It no longer increases in duration. Overpower now increases damage against targets who are power attacking, drawing a bow, or casting a spell by 50%. Removed PerkSkillBoosts and AlchemySkillBoots from Adamant, since they are no longer needed as of Version 4.2.6. The second rank of Lightweaver is now called Prismatic Shield. Its effects remain unchanged. Their costs have been reduced as well. Radiant Glory is now called Light Weaver. The Form IDs for Dual Focus and Dual Frenzy have been adjusted. Corrected a bug that prevented the Alchemy free perk from applying to the player. Armor Crusher reduces enemy armor by 100 points (12% damage w/ Vanilla armor values) each hit. The second rank of Fortification now increases Fire, Frost, and Shock Resistance by 25%. Characters can now zoom in with a bow from the beginning of the game. Wird nebst deutscher bersetzung natrlich bentigt, sonst hat der Patch keinen Sinn. Youll now get an automatic +1 to tempering when you reach 75 in smithing, meaning the total unperked tempering amount is now +2, up from +1 in Adamant 3 and down from +4 in Vanilla. Werewolves weep, Vigilants rejoice! Illusion must be combined with another skill in order to successfully complete a wide range of content. By skill level 60, you will have 50% extra magnitude. The first rank of Conditioning now requires 20 Heavy Armor. The hidden, invisible armor rating added by wearing light or heavy armor has been removed. Deflection should now work on more sources than just fire, frost, or shock damage. All I ask is that if you release a mod with my work incorporated into it, you strongly consider releasing that mod with similar permissions. Backend changes the Destruction tree for compatibility with Limited Perk Trees. (Each rank of the perk adds a 50% chance to gather a single extra ingredient, and each chance is rolled independently. It no longer increases in duration. Mod-added Destruction spells and Vampire drains should also be affected. Fixed an error with the Dawnguard Item perk. Solvency now has a second rank that increases the strength of poisons by 50%, up from 25%. Its effects remain unchanged. Taking a second rank in Armor Crusher now doubles the duration of the debuff, cementing maces and warhammers as Adamants boss-killing weapons. A new perk, Stunning Strike, allows bashing to reduce armor by 150 for 10s. Fixed an error in the Bound Warhammer enchantment. A new Heavy Armor perk, Discipline, decreases the damage of incoming arrows by 25%. Investing continues to increase their maximum available gold by 1500, for a total of 3000 extra gold with full Speech investment. Call of Oblivion has a second rank again--I have returned the three summon maximum to Conjuration. It only reduces one elemental resistance at a time, based on the element of the spell youre casting. Its one perk that reduces the Stamina cost of power attacks by 25%. Quick Reflexes has been moved to a new position in the perk tree. The items are more valuable and more common. Bell Ringer now increases mace damage against staggered targets by 25/50%. Spell Surge decreases the cost of dual casting a Destruction spell by 25%, moving the magnitude/cost ratio to 2.0x/1.35x. It is now a level 20 perk. Disorienting Blow now adds Stamina and Magicka damage to bashes. The powerful open-source mod manager from Nexus Mods. The second rank of Necropotence is now a level 90 perk. These changes are not nerfs. Tier 3: up to four enchantments. I wanted to cut down on the number of required perks, and there are already more interesting weapon-specific enchanting perks. Night Thief has been removed because it was a stupid bullshit filler perk and it only ever existed because I didnt have any better ideas. Another tweak to armor XP so people will stop whining about it in my inbox. Since Scrambled Bugs is now required for Blade & Blunt, I can finally make this change. Unstable Current now has a second rank that increases the chance to deal double damage by 25%. Fixed an errant visual effect for Disorienting Bash. Affliction is now Plague. Including DragonSlayer, Unarmed perks, weapon speed perks, weapon specialization perks and more!!! Fixed an issue where Sunlight Rune would not deal its normal 40 damage. Critical damage is now unique to greatswords. Fixed an issue where Wall of Sunlight would give Destruction XP. Fixed a typo in the tooltip for Stunning Strike. To keep the power of alchemy equivalent to Vanilla, Ive automatically distributed a 25% buff to potions that Restore Health, Magicka, or Stamina. Added conditions to prevent Herbalist from affecting Coin Purses.6. It did not save them, so I'm unnerfing it. Shalidors Insight is now named Mage Robes; it has been shifted lower in the tree to be more accessible to mid level mages. Fixed an error in Night Thief that allowed you to sell items to stolen merchants. Repose is now only a one rank perk, and it only affects Regeneration and Attunement spells. Radiant Ward is now called Light Weaver again. I nerfed Fortification to save VSMA patch users from patch hell. This looks like a nerf on the surface, but its a buff when combined with the back end change to critical hits. Respite no longer affects the healing over time spells added by Mysticism. Fixed an issue with Poison Runes conditions. Prevented Weapon perks from procing on followers. Fixed an issue where Greater Frostbite had incorrect potency. --> Specialized perks for mages in EACH school of magic! Changed the name of Deep Wounds to Deep Cuts. A new Light Armor perk, Adrenaline, restores Stamina when the player is engaged in melee combat. How to Use: Hit the tidle key (~) and enter into the command prompt: set ppl to int. Extra Werewolf Perks at Skyrim Nexus - Mods and Community The creator of . Adamant is a complete overhaul of Skyrims perk trees designed to balance existing skills and add powerful new perks to the game. This will allow you to equip them with gear of your choice. Separated the two ranks of Sandman into two perks, Night Thief and Sandman, respectively. Radiant Glory allows sun spells to affect the living. The mod IS retroactive, meaning if you earned levels in your earller in the save, you should earn perk points for this. (This was intended to be in Hand to Hand anyway, and Hand to Hand is moving to an alternate implementation of this technique.). Disintegrate now has a chance to disintegrate any enemy who falls below 50% when they are hit with a shock spell. I fudged the numbers a tiny bit to keep the results exactly the same as before, when the two crit bonuses multiplied off each other. Overwhelm now gives execute damage, to be more symmetrical with other forms of melee ramage. Radiant Ward has two ranks. (The values are now +1.25 Stamina Rate, and then an additional +1.25 Stamina Rate when below 75%, 50%, and 25% Stamina). Power of the Light is now called Divine Glory, and Divine Glory is now called Power of the Light. The first rank of Agility now requires 20 Light Armor. I made some back-end changes to prepare for Blade and Blunt, which I'll release in the next hour. This means that 400 AR is the maximum value you can receive from Dragonhide. This damage will be continually applied until they die, and it can be increased by all the normal means that one would increase Destruction spell damage. Each rank of Conduit increases the damage of weapon and staff enchantments by 25%, for a total increase of 50%. Fixed an error in the conditions for Invincible. Heavy Cuts now increases critical hit damage by 50%. Fixed an error in the DLC2PerksOnehanded formlist. Perks (Skyrim) | Elder Scrolls | Fandom Champion (10/50): Two-handed weapons do 25/50% more damage. I may revisit this change in a future update. Hard Dependency for Hand to Hand, thus required here. Essence Drain is now called Chaos Binding. (Youd need to rebalance their stats and make changes to the leveled lists to really fix the issue). Wearing armor no longer prevents these perks from working, as long as you dont wear enough armor to benefit from Light and Heavy Armor perks. Affliction now has three ranks, and each rank increases the damage of all poison spells by 20%. A new perk, Silent Escape, increases stealth by 25% while in combat. Agent (10/50): You are 25/50% harder to detect while sneaking. Impact has returned. The total damage of Fire, Frost, and Shock spells with Augmented Flames and 100 skill in Destruction remains unchanged. Fixed some issues with Bash perk conditions. 33% Shout damage scaling added to Speech, thus keeping Speechs total contribution to damage the same. Re-added the boolean variable to Quick Shot. Augmented Flames, Augmented Frost, and Augmented Shock are now called Fire Affinity, Frost Affinity, and Shock Affinity, respectively. Fixed a typo in the Pilgrim of Mara Passive. This means that you can wear two or fewer pieces of light armor and two or fewer pieces of heavy armor, as long as you are wearing robes. Stability now prevents you from being staggered during spell casting if you have a flesh spell on. Changed the requirements for Brawler so that it required Scrapper instead. Changed the way that SmithingMod and SmithingPowerMod so that potions and enchantments of smithing work alongside my Smithing perks. Invincible now doubles your Health Regeneration when you fall below half Health. In addition, power attacking now further doubles the effect of their armor stripping. Eruption has been renamed to Combustion. Note that these perks work differently than the Vanilla perks: They affect all power attacks that your character does while dual wielding, including non-dual-wielding power attacks. Shadow Warriors description has been changed to more accurately reflect what it does. As with vanilla Skyrim, all enchantments must be added to an unenchanted item. The actual distribution of these extra five points are controlled by a formula I cannot access (its +1/+3/+3/+2/+3/+3 fwiw). The scaling is smart scaling, and generally spells that need duration increases will receive them, while spells that need magnitude increases will see them, instead. Forwarded record changes from Mysticism 2.3. Finally, Adamant includes the Modern Brawl Bug Fix. Fixed an error in the values for the unique flesh spells that NPCs use. By skill level 60, you will have 50% extra duration. Impact now has two ranks. Added a new perk, Sleight of Hand, that mitigates the penalty for being detected by your pickpocket target. Pilgrim of Dibella now gives you 10% extra damage (physical and magical) to the ten playable races. Ordinator - Perks of Skyrim - Nexus Mods War Mage and Battlemage have been renamed to Barrier and Bastion. Armor of Shadows now increases armor by 150, and has a second rank that increases the armor of conjured minions by an additional 150. This will make it easier to cap Armor Rating in Light Armor, and make Smithing investment more rewarding in general. Executioner has been adjusted so that the damage now scales up based on the targets missing health. Killing Shot has been removed. The first rank of Athletics now requires 40 Light Armor. Users of Blade & Blunt will recognize these changes; Ive migrated them to Adamant where they fit more naturally and allow me to adjust perks and skills without a patch. Plague no longer works on your own summons, so taking poison perks no longer stops you from safely hurling poison spells into a group of your zombies. Perks in Alteration, Conjuration, Destruction, Illusion, and Restoration should, generally speaking, apply to both staves and scrolls (the implementation will not be perfect until I have a chance to rework staves in Mysticism, but its a solid 8 out of 10). Radiant Ward now reduces the cost of Ward spells by 50%. Recovery is now a level 70 perk. Spell Shield now gives a flat 25% Spell Absorption while unarmored. Removed the silly perk names added by 2.0.8 (happy April Fools). A new perk, Guidance, buffs the duration of Courage spells by three times, which puts them on the same 30 minute timer as flesh and shell spells have with Barrier. Removed a visual effect on the stagger spell for Impact, which was only meant to be applied while testing a feature. Smithing was probably the skill most suited for a boring progression through the mastery ranks in my mind. It has two ranks. Dual Casting has been significantly adjusted in Adamant 2.0. Add extra perk points per level! The second rank of Fists of Steel is now unlocked at level 60. Pugilist is now called Brawler. This scaling begins to kick in around skill level 20. Adrenaline now only increases Movement Speed by 20%. These perks are designed to encourage specializing in light or heavy armor without punishing players who wish to craft both. Elementalist (10/50): Destruction spells cost 25/50% less Magicka. The first rank, available at level 40, gives you a 25% chance to stagger. Taking the Defensive Maneuvers perk now allows you to sprint with your shield up, using the Shield Charge animation. Illumination now triples the duration of Regeneration and Attunement spells when dual cast. Changed the name of Pugilist to Scrapper. If you benefit from any of these elements of Adamant in your own work, please make sure to credit Enai as well. This mod will not give you +99999 to weapons or make you a smithing/enchanting/alchemy god. Fist of Talos now increases Shout damage by 25%. Fixed an error in the perk that controls the interaction between smithing perks and smithing potions and enchantments. The second rank of Fortification is now its own perk, Resistance, and it gives 25% Magic Resistance. The Destruction skill now automatically increases the magnitude of your Destruction spells, up to a 60% magnitude increase. Fixed a tooltip error in the Shrines addon. Dawns Wrath now increases the magnitude of Turn Undead spells by 33%, and it adds a damage over time feature to Turn Undead spells. Combined with the reduction in cost that they experienced, this becomes a significant buff at the cost of a perk point. This looks like a nerf on the surface, but its a buff when combined with the back end change to critical hits. Magic skills now have automatic magnitude or duration scaling. Potency now has a second rank that increases the strength of potions by 50%, up from 25%. A new perk, Inscription, has two ranks. Changed several backend settings that control pickpocketing. The value of each individual point of armor rating has been raised from 0.12 to 0.17. Ive slightly nerfed its effect as well, so that it didnt take six thousand years to notch an arrow while you were zooming in. Each rank increases power attack damage by 25%. Ive now removed the duration increase from Recovery. The Shield of Stendarr is now called The Mercy of Stendarr. This shouldn't be a big deal right now, since I've already been fixing attack speed bugs in Simonrim in the background. When I have more sources of armor rating in SImonrim (religion, enchanting, alchemy, etc) I may refer this back, as I do like the shield bonus. Scout (10/50): Light armor is 25/50% more effective. This replaces the functionality of Shield Charge in a way thats more balanced, less janky, and available to both Shields and Two-handed weapons. Several perks have been adjusted in level. Fixed a bug where Close Greater Wounds wouldn't return Stamina under normal conditions. Dual Flurry is now called Dual Focus. The first rank, available at level 40, gives you a 25% chance to stagger. A new perk, Dual Focus, has been added. The Restoration skill now automatically increases the duration of certain Restoration spells (such as Attunement), up to a 100% duration increase. It doubles the duration of nearly all (Healing, Attunement, and Turn Undead) Restoration spells while dual casting. It is now much easier to completely break your game with the crafting loop. Defender reduces the damage of incoming arrows by 25% while blocking with a shield. A Null keyword has been removed to prevent errors in xEdit. Fixed an error in Weapon Enchanter where Armor Enchanter was not considered a prerequisite for the perk. The elegant, powerful, and open-source mod manager, Download and manage all your collections within Vortex, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account. Adjusted the magnitude, level, and order of several pickpocket bonuses. Quick hotfix for a tweak to a Two-handed perk. The tooltips for all sneak attack perks have been adjusted in a way that feels more sensible to me. Permissions and credits. Determination no longer reduces incoming damage while casting spells. Strange Minds is now once again called Master of the Mind, and I have raised its level requirement back to 90, the Vanilla value. Ive also nerfed it a little (it doesnt double the critical damage anymore). Yay! Ive buffed Taloss Pilgrim bonus to compensate for this & account for the changes to Stormcrown. Recovery now increases the magnitude of all healing spells by 33%, and doubles the duration of Attunement spells. Forwarded some changes to support recent Mysticism changes to Drain Health spells. Fists of War now increase power attack damage by 25/50% per rank. These extra perks have been added to make sure players spend the appropriate amount of points in enchanting to master it, compared to other skills. Fixed an error in the conditions for Fortress. Increased the damage of war axe and battle axe bleeds by about 11% to account for changes to other forms of DoT damage in Thaumaturgy 1.3. Forwarded some changes from Mysticism 1.1.3. By skill level 100, you will have 60% extra magnitude. Fixed a typo in the tooltips for Bone Crusher 20 and 60. Fixed an error where the Dwemer Spider was exploding prematurely, Fixed an error with the costs of Bound Sword and Bound Greatsword. Forgemaster is a new level 90 perk that gives you +1 to all tempering. Respite continues to add a Fortify Stamina effect to Attunement spells, so sword and shield, duel wield, and two-handed builds can continue to benefit from Respite without switching weapons. Added an increase to bashing damage to Defensive Stance and Gladiator. Copyright 2023 Robin Scott. In sum, power attacks continue to be a huge focus of the tree. The level requirements for dozens of perks have been adjusted to account for the change to mastery perks. Play Drum: Your Health is increased by 25/50 for 10 minutes. Magicka Well now doubles your Magicka Regeneration when you fall below half Magicka. There are two versions of extra damage perk mod. Scourge is now a level 80 perk that increases your damage against targets below half Health by 50%. Corpse Preparation is now a level 40 perk. What it does. The numbers are 20/40/60/80/100. The new crafting perks are Basic Styles (Steel and Leather), Intermediate Styles (Orcish, Steel Plate, and Scaled), Journeyman Styles (Dwarven and Nordic), Advanced Styles (Ebony), Rare Styles (Elven and Chitin), Exotic Styles (Glass) and Mythic Styles (Daedric and Dragon). Fixed an issue w/ the conditions of Precise Cuts 40 and 90. For two, I've been working on stagger. Daedric Prey is now called Essence Drain. Prevented Power Surge from triggering on corpses. I need a chance to work on these spells in Mysticism again before I support them with a perk. (Make Stability work on this.). Added some integration between Adamant and Blade & Blunt 3. The perk Hidden Threat (+100% Sneak potency w/ standing still) is now a level 80 perk that turns you invisible when you sneak in combat, and has a cooldown of 10 seconds. It no longer cares which pieces those are, and wearing a piece of light armor no longer prevents you from benefiting from the perk. Finally, spells like Oakflesh, Fire Shell, Regeneration, and Attunement will now be able to last for a whopping 30 minutes (w/ the appropriate perks), meaning players should pretty much never have to cast them more than once per dungeon. This is a big bonus that should help staff wielders mix in either magic or combat skills without feeling like they need to use a soul gem every 5 seconds. Fixed an error in the conditions for Rip and Tear, Fixed an error in the conditions for Inscription, Fixed an error in the perk entry for Quick Slash, Fixed an error in the perk entry for Deep Wounds, Fixed an error in the perk entry for Eagle Eye, Fixed a typo in the description of Onslaught, Fixed a typo in the description of Rampage, Fixed a typo in the description of Cleave, Fixed a typo in the description of Grim Focus, Fixed a typo in the description of Philosopher, The unarmed scaling for Light Armor no longer applies to Werewolves, Werebears, and Vampire Lords, as they have their own built-in scaling, Corrected the name "Novice Healer" to "Healer. Invincible now reduces incoming damage by 50%, based on your missing Health. As long as Illusion continues to be an I win button, it must be balanced by restricting the number of targets it can be used against. Armor of Shadows now gives summoned creatures 150 Armor Rating and 25% Magic Resistance perk rank. I've changed the level requirements and order of multiple perks, and I haven't listed all of them here. The Conjuration skill now automatically increases the magnitude of your Reanimation and Banish Daedra spells, up to a 100% magnitude increase. Fixed an issue where several Adamant perks werent aware of new Mysticism 2 staves. This will allow the changes to take effect on an existing game. The perk now gives you 10% Spell Absorption at full Magicka; 20% Spell Absorption at 75% Magicka; 30% Spell Absorption at 50% Magicka; 40% Spell Absorption at 25% Magicka, and 50% Spell Absorption at 0 Magicka. Daggers now start with a 4x bonus to sneak attack damage. Ive also increased the duration of the effect and added a muffle component. Determination should work more consistently now. Fixed an error in the Adamant - Pilgrim integration that prevented Auriel's Pilgrim bonus from working. Spell Surge now has a second rank that increases the damage of dual casting by 50%. Adamant no longer increases the speed of the Unarmed weapon. The other makes weapons do 2.5x damage (1.75x for two handed). Ive reduced the cost reduction offered by Mage Robes from 20% to 10% because I hate wizards and want them to suffer. It changes the perks presented by the vanilla game and expands upon them to make the game more challenging and elaborate. The Illusion skill now automatically increases the magnitude of your Illusion spells, up to a 60% magnitude increase. Dual casting modifiers can be adjusted through two perks; Destruction mages have the option to increase the damage of dual cast Destruction spells to by 25% (2.25x, just a hair above the Vanilla modifier); Alteration mages have the option to reduce the cost of dual cast spells from any school by 25% (1.35x) while unarmored. Pilgrim is now only half as effective on Talos. The second perk, available at level 70, gives you a 50% chance to stagger. The level requirements for several perks have been adjusted. Defender (10/50): Heavy armor is 25/50% more effective. They now increase Fire, Frost, and Shock damage by 33%. Spell Surge has been split into two ranks. The second rank of Chaos Binding is now a level 70 perk. I actually think this is a bit too strong, and I intend to change it in a more substantive (upcoming) Adamant update, but for now I just wanted to get it back in the perk tree. I cheated. If you are playing an unarmed character and wish to update mid-game, open the console and find the record titled Unarmed Scaling Controller. Remove and re-add this ability from your character. Vitality doubles the duration of Attunement spells and Healing Light spells. Changed the name of Heavy Cuts to Mortal Wounds. Deadly Bash now increases bash damage by 5x/10x per rank. mods (TESVSnip specifically), so I decided to make the mod from the. This scaling begins to kick in around skill level 20. North Wind now has a second rank that increases the Weakness to Frost effect by an additional 25%. These values are fixed, and are not affected by Restoration skill or power. Essentially, it allows you to edit the amount of perk points earned every "level up". Made some adjustments to the unarmed script and the scrips for entering combat while wearing Heavy or Light armor. Block (whoops i forgot this because i don't know my alphabet). Bullseye is the new (old?) Power Bashing is now exclusive to shields. Beauty of Dibella increases damage dealt and reduces damage taken by 10% when fighting members of the opposite sex. Fixed a bug that affected the reanimation spells cast by NPCs. This was a holdover from an earlier draft of the perk and should have been removed before release. (I wanted Archery to play to its own strengths rather than be a ranged version of One-handed/Two-handed.). Fixed an error in Fists of Steel where damage was higher than expected. Re-implemented the Herbalist perk. Grim Focus now increases critical hit damage by 50%. Rage and Ruin, Tranquility and Terror, and Mind and Matter have been split into separate branches: Serenity, Tranquility, and Stasis on one side, and Howl of Rage, Aspect of Terror, and Voice of Authority on the other. Warhammers now properly strip twice as much armor when power attacking. Taking a second rank in Bone Breaker now doubles the duration of the debuff, cementing maces and Warhammers as Adamants boss-killing weapons. The purpose of this mod is to remove all but the skill requirements for perks, so that way you can skip the perks you don't want. Critical damage is now unique to swords. Herbalist (10/50): Potions and poisons you make are 25/50% stronger. Adamant - do not open revived creatures inventory, Adamant - Economy Overhaul and Leadership Patches, Adamant - Elemental Destruction Magic Patch (Testing phase), Adamant - Shrines and Amulets (Wintersun Compatible), Adamant - Simonrim Attack Speed Fix - Creation Club Dawnfang Bloodthirst Patch, Adamant 5.5.0 - Power Bash Reimplementation, Adamant CCOR and aMidianBorn Content Addon Patch, Adamant Scroll Enchanting-Perks for Staffs, Adamant Tweaks for Light Armor And One-Handed - Deft Movement and Fighter's Stance Restored, Animated Armoury Bound Weapons - Adamant Patch, Bandit Spellswords - An Unofficial Simonrim Enemy Mod, BETA Adamant and WACCF Patch for CCOR and Smithing Perks Overhaul (SPO - Adamant Mashup), C.O.I.N. Resolve now increases the power of your healing spells by 50% when their target is below half Health. Fixed a type in the description of Novice Summoner. You no longer need to spend five perks to unlock dual casting for each school of magic; dual casting is simply a mechanic players have access to automatically. Critical Charge no longer increases the damage of critical hits, to account for the extensive buffs to crit damage elsewhere in this update. Determination now reduces incoming damage while casting spells. Eagle Eye (the perk which gives bows the zoom feature) has been removed. For instance, you can now wear a heavy chest piece, a light helm, light gauntlets, and light boots and be counted as wearing Light Armor. Forwarded the changes to several scroll names from Mysticism. Perks Unbound - SSE Edition at Skyrim Special Edition Nexus - Nexus Mods Nerfed Scribe to 50/100% instead of 2/3x.
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