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Log in to view your list of favourite games. Radiant Ward is now called Light Weaver again. Although their tooltip value is smaller than Destruction (20% compared to 33% or 25%, depending on which perk youre comparing), the actual damage of poison spells is higher than Destruction spells, and so the perks are roughly equivalent in terms of their impact. In return, Novice Blacksmith will allow you to temper both weapons and armor to the (Superior) tier; Apprentice Blacksmith will allow you to temper both weapons and armor to the (Exquisite) tier; and etc. Pugilist is now called Brawler. Adamant is a complete overhaul of Skyrims perk trees designed to balance existing skills and add powerful new perks to the game. My original changes created some awkward results for users combining Adamant with some crafting overhauls, since those overhauls often had their own solutions to the Dwemer and Orcish problem. Light Armor perks that previously asked you to equip a light chestpiece, light gauntlets, and light legs now only ask you to pick 3 pieces of light armor. Fixed a few different errors in various bound weapons. --> Added 70+ new perks. It did not save them, so I'm unnerfing it. The best perk mods for Skyrim - TBM | TheBestMods Backstab now increases sneak attack damage for all One-handed weapons by 50%. Donate premium membership. Determination now reduces incoming damage while casting spells. Stability is now conditional on being unarmored, and it reduces the damage you take while casting spells by 25%. It now increases damage against targets who are power attacking, drawing a bow, or casting a spell by 50%. A new perk, False Life, increases the movement speed and attack damage of reanimated zombies by 25%. It no longer increases in duration. This keeps it consistent with the bonus from Spell Surge. To compensate for this, I've added a new mechanic to unarmed, inspired by Oblivion--Stamina damage. Fixed a compatibility issue between Adamant and FEC whereby the flame-related death effects would always trigger if the player had Combustion. Critical Shot is now called Eagle Eye because its a cooler name and its free now. The second rank of Chaos Binding increases the Fire, Frost, and Shock damage from 15 to 30. How to Use: Hit the tidle key (~) and enter into the command prompt: set ppl to int. Fixed an incorrect condition that caused Empowered Ward 40 to fail to trigger until Empowered Ward 70 had been taken. Increased the range of effects added by the Bastion perk. 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. Dawns Wrath now increases the magnitude of Turn Undead spells by 33%, and it adds a damage over time feature to Turn Undead spells. Armor Crusher reduces enemy armor by 100 points (12% damage w/ Vanilla armor values) each hit. The second perk, Affliction, has two ranks. Quick hotfix for a tweak to a Two-handed perk. Respite no longer affects the healing over time spells added by Mysticism. Headshot is now a level 80 perk that increases damage to enemies below half Health by 50%. The number of perks required to specialize in Alchemy has been reduced to be in line with Smithing and Enchanting. Ive added keywords and injected a few records for patchless compatibility with Pilgrim. Warhammers now properly strip twice as much armor when power attacking. The second perk, available at level 70, gives you a 50% chance to stagger. PPL is the additional amount you get, by the . A new perk, Soul Siphon, now allows enchanted weapons to regenerate some of their lost charge when they land a killing blow. Fists of Steel now only increase Unarmed Damage by 25/50% per rank. Ive removed the crit scaling from the mastery perks and buffed Precise Cuts. Changed several backend settings that control pickpocketing. This scaling begins to kick in around skill level 20. This has been reported as a bug about 1,001 times, so hopefully this will help users troubleshoot their games more accurately. Extra Level Perk Points and DragonSouls to Perk Points - Nexus Mods Ive merged the two ranks of Spell Strike into one. Disorienting Blow now adds Stamina and Magicka damage to bashes. Mage Robes now reduces the cost of spells and enchantments by 10% while wearing robes. Fixed an error in the conditions for Skull Cracker 40. There are two versions of extra damage perk mod. Howl of Rage now increases the attack damage of commanded targets by 25%. Bound Weapons no longer double the effects of their enchantments when power attacking. The smithing tree has been rewritten entirely. Recovery is now a level 70 perk. Adjusted some errant values for bound weapons. It has been buffed slightly. The scaling will not kick in until around skill level 20, and caps out at skill level 100. Removed PerkSkillBoosts and AlchemySkillBoots from Adamant, since they are no longer needed as of Version 4.2.6. This perk, Resonance, reduces the cost of all spells, staves, and weapon enchantments by 25% while wielding a staff. Mod-added Destruction spells and Vampire drains should also be affected. Rebalanced all bound weapons (as well as the second rank of Mystic Binding). It is now much easier to completely break your game with the crafting loop. Tempering is now significantly less effective without investment into Smithing; even with 100 points in Smithing, you will only be able to improve weapons and armor to the (Fine) tier. Finally, Adamant includes the Modern Brawl Bug Fix. Adamant 4.0 is not a nerf. I'd also highly recommend getting a mod that gives you more perk points - the vanilla amount of points is not nearly enough to do this mod justice. Tier 3: up to four enchantments. But you can be sure that once you've become the Archmage at Winterhold and mastered all magicks in Skyrim, you'll want more. Other users can increase the damage of weapon enchantments by 50%. 33% Shout damage scaling added to Speech, thus keeping Speechs total contribution to damage the same. It only has one rank. Fixed an error in the Adamant - Pilgrim integration that prevented Auriel's Pilgrim bonus from working. If your perks look funny, just respec (which you should have done before you updated really!). Fixed an error in Power of the Light 30 and 70. The mastery perk Illusionist now increases magnitude instead of duration; perks with no magnitude (such as Invisibility) continue to benefit from a duration increase. By skill level 100, you will have 100% extra duration. Fixed an error with Armor of Shadows which I introduced in 5.4.6. Added Dwemer to the Disintegration Immunity List. The first rank of Mage Armor now requires 30 Alteration and the first rank of Mage Robes. The first rank of Cultist is now a level 30 perk. Spell Shield gives 25% Spell Absorption. Merciless now applies to unarmed attacks. (The recharge effect is simply too broken to be used.). The second rank applies to all two-handed attacks. Several Light Armor perks have been renamed. Dual Savagery is now called Dual Flurry. This looks like a nerf on the surface, but its a buff when combined with the back end change to critical hits. Adrenaline now increases your Stamina Regeneration the lower your Stamina. Potions and poisons will now be slightly weaker (about 16%) from the beginning of the game. Leveling Alteration, Conjuration, Illusion, and Restoration now increases the duration of your spells, up to 150% (up from 100%). This change is designed to support an upcoming change to Blade & Blunt which will affect the balance of Heavy Armor vs. Light Armor. Each rank decreases the Poison Resistance of enemies under the effect of poison spells by 25%. Fixed an incorrect formlist relating to the Dragonborn respec option. Affliction now has three ranks, and each rank increases the damage of all poison spells by 20%. Artificer (10/50): New enchantments are 25/50% stronger. Power Bashing is now exclusive to shields. Concentration has been broken into two perks. 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. Spell Surge decreases the cost of dual casting a Destruction spell by 25%, moving the magnitude/cost ratio to 2.0x/1.35x. Bullseye is the new (old?) 180 skill perks are available, 251 if including all ranks for each perk. The perk Weapon Enchanter no longer exists. Critical Charge no longer increases the damage of critical hits, to account for the extensive buffs to crit damage elsewhere in this update. Adrenaline is now a rank 60 perk, for better distribution of mobility and stamina-management perks. Fixed an error in the Azura bonus (for users that dont have Pilgrim). Configurable Perks Per Level (with MCM) - Nexus Mods They made a simple mod that allows you to Block, Parry, and/or Bash even if you have a weapon, spell, or dual weapons equipped. 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. Prismatic Ward is less effective (50%, down from 75%). This scaling begins to kick in around skill level 20. Fixed an error in the conditions for Rip and Tear 60. Ive also nerfed it a little (it doesnt double the critical damage anymore). Pilgrim of Stendarr now gives you 10% extra damage (physical and magical) to undead. Enchantments on one-handed weapons, two-handed weapons, and bows will continue to be buffed only by specific perks in Enchanting. 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 Rend and Rake 80. The first rank of Mage Robes now requires 20 Alteration, and no longer requires the first rank of Mage 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. Its effects remain unchanged. In the mean time, the new implementation of Spell Scribe will help with sustain (and don't worry, it'll still be there in 2.2, and your progress in the perk tree will carry over). Made a small tweak to the visuals of the "Fire" portion of the new Bound Weapon perks. The cooldown for Light Armor XP should work more consistently now. Game settings related to Block have been adjusted. Fists of Fury now allows unarmed attacks to deal Stamina damage, and with its second rank, to prevent enemies from regenerating Stamina for ten seconds. The first rank of Necropotence is now a level 60 perk. For one, I've been working on polishing out the last elements of shield's deliberate niche within Simonrim. Fixed an error in the Shrines and Amulets plugin. Flesh scrolls now work correctly with Mage Armor. Play Drum: Your Health is increased by 25/50 for 10 minutes. Fixed an issue w/ the conditions of Athletics 90. This replaces the functionality of Shield Charge in a way thats more balanced, less janky, and available to both Shields and Two-handed weapons. Daedric Prey is now called Essence Drain. Incompatibility: This allows me to more clearly differentiate the effects of Rip and Tear (which increases the duration of the bleed) and Rend and Rake (which increases the damage of the bleed) without violating my design principals or fudging the numbers too much. Corpse Preparation is now a level 40 perk. Some of my formatting has been messed up. Indomitable Will now has two ranks, one at 40 and the other at 80. Stability has been replaced with Magicka Well, which makes your Magicka regenerate up to twice as fast, based on missing Magicka. Light Foot now permanently reduces the sound that you make while moving by 50%. Voice of Authority now increases armor by 150. Power Bash has been removed. Everyone in Skyrim is bi, and now you are too. Infiltrator is now a level 80 perk, and it now increases movement speed by only 20%. Removed the silly perk names added by 2.0.8 (happy April Fools). Warhammer are a little behind their axes and swords in their damage, but they have a clear defensive advantage. As with vanilla Skyrim, all enchantments must be added to an unenchanted item. Fixed a type in the description of Novice Summoner. Adamant no longer restricts weapons from power bashing (this didnt do what I wanted anyway, and got in the way of users for no good reason). mods (TESVSnip specifically), so I decided to make the mod from the. Vitality doubles the duration of Attunement spells and Healing Light spells. Fixed a few errors with Master of the Mind. Bound Weapons have received a significant back-end balance pass. Characters can now zoom in with a bow from the beginning of the game. Dead Thrall now lasts for 120 seconds instead of 60 seconds. I nerfed Fortification to save VSMA patch users from patch hell. This perk works exactly like Adrenaline, but for Magicka. Pilgrim of Mara now makes you immune to diseases. Shalidors Insight is now named Mage Robes; it has been shifted lower in the tree to be more accessible to mid level mages. The cap for damage resistance provided by armor has been raised from 80% to 85%. The gold you pay to guards continues to scale off your Speech. Fixed an error in Fists of Steel where damage was higher than expected. Spell Surge no longer has two ranks. Changed the name of Pugilist to Scrapper. 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. To give the player the right amount of power in the appropriate amount of perks, I needed to get a little creative. Magicka Shield is now called Spell Shield. The bonus perk points are retroactive. 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. Rampage is now the capstone. Removed an used record in the Frost Cloak spell. Armor tempering remains unchained, giving +10 base armor to helms, shields, gloves, and boots, and +20 base armor to chest armor. Dual Frenzy now decreases the Stamina cost of dual wield power attacks by 25%. Fixed an issue with Poison Runes conditions. Quick hotfix to add a condition I accidentally ate on one of the Barbarian perks. Spell Surge is now a one-rank perk that reduces the cost of dual casting by 25%. Honestly it was 2:30 AM when I realized that and I was just too tired to bother with it right now. Fixed a typo in the tooltip for Dragon of the North. Please feel free to use this perk to murder instead of escape. A new Heavy Armor perk, Discipline, decreases the damage of incoming arrows by 25%. Pilgrim of Zenithar now gives you 25% buying & selling prices. Magicka Well now doubles your Magicka Regeneration when you fall below half Magicka. This means that 400 AR is the maximum value you can receive from Dragonhide. Adjusted the gold value provided by Supply and Demand from 1000 each to 750 each. While working on Adamant, I have benefited greatly from the work of Enai Siaion. The first rank allows Illusion spells to work on the undead; the second rank allows Illusion spells to work on Daedra and automatons. The hidden, invisible armor rating added by wearing light or heavy armor has been removed. Armor of Shadows now gives summoned creatures 150 Armor Rating and 25% Magic Resistance perk rank. 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. Mysticism 1's new Turn Undead Rune will not work with Dawn's Wrath right now, and the Sun Runes won't work with Divine Glory. I've changed the level requirements and order of multiple perks, and I haven't listed all of them here. I could potentially condense Nimble Fingers and Practiced Thief down into a second rank of Sleight of Hand and then add a duration-based perk for poisons, but since I dont have room for that perk in Hand to Hand, Ill skip it. Several Heavy Armor perks have been reduced from a 35% magnitude to a 25% magnitude. 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. Fixed an issue where Bound Weapon FX was resisted by Fire Resist. Extra Damage Perk for Player at Skyrim Nexus - Nexus Mods Perks in Alteration, Conjuration, Destruction, Illusion, and Restoration no longer directly influence weapon enchantments. Welp i figured it out :P you know why? Essence Drain is now called Chaos Binding. Bullseye is no longer the capstone. to Mysticism in the 2.0 update. Impact has returned. Disintegrate now has a chance to disintegrate any enemy who falls below 50% when they are hit with a shock spell. I was informed in no uncertain terms that I must either un-nerf maces or face the wrath of several dozen angry crusaders. Beauty of Dibella increases damage dealt and reduces damage taken by 10% when fighting members of the opposite sex. (It now gives 10% Damage Resistance when below 75% Health, 25% when below 50% Health, and 50% when below 25% Health). This includes Talos, even though hes kind of a bitch. The Shield of Stendarr is now called The Mercy of Stendarr. I tweaked some perk ordering in the background to prevent NPCs from getting Armor of Shadows and Ritual of Power by default. The Form IDs for Dual Focus and Dual Frenzy have been adjusted. It works with a keyboard and mouse or a controller. Fixed an error with the Reanimate Gear Controller Perk. All the assets in this file belong to the author, or are from free-to-use modder's resources, You can upload this file to other sites but you must credit me as the creator of the file, You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator, You can convert this file to work with other games as long as you credit me as the creator of the file, You are allowed to use the assets in this file without permission as long as you credit me, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You are allowed to earn Donation Points for your mods if they use my assets, Adamant - A Perk Overhaul - Polish Translation, Adamant - A Perk Overhaul - Turkish Translation, Adamant - A Perk Overhaul - Castellano - Spanish, Adamant - A Perk Overhaul - Traduzione Italiana, (OUTDATED) Adamant - A Perk Overhaul - Russian Translation, PT-BR Traducao - Adamant - A Perk Overhaul, Adamant - A Perk Overhaul - Traditional Chinese Translation. Previously, maces were the best weapons for sneak attacks until Sneak level 70, which is pretty stupid. Ill change the Ritual Stone in an update to Mundus, so that three summons remains the max. Adrenaline now only increases Movement Speed by 20%. In addition, power attacking now further doubles the effect of their armor stripping. Arcane Weapon is now called Arcane Binding. Several Block perks have been adjusted up or down by ten levels. Inscription is now called Seeker. Adjusted the level requirement of several perks in the Speech tree, as well as the general shape of the tree. Fixed a bug with Skull Cracker and Bell Ringer. Invincible now doubles your Health Regeneration when you fall below half Health. Fixed an error with Master of the Mind for a few spells. Each rank of Bell Ringer adds some armor-piercing true damage to maces. Removed the damage reduction from Shalidor's Shield. Swordsman is now called Precise Cuts. Firebrand now has a second rank that increases the damage against branded enemies by an additional 25%. At level 1, A pair of spirit wolves will aid you while you are below 50% health. The other makes weapons do 2.5x damage (1.75x for two handed). Adjusted the way that Plague and North Wind work, to make those perks easier for a 2handed character to use. Mara now reduces the cost of healing spells by 25%. Impact now has two ranks. Note that it does not come w/ any knockdown effects; Battering Ram is Adamants mechanical replacement for Shield Charge. Gladiator (10/50): Blocking is 25/50% more effective. This mod is opted-in to receive Donation Points. Rip and Tear now has a second rank that increases the damage over time dealt by axes. Version 2.1.6 is designed to fix a few bugs while I continue to work on Version 2.2, which is turning out larger than I expected (as my updates all tend to do). I will probably make a Bastion-like perk for Healing spells in the future, but I'll need to update Mysticism first. Fixed an issue where Wall of Sunlight would give Destruction XP. It has a second rank that increases critical hit damage by another 50%. Corrected an error in the tooltip for one of the dual wield perks. Fixed a bug where Armor Crusher and Rip and Tear could be resisted by Magic Resist. - Disarming Bash requires Power Bash for the same reason. Fixed a small error in the Pickpocket formlist. While Ordinator is balanced for vanilla perk gains, this is a clean way to get more perk points. Leveling Block now increases the damage you deal when bashing, up to 100%. Fixed an issue with the conditions on Dawn's Wrath, Fixed an issue with the conditions on Resonance, Fixed an issue with Divine Glory and Wall of Sunlight. Herbalist (10/50): Potions and poisons you make are 25/50% stronger. The names of several Pilgrim blessings have been tweaked. Resonance now increases the damage of all weapon and staff enchantments by 33% when wielding a staff or a spell. (Sorry about the double post; this was listed as a bug in Mysticism, but it was actually a problem w/ the Adamant ESP.). This will resolve itself as you progress through the perk tree. Bone Breaker reduces enemy armor by 82 points (10% damage w/ Vanilla armor values) each hit. Added three new injected keywords for use with another project. Purity is now an autoperk. Overpower now increases damage against targets who are power attacking, drawing a bow, or casting a spell by 50%. Smithing was probably the skill most suited for a boring progression through the mastery ranks in my mind. Fixed an error with the conditions for Prismatic Ward. 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. Athletics now has a second rank at level 90 that increases Movement Speed by an additional 10%. SKYrim Perk Extravaganza -- SkyPE - Nexus Mods Skyrim: The 6 Best Mods For A Warrior Playthrough - MSN Sorry about that Unstable current will no longer randomly change the tooltip value of your shock spells. Fixed an issue where several Adamant perks werent aware of new Mysticism 2 staves. Let me know if you have a specific question based on a problem with the formatting, and I'll try to answer it. (The values are +.75 Magicka Rate, and then an additional +0.75 Magicka Rate when below 75%, 50%, and 25% Magicka, respectively). Summoner (10/50): Conjuration spells cost 25/50% less Magicka. Scourge is now a level 80 perk that increases your damage against targets below half Health by 50%. Shadow Mage is now called Shadow Casting. The missing potency has been distributed through level-based enchanting scaling. Shadow Warriors description has been changed to more accurately reflect what it does. The total number of mastery perks in each skill has been reduced from 5 to 2. --> Specialized perks for mages in EACH school of magic! Perks are a new feature in Skyrim. As of 5.0, I am using Ordinator's Scorched Earth mesh, as well as borrowing a few script implementation tricks from Vokrii or Ordinator. Taking a second rank in Bone Breaker now doubles the duration of the debuff, cementing maces and Warhammers as Adamants boss-killing weapons. Fixed an error in the Bound Warhammer enchantment. Mobile Defense has been moved to a new position in the perk tree. Patch 5.1.7 is designed to prepare for the release of Pilgrim - A Religion Overhaul. Strange Minds, and Indomitable Will have been adjusted in position and level. A new Lockpicking perk, Rare Gems, allows you to find more gems in chests. Changed the magic effects for Sunfire, Vampire's Bane, and Stendarr's Aura for better compatibility. Nerfed Scribe to 50/100% instead of 2/3x. Dark Devotee now has a second rank that increases the duration of Conjuration spells by an additional 50%. I have tweaked the values of individual perks, adjusted game settings, or added native skill scaling to ensure that every single skill reaches the exact same level of power by level 100 as it did in Adamant 3.0. For example, if you use heavy armor, you might be forced to put a point into a Smithing perk that applies . The level requirements for several perks have been adjusted. Potency now has a second rank that increases the strength of potions by 50%, up from 25%. A new perk, Light Weaver, increases the damage of sun spells by 25%. More perks per levels at Skyrim Nexus - Mods and Community (The values are now +1.25 Stamina Rate, and then an additional +1.25 Stamina Rate when below 75%, 50%, and 25% Stamina). Much of the mod is being rebuilt from the ground up with these two factors in mind. Spell Shield now gives a flat 25% Spell Absorption while unarmored. Persuasion checks will be slightly easier to pass without the Silver Tongue perk than they were before. The update in 2.0.1 that reduced it to about 15% effectiveness made the perk too small to justify keeping it limited to dual casting. Grim Focus now increases critical hit damage by 50%. The total damage of Fire, Frost, and Shock spells with Augmented Flames and 100 skill in Destruction remains unchanged. Armor Crusher now reduces about 6% worth of enemy armor per hit at rank one, and 12% of enemy armor per hit at rank two. Fixed an issue where Auriel's tooltip would show up twice if Pilgrim was present. Changed the way that SmithingMod and SmithingPowerMod so that potions and enchantments of smithing work alongside my Smithing perks. Description: Adds a spell tome to the Throat of the World and the shrine at the entrance inside High Hrothgar that will teach you a spell to convert your extra dragon souls to perk points. Injected a keyword that I needed to use in Mundus. The only part of the vanilla (unmodded) Skyrim Special Edition games files (approximately 22.75GB) these mods (MultipleEnchantments, MultipleEnchants6 and MultipleEnchats32) affect in any way is the 'Extra Effect' perk on the Enchanting perk tree. Heavy Armor perks that previously asked you to equip a heavy chestpiece, heavy gauntlets, and heavy legs now only ask you to pick 3 pieces of heavy armor. Fixed an error in the conditions for Green Thumb 30. This scaling begins to kick in around skill level 20. These changes are not nerfs. Quick Roll has been removed from the Sneak tree and distributed to players automatically at the start of the game. 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. Steady Hand now only has one rank. Brilliance now works on concentration spells as well, but its been reduced to half magnitude. I also changed the description of Elemental Enchanter slightly. The second rank of Cultist is now a level 60 perk. Illusionist (10/50): Illusion spells cost 25/50% less Magicka. Weaponsmith and Armorer make a return, both giving a +1 to tempering weapons and armor respectively. Eagle Eye (the perk which gives bows the zoom feature) has been removed. Bound weapons should now be recalibrated to be competitive w/ physical weapons without overpowering them. These debuffs continue to stack, and power attacks continue to double their effect. Investing continues to increase their maximum available gold by 1500, for a total of 3000 extra gold with full Speech investment. Heavy Cuts now increases critical hit damage by 50%. Some other automatic bonuses include casting range for runes and summons, and a small buff to healing, Magicka, and Stamina positions designed to keep the strength of the Alchemy tree equivalent to Vanilla. In addition, power attacking now further doubles the effect of their armor stripping. The debuff lasts for five seconds and stacks. These values are fixed, and are not affected by Restoration skill or power. Ordinator overhauls all perk trees for a total of 469 new perks and enables many new viable character builds. The first rank of Dual Frenzy is now a level 40 perk. Fixed an issue where some healing spells wouldnt heal unless you had the Respite perk. It now reduces incoming damage while sprinting. Ive buffed Taloss Pilgrim bonus to compensate for this & account for the changes to Stormcrown. Merchant now increases selling prices by 20% per rank. A new perk, Dual Focus, has been added. Endurance is now a rank 80 perk, both for better distribution of mobility and stamina-management perks, and because its one of the best perks in the light armor toolkit, similar to higher level Heavy Armor perks like Defiance. Switched the ordering of False Life and Undead Servant, to ensure you get the new ten minute duration for zombies ASAP. Augmented Flames, Augmented Frost, and Augmented Shock are now called Fire Affinity, Frost Affinity, and Shock Affinity, respectively. Extra Level Perk Points and DragonSouls to Perk Points at Skyrim Nexus - Mods and Community All games Skyrim Mods Skills and Leveling Extra Level Perk Points and DragonSouls to Perk Points Extra Level Perk Points and DragonSouls to Perk Points Endorsements 2,180 Unique DLs 38,402 Total DLs 68,929 Total views 196,280 Version 2.2 Download: Manual