage Armor" spell increases armor by 25 permanently.
  12.  
  13. Studies: Expert Alteration (65)
  14. 1- Grants a random expert level Alteration spell. Each known "Kinetic" and "Shift" spell increases attack and movement speed by 2% permanently.
  15.  
  16. Studies: Master Alteration (90)
  17. 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.
  18.  
  19. Mage's Toolbox (25)
  20. 1- "Utility" spells, such as light spells or detection spells, are 50% cheaper to cast.
  21.  
  22. Mindforge (30)
  23. 1- "Enhance Weapon" spells last twice as long. Increases damage with bound weapons by 15%.
  24.  
  25. Mindcutter (60)
  26. 1- "Enhance Weapon" spells have no effect on the combat target's armor rating anymore. (*) Bound weapons ignore 20% armor.
  27.  
  28. (*) "Enhance Weapon" spells have very different mechanics than SkyRe's counterparts. They
  29. work on top of enchantments, but cancel out other effects that are based on
  30. combat hit spells, such as vanilla's bleeding damage on axes.
  31. Per default, "Enhance Weapon" spells make the target's armor value count as if it
  32. were 50% higher than it actually is.
  33.  
  34. Spellweaver (25/45)
  35. 1- All spells from all schools of magic are 6% cheaper to cast.
  36. 2- All spells from all schools of magic are 12% cheaper to cast.
  37.  
  38. Spellbinder (40)
  39. 1- Grants the togglable ability "Spellbinder". While "Spellbinder" is active, swinging
  40. your right-hand weapon will automatically cast the spell equipped in your left hand,
  41. as long as you have the Magicka necessary to do so. The Magicka cost required to
  42. cast a spell via "Spellbinder" is equal to the cost of regularly casting the spell,
  43. unless the spell has a casting time of more than one second. In that case, the casting
  44. cost is multiplied by the casting time in seconds.
  45.  
  46. Mage Armor (30)
  47. 1- While not wearing a regular armor chestpiece, "Armor" spells are 50% stronger.
  48. All armor spells last 20% longer.
  49.  
  50. Second Skin (60)
  51. 1- While not wearing a regular armor chestpiece, "Armor" spells are 100% stronger.
  52. Allows you to dual cast armor spells.
  53. Unlocks secondary effects for "Armor" spells,
  54. as long as the caster is not wearing a regular armor chestpiece. The secondary
  55. effects are as follows:
  56.  
  57. Oakflesh: 10% less incoming damage from blunt weapons, 20% less power attack stamina consumption.
  58. Stoneflesh: 20% less incoming damage from weapons that are not blunt.
  59. Ironflesh: All incoming weapon damage is reduced by 5, and all incoming stagger is negated.
  60. Ebonyflesh: All incoming Destruction spells are 10% weaker.
  61. Dragonflesh All Frost and Fire spells are 15% stronger.
  62.  
  63. 2- Additionally, reflect 50% of damage while any Mage Armor spell is active, and each incoming non-projectile hit has a 15% chance to "freeze" the attacker in place for 3 seconds.
  64.  
  65. Arcana Body (95)
  66. 1- Armor spells last 10% longer. All armor spells gain the magnitude and cost of "Dragonflesh".
  67.  
  68. Sacrificial Casting (45)
  69. 1- Grants the toggleable spell "Sacrificial Casting".
  70. 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.
  71.  
  72. Lifelink (65)
  73. 1- Grants the spell "Lifelink".
  74. 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".
  75.  
  76. Flesh to Power (85)
  77. 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.
  78.  
  79. Kinetic Crush (50)
  80. 1- "Kinetic" spells may be dual cast to double their force. "Kinetic" spells deal their force as unblockable damage.
  81.  
  82. Blink (45/75)
  83. 1- "Shift" spells have 50% better range.
  84. 2- "Shift" spells have 100% better range.
  85.  
  86. Chronokinesis (80/95)
  87. 1- "Shift" and "Kinetic" spells slow down time by 30% for 3 seconds. "Kinetic" spells need
  88. to actually connect to trigger this effect.
  89. 2- "Shift" and "Kinetic" spells slow down time by 50% for 4 seconds. "Kinetic" spells need
  90. to actually connect to trigger this effect.
  91.  
  92. Focus: The Spherebender (95)
  93. 1- The cooldown on "Shift" and "Kinetic" spells is reduced by 50%. Grants the spell
  94. "Kinetic Shift".
  95. "Kinetic Shift" is a special teleportation spell that combines the properties of the
  96. "Kinetic" and "Shift" spell branches. When cast, everyone within a 25 feet radius
  97. is pulled towards the starting point, and everyone within a 25 feet radius of the
  98. ending point is pushed away. This spell has a 20 second cooldown that is not linked to the cooldown of
  99. either "Shift" or "Kinetic" spell cooldowns.
  100.  
  101. Focus: The Creator (95)
  102. 1- Grants the spell "Spell Prism"
  103. Places a device at the ground that reacts towards spells thrown at it.
  104. INSERT DESCRIPTION ONCE COMPLETE
  105.  
  106. Architect of Magic (100/100)
  107. 1- Does nothing.
  108. 2- May choose a second "Focus" perk.
  109.  
  110. Conjuration -
  111. Studies: Novice Conjuration (0)
  112. 1- Grants a random novice level Conjuration spell. All Conjuration spells are 20% cheaper.
  113.  
  114. Studies: Apprentice Conjuration (20)
  115. 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 * 2.
  116.  
  117. Studies: Adept Conjuration (40)
  118. 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.
  119.  
  120. Studies: Expert Conjuration (65)
  121. 1- Grants a random expert level Conjuration spell. While below 50% health, summon limit grows by 1, and summoning bound weapons is free.
  122.  
  123. Studies: Master Conjuration (90)
  124. 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.
  125.  
  126. Advanced Summoning (35)
  127. 1- Increases range for summoning spells by 150%
  128.  
  129. Ancient Rites (50)
  130. 1- Increases summon limit for zombies and Daedra by 1.
  131.  
  132. Harvest (15/40)
  133. 1- Enter sneak mode and activate a humanoid carcass to collect bones, flesh, and or hearts.
  134. The items are automatically added to the target's inventory.
  135.  
  136. Item | Count | Chance (%)
  137. ====================================================
  138. Bone - Foot | 2 | 25
  139. Bone - Arm | 2 | 25
  140. Bone - Leg | 2 | 25
  141. Bone - Hand | 2 | 25
  142. Bone - Ribcage | 1 | 25
  143. Bone - Skull | 1 | 25
  144. (Elven, Human or Beast) Heart | 1 | 15
  145. (Elven, Human or Beast) Flesh | 1 | 30
  146. 2- Alters the number of harvestable flesh and increases the chance for all items to be
  147. found on a harvested corpse.
  148.  
  149. Item | Count | Chance (%)
  150. ====================================================
  151. Bone - Foot | 2 | 40
  152. Bone - Arm | 2 | 40
  153. Bone - Leg | 2 | 40
  154. Bone - Hand | 2 | 40
  155. Bone - Ribcage | 1 | 40
  156. Bone - Skull | 1 | 40
  157. (Elven, Human or Beast) Heart | 1 | 23
  158. (Elven, Human or Beast) Flesh | 2 | 45
  159.  
  160. Bone Mastery (25/45/65)
  161. 1- Grants the spell "Conjure Skeleton". This spell opens up a dialogue window that
  162. allows you to select a skeletal minion to summon. With the first rank of Bone
  163. Mastery, only skeleton warriors are selectable.
  164.  
  165. "Summon Skeleton Warrior" consumes two "Bone - Arm", two "Bone - Leg", two
  166. "Bone - Hand", two "Bone - Foot", one "Bone - Skull", one "Bone - Ribcage"
  167. and one empty soul gem of common or lower quality from your inventory, and spawns
  168. a skeleton warrior next to the caster.
  169.  
  170. When chosing the soul gem, the spell will prefer lower tiered soul gems.
  171.  
  172. The skeleton warrior is a permanent follower-like creature that does not
  173. count towards the regular summon limit. It attacks with melee weapons.
  174.  
  175. If you lack the required components, the spell will fail.
  176.  
  177. The conjured skeleton is at 85% of your level.
  178.  
  179. 2- Adds the "Skeleton Archer" option to "Conjure Skeleton".
  180.  
  181. "Summon Skeleton Archer" consumes two "Bone - Arm", two "Bone - Leg", two
  182. "Bone - Hand", two "Bone - Foot", one "Bone - Skull", one "Bone - Ribcage"
  183. and one empty soul gem of common or lower quality from your inventory, and spawns
  184. a skeleton archer next to the caster.
  185.  
  186. When chosing the soul gem, the spell will prefer lower tiered soul gems.
  187.  
  188. The skeleton archer is a permanent follower-like creature that does not
  189. count towards the regular summon limit. It attacks with bow and arrow.
  190.  
  191. If you lack the required components, the spell will fail.
  192.  
  193. The conjured skeleton is at 85% of your level.
  194.  
  195. 3- Adds the "Skeleton Mage" option to "Conjure Skeleton".
  196.  
  197. "Summon Skeleton Mage" consumes two "Bone - Arm", two "Bone - Leg", two
  198. "Bone - Hand", two "Bone - Foot", one "Bone - Skull", one "Bone - Ribcage"
  199. and one empty soul gem of common or lower quality from your inventory, and spawns
  200. a skeleton mage next to the caster.
  201.  
  202. When chosing the soul gem, the spell will prefer lower tiered soul gems.
  203.  
  204. The skeleton mage is a permanent follower-like creature that does not
  205. count towards the regular summon limit. It attacks with frost spells.
  206.  
  207. If you lack the required components, the spell will fail.
  208.  
  209. The conjured skeleton is at 85% of your level.
  210.  
  211. Bone Conservation (40)
  212. 1- The chance to receive each bone back via releasing a skeleton (see "Tongues of Old")
  213. grows to 70%.
  214.  
  215. Great Bone Mastery (90)
  216. 1- Adds the "Skeleton Mage Overlord", "Skeleton Warrior Overlord" and
  217. "Skeleton Archer Overlord" options to "Conjure Skeleton".
  218.  
  219. Each of these spells consumes two "Bone - Arm", two "Bone - Leg", two
  220. "Bone - Hand", two "Bone - Foot", one "Bone - Skull", one "Bone - Ribcage"
  221. and one empty soul gem of greater or higher quality from your inventory.
  222. Additionally, they consume either a Beast Heart ("Summon Skeleton Archer Overlord"),
  223. a Human Heart ("Summon Skeleton Warrior Overlord"), or an Elven Heart ("Summon
  224. Skeleton Mage Overlord.
  225.  
  226. Upon being summoned, the skeleton overlord will destroy any other summoned skeleton
  227. you have under control, and gain 100 points of Health, Magicka and Stamina for
  228. each skeleton destroyed. This effect also destroys other skeleton overlords, so
  229. only one may exist at any time.
  230.  
  231. The spell will fail if there is less than one skeleton destroyed by this effects, or
  232. if you lack any of the required ingredients.
  233.  
  234. Skeleton Mage Overlords have a wider range of available spells than regular skeleton
  235. mages.
  236.  
  237. When chosing the soul gem, the spell will prefer lower tiered soul gems.
  238.  
  239. The skeleton overlord is a permanent follower-like creature that does not
  240. count towards the regular summon limit.
  241.  
  242. The summoned skeleton overlord is large and at 110% of your own level.
  243.  
  244. Tongues of Old (50)
  245. 1- Grants the lesser power "Call Undead". Granst the option to access your undead
  246. minions' inventories after activating them. Grants the option to release skeletons
  247. created with the "Bone Mastery" series of perks to get back soul gems and bones.
  248.  
  249. "Call Undead" assembles all controlled zombies and skeletons around the user.
  250.  
  251. For each bone used to assemble the skeleton minion, there is a 30% chance to
  252. receive it back after releasing the skeleton. Additionally, one also receives
  253. an empty petty soul gem.
  254.  
  255. Gravebound (45)
  256. 1- Reanimation spells that require the target to be at a lower level than you now work
  257. on targets at your level.
  258.  
  259. Recurring Nightmare (75)
  260. 1- Grants the spell "Recurring Nightmare - Recreate". While crouching, activate a humanoid
  261. carcass for a "Store Essence" option.
  262.  
  263. "Store Essence" destroys and memorizes the target body; only one body may be stored at
  264. any time. If a new body is tored, the old one is forgotten about by "Recurring
  265. Nightmare".
  266.  
  267. "Recurring Nightmare - Recreate" needs to be cast at a humanoid carcass and turns it
  268. into a copy of the stored body; the copy does not include the original bodies'
  269. inventory.
  270.  
  271. Elemental Potency (20)
  272. 1- Daedra summoning spells may be dual cast to extend their duration. Summoned Daedra
  273. scale with your level with no upper limit. (*)
  274.  
  275. (*) Without this perk, they cap out at level 5 in PerMa.
  276.  
  277. Oblivion Binding (40)
  278. 1- Adds soul trap, turn undead and banish effects to all bound weapons
  279.  
  280. Chaotic Binding (50/65/85)
  281. 1- Bound weapons absorb 3 points of Health per second for 5 seconds.
  282. 2- Bound weapons absorb 3 points of Stamina and Magicka per second for 5 seconds.
  283. 3- Bound weapons absorb 10 points of Health, Stamina and Magicka per second for 5 seconds.
  284.  
  285. Deportee (30/50)
  286. 1- Activate a summoned Daedra to get the "Deportee" option. Chosing this option will
  287. banish the entity and restore some of your Magicka. The amount of Magicka depends
  288. on the type of creature you sent back.
  289.  
  290. Flame Atronach: 30
  291. Frost Atronach: 50
  292. Storm Atronach: 70
  293. Dremora: 90
  294.  
  295. 2- Chosing "Deportee" additionaly restores Health, depending on the type of creature you
  296. sent back.
  297.  
  298. Flame Atronach: 15
  299. Frost Atronach: 25
  300. Storm Atronach: 35
  301. Dremora: 45
  302.  
  303. Daedric Shell (45)
  304. 1- Chosing "Reclaim" additional grants a buff, depending on the creature you sent back
  305.  
  306. Flame Atronach: 30% fire resistance for 20 seconds
  307. Frost Atronach: 30% frost resistance for 20 seconds
  308. Storm Atronach: 30% fshock resistance for 20 seconds
  309. Dremora: 100 armor for 20 seconds
  310.  
  311. Promise of Power (60)
  312. 1- When summoning Dremora without a Human Heart to sacrifice, the Health damage you
  313. take is reduced to 35%. (*)
  314.  
  315. (*) In PerMa, Dremora spells will consume a Human Heart from your inventory when cast.
  316. If you don't have a Human Heart, they consume 70% of your maximum Health instead.
  317.  
  318. Elemental Fury (40)
  319. 1- Fire Atronachs you summon take 20% less damage from frost and shock, and deal 25%
  320. more damage wih fire. Frost Atronachs you summon take 20% less damage from fire
  321. and shock, and deal 25% more damage wih frost. Storm Atronachs you summon take 20%
  322. less damage from frost and fire, and deal 25% more damage wih shock.
  323.  
  324. Synergetic Link (60)
  325. 1- When summoning atronachs, you gain a buff. The buff depends on the type of creature
  326. summoned. Does not stack with itself.
  327.  
  328. Flame Atronach: 20% fire damage for 20 seconds
  329. Frost Atronach: 20% frost damage for 20 seconds
  330. Storm Atronach: 20% fshock damage for 20 seconds
  331.  
  332. Pact (75)
  333. 1- Daedra summoning spells last 25% longer and are 15% cheaper to cast.
  334.  
  335. Focus: The Gatekeeper (95)
  336. 1- Grants the spell "Gates of Oblivion".
  337.  
  338. "Gates of Oblivion" conjures an Oblivion gate. The gate automatically spawns
  339. random Daedra who act on their own. After a while, the stream of Daedra ends,
  340. and the gate needs to be closed by activating it. Only one gate can be open at any
  341. time, and casting this spell counts as crime.
  342.  
  343. The gate spawns one entity every 4 seconds, a total of 10 times. The chance
  344. for a Strom Atronach is 15%, the chance for a Frost Atronach is 25%, and the
  345. chance for a Flame Atronach is 60%.
  346.  
  347.  
  348.  
  349. Focus: The Necromage (95)
  350. 1- Increases spell duration and magnitude against undead. Grants the spell
  351. "Conjure Skeletal Dragon".
  352.  
  353. "Seven Souls" randomly chooses seven carcasses from a list, assembles them in a
  354. circle around you, and animates them all at once. The spell works by temporarily
  355. boosting your summon limit; summoning and raising zombies while these corpses still
  356. walk will interfere with them.
  357.  
  358. Zombies spawned with "Seven Souls" are at half your level.
  359.  
  360. "Seven Souls" may spawn afflicted, warlocks, vampires, bounty hunters, soldiers,
  361. bandits, alik'r, thieves, assassines and forsworn.
  362.  
  363. Enchanting -
  364.  
  365. Perks [Enchanting]
  366. ===============-------
  367.  
  368. Enchanter (0/50)
  369. 1- Enchantments you create are x% stronger, where x is (0.5* ENCHANTING_SKILL). Caps out at 25% (skill level 50).
  370. 2- Enchantments you create are x% stronger, where x is (0.5* ENCHANTING_SKILL). Caps out at 50% (skill level 100).
  371.  
  372. Basic Scripture (15)
  373. 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. All spells are 2% cheaper to cast.
  374.  
  375. Enchanter's quill can be crafted at the forge.
  376. Ingredients for one enchanter's quill: 1 quill, 1 empty common soul gem, 2 silver ingot
  377.  
  378.  
  379. Advanced Scripture (30)
  380. 1- Can use a quill from your inventory to craft certain scrolls of Adept level spells. All enchantments are 4% stronger. All spells are 2% cheaper to cast.
  381. Crafting a scroll requires ink and paper rolls.
  382.  
  383. Elaborate Scripture (45)
  384. 1- Can use a quill from your inventory to craft certain scrolls of Expert level spells. All enchantments are 4% stronger. All spells are 2% cheaper to cast.
  385. Crafting a scroll requires ink and paper rolls.
  386.  
  387. Sage's Scripture (70)
  388. 1- Can use a quill from your inventory to craft certain scrolls of Master level spells. All enchantments are 4% stronger. All spells are 2% cheaper to cast.
  389. Crafting a scroll requires ink and paper rolls.
  390.  
  391. Split Enchant (40) (X)
  392. 1 - When activating an enchanter, you may opt to put two enchantments on one weapon or armor at 60% enchantment strength. All enchantments are 4% stronger.
  393. - Due to a questionable design decision, Drafting Tables from Hearthfire can be used to switch between single and dual enchanting mode
  394.  
  395. Soul Siphon (25/50)
  396. 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.
  397. 2- Killing any enemy automatically traps 15% of its soul and recharges the killer's weapon with it. All enchantments are 4% stronger.
  398.  
  399. Soul Squeezer (40)
  400. 1- Soul gems recharge weapons 50% better. All enchantments are 4% stronger.
  401.  
  402. Arcane Archery (25)
  403. 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.
  404.  
  405. 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.
  406.  
  407. "Arcane Archery" spells have their magnitude boosted by everything that boosts the magnitude of Destruction spells, but do not gain secondary effects from Destruction perks.
  408.  
  409. Echanted Quiver (40,60,80)
  410. 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.
  411. 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.
  412. 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.
  413.  
  414. Staffaire (40)
  415. 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.
  416.  
  417. (*) In PerMa, I distributed a few staff enchanters across Skyrim.
  418.  
  419. Channeler (50/70)
  420. 1- While a staff's charge is below 50%, it recovers by 5 every 5 seconds automatically. All enchantments are 4% stronger.
  421. 2- While a staff's charge is below 50%, it recovers by 10 every 5 seconds automatically. All enchantments are 4% stronger.
  422.  
  423. Animate Weapon (35)
  424. 1- Grants the lesser power "Animate Weapon". All enchantments are 4% stronger.
  425.  
  426. "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.
  427.  
  428. 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.
  429.  
  430.  
  431. Combat Enchanter (60)
  432. 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.
  433.  
  434. Spell Surge (75/90)
  435. 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.
  436. 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. If you have at least one enchanted weapon or staff equipped that has 1500 or more charge, all armor protects 15% better. All enchantments are 4% stronger.
  437.  
  438. Focus: Great Infusion (95) (X)
  439. 1- Grants the items "Dragon Sigil - Armor" and "Dragon Sigil - Weapon", and grants the lesser power "Great Infusion". All enchantments are 10% stronger
  440.  
  441. "Great Infusion" consumes a dragon soul upon being used, and counts as "active" for 10 minutes after doing so.
  442.  
  443. 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.
  444. "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%.
  445.  
  446. Both "Dragon's Roar" and "Dragon's Wings" are only active while "Great Infusion" is active.
  447.  
  448. Restoration -
  449.  
  450. Perks [Restoration]
  451. ===============-------
  452.  
  453. Studies: Novice Restoration (0)
  454. 1- Grants a random novice level Restoration spell. All Restoration spells are 20% cheaper.
  455.  
  456. Studies: Apprentice Restoration (30)
  457. 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.
  458.  
  459. Studies: Adept Restoration (40)
  460. 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.
  461.  
  462. Studies: Expert Restoration (65)
  463. 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.
  464.  
  465. Studies: Master Restoration (90)
  466. 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.
  467.  
  468. Purification (30)
  469. 1- Effects that require "Chastise" to be active on a target and that need certain Health
  470. percentages to trigger their strongest effect have their trigger threshold increased
  471. by 20%. For example, "Purgatory" will instantly kill and detonate the target at 60%
  472. Health or lower, instead of 40% or lower.
  473.  
  474. Regrowth (20)
  475. 1- Healing spells sre 25% stronger and may be dual cast to further increase their
  476. magnitude.
  477.  
  478. Respite (55)
  479. 1- Healing spells additionally recover Stamina by 50% of their magnitude.
  480.  
  481. Auramancer (30/50)
  482. 1- Aura range is increased by 35%
  483. 2- Aura range is increased by 70%
  484.  
  485. Life and Death (50/80)
  486. 1- In addition to any other scaling bonuses, damaging auras get x% stronger, where x
  487. is your Restoration skill level.
  488. 2- In addition to any other scaling bonuses, damaging auras get x% stronger, where x
  489. is your Restoration skill level and your Destruction skill level combined.
  490.  
  491. Ward Deflect (30/45)
  492. 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
  493. 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".
  494.  
  495. Ward Absorb (50)
  496. 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.
  497.  
  498. Abnegation (40)
  499. 1- Fire, frost and shock spells don't harm entities not hostile to the player.
  500.  
  501. Guidance of the Nine (65)
  502. 1- Daedric material weapons and artifacts deal 90% less damage. Daedric armor protects 90% worse. Divine blessings are three times as strong. While under the effect of a blessing, heal spells and buff spells are 15% stronger.
  503.  
  504. Carrier (45/65)
  505. 1- Plague spread range is increased from roughly 10 feet to roughly 20 feet. Plagues can
  506. be dual cast for a 50% boost in spread range. Take 5% less damage from enemies
  507. affected by plagues.
  508. 2- Plague spread range is increased from roughly 20 feet to roughly 30 feet. Plagues can
  509. be dual cast for a 50% boost in spread range. Take 10% less damage from enemies
  510. affected by plagues.
  511.  
  512. Plaguelord (50/80)
  513. 1- Plagues will attempt to infect a new target every 2 seconds, instead of every 3 seconds. (*)
  514. 2- Plagues will attempt to infect a new target every second, instead of every 1 seconds. (*)
  515.  
  516. (*) Plagues spread from the initial target to adjacent targets. They do not spread from secondary
  517. targets. Plagues will not reinfect the initial target.
  518.  
  519. Malediction (50/75)
  520. 1- Curse spread radius grows from roughly 10 feet to roughly 20 feet. Curses will try
  521. to find a new target twice if an old target dies while the curse is active. (*)
  522. 2- Curse spread radius grows from roughly 20 feet to roughly 30 feet. Curses will try
  523. to find a new target three times if an old target dies while the curse is active. (*)
  524.  
  525. (*) When the old target dies, a curse will randomly select a new target within its spread
  526. radius. If the target fulfills a few conditions (not the player, has base actor, not
  527. NONE), the curse jumps over. If this check fails, the curse will either try again or
  528. stop of the maximum number of attempts is reached.
  529.  
  530. Tortured Soul (70)
  531. 1- Spells that would normally be restricted to undead targets now also work on targets
  532. affected by curses.
  533.  
  534. Meditation (70/80)
  535. 1- While your Health is below 40%, Restoration spells are 15% cheaper to cast. While
  536. your Health is below 20%, this bonus increases to 25%.
  537. 2- While your Health is below 40%, Restoration spells are 25% cheaper to cast. While
  538. your Health is below 20%, this bonus increases to 35%.
  539.  
  540. Defy Death (95)
  541. 1- If your Health drops below 50%, health regeneration is increased by 50%. If your
  542. Health drops below 25%, this bonus increases to 100%. Once per day, dropping
  543. below 10% Health causes you to automatically recover 250 Health.
  544.  
  545. Focus: The Idol (95)
  546. 1- Healing spells are 20% stronger. Auras are free to toggle. Removes the Health and
  547. Stamina debuffs from auras. Grants the spell "Aura - Aspect of Brilliance".
  548. "Aura - Aspect of Brilliance" is the only Aura that affects both enemies and
  549. allies. Allies deal 15% more damage with Destruction spells and any weapon,
  550. while enemies deals 15% less damage with Destruction spells and any weapon.
  551.  
  552. Focus: The Defiler (95)
  553. 1- Deal 10% more weapon damage against targets affected by curses or plagues. Curses and
  554. plagues are 25% cheaper to cast. Grants the spell "Curse of Binding".
  555. "Curse of Binding" is a curse that may only affect enemies that already are affected
  556. by a plague. As long as a target affected by "Curse of Binding" is alive, this
  557. spell's caster is immune to any damage, but any spell cast is 50% more expensive.
  558.  
  559. Destruction -
  560.  
  561. Studies: Novice Destruction (0)
  562. 1- Grants a random novice level Destruction spell. All Destruction spells are 15% cheaper and stronger
  563.  
  564. Studies: Apprentice Destruction (20)
  565. 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.
  566.  
  567. Studies: Adept Destruction (40)
  568. 1- Grants a random adept level Destruction spell. All area-of-effect destruction spells have their area increased by 30%.
  569.  
  570. Studies: Expert Destruction (65)
  571. 1- Grants a random expert level Destruction spell. Cloak spells boost the strength of their associated element(s) by 15%.
  572.  
  573. Studies: Master Destruction (90)
  574. 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.
  575.  
  576. Ambitious Methods (15)
  577. 1- Increases all Destruction spell damage by 10% and an additional 1% per 4 skill levels. Increases fire, frost and shock enchantment strength by 8%.
  578.  
  579. Geomancy (50/80)
  580. 1- Increases maximum rune count to 3 and maximum rune cast range by 100%. (*)
  581. 2- Increases maximum rune count to 4 and maximum rune cast range by 200%. (*)
  582.  
  583. (*) In PerMa, one can initially place 2 runes.
  584.  
  585.  
  586. Defiant Concentration (25/55)
  587. 1 - While below 20% Magicka, all fire, frost and shock spells are 70% weaker and 80% cheaper to cast.
  588. 2 - While below 20% Magicka, all fire, frost and shock spells are 70% weaker and 95% cheaper to cast.
  589.  
  590. Sigil of Flame
  591. 1- All fire spells reduce the target's armor rating by their magnitude for 5 seconds. Increases fire enchantment strength by 8%.
  592.  
  593. Cradle of Fire
  594. 1- Fire spells can be dual cast to increase their magnitude. Once per enemy, a dual-cast
  595. fire spell disarms on hit.
  596.  
  597. Sigil of Ice
  598. 1- Frost spells deal 1/3 of their magnitude as additional physical damage. Increases frost enchantment strength by 8%.
  599.  
  600. Pristine Frost
  601. 1- Frost spells may be dual cast to increase their magnitude. Against opponents with at
  602. least 40% frost resistance, frost spells deal 2/3 of their magnitude as additional
  603. physical damage.
  604.  
  605. Sigil of Thunder
  606. 1- Shock spells deal 10% of the target's armor value as additional damage. This damage can not be resisted. Increases shock enchantment strength by 8%.
  607.  
  608. Primordial Thunder
  609. 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.
  610.  
  611. Conflagration
  612. 1- Spawns fire hazards that deal 15 fire damage/second for 3 seconds from enemies hit with fire spells other than "Wall of Flame".
  613.  
  614. Pyromancer's Contract
  615. 1- Fire spells grow 2% stronger for each perk related to frost or shock magic you didn't
  616. invest in.
  617.  
  618. Raging Inferno
  619. 1- Missile based fire spells are 35% weaker, but spawn a second missile.
  620.  
  621. Arcane Conduit
  622. 1- Increases shock spell Magicka damage by 50%.
  623.  
  624. Electromancer's Contract
  625. 1- Shock spells grow 2% stronger for each perk related to frost or fire magic you didn't
  626. invest in.
  627.  
  628. Capacitance
  629. 1- Equipping a shock spell boosts Magicka regeneration by 3/s and movement
  630. speed by 10%. Does not stack with itself.
  631.  
  632. Absolute Zero
  633. 1- Grants the toggleable ability "Absolute Zero". While active, 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.
  634.  
  635. Cryomancer's Contract
  636. 1- Frost spells grow 2% stronger for each perk related to fire or shock magic you didn't
  637. invest in.
  638.  
  639. Chill of Death
  640. 1- All frost spells deals 25% more stamina damage and transfer it to the caster.
  641.  
  642. Focus: The Elementalist
  643. 1- Frost spells reduce the target's shock resistance by 30% for 5 seconds. Shock spells
  644. reduce the target's fire resistance by 30% for 5 seconds. Fire spells reduce the
  645. target's frost resistance by 30% for 5 seconds. This effect does not stack. Grants
  646. the spell "Heavenlapse".
  647. "Heavenlapse" causes fire, frost and shock spells to rain down from the sky in a circle
  648. around the caster. Each projectile deals 40 damage of its respective element.
  649.  
  650. Focus: The Siege Mage
  651. 1- Grants the toggleable ability "Siege Mode". While active, Siege Mode causes the caster
  652. to move slowly, as if overburdened, and increases all Destruction spell magnitude by
  653. a factor propertional to the remaining Magicka percentage. A spell cast from full Magicka
  654. is twice as strong as a spell cast from an empty Magicka pool. The scaling is linear.
  655. Additionally, spells cast from Siege Mode that have special effects when dual cast
  656. trigger these special effects even when cast with one hand.
  657. Siege Mode needs to be active for at least ten seconds before it can be toggled off.
  658.  
  659.  
  660.  
  661. Ordinator
  662. -----------------
  663.  
  664. Alteration
  665.  
  666. 0 - Alteration Mastery (2) - Cast Alteration spells for 35/50% less Magicka, and Alteration spells last 0.5/1% longer per level of Alteration.
  667. 20 - Alteration Dual Casting - Dual casting an Alteration spell empowers it, increasing effectiveness and cost.
  668. 20 - Mage Armor (3) - Protection spells like Stoneflesh are 100/150/200% stronger if not wearing armor.
  669. 30 - Geomancer - If wearing robes and no light or heavy armor, you take 30% less damage from attacks while charging or concentrating on a spell.
  670. 30 - Philosopher's Stone - Once a day, generates gold equal to four times your Alteration skill level.
  671. 30 - Vancian Magic - Cast magic like the wizards of old. Your next 20 spells do not use Magicka and are twice as effective. When you run out of spells, you are unable to cast spells until you rest by sleeping at an inn or in your home.
  672. 30 - Wild Shrines - Five shrines dedicated to nature's mysteries can be found in Skyrim. Each shrine grants a permanent bonus to one school of magic, making all spells from that school 15% more powerful or last 30% longer.
  673. 40 - Alter Self: Resistances - You may choose two resistances to increase by 25%.
  674. 40 - Distorted Shape - When you gain an armor spell in combat (or enter combat with an active armor spell), you become intangible and unable to be affected by spells or attacks for 10 seconds or until you perform an offensive or defensive action.
  675. 40 - Spellblade - Whenever you cast a spell with one hand, you deal 20% more attack damage for 4 seconds.
  676. 50 - Command Lock - Four times a day, you can weaken an Expert or lower lock, reducing its difficulty to zero.
  677. 50 - Energy Shield - If wearing robes and no light or heavy armor, reduces incoming attack and elemental damage by 35% but you lose Magicka equal to the amount of Health lost. The damage reduction gradually diminishes as Magicka falls below half. The energy shield is disabled when your hands are lowered.
  678. 50 - Intuitive Magic (2) - Novice/ and apprentice spells of any school cost no Magicka to cast.
  679. 50 - Quadratic Wizard - Whenever you recharge your Vancian Magic spells, you gain 1 additional Vancian Magic spell for each 10 points of base Magicka.
  680. 60 - Alter Self: Attributes - You may choose an attribute (Health, Magicka, Stamina) to increase by 50 points.
  681. 60 - Home Mythal - Summons a permanent magical field at the location where you learn this perk. Alteration spells gain x2 duration if cast within 5000 feet, and x50 duration if cast within 250 feet. Additionally, Vancian Magic can be recharged by sleeping within 250 feet.
  682. 60 - Welloc's Dormant Arcana - Choose a spell type (Armor, Cloak, Conjure Daedra, Conjure Undead, Invisibility) and 3 magic effects (Fortify, Regenerate, Waterwalking, ...). The chosen magic effects will activate when you are affected by the chosen spell type.
  683. 70 - Dungeon Master - Whenever you recharge your Vancian Magic spells, you may choose less or more spells in exchange for increased or decreased spell effectiveness, and/or choose one of three metamagic enhancements. Your choice remains in effect until your next rest.
  684. 70 - Energy Roil - Whenever you cast a spell with one hand, reduces the armor of nearby enemies within 10 feet by 150 points for 4 seconds.
  685. 70 - The Monarch - You cannot regenerate Magicka and lose 10 points of Magicka per second but absorb 25 points of Magicka per second from living creatures within 20 feet, whether friend or foe.
  686. 80 - Aurification - Twice a day, activate a paralyzed target below half Health to transmute its body into gold worth 100 times its level, killing the target. Has a 50% chance of creating gold ore. No effect on essential targets.
  687. 80 - Dimension Door - Grants the "Dimension Door" power. At will, creates a magical doorway that teleports you to the location of your Home Mythal.
  688. 80 - Throne of Nirn - Standing still for 5 seconds while holding a spell summons a pillar of earth under your feet that carries you into the air and out of melee range. While standing on the pillar, your spells are 20% more powerful or last 40% longer. This effect is disabled when your hands are lowered.
  689. 90 - Emergency Teleport - When you fall below 15% Health due to combat damage, you briefly turn invulnerable and teleport back to the location where you entered combat.
  690. 90 - Nullifier - You radiate a dampening field, preventing enemies within 25 feet from regenerating Magicka and Stamina.
  691. 90 - Rend Resistances - Whenever you attack with a weapon, reduces the magic resistance of nearby enemies within 10 feet by 25% for 4 seconds.
  692. 100 - Arcane Thesis - Grants the "Arcane Thesis" power: use it to master the spell you are dual casting. A mastered spell is 20% more powerful or lasts 40% longer. Only one spell can be mastered.
  693.  
  694. Conjuration -
  695.  
  696.  
  697. 0 - Conjuration Mastery (2) - Cast Conjuration spells for 35/50% less Magicka, and Conjuration spells last 0.5/1% longer per level of Conjuration.
  698. 20 - Bone Collector - Find 11 types of bones on humanoid corpses. 4 Bone Altars are marked on the map. At a Bone Altar, convert 1 of each bone into a Skeleton Warrior. Skeletons do not count against your summon limit. Enemies can only temporarily defeat them, not destroy them.
  699. 20 - Conjuration Dual Casting - Dual casting a Conjuration spell empowers it, increasing effectiveness and cost.
  700. 20 - Mystic Binding - Bound Weapon spells now summon Mystic Weapons which deal more damage.
  701. 30 - Dead Tide (2) - Maximum number of Skeletons increased by 1 for each 75/50 points of base Magicka.
  702. 30 - Planemeld - Able to summon Daedra and other non-undead minions five times farther away.
  703. 30 - Ravenous Dead - Reanimated minions receive a brief burst of strength, dealing 200% extra attack damage for 15 seconds after being reanimated. The level cap of reanimation spells and effects is increased by 1% per level of Conjuration.
  704. 30 - Soul Raider - Bound weapons cast Soul Trap on targets for 5 seconds. After trapping 250 souls, all bound weapon perks last twice as long.
  705. 40 - Atromancy - Summoned Daedra and other non-undead minions last three times as long (or five times at night).
  706. 40 - Barrow Lord - You may give commands to all Skeletons within 150 feet at once, instead of one at a time. Skeletons take 25% less damage from attacks.
  707. 40 - Preservation - Summoned and reanimated undead last three times as long (or twenty times if you place Hagraven Feathers into their inventory or use the Dread Zombie or Dead Thrall spells). Reanimated undead also gain 500 armor for 60 seconds after being reanimated.
  708. 40 - Rat King - When entering combat, creates 3 undead Skeevers under your control. Their corpses can be raised, but they dissipate when combat ends. Use the "Merciful King" power to temporarily prevent this ability from activating.
  709. 40 - Reap and Sow (2) - You loot 60/100% more bones from corpses and recover 50% more/all bones when you destroy a created Skeleton. Created Skeletons last 75/200% longer.
  710. 40 - Rend From This World - Bound weapons banish conjured Daedra, turn reanimated undead and deal 100 extra damage to non-conjured Daedra.
  711. 40 - Signed in Blood - When a friendly conjured Daedra within 15 feet is below full Health, it absorbs your lifeforce to heal itself, preventing you from regenerating Health but regenerating 10 points per second (increased by 4% of its maximum Health when out of combat).
  712. 50 - Edge of Oblivion - You can summon or reanimate 1 additional minion and they last 50% longer. When you do not command a summon or reanimated minion, you lose 250 points of armor and 50% magic resistance.
  713. 50 - Pact Magic - Destruction spells and effects are 15% more effective for each friendly conjured Daedra within 30 feet.
  714. 50 - Skeleton Mages (2) - Able to create Skeleton Mages (Fire, Frost, Shock/, Poison, Drain Armor, Stagger) at a Bone Altar. /You may choose their element at the time of creation.
  715. 50 - Undead Crown - Restores 10 points of Health and Magicka per second to summoned or reanimated undead within 15 feet.
  716. 50 - Void Burn - Bound weapons brand victims with unholy energy for 5 seconds, halting Magicka and Stamina regeneration while draining 15 points per second. When both are depleted, the energy starts devouring their flesh, dealing 15 points of magic damage per second.
  717. 60 - A Plague Upon Thee - If a reanimated undead is destroyed within 20 seconds, the attacker is stricken with a Daedric disease that deals 40 damage per second for 20 seconds. Those who have this perk are immune.
  718. 60 - Conjure Altar - Grants the "Conjure Altar" power. Once a day, summons a Bone Altar for 60 seconds.
  719. 60 - Fire Ritual - Able to ritually burn 1 of each bone at a Bone Altar, strengthening all Skeletons within 150 feet. Lasts until the Skeleton is destroyed and increases weapon damage by 15%, spell damage by 30% and Health by 50 points. This effect stacks.
  720. 60 - Hollow Binding - Bound weapons cut through flesh and spirit, reducing magic resistance by 30% for 5 seconds.
  721. 60 - Maelstrom - While you charge or concentrate on a spell, friendly conjured Daedra within 30 feet gain 30% extra attack damage.
  722. 70 - Corpse Gas - If your reanimated undead is destroyed while on fire within 30 seconds, it explodes, dealing up to 300 points of fire damage to targets without this perk. You deal five times as much fire damage to your reanimated undead.
  723. 70 - Dark Whispers - Bound weapons induce a battle rage in their wielder, granting 20% extra attack damage and 100 points of armor rating for 5 seconds when a target is struck.
  724. 70 - Elemental Potency - Atronach conjurations now call Potent Atronachs that are higher level and more powerful.
  725. 80 - Brand of the Necromancer - Brand a corpse by striking it with a bound weapon or by delivering the killing blow with a bound weapon attack. The brand grants 25% attack damage and 100 points of Health when reanimated or resurrected. Undead and automatons cannot be branded.
  726. 80 - Feed the Monster - Able to feed Human Flesh to summoned or reanimated creatures, healing them and increasing Health, Magicka and Stamina by 200 points for 600 seconds. This effect stacks.
  727. 80 - Necromaster - You can manipulate the inventory of reanimated humanoid undead. All reanimated undead return to you when separated, and emit a glow when slain that can be seen through walls. The level cap of reanimation spells and effects is increased by 100%.
  728. 80 - Unleash Hell - Conjured Daedra within 75 feet gain additional spells on a 30 second cooldown (Flame Atronach: fire explosion. Frost Atronach: reduced armor/magic resistance curse. Storm Atronach: magnetic knockdown. Dremora: increased attack damage and movement speed).
  729. 90 - Covenant of Coldharbour - Hollow Binding reduces magic resistance by an additional 30% if you control a summoned Daedra or other non-undead minion.
  730. 90 - Puppet Master - Your created Skeletons take 25% less damage when you are blocking, deal 25% more attack damage when you are attacking, and their spells are 25% more powerful when you are casting a spell.
  731. 90 - Shocked to Life - If your reanimated minion is struck by a shock spell within 30 seconds after reanimation completes, it attacks 250% faster and moves 50% faster for 10 seconds. You deal no damage to your reanimated minions with shock spells.
  732. 90 - Summon Resist - Friendly conjured Daedra and other non-undead minions within 75 feet gain 50% magic resistance and 200 points of armor.
  733. 100 - King of Bones - Assume Control of a Skeleton while becoming invulnerable. The Skeleton does quadruple damage and takes half damage. Unless commanded to remain passive, it automatically attacks foes in range. Lasts up to 45 seconds.
  734. 100 - March of Oblivion - You can summon or reanimate 1 additional minion, plus 1 additional minion for each 250 points of base Magicka, up to 3 additional minions. Magicka bonuses from items are not counted.
  735.  
  736.  
  737. Destruction -
  738.  
  739. 0 - Destruction Mastery (2) - Destruction spells cost 35/50% less Magicka, and Destruction spells are 0.25/0.5% more powerful per level of Destruction.
  740. 20 - Combustion (2) - Fire spells and effects cast on others are up to 30/50% more powerful, based on the target's missing Health percentage.
  741. 20 - Destruction Dual Casting - Dual casting a Destruction spell empowers it, increasing effectiveness and cost.
  742. 20 - Ionized Path (2) - Shock spells and effects cast on others are up to 30/50% more powerful, based on the target's missing Magicka percentage.
  743. 20 - Merciless Cold (2) - Frost spells and effects cast on others are up to 30/50% more powerful, based on the target's missing Stamina percentage.
  744. 30 - Force of Nature - Elemental spells and effects cost 30% less Magicka to cast in favorable weather: fire spells in sunlight, frost spells during snowfall, shock spells in the rain.
  745. 30 - Frostfall - Frost spells reduce the attack damage of their targets by 25% for 5 seconds.
  746. 30 - Scarring Burns - Fire spells reduce the fire resistance of their targets by 25% for 5 seconds.
  747. 30 - Static Field - Shock spells that would leave their target above 75% Health deal enough additional damage to make up the difference.
  748. 40 - Arc Burn - Shock spells hitting targets that are not fire resistant cause a plasma that deals 5 points of unresistable fire damage per second for 4 seconds.
  749. 40 - Conflagration - Fire spells ignite the ground underneath their targets for 30 seconds. The burning ground deals 8 points of damage per second for 3 seconds on contact.
  750. 40 - Crystalize - Frost spells freeze the blood of their targets, halting Stamina regeneration for 5 seconds. If the targets are not resistant to frost, frost spells also reduce armor by 125 points for 5 seconds.
  751. 40 - Harsh Lesson - Destruction projectile spells interrupt targets that are casting a spell. Does not work on massive targets.
  752. 40 - Runecaster - Can place runes 75 feet farther away, and place three times as many runes at a time.
  753. 50 - Flash Fire - Fire spells have 15% chance to ignite the target for 2 seconds. The next instance of fire damage that hits an ignited target (except burning ground) detonates, dealing 125% more damage and causing a living target to flee the flames for 4 seconds.
  754. 50 - Magnetize - Shock spells have 15% chance to lift the target into the air for 2 seconds, preventing movement. Your shock spells and effects are 50% more powerful against the suspended target.
  755. 50 - Robe of the Magi - If wearing robes and no light or heavy armor, Destruction spells are 25% more powerful.
  756. 50 - Shatter - Frost spells that hit a frost resistant target fragment and explode in a 15 foot area, reducing frost resistance by 25% for 15 seconds. This effect stacks.
  757. 60 - Iced Earth - Dual casting frost spells freezes the earth under your feet. The frozen ground deals 40 points of damage per second to Health and Stamina for 4 seconds on contact. Frost spells and effects are 50% more powerful against affected targets.
  758. 60 - Nova Charge - Dual casting 6 shock spells in combat triggers a shock nova that deals 150 points of shock damage to nearby enemies and staggers them. This can only occur once per battle.
  759. 60 - Pyromancer Ascension - Dual casting 6 fire spells in combat unleashes your power for 20 seconds: fire spells and effects are 50% more powerful and cost half Magicka, and you leave burning ground in your wake that deals 30 damage per second. This can only occur once per battle.
  760. 70 - Ancient Seals - Destruction runes no longer deal instant damage, but inflict a stacking 10 second elemental burn that deals 20% damage per second.
  761. 70 - Electroconvulsions - Shock spells incapacitate living targets below one third Health if they are not shock resistant.
  762. 70 - Hypothermia - Frost spells paralyze living targets below one third Health if they are not frost resistant.
  763. 70 - Scorched Earth - Fire spells (except concentration spells) burn corpses to cinders, creating a pyre that burns for 30 seconds. The burning ground deals 50 points of damage per second for 5 seconds on contact.
  764. 70 - War of the Elements - You deal 30% more attack damage to targets that are taking damage from the burning ground created by Conflagration, Scorched Earth or Pyromancer Ascension or are being affected by Electroconvulsions or Hypothermia.
  765. 80 - Elemental Specialization - You may choose one element (fire, frost, shock). Spells and effects of that element are 15% more powerful, while spells and effects of the other two elements are 15% weaker.
  766. 80 - Exhaust - Frost spells and effects drain 50% more Stamina.
  767. 80 - Show Them All - Shock spells and effects drain 50% more Magicka.
  768. 80 - World in Flames - The burning ground created by Conflagration, Scorched Earth and Pyromancer Ascension deals 25% more damage. Additionally, other fire spells and effects are 25% more powerful against targets affected by burning ground.
  769. 90 - Outburst - When you fall below 75 points of Health, the fiery energy within you explodes and ignites nearby enemies, dealing 30 points of fire damage per second for 4 seconds and applying fire spell perks. This effect has a 180 second cooldown.
  770. 90 - Stormblast - You accumulate static energy from the ambient air. Every 6-12 seconds in combat, your next shock spell triggers a ground discharge that radiates outward from the target. All enemies in the area take 60 points of shock damage to Health and Magicka.
  771. 90 - Winter's Majesty - You radiate freezing cold, reducing the frost resistance of enemies within 25 feet by 50%. This penalty is applied on top of Shatter.
  772. 100 - Absolute Power - Aiming a Sparks, Lightning Bolt, Chain Lightning, Thunderbolt or Lightning Storm spell directly at a target will magnetically levitate them in front of you for 10 seconds, reducing magic resistance by 25%. This effect has a 45 second cooldown.
  773. 100 - Cataclysm - Fire spells that hit targets affected by burning ground explode for 20% of their current Health (max. 250 damage), blasting them into the air and reducing magic resistance by 25% for 6 seconds. This effect has a 45 second cooldown.
  774. 100 - Glacial Prison - Frost spells immobilize (non-essential) targets in a block of ice for 8 seconds, reducing magic resistance by 25%. This effect has a 120 second cooldown, but killing a victim affected by Glacial Prison or Hypothermia immediately ends the cooldown.
  775.  
  776.  
  777. Enchanting -
  778.  
  779. 0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
  780. 20 - Last Word (3) - Scrolls are 2/4/6% more powerful or last 4/8/12% longer per level of Enchanting.
  781. 20 - Soul Siphon - Death blows with enchanted weapons to creatures, but not people, trap 5% of the victim's soul, recharging the weapon. Does not apply to staves.
  782. 30 - Staff Channeler - When a staff is equipped, all weapon enchantments drain 25% less charge and you gain a small amount of Enchanting experience in combat.
  783. 30 - Thunderstruck - Weapon enchantments are 25% more effective when delivered by a power attack (or 50% for a two-handed power attack).
  784. 40 - Gem Dust - You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25% stronger when placed upon an item of the type corresponding to the gem.
  785. 40 - Secretkeeper - When a staff is equipped in your left hand, your attacks deal 25% more damage and critical damage. When a staff is equipped in your right hand, your spells and scrolls are 25% more effective.
  786. 40 - Spellscribe - Grants the "Spellscribe" power: use it to store the spell you are dual casting. Your power attacks and power bashes in combat unleash the stored spell for free, with a cooldown based on Enchanting skill. Only works with spells that affect other targets.
  787. 50 - Flame of Magnus - While casting or concentrating on a staff in your left hand, you may attack with your right hand, dealing 50% more damage and critical damage.
  788. 50 - Preserver - Learning an item's enchantment does not destroy it.
  789. 60 - Might and Magic - You are adept at weaving blade and magic. Spells cast with your left hand are 10% more effective if you are wielding a weapon in your right hand. Attacks with a weapon in your right hand deal 10% more damage if you are holding a spell in your left hand.
  790. 60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
  791. 60 - Staff Recharge - Equipped staves regenerate 5 points of charge per second, up to their charge level when you last equipped them or recharged them with a soul gem.
  792. 70 - Attunement - All enchantments on equipped weapons and armor are 15% more powerful and last 15% longer.
  793. 70 - Charge Tap - Grants the "Charge Tap" power. At will, drains a quarter of your current weapon charge to restore Health by 15% of the amount drained and Magicka and Stamina by 25% of the amount drained. (If you have two enchanted weapons equipped, the drain is split.)
  794. 70 - Power Echoes - Spellscribe activates twice before going on cooldown.
  795. 80 - Heart of the Sun - Use an equipped staff as an energy source, causing it to lose charge at a rate of 15 points per second but making your weapon enchantments 1% more effective per 50 points of charge remaining in the staff. (This effect stacks if more than one staff is equipped.) Sheathe to cancel.
  796. 80 - Twin Enchantment - Can place two enchantments upon the same item.
  797. 90 - Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can be "Disassembled" by sneaking, allowing you to upgrade another.
  798. 90 - You Shall Not Pass - Simultaneously (within 1 second) using an enchanted staff in your left hand and striking with an enchanted weapon in your right hand releases a flash of light that staggers enemies and deals damage based on your Enchanting skill level.
  799. 100 - Miracle - You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat.
  800.  
  801. Restoration -
  802. 0 - Restoration Mastery (2) - Cast Restoration spells for 35/50% less Magicka, and Restoration spells are 0.25/0.5% more powerful per level of Restoration.
  803. 20 - Descending Light - When you enter combat, rapidly regenerate points of Magicka equal to half of your Restoration skill level per second. This effect gradually diminishes over the course of 15 seconds. The regeneration does not stop while casting.
  804. 20 - Restoration Dual Casting - Dual casting a Restoration spell empowers it, increasing effectiveness and cost.
  805. 30 - Edgewalker - Restoration spells are up to 30% more powerful if the recipient is below half Health. The bonus increases as Health decreases.
  806. 30 - Hallowed Burial (2) - Your attacks and Restoration spells and effects are 20/30% more powerful against undead enemies.
  807. 30 - Spirit Tutors - Two spirit tutors roam Skyrim. Find them and speak with them to receive a permanent blessing that makes Restoration spells 1% stronger per 20 points of Magicka. Each spirit tutor grants one blessing.
  808. 30 - Vigilant - The first ward you cast in combat costs no Magicka to maintain.
  809. 40 - Necromanticon - Study the arts of inflicting disease, learning the "Putrefy" spell. When your Restoration skill reaches 50, you learn "Death Cloud". When your Restoration skill reaches 75, you learn "Carrion Wind". These spells deal disease damage to living and undead.
  810. 40 - Exorcist - Study the arts of destroying the undead, learning the "Sunblast" spell. When your Restoration skill reaches 50, you learn "Holy Hands". When your Restoration skill reaches 75, you learn "Stellar Core". These spells deal damage to the undead.
  811. 40 - False Light - While in combat, you may cast targeted healing spells and effects on enemies to inflict damage equal to 75% of the heal amount.
  812. 40 - Respite - Healing spells also restore Stamina equal to their power.
  813. 50 - Antimagic Field - Staying within 8 feet of an enemy while maintaining a ward prevents them from casting spells. No effect on massive targets.
  814. 50 - Overflowing Cup - Receiving a healing spell or effect when you are already at full Health overheals you, fortifying Health by 1 point per level of Restoration for 20 seconds.
  815. 50 - Pilgrim - Shrine blessings you receive are 1% stronger per level of Restoration.
  816. 50 - Warrior's Flame - In combat, the Warrior's Flame periodically touches a random target within 100 feet (including you). Friendly targets are blessed, restoring 20 points of Magicka and Stamina for 5 seconds. Hostile targets are cursed, draining the same amount instead.
  817. 60 - Ashes to Ashes - Your Warrior's Flame carries the essence of death. Hostile undead cursed by Warrior's Flame take 30 points of damage per second.
  818. 60 - Crusader's Fire - In combat, targets within 30 feet affected by a Turn Undead spell or effect burn with divine fire, taking 10 points of damage per second for 10 seconds. Your attacks and critical strikes deal 25% more damage to targets affected by Crusader's Fire.
  819. 60 - Forbidden Sanctuary - When your ward blocks a spell, you gain Magicka equal to 25% of that spell's cost (or 100% if you are blessed by Warrior's Flame).
  820. 60 - Lightwielder - Increases False Light damage by 10% and allows the perks Sacred Guardian and Under my Wings to hit and damage enemies.
  821. 60 - Sacred Flame - Your Warrior's Flame carries the essence of life. Living allies blessed by Warrior's Flame are healed 30 points per second.
  822. 70 - Bastion Ward - Wards reduce incoming attack damage by 40% (or 20% for wards generated by Spellbreaker and Mage Ward).
  823. 70 - Chalice of Tears - If you are diseased or undead, your Restoration spells are 15% stronger and last 50% longer.
  824. 70 - Plague Doctor - Radiate a zone of pestilent death that reduces the poison and disease resistance of enemies approaching within 40 feet by 50% for 30 seconds.
  825. 70 - Under my Wings - Dual casting a healing spell on yourself also casts it on nearby allies within 20 feet. Does not apply to concentration spells.
  826. 70 - Wheel of Life - In combat, gradually accumulates ambient lifeforce from the environment and releases it in periodic bursts, healing you 100 points every 30 seconds. Becoming affected by a different healing spell or effect restarts the cycle from the beginning.
  827. 80 - Battle Cleric - When Warrior's Flame blesses or curses a target, it also increases or reduces armor by 200 points and magic resistance by 25% for its duration.
  828. 80 - In Thy Name - Increases False Light damage by 15% when you are affected by a shrine blessing.
  829. 80 - Mage Ward - Casting a spell also raises a ward that increases armor rating by 100 and negates up to 100 points of spell damage and effects.
  830. 80 - Sacred Guardian - Emanate a 20 foot aura of protection. Any living allies within range who fall below 30% Health are automatically healed 150 points. This effect has a 30 second cooldown per target.
  831. 90 - Enduring Ideal - Wheel of Life heals 25% more and each new cycle is 5 seconds faster than the last.
  832. 90 - Eternal Flame - Warrior's Flame lasts twice as long.
  833. 90 - Gods and Mortals - Shrine blessings last 50% longer, and the blessings of the Divines (Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr, Talos, Zenithar) confer powerful additional effects.
  834. 90 - Tome of Many Pages - Teaches 18 different Restoration spells. Each fortifies a single skill by 5 levels for 120 seconds.
  835. 100 - Apotheosis - Grants the "Apotheosis" power. Once a day, casts Warrior's Flame on all nearby for 20 seconds. Costs 250 Magicka.
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