TTRSO

TheThirdRace Skill Overhaul

Introduction

What TTRSO is?

TTRSO is a minimalistic and modular skill overhaul aimed at balancing the vanilla skills while maintaining the vanilla feel.

Magic, Combat and Stealth skill trees have been balanced to offer meaningful choices with perks, spells and some mechanics.

If you feel the vanilla Skyrim was doing a good job but was just missing something, this mod is for you.

Overall, the game is gonna be a bit harder since I've fixed a lot of exploits, but it won't be overwhelming nor will prevent you from becoming a legend.

Visit The Frozen Heart inn (Winterhold) to find a new merchant selling all the custom items and spells added by this mod.

General ideas for the mod

  • Minimalistic approach, stay true to vanilla Skyrim as much as possible
  • Balanced approach that offers more playstyles, overpowered skills were brought back in line while underpowered ones were buffed
  • The Magic, Combat and Stealth skill trees now have 100 perks each
  • Main perks of most skill tree scale according to your skills, no more flat 20% boost
  • Each type of armor (Heavy, Light and Unarmored) have their own bonuses and drawbacks
  • Shouts can play a more important role but you have to invest yourself for that power
  • Unarmed damage has been given a boost
  • Reset a perk tree whenever you want

Main Features

Magic

  • Main perks from the magic schools now boost magnitude or duration
  • The Master perk of each magic school now also affect dual casting (uniform 2.5x multiplier for cost, duration and magnitude)
  • It's not possible anymore to cast magic for free

Alteration

  • Equilibrium is now a "state" where your magicka is your health (akin to blood mages)
  • Mage Armor spells now give less protection, but you keep your full magicka and stamina regeneration rates intact

Conjuration

  • Bound weapons have new abilities to make them as powerful as physical weapons
  • Reanimated bodies and conjured atronach will be more useful to those dedicated to the art

Destruction

  • Most perks now have a chance to trigger instead of always doing so, making Destruction fun and not boring

Enchanting

  • Staves are now worth using if you're willing to invest some perk

Illusion

  • Build you character around Illusion and be a force to be reckoned with even past level 50

Restoration

  • Wards are now useful against any style of combat

Combat

Archery

  • Bows are now even deadlier than before, especially to the unsuspecting target

Block

  • Blocking is a bit less effective, but offers a bit more offensive

Heavy Armor

  • Most perks work as long as you wear at least 3 pieces of Heavy Armor
  • Provides the maximum protection, but comes at the cost of lower magicka and stamina regeneration rates

One-Handed

  • Perks have been streamlined by regrouping weapon types

Smithing

  • The reorganized tree offers you more choices about which perks you want to invest in
  • Infusion perks allow you to craft equipment just as strong as Daedric and Dragon

Two-Handed

  • Perks have been streamlined by regrouping weapon types

Stealth

Alchemy

  • Reworked to match or surpass the power of existing potions and poisons while keeping balance

Light Armor

  • Most perks work as long as you wear at least 3 pieces of Light Armor
  • Provides less protection than Heavy Armor but the lower magicka and stamina regeneration rates are not as bad either

Lockpicking

  • Those not dedicated enough will have a really hard time picking locks

Pickpocket

  • Those not dedicated enough will have a much harder time in their endeavour

Sneak

  • Detection has been improved, light has a greater effect and NPCs will search for you longer
  • Sneak attack with two-handed weapons

Speech

  • Shouts have perks to give longer duration, greater magnitude and lower cooldown
  • Bartering is now more dependant on your speech skills

In-Depth

Highlighted parts show what changed from vanilla Skyrim.

To avoid oversaturation, Notes aren't highlighted, but are always new changes.

Perks not present anymore in the skill trees have been modified to reflect the perks they have been replaced with. This will allow NPCs to benefit from those perks the same way you do yours.

Magic

Alteration

Novice
Cast Novice level Alteration spells for half magicka. The duration of all Alteration spells scales with your skills up to 25%
Apprentice
Cast Apprentice level Alteration spells for half magicka. The duration of all Alteration spells scales with your skills up to 50%
Adept
Cast Adept level Alteration spells for half magicka. The duration of all Alteration spells scales with your skills up to 75%
Expert
Cast Expert level Alteration spells for half magicka. The duration of all Alteration spells scales with your skills up to 100%
Master
Cast Master level Alteration spells for half magicka. Dual casting Alteration spells requires 15% less magicka and last 15% more time
Dual Casting
Dual casting an Alteration spell overcharges the spell, allowing it to last longer
Mage Armor (1)
Protection spells like Ironflesh are twice as strong if not wearing armor. This effect also affects unarmed damage
Mage Armor (2)
Protection spells like Ironflesh are three times stronger if not wearing armor. This effect also affects unarmed damage
Mage Armor (3)
Protection spells like Ironflesh are four times stronger if not wearing armor. This effect also affects unarmed damage
Magic Resistance (1)
Blocks 10% of a spell's effects
Magic Resistance (2)
Blocks 20% of a spell's effects
Magic Resistance (3)
Blocks 30% of a spell's effects
Stability
While unarmored and casting a spell, you are protected from all staggering effects
Atronach (1)
Absorb 15% of the magicka of any spells that hit you
Atronach (2)
Absorb 30% of the magicka of any spells that hit you
Tip the Scale (1)
You now get 2 points of magicka for every point of health when in Equilibrium state
Tip the Scale (2)
You now get 3 points of magicka for every point of health when in Equilibrium state
Notes
  • Candlelight automatically turn off while sneaking
  • Dragon Hide has been changed to a normal Mage Armor type spell with a lower armor rating than the damage cap, but it has now greater duration
  • Mage Armor type spells now have a fortify unarmed damage of 10% of caster armor rating
  • With all the appropriate perks , the Dragon Hide spell will give you about 50% damage reduction without casting Ward spells

Conjuration

Novice
Cast Novice level Conjuration spells for half magicka. The duration of all Conjuration spells scales with your skills up to 25%
Apprentice
Cast Apprentice level Conjuration spells for half magicka. The duration of all Conjuration spells scales with your skills up to 50%
Adept
Cast Adept level Conjuration spells for half magicka. The duration of all Conjuration spells scales with your skills up to 75%
Expert
Cast Expert level Conjuration spells for half magicka. The duration of all Conjuration spells scales with your skills up to 100%
Master
Cast Master level Conjuration spells for half magicka. Dual casting Conjuration spells requires 15% less magicka and last 15% more time
Dual Casting
Dual casting a Conjuration spell overcharges the spell, allowing it to last longer
Mystic Binding
Bound weapons' damage scale with your skills up to 100%
Soul Stealer (1)
Bound weapons cast Soul Trap on targets
Soul Stealer (2)
Bound weapons cast Soul Trap on targets and absorb 10 Magicka
Oblivion Binding
Bound weapons will banish summoned creatures and turn raised ones
Ethereal Binding
Bound weapons gain the ability to phase through enemies, ignoring 15% of the target's armor
Weave Binding
Bound weapons deal 5% of caster's current magicka in additional damage
Dark Souls (1)
Reanimated undead have 75 points more health
Dark Souls (2)
Reanimated undead have 150 points more health
Gravebound
Reanimated body do not turn to ashes once released
Twin Souls
You can have two atronachs or reanimated zombies
Elemental Potency (1)
Conjured Atronachs level with the caster up to level 35
Elemental Potency (2)
Conjured Atronachs level with the caster up to level 40
Elemental Potency (3)
Conjured Atronachs level with the caster up to level 45
Summoner
Summons and raised bodies last twice as long and can be cast twice as far away
Notes
  • Cloak spells don't dispel summons anymore
  • Conjure Dremora Warlock (new spell) lasts 60 seconds
  • Conjure type spells cannot be absorbed by the player or NPC anymore
  • Dead Thrall is now one-handed, have a short casting time and works on anything just like any other Reanimate type spells
  • Dual casting Reanimate type spells will now affect magnitude to allow for higher level raised bodies
  • Higher tier Reanimate staff sold by the custom merchant
  • New Bound type spells for dagger, greatsword, mace, pickaxe, war axe, warhammer and woodcutter's axe sold by the custom merchant
  • Released bodies from Reanimate type spells will turn to ashes if the caster doesn't have the Grave Bound perk
  • Staves are now as powerful as their spell counter part

Destruction

Novice
Cast Novice level Destruction spells for half magicka. The damage of all Destruction spells scales with your skills up to 25%
Apprentice
Cast Apprentice level Destruction spells for half magicka. The damage of all Destruction spells scales with your skills up to 50%
Adept
Cast Adept level Destruction spells for half magicka. The damage of all Destruction spells scales with your skills up to 75%
Expert
Cast Expert level Destruction spells for half magicka. The damage of all Destruction spells scales with your skills up to 100%
Master
Cast Master level Destruction spells for half magicka. Dual casting Destruction spells requires 15% less magicka and do 15% more damage
Dual Casting
Dual casting a Destruction spell overcharges the effects into an even more powerful version
Intense Flames (1)
Fire damage has 10% chance to cause targets to flee if their health get below 40%. Novice, Wall and Cloak spells only have a 2% chance while Master spells always trigger this effect
Intense Flames (2)
Fire damage has 20% chance to cause targets to flee if their health get below 50%. Novice, Wall and Cloak spells only have a 4% chance while Master spells always trigger this effect
Deep Freeze (1)
Frost damage has 10% chance to paralyze targets if their health get below 40%. Novice, Wall and Cloak spells only have a 2% chance while Master spells always trigger this effect
Deep Freeze (2)
Frost damage has 20% chance to paralyze targets if their health get below 50%. Novice, Wall and Cloak spells only have a 4% chance while Master spells always trigger this effect
Disintegrate (1)
Shock spells has 5% chance to disintegrate targets if their health get below 40%. Novice, Wall and Cloak spells only have a 1% chance
Disintegrate (2)
Shock spells has 10% chance to disintegrate targets if their health get below 50%. Novice, Wall and Cloak spells only have a 2% chance
Rune Master
You can now cast a total of 2 runes and place them five times farther away
Impact (1)
Most destruction spells have now 15% chance to stagger an opponent when dual cast. Novice spells only have a 3% chance
Impact (2)
Most destruction spells have now 30% chance to stagger an opponent when dual cast. Novice spells only have a 6% chance
Well-timed Spell
Destruction spells have a 25% chance of doing 50% more damage if the target is staggered
Notes
  • Blizzard's duration is increased from 10 to 15 seconds
  • Casting time of Master spells reduced from 3 to 2.5 seconds
  • Cloak type spells are automatically turned off while sneaking to avoid detection
  • Cloak type spells now show their real damage in their description, have slightly reduced damage and dual casting doesn't affect them anymore
  • Fear effect from Intense Flame perk reduced from 15 to 5 seconds
  • Wall type spells now show their real damage in their description

Enchanting

Enchanter (1)
The magnitude of all enchantments scales with your skills up to 25%
Enchanter (2)
The magnitude of all enchantments scales with your skills up to 50%
Enchanter (3)
The magnitude of all enchantments scales with your skills up to 75%
Elemental Enchanter
Elemental enchantments are 15% stronger
Insightful Enchanter
Skill enchantments are 15% stronger
Corpus Enchanter
Health, magicka, and stamina enchantments are 15% stronger
Extra Effect (1)
Can put two enchantments on the same item
Extra Effect (2)
Can put three enchantments on the same item
Soul Squeezer
Soul gems provide extra magicka for recharging
Soul Siphon (1)
Death blows to creatures, but not people, trap 5% of the victim's soul, recharging the weapon
Soul Siphon (2)
Death blows trap 10% of the victim's soul, recharging the weapon
Enchanter Focus
The first time a staff cast a spell after being equipped, it creates a link with the caster. When the link is created, it remembers the charge state of the staff and will slowly regenerate the staff's charge back to that "remembered" state. Unequipping the staff will sever the link and stop this effect
Weave Focus
Holding a staff grants you a 25% magicka regeneration bonus and an extra 50 magicka
Defensive Focus
Holding a staff grants you a 15% resistance bonus to magicka, fire, frost and shock
Atronach Focus
Holding a staff allows you to absorb 15% of the magicka of any spells that hit you
Offensive Focus
Holding a staff allows you to "dual cast" spells with your other hand. Dual casting spells this way won't trigger any abilities based on dual casting, but the magnitude, duration and cost will be the same
Notes
  • All new enchanted items are sold by the custom merchant at The Frozen Heart inn (Winterhold)
  • Enchantments have been reworked so that with 100 skill and all the perks, you get about the same power as the best items with this enchantment
  • Fortify skills type of enchantments aren't affected by Restoration skill anymore
  • Muffle enchantment is now a flat 25% so you can't "cheat" by sneaking in heavy armor
  • New enchantments allow for greater duration or magnitude depending on the school of magic (Enchantment excluded)
  • Restrictions on what you can put enchantments have been modified to be more free without giving full permission either
  • Robes with Skill Cost and Magicka Regen will now give you 20% reduced magicka cost and 125% magicka regen with 100 skill and all perks
  • Skill Cost enchantments can only be applied on body to avoid a 100% reduction, meaning equipment can only reduce the cost by a maximum of 45%
  • Slow effect on Frost damage has been reduced from 3 to 1 second

Illusion

Novice
Cast Novice level Illusion spells for half magicka. The magnitude of all Illusion spells scales with your skills up to 25%
Apprentice
Cast Apprentice level Illusion spells for half magicka. The magnitude of all Illusion spells scales with your skills up to 50%
Adept
Cast Adept level Illusion spells for half magicka. The magnitude of all Illusion spells scales with your skills up to 75%
Expert
Cast Expert level Illusion spells for half magicka. The magnitude of all Illusion spells scales with your skills up to 100%
Master
Cast Master level Illusion spells for half magicka. Dual casting Illusion spells requires 15% less magicka and is 15% more potent
Dual Casting
Dual casting an Illusion spell overcharges the effects into an even more powerful version
Quiet Casting
All spells you cast from any school of magic are silent to others
Master Puppeteer
The duration of all Illusion spells scales with your skills up to 100%
Master of the Mind
Illusion spells work on undead, daedra and automatons
Weave's Link
Targets under the influence of Rally type spells have their magical and elemental resistance boosted
Terror
Targets under the influence of Fear type spells have 25% chance to be paralyzed for the duration of the spell
Zealot's Fury
Targets under the influence of Rage type spells move and attack faster
False Peace
Targets under the influence of Calm type spells have their magical and elemental resistance reduced
Dream Feeder
You regenerate 1% of your total magicka per second for every target under your influence
Nightmare
Your influence spells crush the mind of your enemies making them lose 1% of their total health every second
Phantasmal Killer
Enemies under your influence die instantly when their health drops below 15%
Notes
  • Calm, Fear, Fury and Rally type spells have been reduced in duration to balance the Master Puppeteer perk
  • Calm, Fear, Fury and Rally type spells can now affect anyone up to level 60 with all the perks and dual casting
  • Casting time of Master spells reduced from 3 to 2.5 seconds and area of effect reduced from 250 to 50 feet
  • Courage effect added to Call to Arms to match the spells from this type of spells
  • Higher tier Influence staves sold by the custom merchant
  • Muffle spell is now a flat 25% so you can't "cheat" by sneaking in heavy armor
  • Staves are now as powerful as their spell counter part

Restoration

Novice
Cast Novice level Restoration spells for half magicka. The magnitude of all Restoration spells scales with your skills up to 25%
Apprentice
Cast Apprentice level Restoration spells for half magicka. The magnitude of all Restoration spells scales with your skills up to 50%
Adept
Cast Adept level Restoration spells for half magicka. The magnitude of all Restoration spells scales with your skills up to 75%
Expert
Cast Expert level Restoration spells for half magicka. The magnitude of all Restoration spells scales with your skills up to 100%
Master
Cast Master level Restoration spells for half magicka. Dual casting Restoration spells requires 15% less magicka and are 15% more potent
Dual Casting
Dual casting a Restoration spell overcharges the effects into an even more powerful version
Ward Deflection
Arrows that hit the ward do no damage
Ward Absorb (1)
Wards recharge your magicka when hit with spells
Ward Absorb (2)
Wards recharge your magicka even more when hit with spells
Ward Bash
Melee attackers are staggered when they hit your ward with their weapon
Recovery (1)
Magicka regenerates 25% faster
Recovery (2)
Magicka regenerates 50% faster
Respite
Healing spells also restore Stamina
Necromage
All spells are more effective against undead (+15% effect and +30% effect duration)
Avoid Death
Once a day, heals 250 points automatically if you fall below 10% health
Notes
  • Healing Hands, Heal Others and Grand Healing spells now damage undeads
  • Healing Undead and Necromantic Healing spells now damage living creatures
  • Higher tier Turning staff sold by the custom merchant
  • Staves are now as powerful as their spell counter part

Combat

Archery

Overdraw (1)
Damage from bows scales with your skills up to 25%
Overdraw (2)
Damage from bows scales with your skills up to 50%
Overdraw (3)
Damage from bows scales with your skills up to 75%
Critical Shot (1)
10% chance of a critical hit that does extra damage
Critical Shot (2)
15% chance of a critical hit that does 25% more critical damage
Critical Shot (3)
20% chance of a critical hit that does 50% more critical damage
Hunter's Discipline
Recover twice as many arrows from dead bodies
Ranger
Able to move faster with a drawn bow
Puncturing Shot (1)
Target bleeds for 20 points of damage over 10 seconds
Puncturing Shot (2)
Target bleeds for 45 points of damage over 15 seconds
First Draw
Bow attacks are guaranteed a critical hit when firing from out of combat
Eagle Eye
Pressing Block while aiming will zoom in your view
Steady Hand (1)
Zooming in with a bow slows time by 25%
Steady Hand (2)
Zooming in with a bow slows time by 50%
Power Shot (1)
Arrows stagger all but the largest opponents 15% of the time
Power Shot (2)
Arrows stagger all but the largest opponents 30% of the time
Well-timed Shot
Bows have a 25% chance of doing 50% more damage if the target is staggered
Quick Shot (1)
Can draw a bow 20% faster
Quick Shot (2)
Can draw a bow 40% faster
Bullseye
5% chance of dealing massive damage (10x) to a target
Notes
  • Bullseye: Arrows don't miss your target anymore because of the paralyzing effect making your target fall on the ground before the arrow reach it

Block

Shield Wall (1)
Blocking is 10% more effective
Shield Wall (2)
Blocking is 20% more effective
Shield Wall (3)
Blocking is 30% more effective
Deflect Arrows
Arrows that hit the shield do no damage
Respite Stance
Regenerate health 50% faster while blocking during combat
Elemental Protection (1)
Blocking with a shield reduces incoming fire, frost, and shock damage by 25% of your skills
Elemental Protection (2)
Blocking with a shield reduces incoming fire, frost, and shock damage by 50% of your skills
Block Runner
Able to move faster with a shield or weapon raised
Defensive Stance
10% chance to reflect melee damage back to the enemy while wearing a shield
Power Bash
Able to do a power bash
Deadly Bash
Bashing does five times more damage
Disarming Bash
Chance to disarm when power bashing
Shield Charge
Sprinting with a shield raised knocks down most targets
Quick Reflexes
Time slows down if you are blocking during an enemy's power attack
Notes
  • Block Runner can't be used while sneaking
  • Shield Charge can't be used while sneaking

Heavy Armor

Juggernaut (1)
Increases armor rating for Heavy Armor by 10%
Juggernaut (2)
Increases armor rating for Heavy Armor by 20%
Juggernaut (3)
Increases armor rating for Heavy Armor by 30%
Fist of Steel (1)
Unarmed attacks with Heavy Armor gauntlets do 1.5 times their armor rating in extra damage
Fist of Steel (2)
Unarmed attacks with Heavy Armor gauntlets do 3 times their armor rating in extra damage
Horseman
Reduce by 50% the penalty to stamina regeneration rate from wearing a piece of Heavy Armor
Conditioning (1)
Heavy Armor weights 25% less. If wearing at least 3 pieces of Heavy Armor, you gain an additional 20 points of Health and Stamina
Conditioning (2)
Heavy Armor weights 50% less. If wearing at least 3 pieces of Heavy Armor, you gain an additional 40 points of Health and Stamina
Arcane Defender
Reduce by 50% the penalty to spell cost and magicka regeneration rate from wearing a piece of Heavy Armor
Well Fitted
10% Armor bonus if wearing at least 3 pieces of Heavy Armor
Tower of Strength
50% less stagger if wearing at least 3 pieces of Heavy Armor
Matching Set
10% Armor bonus if wearing at least 3 pieces of Heavy Armor from a matched set
Reflect Blows
10% chance to reflect melee damage back to the enemy if wearing at least 3 pieces of Heavy Armor
Notes
  • For each piece of Heavy Armor you wear, you suffer a 10% penalty to spell cost and magicka regeneration rate. This can be reduced by half with the Arcane Defender perk
  • For each piece of Heavy Armor you wear, you suffer a 10% penalty to stamina regeneration rate. This can be reduced by half with the Horseman perk
  • Steed Stone now gives 125 carry weight instead of 100, but you don't benefit from a weightless armor anymore
  • With 100 skill, all the appropriate perks and enchantments, you will reach about 70% damage reduction without shield and 80% with a shield

One-Handed

Armsman (1)
Damage from one-handed weapons scales with your skills up to 25%
Armsman (2)
Damage from one-handed weapons scales with your skills up to 50%
Armsman (3)
Damage from one-handed weapons scales with your skills up to 75%
Precision Strike (1)
Attacks with one-handed weapons have a 10% chance of doing critical damage
Precision Strike (2)
Attacks with one-handed weapons have a 15% chance of doing critical damage. Critical damage is also increased by 25%
Precision Strike (3)
Attacks with one-handed weapons have a 20% chance of doing critical damage. Critical damage is also increased by 50%
Lacerations (1)
Attacks with swords, daggers and axes cause extra bleeding damage while attacks with maces ignore 30% of armor
Lacerations (2)
Attacks with swords, daggers and axes cause more bleeding damage while attacks with maces ignore 60% of armor
Swift Strike
Dagger attacks made from out of combat are guaranteed a critical hit
Dual Flurry (1)
Dual wielding attacks are 20% faster
Dual Flurry (2)
Dual wielding attacks are 40% faster
Dual Savagery (1)
Dual wielding power attacks do 25% bonus damage
Dual Savagery (2)
Dual wielding power attacks do 50% bonus damage
Fighting Stance (1)
Power attacks with one-handed weapons cost 15% less stamina
Fighting Stance (2)
Power attacks with one-handed weapons cost 30% less stamina
Critical Charge
Can do a one-handed power attack while sprinting that does double critical damage
Savage Strike (1)
Standing power attacks do 15% bonus damage with a chance to decapitate your enemies
Savage Strike (2)
Standing power attacks do 30% bonus damage with a chance to decapitate your enemies
Well-timed Strike
One-handed weapons have a 25% chance of doing 50% more damage if the target is staggered
Paralyzing Strike (1)
Backwards power attack has a 15% chance to paralyze the target
Paralyzing Strike (2)
Backwards power attack has a 30% chance to paralyze the target

Smithing

Basic Smithing
Can create a greater variety of basic equipment at forges. Deal 5% more damage against enemies wearing those types of armor
Advanced Smithing
Can create advanced equipment at forges. Deal 5% more damage against enemies wearing those types of armor
Master Blacksmith (1)
Your knowledge in armor and weapon smithing let you improve them 20% further
Master Blacksmith (2)
Your knowledge in armor and weapon smithing let you improve them 40% further
Master Blacksmith (3)
Your knowledge in armor and weapon smithing let you improve them 60% further
Arcane Blacksmith
You can improve magical weapons and armor
Dwarven Smithing
Can create Dwarven equipment at forges. Deal 5% more damage against Dwarven Automatons and enemies wearing Dwarven armors
Elven Smithing
Can create Elven equipment at forges. Deal 5% more damage against enemies wearing Elven armors
Orcish Smithing
Can create Orcish equipment at forges. Deal 5% more damage against enemies wearing Orcish armors
Glass Smithing
Can create Glass equipment at forges. Deal 5% more damage against enemies wearing Glass armors
Ebony Smithing
Can create Ebony equipment at forges. Deal 5% more damage against enemies wearing Ebony armors
Daedric Smithing
Can create Daedric equipment at forges. Deal 5% more damage against Daedras and enemies wearing Daedric armors
Dragon Smithing
Can create Dragon equipment at forges. Deal 5% more damage against Dragons and enemies wearing Dragons armors
Daedric Infusion
Infuse Daedra hearts into high-quality minerals or alloys to create heavy equipment just as strong as Daedric, but heavier and less valuable
Dragon Infusion
Infuse dragon scales into high-quality minerals or alloys to create light equipment just as strong as Dragonscales, but heavier and less valuable
Notes
  • The perk tree has been modified for a more natural progression

Two-Handed

Barbarian (1)
Damage from two-handed weapons scales with your skills up to 25%
Barbarian (2)
Damage from two-handed weapons scales with your skills up to 50%
Barbarian (3)
Damage from two-handed weapons scales with your skills up to 75%
Deep Wounds (1)
Attacks with two-handed weapons have a 10% chance of doing critical damage
Deep Wounds (2)
Attacks with two-handed weapons have a 15% chance of doing critical damage. Critical damage is also increased by 25%
Deep Wounds (3)
Attacks with two-handed weapons have a 20% chance of doing critical damage. Critical damage is also increased by 50%
Limbsplitter (1)
Attacks with greatswords and battle axes cause extra bleeding damage while attacks with warhammers ignore 30% of armor
Limbsplitter (2)
Attacks with greatswords and battle axes cause more bleeding damage while attacks with warhammers ignore 60% of armor
Champion's Stance (1)
Power attacks with two-handed weapons cost 15% less stamina
Champion's Stance (2)
Power attacks with two-handed weapons cost 30% less stamina
Devastating Blow (1)
Standing power attacks do 15% bonus damage with a chance to decapitate your enemies
Devastating Blow (2)
Standing power attacks do 30% bonus damage with a chance to decapitate your enemies
Great Critical Charge
Can do a two-handed power attack while sprinting that does double critical damage
Well-timed Blow
Two-handed weapons have a 25% chance of doing 50% more damage if the target is staggered
Sweep
Sideways power attacks with two-handed weapons hit all targets in front of you
Warmaster (1)
Backwards power attack has a 15% chance to paralyze the target
Warmaster (2)
Backwards power attack has a 30% chance to paralyze the target

Stealth

Alchemy

Alchemist (1)
The magnitude of all potions and poisons you brew scales with your skills up to 25%
Alchemist (2)
The magnitude of all potions and poisons you brew scales with your skills up to 50%
Alchemist (3)
The magnitude of all potions and poisons you brew scales with your skills up to 75%
Physician (1)
Potions you mix that restore Health, Magicka or Stamina are 15% more powerful
Physician (2)
Potions you mix that restore Health, Magicka or Stamina are 30% more powerful
Benefactor (1)
Potions you mix with beneficial effects have an additional 15% greater magnitude
Benefactor (2)
Potions you mix with beneficial effects have an additional 30% greater magnitude
Experimenter (1)
Eating an ingredient reveals first two effects
Experimenter (2)
Eating an ingredient reveals first three effects
Experimenter (3)
Eating an ingredient reveals all its effects
Poisoner (1)
Poisons you mix are 15% more effective
Poisoner (2)
Poisons you mix are 30% more effective
Concentrated Poison (1)
Poisons applied to weapons last for 2 hits
Concentrated Poison (2)
Poisons applied to weapons last for 3 hits
Green Thumb
Two ingredients are gathered from harvestable ingredient sources
Snake Blood
50% resistance to all poisons
Purity
All negative effects are removed from created potions, and all positive effects are removed from created poisons
Notes
  • Fortify potions don't stack anymore
  • Most of the alchemy ingredients have seen their magnitude changed to match the potency of existing potions
  • Some potions have seen their magnitude changed to a more balanced value

Light Armor

Agile Defender (1)
Increases armor rating for Light Armor by 7%
Agile Defender (2)
Increases armor rating for Light Armor by 14%
Agile Defender (3)
Increases armor rating for Light Armor by 21%
Custom Fit
7% Armor bonus if wearing at least 3 pieces of Light Armor
Finesse (1)
10% attack speed bonus if wearing at least 3 pieces of Light Armor
Finesse (2)
20% attack speed bonus if wearing at least 3 pieces of Light Armor
Matching Set
7% Armor bonus if wearing at least 3 pieces of Light Armor from a matched set
Second Skin
Reduce by 50% the penalty to stamina regeneration rate from wearing a piece of Light Armor
Unhindered (1)
Light Armor weights 25% less. If wearing at least 3 pieces of Light Armor, you gain an additional 10 points of Health and Stamina
Unhindered (2)
Light Armor weights 50% less. If wearing at least 3 pieces of Light Armor, you gain an additional 20 points of Health and Stamina
Wind Walker (1)
Stamina regenerates 25% faster if wearing at least 3 pieces of Light Armor
Wind Walker (2)
Stamina regenerates 50% faster if wearing at least 3 pieces of Light Armor
Arcane Duelist
Reduce by 50% the penalty to spell cost and magicka regeneration rate from wearing a piece of Light Armor
Deft Movement
10% chance of avoiding all damage from a melee attack if wearing at least 3 pieces of Light Armor
Notes
  • For each piece of Light Armor you wear, you suffer a 5% penalty to spell cost and magicka regeneration rate. This can be reduced by half with the Arcane Duelist perk
  • For each piece of Light Armor you wear, you suffer a 5% penalty to stamina regeneration rate. This can be reduced by half with the Second Skin perk
  • With 100 skill, all the appropriate perks and enchantments, you will reach about 60% damage reduction without shield and 70% with a shield

Lockpicking

Novice
Novice locks are much easier to pick
Apprentice
Apprentice and lower level locks are much easier to pick
Adept
Adept and lower level locks are much easier to pick
Expert
Expert and lower level locks are much easier to pick
Master
Master and lower level locks are much easier to pick
Nimble Fingers
You no longer suffer a penalty to lockpicking when wearing gauntlets
Quick Hands
Able to pick locks without being noticed
Wax Key
Automatically gives you a copy of a picked lock's key if it has one. You also gain the ability to forge lockpicks at forges
Treasure Hunter (1)
Twice as much chance of finding special treasure
Treasure Hunter (2)
Three times as much chance of finding special treasure
Treasure Hunter (3)
Four times as much chance of finding special treasure
Golden Touch
Find more gold in chests
Marauder (1)
+5% damage against targets carrying 5 or more gold
Marauder (2)
+10% damage against targets carrying 20 or more gold, +5% damage minimum against any target carrying gold
Locksmith
Pick starts close to the lock opening position
Unbreakable
Lockpicks never break
Notes
  • All locks will damage the lockpicks equally, meaning master locks won't break your lockpick like if it was made of glass
  • Wearing gauntlets will affect your lockpicking effectiveness by 50%. This can be corrected with the Nimble Fingers perk, wearing gloves (clothing) or being bare hands
  • Reduced the partial areas and sweet spots on locks, meaning lockpicking will be pretty difficult without the perks
  • Your chance of finding special treasure without the Treasure Hunter perks is half as much as vanilla Skyrim

Pickpocket

Light Fingers (1)
Add a pickpocket bonus that scales with your skills up to 25%
Light Fingers (2)
Add a pickpocket bonus that scales with your skills up to 50%
Light Fingers (3)
Add a pickpocket bonus that scales with your skills up to 75%
Cutpurse (1)
Add a pickpocket bonus of 25% when pickpocketing gold
Cutpurse (2)
Add a pickpocket bonus of 50% when pickpocketing gold
Night Thief
+25% chance to pickpocket if the target is asleep
Purse Snatcher
Increases movement speed by 25%
Extra Pockets (1)
Carrying capacity is increased by 50
Extra Pockets (2)
Carrying capacity is increased by 100
Extra Pockets (3)
Carrying capacity is increased by 150
Poisoned
Silently harm enemies by placing poisons in their pockets
Keymaster
Pickpocketing keys almost always works
Sleight of Hand (1)
The penalty to pickpocket from wearing gauntlets is reduced from 50 to 25%
Sleight of Hand (2)
You no longer suffer a penalty to pickpocket from wearing gauntlets
Misdirection
Can pickpocket equipped weapons
Perfect Touch
Can pickpocket equipped items
Notes
  • Doubles the weight multiplier for pickpocket difficulty because grabbing something heavy should be difficult
  • Wearing gauntlets will affect your pickpocket effectiveness by 50%. This can be corrected with the Sleight Of Hand perks, wearing gloves (clothing) or being bare hands
  • The maximum chance for pickpocket has been increased from 90% to 100%

Sneak

Stealth (1)
You are 10% harder to detect when sneaking
Stealth (2)
You are 20% harder to detect when sneaking
Stealth (3)
You are 30% harder to detect when sneaking
Assassin's Blade (1)
Sneak attacks with daggers now multiply damage by 7.5
Assassin's Blade (2)
Sneak attacks with daggers now multiply damage by 15
Backstab (1)
Sneak attacks with one-handed weapons now multiply damage by 4.5
Backstab (2)
Sneak attacks with one-handed weapons now multiply damage by 6
Deadly Aim (1)
Sneak attacks with bows now multiply damage by 3
Deadly Aim (2)
Sneak attacks with bows now multiply damage by 4
Brutal Shadows (1)
Sneak attacks with two-handed weapons now multiply damage by 3
Brutal Shadows (2)
Sneak attacks with two-handed weapons now multiply damage by 4
Heart Seeker
Sneak attacks have a 10% chance to deal massive damage (100x) on any living creature
Muffled Movement (1)
Noise from armor is reduced by 25%. Each piece of Heavy Armor reduces this effect by 5%, up to a 20% penalty
Muffled Movement (2)
Noise from armor is reduced by 50%. Each piece of Heavy Armor reduces this effect by 5%, up to a 20% penalty
Light Foot
You won't trigger pressure plates
Silent Roll
Sprinting while sneaking executes a silent forward roll
Shadow's Embrace (1)
Reduce the relative effect that light has on detection by 25%
Shadow's Embrace (2)
Reduce the relative effect that light has on detection by 50%
Chameleon
You are 15% harder to detect when sneaking and completely still
Shadow Warrior
Crouching stops combat for a moment and forces distant opponents to search for a target
Notes
  • Crime reporting radius for guards and citizens has been reduced to a more realistic distance
  • Detection times have been significantly increased. The detection AI of NPCs should now appear more natural, and NPCs will continue searching for you much longer, especially if they've been attacked
  • Detection view cone for NPCs has been narrowed to 165 degrees
  • Once alerted, an NPC's perception will actually increase and they will become much more aware of any small sounds or movements, so they'll have a better chance of actually finding you, especially if your character still has a low sneak skill
  • Shadow Warrior effect cannot be absorbed anymore

Speech

Haggling (1)
Buying and selling prices are 10% better
Haggling (2)
Buying and selling prices are 20% better
Haggling (3)
Buying and selling prices are 30% better
Orator
Your talents as orator allows you to persuade, intimidate or bribe to achieve your goals
Merchant
Can sell any type of item to any kind of merchant
Investor
Can invest 500 gold with a shopkeeper to increase his available gold permanently
Fence
Can barter stolen goods with any merchant you have invested in
Master Trader
Every merchant in the world gains 1000 gold for bartering
Talos' Touch (1)
Reduce time between shouts by 10%
Talos' Touch (2)
Reduce time between shouts by 20%
Talos' Touch (3)
Reduce time between shouts by 30%
Thu'um's Serenity (1)
Most of your shouts last 20% longer
Thu'um's Serenity (2)
Most of your shouts last 40% longer
Thu'um's Serenity (3)
Most of your shouts last 60% longer
Thu'um's Fury (1)
Most of your shouts are 20% more powerful
Thu'um's Fury (2)
Most of your shouts are 40% more powerful
Thu'um's Fury (3)
Most of your shouts are 60% more powerful
Notes
  • Bartering is now more dependent on speech skills
  • Cooldowns on shouts have been reworked entirely so you can actually use them and be efficient
  • Duration and magnitude of shouts have been reworked entirely so having shout perks will yield more benefits than vanilla Skyrim while being weaker if you don't invest at all in those perks
  • Shouts aren't affected by any Magic perk anymore
  • Shouts give experience proportional to their cooldown, meaning a small cooldown gives less experience and a big cooldown gives more

Installation

Requirements

Latest version of Skyrim, Original or Special Edition

Optional:

  • Dawnguard
  • Dragonborn
  • Heartfire

Automatic Installation (easier)

For an automatic installation without risk of errors, I suggest you use the NexusModManager.

Simply select the DLC you use, if any, click Next and select the skill trees you want to install.

Manual Installation (harder)

For a manual install, extract the files from this mod and copy them to the appropriate folders.

The important thing to remember is that each ESP is complete by itself, meaning you only need 1 ESP per skill.

No DLC

If you don't have any DLC, simply remove all files with suffixes:

  • _DB
  • _DBDG
  • _DBDGHF
  • _DBHF
  • _DG
  • _DGHF
  • _HF

One or more DLCs

If you use one or more DLCs, keep the ones that applies to your situation.

Each DLC has a suffix associated with it:

  • DG: Dawnguard
  • DB: Dragonborn
  • HF: Heartfires

Keep only the ESP files that match the right suffixes. For any combination of DLCs, there is only 1 ESP possible.

If a skill doesn't have any ESP with the suffix for your DLC, that means the DLC has no impact on it and thus don't need to be part of the suffix for that skill.

With or without DLCs

To ensure a smoother upgrade to newer versions, it's highly suggested to remove the suffixes from the ESP files you install.

For example, TTR_Skill_Overhaul_Sneak_DB.esp would become TTR_Skill_Overhaul_Sneak.esp.

Built-in Install, Reset and Uninstall quests

There's a built-in quest to manage installation, reset and uninstallation for each module (ESP and ESM).

The first time you load your game, the Install phase will automatically start after 5 seconds.

Right after, the Reset phase will begin and each skill tree will be reset, giving you back all your perk points.

This will happen only once and it's necessary to have all the right settings.

If a new version need some initializations, it will automatically reset only the required skill trees when you load your game the first time after an update.

As a precaution while a module installs/resets itself, it would be wise to wait until the messages stops before doing anything.

You can find all the possible console commands in the TTR_Reset_Module.txt file included in this mod.

Run the Install quest manually (reinstall only)

You won't need to run the Install quest manually unless you previously uninstalled this mod and want to reinstall it.

Open the console and type:

Code block with no specified language
SetStage TTR_Reset_{Module} 0

Where {Module} is the skill tree you want to reinstall, ex: Alteration, Archery, etc.

Run the Reset quest manually

You can reset a skill tree and get back your perk points at any time and at no cost.

Open the console and type:

Code block with no specified language
SetStage TTR_Reset_{Module} 50

Where {Module} is the skill tree you want to reset, ex: Alteration, Archery, etc.

Run the Uninstall quest manually

You can remove all traces of this mod from your save game, including the scripts.

Open the console and type:

Code block with no specified language
SetStage TTR_Reset_{Module} 100

Where {Module} is the skill tree you want to uninstall, ex: Alteration, Archery, etc.

Do not forget to uninstall the ESM module, it's very important.

When you're done, save your game in a new slot, quick saves won't work.

Finally, close your game and use the uninstall function of the NexusModManager or manually delete all the files of this mod.

Be sure you're not in The Frozen Heart inn (Winterhold) when doing this. Otherwise the game will crash on load because of an unknown reference.

If for any reason you have a problem after uninstalling this mod, try to install the ESM module again and this should solve the problem. I'm pretty confident this won't be necessary though...

FAQ

Compatibility

Obviously, this mod will conflict with other perk mods. Fortunately, this mod is modular so you can decide which modules you want.

Ace - Combat Skills includes a Weapon Speed fix in it's Melee module that will conflict with my mod. To disable it, open the console and type:

Code block with no specified language
set WeaponSpeedBaseFix to 0

Perk Reset Options

Unfortunately, Legendary skills and Dragonborn's Reset Perks options don't reset everything correctly, even for the vanilla perks.

You get back all your perk points, but some things aren't reset like your higher chance to find special treasure with Treasure Hunter.

This means that after picking Tresure Hunter and use any of those 2 options to get back your perk points, you don't have to invest in this perk again to benefit from it. And there are all kind of other kinks like this...

This is where the built-in Reset quest enters the picture. While it can't reset everything either, this is a game limitation, it takes care of a lot more stuff correctly.

To force a clean reset after using Legendary skills or Dragonborn's Reset Perks, simply save and reload your game. The built-in Reset quest will automatically start after 5 seconds, even if you used quick save and quick load functionality.

You can also manually run the built-in Reset quest with the console, see the related information in Installation.

Do you use scripts?

There seems to be a lot of FUD about scripts so let me explain a couple things:

  • Scripts are part of the game, without them vanilla Skyrim wouldn't work at all
  • All vendors and trainers are purely scripted
  • Most quests wouldn't work without scripts
  • There's countless other scripted things in that game that you would never think about

Scripts aren't inherently bad, inexperienced mod authors are.

Because mod authors used badly explained functions in the past, which is the Creation Kit wiki's fault, scripts have been pointed as the cause for all the problems in the world...

Like most things in life, clueless people will mess things up, but those that do know how to work with them can do wonders.

As a professional developer myself, I make sure to the best of my knowledge that all my scripts:

  • won't corrupt your savegame
  • can be stopped at anytime
  • are upgradable
  • are extremely fast to execute
  • are packaged with their source so you can check for yourself

With that said, yes there are scripts in this mod.

Most of them are to manage the Install, Reset and Uninstall cycle.

The remaining script are mostly minor adjustments to the original scripts from the game.

Credits

I would like to thank all the mod authors out there for their work, they have inspired me countless times.

Special thanks to...
Aertyr
For the ideas for the Ethereal Binding, Soul Stealer and Ward Deflection perks, also for the ideas for various spells for bound weapons and for healing spells damaging undeads Bound Weapon Redux Alteration and Restoration Redux
Allzero
For the tutorial on toggle-able spells which I used for the Equilibrium "state" Toggle-able Spells tutorial
Ayrton
For the idea behind the Ward Bash perk Improved Wards
DamarStiehl
For the idea about the Smithing perk tree layout Smithing Rebalanced
Eldiran
For the idea for the Marauder perk Better Lockpicking Perks
Gosgosgosu
For the idea for the Ethereal Binding perk and the idea about ignoring some percentage of enemies' armor Enchanted Bound Weapons
Headbomb
For the great classification for smithing materials Smithing Perks Overhaul
Kryptopyr
For the ideas for detection while sneaking (muffle, light and NPC awareness), for the harder lockpicking settings and for the Nimble Fingers, Sleight Of Hand and Wax Key perks Stealth Skills Rebalanced - Sneak - Lockpicking - Pickpocket
Jeclxohko
For the ideas of giving buffs when holding a staff Staffbuffs
Jjiinx
For the idea behind Echanter Focus perk Syynxs Perky - The Major Perk Overhaul
Jonwd7
For the scripts to correct the "brawl bug" Brawl Bugs Patch - Plugins - Modder Resource
LazyLionus
For the ideas on how to make the Lockpicking main perks actually useful Fluffkins Immersive Lock Picking Mod
Leasm
For the ideas behind Dream Feeder and Nightmare perks Empowered Magic
Magickman12
For the ideas for the Chameleon, Deathblow and Stability perks SKYrim Perk Extravaganza
Niux
For the idea of making bartering more dependent on Speech skills Better Bartering
Renketsu0
For the complementary tutorials Dynamically attaching scripts Attack Speed Mod
Seorin
For the idea for the Defensive Stance, First Draw, Heart Seeker, Purse Snatcher and Swift Strike perks SPERG - Skyrim Perk Enhancements and Rebalanced Gameplay
Sushisquid
For the ideas for the Intense Flames, Deep Freeze and Disintegrate perks Better Magic
T3nd0
For the ideas for the False Peace, Grave Bound, Terror, Weaver's Link and Zealot's Fury perks T3nd0s Skyrim Redone

Download

Available on Nexusmods.com

© 2025 TheThirdRace.com.All rights reserved.