Perk Analysis: Without format

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Alchemy: Alchemist00: | modify alchemy effect by 25% alchemist20 | modifties alchemy effect by an additional 25% totaling for 50% | modifies the ingredient discovery by eating to 4 meaning you can find all alchemical effects Benefactor | increases all benifical potions that have no negative effects by 25% | poitions that restore health,stamina and magicka get additional 25% total for 50% for these potons night eye | grants an at will power that grants night vision. Last like 24 hours or something regeneration: | grants 1 health regeneration a second at all times. Grants an additional 5 health per second when in water. I believe you have to have the swimming animation playing for it to take effect. This adds up to 6 health a second when swimming concentrated poison | gives to effects. On modifies poison doses by 0.02 alchemy meaning 2 additional doses at skill lvl 100. the other effect modifies doses by 0.05 so that means 5 additional doses. I think these either stack for 7 total doses or multiply. So that would mean 18 doses. I will have to check. Experimenter50 | gives a 67% chance to grant 2 potions or poisons. The extra potion may or may not grant exp. I will check. Experiementer90 | has a 100% chance of granting 2 poitions or poisons fortify muscles. | Grants 100 health and stamina and gives a 50% stamina regen buff. Improved poisons. | Grants a 25% bonus to all poisons snakeblood | grants 50% disease resistance and 25% poisons resistance alchemical intellect | grants a 5% bonus to spell cost magnitude and duration. | Grants 100 magicka and a flat 1 magicka per second purity | removes all negative effects from potions and beniifical effects from poisons | multiplies all created potionsand poisons by 20% | multiplies all benifical potions by 50% multiplies all potions that restore health, stamina and magicka by 50% | multiplies allpoisons by 50%. Alteration fundemental alteration | reduces spell cost by 55% | increases magnitude and duration of all spells by 1% per skill level novice alteration | reduces spell cost by 55% | novice or higher spells have magnitude and duration inceased by 2% per skill level Adept alteration | reduces spell cost by 55% | adept or higher spells have magnitude and duration inceased by 3% per skill level expert alteration | reduces spell cost by 55% | expert or higher spells have magnitude and duration inceased by 4% per skill level master alteration | reduces spell cost by 55% | master or higher spells have magnitude and duration inceased by 4% per skill level alteration dual casting | allows dual casting which gives 2.3 magnitude and duration for 2.0 spell cost magic resistance | gives 10% magic resist per perk. 3 perks in total mage armor | adds 40/50/60/75 armor to the base magnitude to mage armor 1-4 respectivlly. These bonuses are effected by the mastery magnitude multipliers. Doesnt work with any armor equiped. Spell armor | while under the effects of a mage armor increases all elemental resist by 15% magicka absorption | grants 30% absorption stability | increased duration of alteration spells by 50% arcane lockpicks | doubles duration metamagical thesis | decreases spell costs by 10% for all spells metamagical empowerment | increases all spell magnitude and duration by 20%. this goes for all magical effects including enchantments Block improved blocking | increases block amount by 25% experienced blocking | grants some stamina when you block a hit | increases block amount by 50% strong grip | arrows get 100% deflect chance when they hit your sheild | reduces shield weight by 75% | increase block amount by 40% | modifies sheild armor rating by 10% elemental protection | increases elemental resist by 50% when blocking defensive stance | removes slowdown while blocking unstoppable charge | allows for bullrushing while blocking. | Increases bull rush damage based on mass. I believe its a 1 to 1 ratio powerful bashes. | Gives the player a new bash spell that does increases damage based on mass. 1:1 ratio overpowering bashes | gives new bash spell that does even more damage based on mass 2:1 ratio disarming bash | adds a chance to disarm foes when you bash them. 25% chance Conjuration fundemental conjuration | reduces spell cost by 55% | increases magnitude and duration of all spells by 1% per skill level novice conjuration | reduces spell cost by 55% | novice or higher spells have magnitude and duration inceased by 2% per skill level Adept conjuration | reduces spell cost by 55% | adept or higher spells have magnitude and duration inceased by 3% per skill level expert conjuration | reduces spell cost by 55% | expert or higher spells have magnitude and duration inceased by 4% per skill level master conjuration | reduces spell cost by 55% | master or higher spells have magnitude and duration inceased by 4% per skill level Cojuration dual cast | allows dual cast of conjurations spells 2.3:2.0 Oblivion lore: | increase summoned creature limit by 1 for eeach perk. 2 perks total necromancy | multiplies spell magnitude by 3.00 | multiplies spell duration by 10 | adds zombiebonus ▪ increases shock resist by 50% ▪ weakness to fire 50% ▪ fortify health 150 ▪ resist diease 100 ▪ increase frost resist 85% ▪ resist poison 100% ritualism | decreases raise dead and ghost spells cost by 25% dark souls | prevents raised dead from turning to dust | adds zombiebonus ▪ increases shock resist by 60% ▪ weakness to fire 25% ▪ fortify health 500 ▪ resist diease 100 ▪ increase frost resist 95% ▪ resist poison 100% ▪ fortify unarmed 50 extended binding | summon creatures increased duration by 50% stabilized binding | 25% reduced spell casting cost | 5x casting range elemental binding | increase potency of all atronachs mystic binding | all bound weapons are stronger and last twice as long mystic maelstrom | bound weapons grant soul trap mystic banishment | adds turn undead and banish enchantments mystic disruption | grants 20% armor pen Destruction: fundemental destruction | reduces spell cost by 55% | increases magnitude and duration of all spells by 1% per skill level novice destruction | reduces spell cost by 55% | novice or higher spells have magnitude and duration inceased by 2% per skill level Adept destruction | reduces spell cost by 55% | adept or higher spells have magnitude and duration inceased by 3% per skill level expert destruction | reduces spell cost by 55% | expert or higher spells have magnitude and duration inceased by 4% per skill level master destruction | reduces spell cost by 55% | master or higher spells have magnitude and duration inceased by 4% per skill level destruction dual casting | allows dual cast impact | dual casted spells can stagger foes ruen mastery | grants tier 2 runes that do more damage over 10 seconds | increases rune limit to 3 electromancy | shock spell scaling increase by 1% per skill level | 15% magnitude to shock spells electromanys 2 | shock spell scaling increases to 2% per skill level | 30% magnitude to shock spells electrostatic discharge | increases magicka drain from shock spells. Around double lightnigh mastery | shock spell cost decreases by 10% | magnitude increases by 5% | increases shock resist by 25% cyromancy 1 / 2 | frost spells have spell scaling that increases by 1%/2% per skill level | 15%/30% magnitude to frost spells deep freeze | targets with low frost resist become frozen, acts similar to paralysis frost mastery | frost spell cost decreases by 10% | magnitude increased by 5% | increase frost resist by 25% pyromancy 1 / 2 | fire spells have spell scaling that increases by 1%/2% per skill level | 15%/30% magnitude to fire spells cremation | adept or higher spells can cause fear in targets fire mastery | fire spell cost decreases by 10% | magnitude increased by 5% | increase fire resist by 25% Enchanting enchanter's insight | you can now enchanter | enchanting magnitude increased by 25% enchanters insight 2 | can now use soul gems to recharge items | enchanting magnitude increased by another 25% for a toal of 50% elemental lore | all elemental encahntments that increase resist or do damage are doubled in magnitude corpus lore | all enchantments that increase base stats or stat regen have a 75% increased magnitude | absorb health enchantments have a 50% increased magnitude skill lore | enchantmentrs that fortify skills have a 75% increase in magnitude soul gem mastery | soul gems recharge 25% more | grants crafting recipes to craft soul gems ▪ 1 moonstone and 1 quicksilver 4 petty soul gems 2 lesser soul gems 1 common soul gem 50 enchanting or greater ▪ 2 moonstone 2 quicksilver 1 greater soul gem 75 enchanting or greater ▪ 3 moonstone 3 quicksulver 1 grand soul gem ▪ 100 enchanting necromancers amulet 1 grand soul gem 1 skull 1 black soul gem arcane experimentation | enchanting magitude increased by 15% | grants power that needs 1 filled grand soul gems and 5 iron daggers ▪ grants 5 new enchantments artificers insight | encahnting magnitude increased by 15% | grants power that needs 3 filled grand soul gems and 5 iron daggers ▪ upgrades the 5 enchantments enchantment mastery | allows daedric staff crafting | allows 2 enchantments to be placed on 1 item at 85% efficeny each.

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