Extreme and Immersive Overhaul Skyrim Special Edition MAGIC AND MAGICKA The Dangers of Magic and the Importance of Discipline “So, you learned a new fire spell and are anxious to try it out on the first bandit you see? Hold on a minute. Haven’t you bee listening to all those Nords around you? Magic is dangerous, friend. It’s best you just leave it alone. What’s that? You want to see your enemies burn? Okay, then let me just advice you that you need to learn some discipline before you go burning yourself up instead! Anyone can cast a magic spell, but it takes effort to achieve the discipline to cast it correctly. Every magic school requires a certain amount of Discipline for each of its levels, from Novice to Master. Without it, you are not properly trained to cast a spell and this could cause the spell to backfire. It could create the exact opposite effect you want or give you some other unwanted trouble. People have been known to become unable to effectively fight for several days, and some have even died. Even healing spells can be dangerous. If that is not enough reason to learn a little discipline before you go trying to be a wizard, then you should know that each Discipline perk will also make casting a spell take less magicka and could increase its power, as well. So please, we don’t want to see you die. Skyrim needs a hero not another ash pile. Make sure you take the effort to get the discipline to cast a spell before you go shooting it off and risking people’s lives. “ Every spell has at least one adverse effect associated with it. This effect has a random chance to occur every time the spell is cast. That is the unpredictable nature of magic. The only way to avoid this effect is to learn the Discipline perk associated with the spell’s school and level. For example, the beginner’s Flames spell needs the first Sorcerer’s Discipline perk, while the master level Blizzard spell needs the final Sorcerer’s Discipline perk available only when your Destruction score is 100. All Discipline perks are in-line and will only become available at certain Destruction skill levels and only when the prior level perks have been chosen. For example, you cannot become disciplined in expert Destruction spells until you choose the perk associated with adept and lower level Destruction spells. That is the way of magic. The risk of an adverse effect is random and begins at a 1 in 5 chance of happening. This risk increases as the spell level becomes more powerful. Master level spells have can have an adverse effect about once out of every two castings. The adverse effects increase in severity with the spell’s level. Most novice level spells have minor effects, but some can potentially be deadly. They generally last only as long as the normal spell effect. Higher level spells become more harmful and last longer. Master level spells have effects that can last a very long time for the PC and can prevent him or her from adventuring safely for some time. There is almost always a danger of a long-term halt on Magicka regeneration with this level of spell, but there could also be lowered attributes, skills, or other handicaps if one is cast without the proper Discipline perk. Magicka Exhaustion “I’m sure everyone has seen or heard about some inexperienced sorcerer passing out while trying to freeze his enemies or the self-sacrificing healer who suddenly falls unconscious because she used every last bit of her energy to heal a wounded companion. These people were all so caught up in what they were doing that they forgot that magic requires energy simply called Magicka, a mental and spiritual source of power that is within every being. Some races naturally have a large amount of this energy and some have very little. It is to spell-casting what Stamina is to physical labor and combat. When one casts a spell, Magicka is drained for that spell to work. Thankfully, it recharges so we can continue to use it and the rate of this recovery varies among each race. It is possible, with experience and focus, to increase the amount of Magicka available so you can do more with it in a short time, and this is advisable to anyone who is going to be regularly casting spells because if all of your Magicka is depleted, then you suffer Magicka Exhaustion. This affliction causes you to fall down and pass out right there where you stand. You are not totally unconscious, however, because you can see and hear still. You can even fumble through your pouch for a Magicka potion to restore your energy. You should always keep some of these with you because you will stay in this catatonic state until your energy comes back. Some races that recover Magicka quicker do not need to worry so much because they will be able to get back up after a second or two. The Altmer don’t seem to suffer this effect at all, being naturally immune to its effects. Orcs and other races that are not so adept with magic better hope they are in a safe spot when they go down because it could take them a while to get back up.” When Magicka for a PC or NPC gets below a very low level, then that character will fall down and be unable to get back up until that energy gets back above that level, whether through natural Magicka regeneration or a potion. This level starts out to 5% of a character’s Magicka but that decreases as the Magicka pool increases for that character. Altmer are the only races immune to this effect, while Bretons and Dunmer are not as affected by it as other races. In combat, you will likely see NPC’s falling down due to having expended too much Magicka. This leaves then wide open to attacks, but your PC will be in the same condition if you are not careful so always keep in mind how much Magicka you have left. WARNING: If you are using Amazing Follower Tweaks and change the Combat Style of your follower to be one that turns off magic use for that character, then that NPC will immediately fall into Magicka Exhaustion. This is because that mod just sets the NPC’s Magicka to 0 so they don’t cast spells. HEALING “Tamriel is dying. Men and mer are at war yet again. There are dragons about and the World-Eater is returning. Kyne’s sacred tree in Whiterun is dying from a lightning strike, something that she should have had control over. Yes, it seems even the gods themselves are having problems. This chaos has affected magic. Not only is it dangerous for most people to cast, but healing spells have been weakened tremendously. If only there was a way to restore the healing powers of the World. Maybe if we found a way to please Kyne, then healing would restore at least some of its former power.” Magic spells are about half as powerful as vanilla Skyrim. Their power can be restored through a certain quest and perk, however. EQUIPMENT AND ITEMS Weapons “To fight effectively, you gotta know what you want from your weapon. Do you want to strike fast or strike hard? Do you want to stagger your enemy or try to land that perfect hit that’ll kill it right there on the spot? Different types of weapons and different materials are better for what you are goin’ for. So, the weapons those elves make, they can be fast, but they can’t kill a troll with one blow like an orcish weapon sometimes can or stagger a bandit like a dwarven weapon. A big Warhammer can shake up your enemy real good, but it takes a long time to swing it and it just doesn’t cause as much damage as say, a battle-axe or greatsword.” Iron weapons are basic weapons in all qualities. Steel weapons cause a little more damage but are otherwise similar to iron. Orichalcum weapons can be honed to be sharper than others so they cause a little more damage than steel, but their main quality is that they cause more critical damage and have greater chances for critical hits than almost any other material. Weapons made from moonstone are lighter and faster, but cause a little less damage and much less stagger. Dwarven weapons are heavy and they cause more stagger than any other material. Glass weapons are like moonstone weapons, but cause more damage. Ebony weapons are heavy and have all around good qualities, except for speed. Daedric weapons do more damage and criticals and are also faster than ebony. Swords are the basic weapon type upon which all others are based. Maces cause a little less damage and have less reach, but they cause a lot more stagger. War axes have less reach, but cause more damage and criticals. Greatswords have increased qualities of a sword. Warhammers cause the most stagger, but are also the slowest. Battle-axes have the best criticals and cause more damage than a greatsword, but are slower and do similar stagger. Bows and arrows also have their own qualities when it comes to their materials and these match up with those of melee weapons. The range and speed of an arrow is also determined by its material. Heavy arrows like steel and ebony do more damage, but they are slower and have shorter ranges due to weight and air resistance. Moonstone and glass arrows are the opposite. Auto-aim for PC arrows has been disabled. Damage caused by both the PC and NPC’s is twice as much at skill level 100 as it is at 10. All weapon damage has had their damage increased approximately 50%. Weapon type and material now each have one or more specialties associated with it: speed, weight, stagger, damage, critical hits, or speed. This allows for a more personalized combat style and makes for more immersion. The qualities of each weapon type and materials are described below sorted from the lowest attack damage to the highest. Iron: Basic Weapon Steel: Similar to iron Moonstone: Very light weapons, increased weapon speed, more damage than steel, less stagger Orichalcum: Increased chances for critical hits, higher critical damage Dwarven: Heavy weapons, increased stagger level, slow, decreased critical chance and damage Glass: Like moonstone, but more damage and stagger Ebony: High damage and stagger, heavy weapons Daedric: Highest damage, best critical hit chances and damage, speed like moonstone Armor Armor Base Factor increased to 0.04 so that every piece of armor worn by a PC adds 4% to armor rating. Armor Rating Max increased to 1.5 so that armor is 50% more effective at skill level 100 as it is at 10. Maximum damage resistance for PC and NPC’s is 95%. Armor stats have been adjusted to be more immersive and realistic by adjusting the percentage of protection each piece in a suit of armor bestows. In vanilla Skyrim, cuirasses account for approximately 30% of a suit’s protection. Boots and gauntlets offer about 30% the protection of cuirasses. In reality, cuirasses would account for more protection, while boots and gauntlets would account for less. The chart below shows the approximate percentages of protection each piece in a suit of armor bestows. Vanilla IEO Cuirass 30% 50% Shield 25% 30% Helmet 17% 10% Gauntlets 12% 5% Boots 12% 5% This makes the choice of cuirass and shield much more important. The following chart for steel armor show the Armor rating of each piece. Steel Armor Vanilla IEO Cuirass 31 65 Shield 24 36 Helmet 17 12 Gauntlets 12 8 Boots 12 8 Total AR 96 129 The Armor Rating of every piece of armor has been increased for most armor pieces, with heavy armor having the greatest changes, but armor weight has been dramatically increased, as well. You will no longer be able to carry a large number of cuirasses, helms and shield to sell for loot so pick your loot carefully. Loot New items are available to find and collect such as a lich skull, hagraven head, various ritual items, and other rarities. Item Names The names of several items have been rearranged so that items of the same group will stack together in your inventory. Items such as Ores, Pelts, Ingots, Dragon Claws, Soul Gems, and others will now be found grouped together in your inventory for easier locating. ENCHANTMENTS Power Enchantments are 2.5x as powerful at level 100 as they are at level 10 without perks or other bonuses. No Limits on Enchantments Restrictions have been removed from enchantments, so they can be placed on any piece of armor. Armor Enchantments Many armor enchantments have been changed to better reflect a more useful and immersive purpose. The chart below details these changes: Armor Piece Former Enchantment New Enchantment Heavy Cuirass Fortify Alteration Fortify Carry Weight Heavy Cuirass Fortify Conjuration Fortify One-Handed or Archery Heavy Cuirass Fortify Destruction Fortify Two-Handed Heavy Cuirass Fortify Illusion Fortify Magic Resistance Heavy Cuirass Fortify Restoration Fortify Stamina Heavy Gauntlets Fortify Alchemy Fortify Blocking Can you imagine doing alchemy wearing dwarven gauntlets and a dwarven helmet? How could you see out of those little pinhole eyes? How could you hold those delicate flowers in those bulky gloves. These changes will make enchantments more realistic. Robes Values on robes have been changed, but these items will serve a greater purpose in a later update. Jewelry Due to the increased difficulty this mod presents, it also allows your character to wear an unlimited amount rings and jewelry from vanilla Skyrim. If you think this is overpowered, then just limit yourself to the amount you feel is appropriate. You can only wear one Divine amulet at a time because they like fealty. The power of every amulet has been increased, but if you finish any Daedric quest, then you will lose this increased power for good because the Divines have no love for the Daedra. COMBAT “For gods’ sake, keep some stamina potions with you. You’ll get tired swinging your weapon and drawing on your bowstring. If you get too tired, you won’t hurt your foe as much as normal. Plus, all the gear that you carry with you will weigh you down so that you cannot move out of the way of their blows. If you get badly hurt, then you will also be easier to kill.” Every attack costs stamina. Stamina below 50 will lower your damage dealt by 40% and decrease your carry weight by 50. Stamina below 20 will lower your attack damage by 80% and decrease your carry weight by 100. You can be slowed down if you are over-encumbered. If your Health drops below 20, then you will take more damage than usual. Vampires are immune to the effects of low health and stamina. Fleeing Enemies will now pursue you if you flee combat. They will leave their crypts and keeps to kill you. They can even follow you home. They are now immune to loading screens and will use this to their full advantage. ALCHEMY AND FOOD “The natural world is full of magic. Spells can simply by drinking a concoction made from a few herbs or various pieces of animals or monsters. Every alchemist knows that the most common properties of ingredients are those that restore or damage health, stamina and magicka or the recuperation thereof. These are considered the natural effects of ingredients, but there is a second tier that not only builds upon this one by allowing the alchemist to fortify health, magicka or stamina and create stronger poisons to damage them. This tier also dips into more magical effects such as bestowing either resistances or weaknesses to the elements of fire, frost and shock. More experienced also know the third tier, that which allows the imbiber to increase their skills. Finally, the greatest alchemists know the most esoteric properties of ingredients, the magic locked deep within them that can only be unlocked by luck or knowledge. These effects can turn on invisible, create a suit of iron armor on them, let them walk on water, and do a number of other fascinating feats!“ Alchemy skill factor increased from 1.5 to 2.0 so potions are twice as powerful at 100 Alchemy as they are to 10 Alchemy. This will help match them up with stock potion values. Ingredients All ingredients have had their effects completely changed to a system with many benefits. They have been distributed by power, rarity and most important of all, in a manner wherein now, it is impossible to make a concoction that has both negative and positive effects with two (2) ingredients. Secondly, each effect tier of an ingredient reflects the power of the ingredient as shown in the list below. The first tier of an ingredient will only either restore an attribute or damage it, but it may also cure poison. The 2nd Tier fortifies attributes, damages them over a long period, cure disease, and either resists elements or bestows weaknesses to them. The third tier fortifies one of the 17 skills. All skills but alchemy are included here. The 4th and highest tier are the most magical in nature and includes new effects like wabbajack, flame cloak, waterwalking and armor bonuses. 1st Tier Restore Health Restore Stamina Restore Magicka Damage Health Damage Stamina Damage Magicka Regenerate Health Regenerate Magicka Regenerate Stamina Cure Poison 2nd Tier Cure Disease Fortify Health Fortify Magicka Fortify Stamina Lingering Damage Health Lingering Damage Magicka Lingering Damage Stamina Resist Fire Resist Shock Resist Frost Weakness to Fire Weakness to Shock Weakness to Frost 3rd Tier Fortification of one of 17 skills Every skill is represented to various degrees except for Alchemy. 4th Tier Accelerated Combat Experience similar to the Warrior Stone Accelerated Magicka Experience similar to the Mage Stone Accelerated Stealth Experience similar to the Thief Stone Ebony Armor Oak Armor Iron Armor Stone Armor Fear Fire Damage Flame Cloak Fortify Carry Weight Frenzy Frost Cloak Frost Damage Ghostveil Muffle Paralysis Shock Cloak Shock Damage Slow Wabbajack Water-breathing Water-walking Recipes Recipes have been updated to become lists of ingredients for each effect. Each is immersive, being written by an actual author, but they may nor may not be complete because some author’s might not be aware of some of the most powerful effects. New effects do not have any recipes associated with them because they are rare to discover. You can buy recipes from any general trader or alchemist. Riften has more recipes related to thieving potions and Falkreath has more recipes related to poisons. Harvesting Harvesting an ingredient from a plant or felled enemy will now yield various amounts of its ingredient. For instance, you could get a single blob of troll fat or2 you could get 4 blobs. You could get one nightshade flower from picking it or 3. It is all random and varied depending on the size of the creature/plant and what it is so it will not be imbalanced. Several plants have been renamed to be more immersive. Potions -Healing and other restorative potions now have a duration while still restoring the same amount of points. -Potions have been renamed to stack with their own type in your inventory. -Potions are more equal in the steps of their magnitudes. For instance, potions that increase your carry weight /now do so in increments of twenty, 20/40/60/80/100, instead of the vanilla system of 20/30/40/50/60 -Restorative potions for magicka, health and stamina can be combined by boiling together in a cooking pot. This is done WITHOUT any loss of magnitude or value. -Various magnitudes and durations were increased to make certain potions more useful. Food Since EIO has reduced the regeneration values for health, magicka and stamina, you will need to eat and drink in order to fortify those values. Fruits and vegetables increase your magicka rate; apples also give you disease resistance. Cheese and meat fortify your heal rate. Breads and sweets raise your stamina rate. Stews and soups have the same ingredients as their ingredients, but last much longer. Water is available in EIO and it is very useful when you are running all over Skyrim because it restores your stamina for 60 seconds. You do not have to get it from wells or other sources, because water boiled for drinking is readily available at any Cooking Pot. Alcohol Alcohol has good effects and bad. First and most importantly, it can make your character fall down drunk, even after one ale! It can also be detrimental to various skills like pickpocketing, lockpicking, and archery. It has the beneficial effects of increasing your damage resistance because alcohol often makes people feel no pain. It is also good for frost resistance. Nords do not suffer any ill effects from alcohol, however, and there is a perk available that will grant the same benefit. Immersive Cannibalism Flesh from Men and Mer yield the ingredient, Flesh, but this cannot be used for making potions. Instead it can be eaten by both Wood Elves and those who have completed Namira’s quest, the Taste of Death, to receive a very strong Fortify Health bonus. Moon Sugar A staple of khajiit cooking, moon sugar allows this race to consume it and gain a very strong and long-lasting fortify stamina regeneration effect. In ES lore, moon sugar gives a person consuming it a happy and euphoric feeling. It can be cooked in a Cooking Pot to make skooma, or it can be turned into a poison that has a powerful Calm effect on the target. WORLD IMMERSION Spoiler’s Ahead Redoran’s Retreat is now sure to have plenty of Dunmer hiding out there as the name implies and they brought some items from their homeland with them. Halted Stream Camp is home to a unique spell tome that allows a person to turn iron into silver and gold. In my opinion, this book should be an artifact not just because it’s unique, but that once you get the spell, you have an easy way to get rich just by mining iron ore. I have made this book much harder to get. The bandits in this camp now consist of more mages to do the casting of that spell for the boss. The boss also bought several hounds to guard his mine from intruders. At first, he was going to bring in more bandits to protect the camp, but then realized that dogs don’t ask for a share of the gold and will happily guard it for mammoth meat. There is a dead khajiit merchant on the road between Whiterun and Markarth, the route that another well-known khajiit uses. Have you ever wondered how he died? RACES Races are made much more specialized and unique. Every race has attributes that make sense for that race. For example, high elves start out with more magicka than orcs, but the latter have more stamina. This same differentiation applies to h/m/s regeneration, as well. Carry Weight is also varied among races with Nords and Orcs being able to carry much more than a Bosmer or Breton. Movement is varied among races now. Big races like Nords and Orcs are slower than usual. Khajiits are very fast on land, while Argonians are faster in water. Races no longer have starting bonuses to skills, so all skills will start at 10 for every character. Instead, every race receives a bonus to the skill it is known for. For example, Bretons have a bonus to the duration of their conjuration spells while wood elves gain a bonus to their attack damage with bows. In addition to this, there is a perk tree for every race that includes various bonuses, including increased experience in the race’s natural skills and new abilities have been added to certain races to balance out their playstyle, but only if it fits with lore. For example, Bretons are known for their conjuration skills, so they no begin with a weak summoning spell. Most races have immunities to certain things already, but IEO also gives the Nords immunity from the negative effects of alcohol so they can use the positive effects in combat. Redguards do not suffer a stamina drain when they are running because they are a race that is known for its stamina. Altmer do not pass out when they deplete their magicka. All this combines to make every playthrough of Skyrim different from the last depending on your race. Argonian Height: 1.03/1.02 female Health: 110 Magicka: 80 Stamina: 110 Health Regen: 1.0 Stamina Regen: 3.0 Magicka Regen: 1.0 Carry Weight: 220 Move: 100 walk/350 run Racial Abilities Scales: +15 damage resistance Histskin: 500% health regeneration, taking it from 1.0 to 5.0 Waterbreath: Breathe underwater Breton Height: .95/.92 female Health: 100 Magicka: 110 Stamina: 90 Health Regen: .1 Stamina Regen: 1.0 Magicka Regen: 3.0 Carry Weight: 190 Move: 100 walk/350 run Abilities 25% Magic Resistance Dragonskin: Able to absorb magicka as in vanilla skyrim. Breton Conjuration: Conjuration spells last 15% longer. Wolf Spirit: Able to summon a wolf spirit Dark Elf Height: 1.0/.95 female Health: 100 Magicka: 110 Stamina: 90 Health Regen: 0.1 Stamina Regen: 1.5 Magicka Regen: 2.5 Carry Weight: 190 Move: 100 walk/350 run Abilities Red Mountain Fury: Fire and Shock damage flow from your hands. Magicka Exhaustion Tolerance: Dark elves are not as affected by low magicka as other races. Dunmer Destruction: Destruction spells are 15% more powerful. High Elf Height: 1.08/1.05 female Health: 90 Magicka: 120 Stamina: 90 Health Regen: 0.1 Stamina Regen: 1.0 Magicka Regen: 3.0 Carry Weight: 175 Move: 100 walk/350 run Abilities Altmer Illusion: Illusion spells affect targets 15% stronger than usual. Highborn: Increased magicka regeneration per vanilla Skyrim Reckless Fury: Able to send a target into a battle fury that also reduces their damage resistance. Immunity to Magicka Exhaustion: Altmer do not pass out if they get to 0 magicka. Imperial Height: 1.02/1.0 female Health: 100 Magicka: 100 Stamina: 100 Health Regen: 0.1 Stamina Regen: 2.0 Magicka Regen: 2.0 Carry Weight: 200 Move: 100 walk/350 run Abilities Voice of the Emperor: Calm people per vanilla Skyrim. Imperial Luck: More gold per vanilla. Imperial Healing: Healing spells are 15% more powerful. Khajiit Height: 1.0/0.98 female Health: 100 Magicka: 90 Stamina: 110 Health Regen: 0.1 Stamina Regen: 3.0 Magicka Regen: 1.0 Carry Weight: 180 Move: 115 walk/460 run Abilities Night Eye: Able to see in the dark. Claws: Unarmed damage is like vanilla. Khajiit Speed: Movement speed is 20% faster. Fatigue Tolerance: Khajiit use less stamina when running Khajiit Sneak: Sneaking is 15% more effective. Nord Height: 1.06/1.04 female Health: 105 Magicka: 90 Stamina: 105 Health Regen: 0.1 Stamina Regen: 3.0 Magicka Regen: 1.0 Carry Weight: 220 Move: 100 walk/280 run Abilities Immune to negative effects of alcohol 50% Resist Frost Battle Cry per vanilla Skyrim Nordic Blows: Two-Handed weapons cause 15% more damage. Orc Height: 1.05/1.05 Health: 120 Magicka: 80 Stamina: 100 Health Regen: 0.1 Stamina Regen: 3.0 Magicka Regen: 1.0 Carry Weight: 220 Move: 100 walk/280 run Abilities Berserker Rage per vanilla. Orsimer Armor: Heavy Armor is 15% stronger Strong Runner: Orcs do not tire easily from running. Combat Stamina: Orcs do not suffer damage reduction until their stamina reaches 20 instead of 50. Battle Fury: Orcs suffer no penalties from having low health. Redguard Height: 1.01/1.0 females Health: 100 Magicka: 80 Stamina: 120 Health Regen: 0.1 Stamina Regen: 2.5 Magicka Regen: 1.5 Carry Weight: 200 Move: 100 walk/350 run Abilities Marathon Runner: Redguards do not tire when running. Resist Poison per vanilla Adrenaline Rush per vanilla Redguard Training: One-Handed weapons do 15% more damage. Wood Elf Height: .94/.91 females Health: 80 Magicka: 110 Stamina: 110 Health Regen: 0.1 Stamina Regen: 2.0 Magicka Regen: 2.0 Carry Weight: 150 Move: 100 walk/350 run Abilities Resist Disease and Poison per vanilla Command Animal per vanilla Bosmer Bowman: Bows cause 15% more damage. DRAGONS Dragons have been made more powerful. They now possess a great amount of health and their damage has been increased tremendously. Furthermore, there used to be a perk that made them take extra damage from the Dragonborn; they no longer have that. Until Deadly Dragons or some other mod comes out, this will make dragons the powerful entities that history has written about. TRADE Buying and Selling fBarterMin and Max are 1.5 and 3, respectively so items are purchased at 3x base value at 10 Speech and 1.5 base value at 100 Speech, excluding any perks or other bonuses. PC can sell items at one-third their base value at 10 Speech and two-thirds their value at 100 Speech, excluding perks or other bonuses. fBarterBuyMin and fBarterSellMax are 1.05 and .95 so that the lowest price the PC can buy an item is 5% above base price and the highest price the PC can sell an item is 5% below the base price. Immersive Merchants All merchant inventories have been changed to fulfill two purposes. First, to give them a larger amount and wider variety of items to sell. Second, to make them more immersive by specializing each merchant in items that are common to his/her area. Local mines, flora, fauna, and other factors now play a major factor in what a merchant sells. Some examples are: Risaad’s caravan This caravan goes from Markarth to Whiterun and back, so he has a lot of silver goods and dwarven items from that western city, as well as a lot of Reach items like hagraven claws, forsworn items, and native flora. Caravans like this are the only places where lockpicks are for sell. Imperial Trading Company This is the largest merchant in the game. They have a lot of everything. They have rare and powerful items. If you are looking for the best of anything, keep an eye on this merchant. Grave Concoctions in Riften This alchemist has more poisons and poisonous ingredients than any other merchant due to her proximity to the Dark Brotherhood and the deathly vibe of Falkreath. Orcish Strongholds These are the main sources to purchase orcish equipment and metals. Bee and Barb Inn This merchant is very careful with dealings with the Black-Briars. As such, she offers their products almost exclusively, forgoing most all other drinks, except for the specialties that her husband sells. There are many general changes to what all merchants carry, as well: Inns Inns sell only prepared and other ready-to-eat foods. Soups and stews are common, and Hearthfire foods are readily available. Inns also stock something to drink besides alcohol, namely water and milk. General Merchants Traders now stock merchandise such as pick axes, woodcutter axes, clothes, books and building materials. They sell bulk foods like bags of flour and cheese wheels, as well as food that will keep for a while. They also have a chance to stock bug jars. Dark Elf Merchants Every Dunmer merchant in Riften, Windhelm, and Winterhold stocks items from Solsteim, including armor, weapons, clothes, books, spell books, and special items. Noteworthy Items There is a very small chance that a merchant will have a very special item for sale. It could be a dragon claw, a Black Book, some Daedric equipment, an unusual gem, some unique item of clothing, or some unique decoration. LEVELLED LISTS Items Levelled lists for items are mostly unlevelled now with higher end items being obtainable, but rare, throughout all levels. New levelled lists have been created to add immersive items to existing containers and levelled lists. Creatures Most NPC lists remain untouched for now. New levelled lists have been created to add immersion to some areas and to create hordes. It is possible now to encounter packs of wolves, swarms of spiders, and even a pride of sabercats. SEPTIMS Merchants Merchants will carry random amounts of gold independent of character level, but dependent on what they sell and where they sell. Small town merchants have less gold than city merchants; blacksmiths and general goods merchants have more than other vendors. Bandits The amount of gold carried by bandits is unlevelled, but also reduced. Bandits guarding a wall would not be carrying around hundreds of gold coins on them. A few will carry about 100 septims with them in case they are routed and need to move on from their captured base, but most will carry less than that. New characters get the chance to loot more gold from bandits, but it will not be too much, and it balances out with high level characters looting much less gold than in vanilla Skyrim. Draugr Some draugr still remember the enticement of gold coins and will still carry some around with them, but it will be far less and more infrequent. Falmer These creatures find little round items on almost every person they kill, so they figure they must be important and maybe if they carry a few, they could attract more surface-dwellers to their tunnels. SPELLS Dual Casting a spell now raises its magnitude to 250% normal, but it also cost 250% magicka to do so. Spell costs at skill 100 are 75% what they are at skill level 10. New Spells There are new spells to be learned that fortify non-magic skills, health, and stamina, as well as fortifying some skills and health of your companion. MISCALLANEOUS CHANGES Jump height and safe fall height has been increased by 10%. Trespass warning time increased from 5 to 8 seconds. The maximum levels for enemies have been raised. There is no Carry Weight bonus gained when raising a level. Maximum damage resistance for PC and NPC’s is 95%. NPC’s get more health per level. Sneaking is 50% more effective at level 100 as it is at level 10. Sprinting uses slightly less stamina. Blocking an attack with a shield takes away stamina before it takes health. The sweet spots on all locks from Novice to Master have been reduced by approximately 25%, making them harder to find. fXPLevelUpBase and fXPLevelUpMult have been changed so that it takes longer to level up at lower levels and slightly less longer at higher levels. A character will gain 15 health, magicka or stamina points per level instead of 10. NPC’s will not drop weapons at death so that there will be no save game bloat after combat. PC Messages have been rewritten to be in 1st person. Months are designated by both Tamriel and Earth names. Fast travel speed has been lowered to 1 so it takes longer to get places. This makes Skyrim feel bigger. Map markers are not revealed or discovered until you get much closer to them so you have to rely on paying attention to your environment and what’s in the distance in order to find locations. Trespass warning time increased from 5 to 8 seconds. The maximum levels for enemies have been raised. There is no Carry Weight bonus gained when raising a level. Maximum damage resistance for PC and NPC’s is 95%. NPC’s get more health per level. Sneaking is 50% more effective at level 100 as it is at level 10. Sprinting uses slightly less stamina. Blocking an attack with a shield takes away stamina before it takes health. The sweet spots on all locks from Novice to Master have been reduced by approximately 25%, making them harder to find. fXPLevelUpBase and fXPLevelUpMult have been changed so that it takes longer to level up at lower levels and slightly less longer at higher levels. A character will gain 15 health, magicka or stamina points per level instead of 10. NPC’s will not drop weapons at death so that there will be no save game bloat after combat. PC Messages have been rewritten to be in 1st person. Months are designated by both Tamriel and Earth names. Fast travel speed has been lowered to 1 so it takes longer to get places. This makes Skyrim feel bigger. Map markers are not revealed or discovered until you get much closer to them so you have to rely on paying attention to your environment and what’s in the distance in order to find locations. PERKS Most perks have multiple levels. The short descriptions below give the minimum and maximum bonuses you get from each perk dependent on the level. There are no restrictions forcing you to take one perk before you can take a different one. Perk requirements depend only on the level of a specific skill, attribute, or miscellaneous stat, ie. # of people killed, # of pockets picked, # of intimidations. A few perks require certain quests to be completed before they become available, such as the Daedric perks. Perks that require certain skill levels usually have levels above 100, allowing you to pick increasingly powerful perks up to skill level 200. To access these perks, you will need an uncapper mod. The perks that require a miscellaneous stat to be a certain amount are those that are specialized towards a certain action. For instance, the base Alchemist perks require a particular amount of potions to be created for each of its levels rather than poisons because it offers bonuses to potions only. The Poisoner perk requires a certain number of poisons to be created for each level. If the Alchemy skill level was used as a requirement instead, then a character could just eat a thousand ingredients and become proficient alchemist without ever mixing a brew. It is recommended that you play with a mod that gives you at least 3 perks every two levels or one that offers a book or spell that grants you extra perks. Two perks a level can be almost overpowered but may suit some playstyles. There are several new perk trees in EIO, and these can be found in between the regular perk trees. The list below details the various trees and their respective perks. One-Handed Ambidextrous +15% weapon speed in both your hands. May not have Left- or Right-Handed perks. Axe Proficiency You are proficient with a war axe and can cause 15% to 150% more damage with one. Concussion Attacks with maces have a 10% to 40% chance of knocking an opponent out. Critical Charge Can do a one-handed power attack while sprinting that does double critical damage. Critical Strike Your skill with one-handed weapons give you a 10%-20% chance of landing a critical hit for 25% to 100% extra damage. Dagger Proficiency You are proficient with a dagger and can cause 15% to 150% more damage with one. Dual Defense While dual-weilding, you are able deflect some incoming damage with your weapons gaining an armor rating bonus of 20 to 80. Dual Flurry Dual wielding attacks are 15% to 45% faster. Dual Savagery Dual wielding power attacks do 25% to 50% bonus damage. Duelist Swing any one-handed weapon 20% to 80% faster when not wearing heavy armor and left hand is empty. Hack and Slash Attacks with war axes cause extra bleeding damage. Hack Defenses Attacks with swords reduce the target's armor with each hit. Left-Handed +10% weapon speed and +10% damage for weapons in your left hand. You block 10% more damage with a shield Mace Proficiency You've learned how to properly wield a Mace as to cause an extra 15% to 150% damage. Power Strike Power attacks with 1H weapons cost 15-60% less stamina and do 15-60% more damage. Quick Learner You are a quick learner in using one-handed weapons effectively and gain experience 15% faster than normal. Savage Strike Standing power attacks do 25% bonus damage with a chance to decapitate your enemies. Staggering Strike Forward power attacks have a 15-50% to add 50% stagger to your strike. Sword Proficiency You've learned how to properly wield a sword as to cause an extra 15-150% damage. Tendon Slash When crouching and attacking with a dagger, you prevent them from moving for 10 seconds and have a 10% chance of knocking them down. Warrior’s Discipline One-Handed weapons do 10-50% more damage, and can strike 10-50% quicker. Two-Handed Battle-Axe Proficiency You are proficient with a battle-axe and can cause 15-150% more damage with one. Berserker +15% damage with 2-handed weapons, but also receive 20% more damage. Additional perks reduce damage taken and increases damage output. Champion’s Stance Power attacks with 2H weapons cost 15% less stamina; Block an extra 15% damage with the same. Req. 25 Two-Handed and 100 Stamina Crippling Blow Backwards power attacks have a 10-20% chance to cause targets to move at 50% for 30 seconds and have a 5-20% chance to knock your opponent back. Critical Blow Critical attacks chances are increased by 5-15% and damage is increased by 50% Deathblow When a target is staggered, you have a 15-75% chance of doing an extra 50-100% damage to it. Devastating Blow Standing power attacks do 25% bonus damage with a chance to decapitate your enemies. Executioner Novice Executioner: Two-Handed weapons do 10-50% more damage and 8-40% more stagger. Greatsword Proficiency You are proficient with a greatsword and can cause 15-150% more damage with one. Headsman Attacks with battle axes cause extra bleeding damage. Quick Learner You are a quick learner when it comes to using two-handed weapons and gain experience 15% faster than normal. Shatter Defenses Attacks with Greatswords reduce a targets armor by 10-40 points. Skullcrusher Attacks with warhammers have a 10% chance of knocking an opponent out. Sweep Sideways power attacks with two-handed weapons hit all targets in front of you. Swift Death You are 20-40% faster with two-handed weapons. Warhammer Proficiency You are proficient with a warhammer and can cause 15-150% more damage with one. Alchemy Alchemist The potions you make are 10-80% stronger and eating an ingredient reveals first 2 effects. Higher levels allow you to create multiple potions at once. Requires mixing a certain number of potions. Benefactor You specialize in potions that protect people from harm. All resist potions are 25-200% stronger. Buffer Fortify potions are 25-200% stronger. Concentrated Poison Poisons applied to weapons last for twice as many hits. Req. using a certain number of poisons. Debilitator Your created Weakness poisons are 25-200% stronger. Green Thumb Two to five extra ingredients are gathered from plants. Requires harvesting ingredients a certain number of times. Inspirer Potions that restore magicka are 25-200% stronger with your knowledge of spiritual regents Invigorator Potions that restore stamina are 25-200% stronger with your knowledge of energizing regents. Physician Potions you mix that restore Health are 25-200% more powerful. Poisoner Poisons you mix are 20-160% more effective. Requires mixing a certain number of poisons. Quick Learner You are a natural at alchemy and gain experience 15% faster than normal. Snakeblood Your regular handling poisons boost your immunity to them. 15-90% resistance to all poisons. Alteration Dual Casting Dual casting an Alteration spell overcharges the effects into an even more powerful version. Feather Fall When not wearing any armor, you no longer take fall damage. Mage Armor Protection spells like Stoneflesh are 50-150% stronger if not wearing armor. Natural Armor You have a natural armor rating of 40 to 100 as long as you are not wearing any armor. (Can be combined with Flesh spells) Psychokinesis All Telekinesis spells cause 50% more damage and affect items further away Quick Learner You are a quick learner in alteration and gain experience 15% faster than normal. Stability All Alteration spells last 25-200% longer. Statue Your body takes on the stablilty of a stone statue when casting a spell and unarmored, protecting you from all staggering effects. Thaumaturgist’s Discipline Cast Alteration spells for 25% less magicka, and possibly have them last longer. Aqualungs You magically alter your body so you can breathe underwater. You cannot have the Water-Walking perk. Water-Walking You can alter your body so you can walk on water as if it is land. You cannot have the Aqualungs perk. Archery Archer’s Discipline Seasoned Archer: Bows do 20-100% more damage and cause more stagger. Armor Piercing Your arrows fly with such force that they can ignore 10-50% of a target's Heavy Armor and 20-100% of a target's Light Armor. Crippling Shot Your shots have a 40% chance to prevent your target from moving around for 10-25 seconds. Critical Shot 10-25% chance of a critical hit that does 25-200% more critical damage. Eagle Eye Pressing Block while aiming will zoom in your view. Hunter Seasoned Hunter: 15-60% damage bonus against animals when using a bow and arrow. Requires killing a certain number of animals. Hunter’s Discipline Double normal chance to recover arrows from a body. (66% chance) Huntsman You have a 40-80% chance of stunning an animal with a success shot with your bow; Requires a certain amount of animals killed. Power Shot You have a 25-100% chance of adding more stagger to your bow shots Puncturing Shot Target bleeds for 1-4 point of damage per second for 10 seconds. Quick Learner You are a quick learner in using a bow effectively and gain experience 15% faster than normal. Quick Shot Can draw a bow 15-30% faster. Sniper Sneak attacks with bows now do 2-5 times normal damage. Steady Hand Zooming in with a bow slows time by 25-50%. Trick Shot 10-80% chance to disarm an opponent. Athletics These perks are stamina based, so they have requirements based on the PC’s peak Stamina. As the Mysticism tree involves magical effects, this tree’s effects are purely physical. Dash When wearing light or no armor, you can sprint at 150% your normal sprint speed. Dodge While wearing light armor or no armor, you have a 5-25% chance of avoiding all damage from incoming attacks. Dodge Arrows While unarmored or in light armor, you have a 25-95% chance to dodge all damage from arrows while you are running. Endurance Your stamina regenerates 25-100% faster when wearing light or no armor. Fast Runner When not wearing any heavy armor, your running and walking speed is increased by 20-100%. Long Distance Runner The loss of stamina from running is lowered by 50%. Stunning Blow Standing unarmed power attacks have a 10-40% chance to paralyze an NPC for four seconds. Req. winning brawls and meeting stamina requirements. Swift Swimmer You swim 25-50% faster when not wearing heavy armor. Tough Skin You have a natural 10-40% damage resistance from physical weapons. Block Centurion Blocking is 10-50% more effective; 5-25% chance to avoid 50% damage from one-handed weapons. Deadly Bash Bashing does 5-20 times more damage. Deflect Arrows 30-90% chance of blocking arrows from all directions as long as you are blocking with a shield. Disarming Bash 50-99% chance to disarm when power bashing. Elemental Protection Blocking with a shield reduces incoming fire, frost, and shock damage by 20-80%. Force Bash People with less than 50% health are sent flying with a power bash. Power Bash Able to do a power bash. Quick Learner You are a quick learner about blocking attacks and gain experience 15% faster than normal. Quick Reflexes Time slows down if you are blocking during an enemy's power attack. Block Runner Able to move faster with a shield raised. Shield Charge Sprinting with a shield raised knocks down most targets. Take Cover When crouching, shields block 20-80% more damage since more of your body is covered. Classes Acrobat +15% movement speed; +10% less sound when moving; +10% sneak bonus when moving quickly. Req. 160 Stamina & 25 Sneak. Agent Illusion spells affect people 4 levels higher; Intimidations are twice as succssful; Bribes cost 50% less. Req. 30 Speech and Illusion Archer 10% chance for no damage from incoming arrows; +10% movement speed; +10% bow critical hit chance. Req. 30 Archery & 160 Stamina. Assassin Daggers do 50% more damage while sneaking; Lockpicking is 10% easier; Intimidating people is 100% easier. Req. 30 Stealth and 15 murders Barbarian 10% damage resistance; Power attacks do 10% more damage and can scare foes away. Req. 30 Two-Handed & 160 Stamina Bard 10% better prices; Calm spells affect targets 6 levels higher and cost 50% less magicka. Req. 30 Speech and Illusion Battlemage Bound weapons and Destruction spells do 10% more damage; Conjuration spells last 25% longer. Req. 30 Destruction and Conjuration Crusader Healing spells are 10% more powerful; Maces do 10% more damage; Divine Blessings are 15% more powerful. Req. killing 100 or more Undead Healer Crafted healing potions are 10% stronger; Healing spells are 15% stronger; Calm spells last 100% longer. Req. 30 Restoration and 0 Murders committed Knight Swords, both great & normal, do 10% more damage. Blocking is 25% more effective. Req. 25 Speech & One-Handed. Mage All spells are 10% more powerful in magnitude and/or duration. Requires 160 Magicka and 15 spells learned Monk +6 damage and +50% attack speed when unarmed; 25% damage resistance when wearing no armor. Req. 190 Stamina Nightblade +20% movement speed at night; Illusion spells cost 15% less; Detection from Light cut by 25%. Req. 30 Sneak & 160 Magicka. Pilgrim 20% better prices; 25% damage reduction when unarmored and wearing a god's amulet. Req. discovering 20 locations and reading 40 books. Rogue +10% better selling prices; One-handed weapons are 20% faster. Intimidation is 50% more effective. Req. 30 One-Handed & 100 barters. Scout +15% movement speed when outdoors; +15% sneak bonus when outdoors; Stamina regenerates 25% faster. Req. 160 Stamina & 30 Sneak Sorcerer +25% Stamina Regen.; +15% weapon enchantment; +25% Conjuration duration. Req. 160 Stamina & 30 Enchanting Spellsword One-Handed and Destruction spells do 10% more damage; 'Flesh' spells last 25% longer; Req. 30 Heavy Armor and Alteration. Thief +10% selling better prices; +20% sneak bonus when trespassing; +10% better pickpocketing. Req. 30 Pickpocket & Sneak Warrior Smithing 15% more effective; Power attacks cost 20% less stamina; +5% critical hit chance with melee weapons. Req. 30 Smithing & 160 Stamina Witchhunter +10% magic resistance; Bow attacks do 10% more damage; +10% movement speed. Req. 160 Stamina & 30 Archery Conjuration Conjuration is split into 4 different categories: Souls, Atromancy, Necromancy, and Summons. These deal with stealing souls, evoking atronach, raising the undead and summoning creatures, respectively. Each category has its own perks to allow a character to specialize if that is wished. Bound Force Bound weapons transform into Numinous weapons, doing more damage. Chill of the Grave Reanimated undead are surrounded by a cloak of freezing cold that does 4 points of damage per second. Conjurer’s Discipline Cast Conjuration spells for less magicka. Higher perks also allow spells to last longer. Dark Souls Reanimated undead have 50-250 points more health. Dead Flesh Reanimated undead have 15-75% damage resistance. Death’s Head Reanimated undead are 15-75% resistant to magic. Distant Summons Can summon familiars 2-6 tims as far away. Dual Casting Dual casting a Conjuration spell overcharges the spell, allowing it to last 2.5 times normal. Elemental Host You can have 2-6 atronachs at one time.. Elemental Potency Conjured Atronachs are 50% more powerful. Evocation 2-10 times the duration for conjured Atronachs. Evoker All conjure atronach spells cost 25% less. Familiar Pack You can have 2-6 familiars at the same time. Fortify Familiar Summoned Familiars are much stronger and much faster Necromancer All Reanimate Dead spells cost 25% less. Necromancy Reanimated undead have 2-6x the normal duration. Oblivion Binding Bound weapons will banish summoned creatures and turn raised ones. Powers of Darkness The undead you raise are now 4-16 levels higher than normal. Quick Learner You are a quick learner at conjuration and gain experience 15% faster than normal. Remote Evocation Can summon atronachs 2-6 times the distance. Revenant Reanimated undead move 20-80% faster. Soul Siphon Death blows to creatures, but not people, trap 10% of the victim's soul, recharging the weapon. Soul Squeezer Soul gems provide 25-100% more magicka for recharging. Soul Stealer Bound weapons cast Soul Trap on targets. Steady Summons Master Summoner: 3-6x the duration for summoned familiars. Summoner All summon familiar spells cost 25% less. Undead Horde You can have 2-6 reanimated zombies at the same time. Crime Bribery Can bribe guards to ignore crimes. Requires making at least 2 prior bribes. Escapee All locks are 50% easier to pick. Requires 4 Jail Escapes. Hardened Intimidations are 3 times more successful. Requires being jailed a total of 30 days. Highwayman NPC's killed by you have extra gold on their dead bodies with each level. Req. 5-30 Assaults. Manslayer 15-100% more damage with melee weapons to NPC's; Requires a certain amount of people killed. Murderer Melee sneak attacks do 2-4x normal sneak attack damage. Requires 12-24 murders. Psychopath Your love of killing the innocent gives you a 15-30% damage bonus to unarmored victims. Requires a certain amount of Murders. Destruction The Destruction perk tree allows a character to specialize in one of the elements: frost, fire, and shock. Each has its own branch on the tree allowing the PC to become a powerful pyromancer, cyromancer, or electromancer. Cyromancer All frost-based spells cost 15-60% less. Cyromancy Frost spells do 25-100% more damage, but cost 15-60% more magicka. Deep Freeze Frost damage paralyzes targets if their health is low. Disintegrate Shock damage disintegrates targets if their health is low. Dual Casting Dual casting a Destruction does a total of 250% damage at the cost of 250% magicka. Electromancer All shock-based spells cost 15-60% less. Electromancy Shock spells do 25-100% more damage, but cost 15-60% more magicka. Impact Most destruction spells have a 50% chance to stagger an opponent when dual cast. Intense Flames Fire damage causes targets to flee if their health is low. Pyromancer All fire-based spells cost 15-60% less and you can craft Firebolt and Fire Rune scrolls at Tanning Racks if you know those spells. Pyromancy Fire spells do 25-100% more damage, but cost 15-60% more magicka Quick Learner You are a quick learner at destruction and gain experience 15% faster than normal. Sorcerer Novice level Destruction spells cost 25% less magicka. Higher level perks slightly increase the power of all destruction spells. Daedric Disciple Every Daedric perks require that the respective Daedric quest be completed before it becomes available. Disciple of Azura Soul gems recharge and enchant 25% more; Requires finishing "the Black Star" quest. Disciple of Boethia Your attack has a 25% chance of poisoning your target for a couple seconds. Requires finishing the quest, "Boethiah's Calling." Diciple of Clavicus Vile 10% better prices at merchants and +5 Speech; Requires finishing the quest: "A Daedra's Best Friend." Disciple of Hircine +15% magic resistance; Requires completion of the quest: "Ill Met By Moonlight." Disciple of Malacath +25 stamina; Requires completion of quest: "the Cursed Tribe." Disciple of Mehrunes Dagon Your fire spells cause 25% more damage; requires completion of the quest, "Pieces of the Past." Disciple of Mephala +20 health; Requires completion of the quest: "the Whispering Door." Disciple of Meridia 25% damage resistance against undead; Requires completion of the quest, "the Break of Dawn." Disciple of Molag Bal Double damage against Dark Elves; Requires completion of "the House of Horrors" quest. Disciple of Hermaeus Mora All skills progress 20% faster; Requires completion of the quest: "Discerning the Transmundane." Disciple of Namira +100% stamina regeneration; Requires completion of the quest: "the Taste of Death." Disciple of Nocturnal 25% chance every second to turn invisible for a moment when sneaking; Requires finishing the quest, "Darkness Returns." Diciple of Peryite Doubles bashing damage; requires completion of the quest, "the Only Cure." Disciple of Sanguine 50% damage resistance from Dremora and Daedra for protection from the uncontrolled summons of the Sanguine Rose; Requires completion of the quest, "A Night to Remember." Disciple of Sheogorath In combat, 25% chance to be granted 50 in health and/or magicka. 10% chance to lose 50 stamina at any time; Req. finishing "the Mind of Madness." Disciple of Vaermina Your Intimidation ability is 5x better and Fear spells are 2x powerful; Requires completion of the quest, "Waking Nightmare." Dragonborn Dragonborn Shouts are 15-60% stronger. Requires absorbing dragon souls and shouting a certain number of times. Dragon Horde Double the amount of treasure on a dragon after you kill it. Requires 12 Dragon Souls Collected and 2000 Gold Found. Enhance Shout Your magicka stores enhances your shouts. They are more powerful but cost magicka. Requires 150-300 magicka. Shout Supremacy Shouts are 25-100% stronger. Req. mastering 3-12 shouts. Vocal Regeneration You are getting used to shouting. Duration between shouts is decreased by 10-40%. Req. shouting 20-80 times. Dragonslayer Physical damage to dragons increased by 25-100%. Enchanting Many perks now require a character to be skilled in magicka, as well as enchanting, in order to choose them. For example, a character should be skilled in Destruction magic in order to place fire enchantments on a weapon because this task requires the knowledge and ability to channel and control fire. Elemental Enchanting Fire, shock and frost enchantments on weapons are 25-200% stronger. Requires certain levels in both Destruction and Enchanting. Enchanter New enchantments are 15% stronger and soul gems recharge 15% more. Req. enchanting 15 magic items. Extra Effect Can place 2 or 3 enchantments on an item. Forge Rings You are skilled at forging exceptionally powerful magic rings and amulets. +15-75% enchantment strength on all jewelry. Fortification Enchanting Health, magicka, and stamina enchantments on armor are 25-200% stronger. Requires certain levels in both Restoration and Enchanting. Resistance Enchanting Resist enchantments on armor are 25-200% stronger. Requires certain levels of Alteration and Enchanting. Proficiency Enchanting Skill enchantments on armor are 25-200% stronger. Requires certain levels of Alteration and Enchanting. Quick Learner You are a quick learner at enchanting and gain experience 15% faster than normal. Enemy Dismantler All physical attacks cause 15-60% more damage to Dwemer constructs. Req. killing certain numbers of automatons. Giant Killer All physical attacks cause 15-60% more damage with melee weapons to giants. Requires killing a certain number of giants. Undead Eliminator All physical attacks cause 15-60% more damage with melee weapons to undead; Requires a certain number of undead killed. Factions Arch-Mage 15% Magic Resistance and spells are 15% more powerful - Must be Arch-Mage of the College. Harbinger +15% attack damage given and 15% less damage taken - Must be Harbinger of Companions. Imperial Attacks against Stormcloaks cause 15-30% more damage. Requires first swearing an oath of loyalty to the Emperor and then sending the Message to Whiterun. Nightingale Light and sound hinder your abilities far less now. Req. returning Skeleton Key to Nocturnal. Listener You've performed one of the biggest assassinations in the Dark Brotherhood's history. All attacks with blades automatically poison your foes. Stormcloak Attacks against Imperial soldiers cause 15% more damage. Requires first taking the Stormcloak Oath and then delivering the Message to Whiterun. Vigilant +20-80% melee damage to daedra and 20-80% less damage received from them while wearing Amulet of Stendarr. Req. killing 10 daedra. Heavy Armor Conditioning You become so accustomed to wearing heavy armor, it encumbers you one- or two-thirds as much as usual when worn. Cushioning Your armor absorbs 20% of all concussive damage from maces, and hammers if wearing all Heavy Armor. Fists of Steel Unarmed attacks with Heavy Armor gauntlets do their armor rating in extra damage. Requires winning 3 Brawls. Knight’s Discipline Squire: Armor rating for Heavy Armor increases by 20-100%. Wearing all heavy armor has a 15-75% chance of reflecting unarmed damage. Knight’s Endurance Regular use of heavy armor increases your stamina regeneration by 25-100%. Matching Set The pieces of a complete set of Heavy Armor fit perfectly together and provide a 15-60% greater Armor Bonus Moving Fortress 25% armor bonus while running if wearing all heavy armor and carrying a heavy shield. Quick Learner You are a quick learner at wearing heavy armor effectively and gain experience 15% faster than normal. Reflect Blows 5-10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet. Steadfast Stance 50% stagger or no stagger when wearing heavy all heavy armor. Well Fitted 25-100% Armor bonus if wearing all Heavy Armor: head, chest, hands, feet. Illusion Agitator Frenzy spells work on opponents 5-20 levels higher than normal. Cumulative with Hypnotist and Beastmaster. Assume Control Illusion spells work on undead, daedra and automatons. Beastmaster Illusion spells now work on higher level animals and can last much longer. Dual Casting Dual casting an Illusion spell overcharges the effects into an even more powerful version. Fear-Monger Fear spells work on opponents 5-20 levels higher. Cumulative with Hypnotist and Beastmaster. Hypnotist All Illusion spells work on people 5-20 levels higher than normal. Illusionist’s Discipline Cast Illusion spells for less magicka. Higher level perks extend the duration, as well. Manipulator The magical influence of illusion spells last 25-50% longer due to your choice words. Req. certain levels of Speech and Illusion. Quick Learner You are a quick learner in illusion and gain experience 15% faster than normal. Scared to Death Fear spells cause low level targets to die of fright. Whisperer Calm spells now work on opponents 5-20 levels higher than normal. Cumulative with Hypnotist and Beastmaster. Light Armor Deft Movement 5-20% chance of avoiding all damage from a melee attack while wearing all Light Armor on your chest, hands, feet. Matching Set Additional 20-80% armor bonus if wearing 3 or more pieces of matching armor. Quick Learner You are a quick learner in using light armor effectively and gain experience 15% faster than normal. Roll with the Punches Being able to swiftly roll with the blows while wearing all light armor allows you a 50% chance of reducing its effect by half or more. Skirmisher Increases light armor ratings by 15-100%. You have a 10-60% chance of avoiding 50% damage from two-handed weapons. Unhindered Light Armor encumbers you half as much as usual or not at all. Lockpicking Lockpicking is harder in EIO, so picking locks without perks will be very difficult. Perks that grant bonuses to lock levels are available at lower skill levels to help compensate. Adept Burglar Adept-level locks are 50-200% easier to pick. Apprentice Burglar Apprentice level locks are 50-200% easier to pick. Craft Lockpicks You can create 5 or more lockpicks from one iron ingot. Expert Burglar Expert locks are 50-200% easier to pick. Golden Touch Find more gold in chests. Requires finding 2500 gold in your adventures. Light Touch All lockpicking is 10-50% easier. Requires picking a certain number of locks. Locksmith Pick starts close to the lock opening position. Master Burglar Master locks are 50-200% easier to pick. Novice Burglar Novice locks are much 100% easier to pick. Quick Hands Able to pick locks without being noticed. Quick Learner You are a quick learner in opening locks and gain experience 15% faster than normal. Treasure Hunter 50% greater chance of finding special treasure. Requires having looted 150 chests. Unbreakable Lockpicks never break. Wax Key Automatically gives you a copy of a picked lock's key if it has one. Mysticism These perks require the character to have a minimum level of magicka and they are all related to magic in some way. Arcane Armor Wielding two spells while wearing all heavy armor negates 15-60% of all incoming damage. Req certain levels of Heavy Armor & Magicka. Critical Cast You have a 5-25% chance of gaining 50-200% more magnitude when you cast a spell. Requires specific levels of Magicka. Enhance Armor Your magic armor spells now scale with your Alteration skill at a rate of 1% per skill point. Req. 250 Magicka. Enhance Charm The level of enemy affected by your Calm spells now increases with your Illusion skill at a rate of 1% per skill point. Req. 250 Magicka. Enhance Cloaks Your cloak spells now scale with your Destruction skill at a rate of 1% per skill point. Req. 250 Magicka. Enhance Destruction The damage caused by your destruction spells now increases with your skill at a rate of .1% per skill point. Req. 250 Magicka. Enhance Fear The level of enemy affected by your Fear spells now increases with your Illusion skill at a rate of 1% per skill point. Req. 250 Magicka. Enhance Frenzy The level of enemy affected by your Frenzy spells now increases with your Illusion skill at a rate of 1% per skill point. Req. 250 Magicka. Enhance Healing Your healing spells now scale with your Restoration skill at a rate of 1% per skill point. Req. 250 Magicka. Enhance Turning Your turning spells now scale with your Restoration skill at a rate of 1% per skill point. Req. 250 Magicka. Enhance Warding Your magic ward spells now scale with your Restoration skill at a rate of 1% per skill point. Req. 250 Magicka. Inquisitor Mages are fodder for your arrows as each hit takes away 25-100 magicka. Requires certain levels of Archery and Magicka. Magic Resistance Blocks 10-50% of a spell's effects. Requires certain levels of Magicka. Meditation Magicka regenerates 25-100% faster when not running or in combat. Requires certain levels of Magicka. Sixth Sense When standing still, you can detect life forms up to 15-60' away. Req. certain levels of Magicka. Spell Absorption Absorb 15-60% of the magicka of any spells that hit you. Req. certain levels of Magicka. Spellsword Wielding a spell in one hand and a sword in the other grants 10% more damage to both. Req. certain levels of One-Handed and Magicka Wizard Wielding a staff in one hand and a spell in the other increases the magnitude of both by 15-60%. Req. certain levels of Magicka. Monster Creature of the Night The amount of hot blood you've sucked from your victims gives you 10-40% fire resistance. Requires biting a certain number of necks. Timeless Blood Magicka & Stamina rates increased by 20-80% Requires a certain number of days as a vampire. Timeless Fury Unarmed attacks cause 15-75% more damage. Requires mauling a certain number of people as werewolf and/or vampire lord. Pickpocketing Pickpocket Pickpocketing bonus of 20-100%. Item weight and value reduce pickpocketing odds. Cutpurse Pickpocketing certain items is 25-50% easier. Extra Pockets Carrying capacity is increased by 50-200. Req. that you have carried a certain number of gold coins. Misdirection Can pickpocket equipped weapons. Night Thief +25% chance to pickpocket if the target is asleep. Perfect Touch Can pickpocket equipped items. Poisoned Silently harm enemies by placing poisons in their pockets. Quick Learner You are a quick learner in effectively picking pockets and gain experience 15% faster than normal. Race These perks care available only to specific races. There is a branch of perks for every playable race. Some perks may also have other requirements. Altmer Natural Wizard Can dual cast all spells, but has a 25% weakness to fire, frost and shock. Must be Altmer. Altmer Provoker Your Fury spells agitate foes 6 levels higher than normal. Must be an Altmer. Altmer Magic Regeneration Your magicka regenerates 50% faster than normal. Must be an Altmer. Almer Herbalist Potions you mix are 15% stronger. Must be an Altmer. Altmer Natural Skills All magic skills increase 15% faster. Must be an Altmer. Argonian Poison Resistance You have 100% poison resistance. Must be an Argonian. Aronian Regeneration Your Health Regeneration is 3x faster. Must be an Argonian. Argonian Chameleon Sneaking is 3x more effective if you are not wearing anything and not running. Must be Argonian. Agonian Iron Scales Your scales are very tough, granting you a natural bonus of 20 to your Armor Rating. Must be Argonian. Argonian Natural Skills Lockpicking, Light Armor, Restoration, Alteration, Sneak and Pickpocket skills increase 15% faster. Must be Argonian. Bosmer Marksmanship You can snatch and fire arrows in one continuous motion, shooting 50% faster than normal. Must be Bosmer. Bosmer Blending +50% to Sneaking when outdoors when not wearing heavy armor. Must be Bosmer. Bosmer Forest Friends You have a natural affinity with animals. They will not attack you. Must be Bosmer. Bosmer Cannibal +15 to Health. Must be a Bosmer Bosmer Natural Skills Archery, Alchemy, Light Armor, Pickpocket, Lockpicking and Sneak skills increase 15% faster. Must be Bosmer. Breton Beckoning Conjuration spells cost 20% less. Must be Breton. Breton Enhanced Magicka You have +50 magicka. Must be Breton. Breton Quest Obsession Your numerous adventures give you very interesting tales to tell. +10 Speech. Must be Breton and have completed 25 quests. Breton Historical Enemies +15% damage to Orcs and Nords. Must be Breton. Breton Natural Skills Conjuration, Alchemy, Alteration, Illusion, Restoration and Speech skills advance 15% faster. Must be Breton. Dunmer Forgiven of Azura In the hours of dusk and dawn, you only take 50% normal damage. Must be a Dark Elf and cannot have "Follower of Sotha Sil" perk. Dunmer Promiscuity Your way with men gives you 20% better prices. Must be a female Dark Elf. Dunmer Follower of Sotha Sil Destruction spells are 20% more powerful. Must be Dunmer. Cannot have "Forgiven of Azura" or "Protected of Vivic" perks. Dunmer Protected of Vivec Incoming damage is 15% less. Must be Dunmer. Cannot have "Forgiven of Azura" or "Follower of Sotha Sil" perks. Dunmer Natural Skills Destruction, Alchemy, Alteration, Illusion, Light Armor and Sneak skills advance 15% faster. Must be a Dark Elf. Imperial Diplomacy Your Calm spells affect living NPC's 6 levels higher, except for Nords. Must be an Imperial Imperial Wealth Eager to please, merchants offer you 20% better buying prices if you are carrying more than 500 gold. Must be Imperial. Imperial Natural Healer Healing spells cost 20% less. Must be Imperial. Imperial Hated Foe You do 20% more damage to Thalmor. Must be Imperial, Imperial Natural Skills Khajiit Long Claw Your claws do 50% more damage. Must be Khajiit. Khajiit Stalking Your movement is 50% muffled. Must be Khajiit. Khajiit Pounce Sneak attacks with claws cause 8 times normal damage. Must be Khajiit. Khajiit Moonborn When the moons are in the night sky, you heal 10x faster than normal. Must be Khajiit. Khajiit Natural Skills Sneak, Alchemy, Archery, Lockpicking, Pickpocket and One-Handed skills advance 15% faster. Must be Khajiit. Nord Son of Saarthal +15% damage to elves, especially Thalmor who receive an extra 10% damage. Must be Nord. Nord Favored of Talos Shouts recover 20% faster. Must be Nord. Nord Shout Immunity 25% less damage from dragon breath and draugr shouts. Must be Nord. Nord Zealout of Sovngarde Fighting recklessly, you do 25% more damage, but also receive 15% more damage. Must be Nord. Nord Natural Skills Block, Light Armor, One-Handed, Two-Handed, Smithing and Speech skills advance 15% faster. Must be Nord. Orsimer Metalsmith 100% bonus added to tempering of all heavy armors and weapons of iron, steel, silver, dwarven, orcish, ebony, or Daedric in origin. Must be Orc. Code of Malacath As long as you don't have a bounty, you receive 10% less damage and do 10% more damage. Also -50 to Pickpocketing. Must be Orc. Orc Outcast You gain a very large bonus to intimidation when dealing with civilized people in towns, cities, farms, and other settlements. Must be Orc. Follower of Trinimac As follower of the old god of strength, you do 20% more damage in power attacks and use 20% less stamina. Must be Orc. Orc Natural Skills Heavy Armor, Enchanting, Block, One-Handed, Smithing, and Two-Handed skills advance 15% faster. Must be Orc. Reguard Sword-Singer When your magicka is above 130, your sword does 25% more damage. Must be Redguard. Redguard Sword Empowering Your enchantments on swords are 15% stronger. Must be Redguard. Shehai Bound swords do 50% extra damage. Must be Redguard. Crownblood Of a royal line, you are very persuasive in getting what you want. You receive better reputation and barter prices. Must be Redguard. Redguard Natural Skills Conjuration, Alchemy, Alteration, Illusion, Restoration and Speech skills advance 15% faster. Must be Redguard. Restoration Accelerated Healing Health recovers 3-12x faster due to your skill in Restoration magic. Alchemy Synergy Healing potions are 25-75% stronger due to your connection with Restoration magic. Avoid Death Once a day, heals 250 points automatically if you fall below 10% health. Bolster Many healing spells add a short Fortify Health effect to the recipient when cast. Cleric Turn Undead spells are 50-200% more powerful and last 50-200% longer as long if you are wearing one of the Divine's amulets. Divine Crusader Additional 25-100% damage to vampires and undead as long as you wear one of the Divine's amulets. Dual Casting Dual casting a Restoration spell overcharges the effects into an even more powerful version. Healer Cast Restoration spells for less magicka. Higher perks also make them stronger. Quick Learner You are a quick learner in using Restoration spells and gain experience 15% faster than normal. Resist Disease Your powers of healing give you 30-60% resistance to disease. Kyne’s Gift Healing spells are twice as powerful and also restore Stamina. Requires helping Kynareth in some way... Ward Absorb Wards allow you to absorb 25-75% of the magicka that hits you. Role-Playing Role-playing perks become available by the character just living and exploring Skyrim, as well as getting training in his/her skills. Adventurer +10-30 health, stamina and magicka. You've been adventuring for at least 60 days and have become used to the lifestyle. Apprentice Your Thief skills 15-30% improve faster. Requires either 50 Items Stolen or 25 Items Pickpocketed. Dungeon Delver All the combat experience during your exploration gives you 20% damage reduction; Requires clearing 15-30 dungeons. Favorite Shout Your Favorite Shout is 10% stronger. Favorite Spell Your Favorite Spell costs 10% less to cast. Favorite Weapon Your Favorite Weapon does 10% more attack damage. Good Night’s Sleep Your sleep schedule helps your body. Stamina and magicka regenerate 20-40% faster. Requires total minimum sleeping hours of 240 or 480. Handle Your Alcohol You do not suffer the negative effects of drinking alcohol. Healthy Diet You make sure to take time to eat while your saving Skyrim, so you get +5-10 stamina, health and magicka. Req. eating a certain amount of food items. Immunity Having contracted so many diseases, your body develops 45-90% disease resistance. Requires having contracted 3 diseases. Scholar Your Mage skills 1-305% improve faster. Requires a certain number of books read. Squire Your Warrior skills develop 15-30% faster. Requires a certain number of training sessions. Smithing As previously stated, EIO was developed with the 3/2 perk system in mind, getting an extra perk every other level. The Smithing tree has been split up to reflect not only that, but the actual difficulty of creating armor and weapons. The mod author has been fortunate to have been friends with a family of blacksmiths for several decades and has seen first hand what goes into making swords, maces, pieces of armor, and even pole arms. The skill needed to create different items is not just limited to knowing your metal as vanilla Skyrim portrated it, it’s knowing how each type of metal can be crafted into both simple and complex creations. Thus creating a cuirass is much harder than a pair of boots. Also, creating armor is different than creating weapons because they have different purposes, so just because someone knows how to make a decent sword it does not mean they can make a good helmet. EIO divides every metal into four perks. The two lower perks, one for armor and one for weapons, allow the PC to create the more simple items. The two higher perks, one for armor and one for weapons, allow the PC to create all items of that metal. They represent a mastery of that metal including knowledge of its weaknesses, strengths, and manipulations. In order for a PC to be able to make all items associated with a metal, a total of 4 perks must be learned. This is why an additional perk every other level helps, but even then it shows that the PC has put effort into his or her training and that smithing a skill to be dedicated to, and is not for those who want to good at everything. To compensate for the higher amount of perks needed for the mastery of a metal, each of these perks also bestow a 30% bonus to improving such items, for a total of 120% improvement that reflects the character’s skill. Basic Ebony Armor Forge Ebony shields, boots, and gauntlets. All Ebony items can be improved 30% better. Stacks with other Ebony perks. Advanced Ebony Armor Forge any Ebony armor. All Ebony items can be improved 30% better. Stacks with other Ebony perks. Req. Basic Ebony Armor. Basic Ebony Weapons Forge Ebony daggers, war axes, maces and warhammers. All Ebony items can be improved 30% better. Stacks with other Ebony perks. Advanced Ebony Weapons Forge any Ebony weapons. All Ebony items can be improved 30% better. Stacks with other Ebony perks. Req. Basic Ebony Weapons. Basic Scale/Plate Armor Can create Scaled and Plate helms, boots, and gauntlets at forges, and improve them by 50%. Can create Scaled and Plate cuirasses at forges and improve them by 50%. Stacks with and requires the Basic Scale/Plate Armor Perk. Arcane Blacksmith You can improve magical weapons and armor. Req. 35 in Smithing and Enchanting. Basic Daedric Armor Forge Daedric shields, boots, and gauntlets. All Daedric items can be improved 30% better. Stacks with other Daedric perks. Advanced Daedric Armor Forge any Daedric armor. All Daedric items can be improved 30% better. Stacks with other Daedric perks. Req. Basic Daedric Armor. Basic Daedric Weapons Forge Daedric daggers, war axes, maces and warhammers. All Daedric items can be improved 30% better. Stacks with other Daedric perks. Advanced Daedric Weapons Forge any Daedric weapons. All Daedric items can be improved 30% better. Stacks with other Daedric perks. Req. Basic Daedric Weapons. Basic Dragon Armor Forge Dragon shields, boots, and gauntlets. All Dragon items can be improved even better. Stacks with other Dragon perks. Advanced Dragon Armor Forge any Dragon armor. All Dragon items can be improved even better. Stacks with other Dragon perks. Req. Basic Dragon Armor. Basic Dwarven Armor Forge Dwarven shields, boots, and gauntlets. All Dwarven items can be improved 30% better. Stacks with other Dwarven perks. Advanced Dwarven Armor Forge any Dwarven armor. All Dwarven items can be improved 30% better. Stacks with other Dwarven perks. Req. Basic Dwarven Armor. Basic Dwarven Weapons Forge Dwarven daggers, war axes, maces, and warhammers. All Dwarven items can be improved 30% better. Stacks with other Dwarven perks. Advanced Dwarven Weapons Forge any Dwarven weapon. All Dwarven items can be improved 30% better. Stacks with other Dwarven perks. Req. Basic Dwarven Weapons. Basic Elven Armor Forge Elven shields, boots, and gauntlets. All Elven items can be improved 30% better. Stacks with other Elven perks. Advanced Elven Armor Forge any Elven armor. All Elven items can be improved 30% better. Stacks with other Elven perks. Req. Basic Elven Armor. Basic Elven Weapons Forge Elven daggers, war axes, maces, and warhammers. All Elven items can be improved 30% better. Stacks with other Elven perks. Advanced Elven Weapons Forge any Elven weapons. All Elven items can be improved 30% better. Stacks with other Elven perks. Req. Basic Elven Weapons. Basic Glass Armor Forge Glass shields, boots, and gauntlets. All Glass items can be improved 30% better. Stacks with other Glass perks. Advance Glass Armor Forge any Glass armor. All Glass items can be improved 30% better. Stacks with other Glass perks. Req. Basic Glass Armor. Basic Glass Weapons Forge Glass daggers, war axes, maces, and warhammers. All Glass items can be improved 30% better. Stacks with other Glass perks. Advanced Glass Weapons Forge any Glass weapons. All Glass items can be improved 30% better. Stacks with other Glass perks. Req. Basic Glass Weapons. Basic Orcish Armor Forge Orcish shields, boots, and gauntlets. All Orcish itemscan be improved 30% better. Stacks with other Orcish perks. Advanced Orcish Armor Forge any Orcish armor. All Orcish items can be improved 30% better. Stacks with other Orcish perks. Req. Basic Orcish Armor. Basic Orcish Weapons Forge Orcish daggers, war axes, maces, and warhammers. All Orcish items ccan be improved 30% better. Stacks with other Orcish perks. Advanced Orcish Weapons Forge any Orcish weapon. All Orcish items can be improved 30% better. Stacks with other Orcish perks. Req. Basic Orcish Weapons. Quick Learner You are a quick learner at Smithing and gain experience 15% faster than normal. Basic Steel Armor Can forge Steel shields, boots and gauntlets. All steel armor and weapons can be improved 30% better. Stacks with other Steel perks. Advanced Steel Armor Forge any Steel armor. All Steel items can be improved 30% better. Stacks with other Steel perks. Req. Basic Steel Armor. Basic Steel Weapons Can forge Steel war axes, maces, daggers and warhammers. All steel items can be improved 30% better. Stacks with other Steel perks. Advanced Steel Weapons Forge any Steel weapon. All steel items can be improved 30% better. Stacks with other Steel perks. Req. Basic Steel Weapons. Sneak Arcane Assassin All spells you cast from any school of magic are silent to others. Future perks multiply spell damage in sneak attacks. Cautious Pace Noise from armor is reduced 25-100% while sneaking. Cutthroat Sneak attacks with daggers now do 5-13 times normal damage. Req. making a certain number of backstabs. Footpad You won't trigger pressure plates. Thief’s Discipline You are 10-50% harder to detect. Light and sound hinder you 5-25% less each. Harmless Shadow When completely still with no weapons or spells out, you gain a +15-60% sneak bonus. Lookout When outdoors, you are 10-40% harder to detect and you have 15-60% bow zoom when pressing block while aiming a bow. Mugger Sneak attacks with 1H weapons ignore 20-80% of a target's armor rating. Req. making a certain number of sneak attacks. Quick Learner You are a quick learner when it comes to remaining hidden and gain Sneak experience 15% faster than normal. Shadow Warrior Crouching stops combat for a moment and forces distant opponents to search for a target. Silent Roll Sprinting while sneaking executes a silent forward roll. Silent Running Walking and running make 15-60% less noise than usual. Speech Affinity perks: For role playing purposes, you can choose to get along better with some races better than others and they will give you better prices. Affluence Merchants prefer dealing with someone who appears to have money. Wearing expensive outfits give you 15% better buying prices. Apothecary Proficient Apothecary: 20-100% more gold for selling to an alchemy merchant. Requires a certain level of Speech, and a certain amount of Potions and Poisons Mixed. Arms Dealer Your knowledge of smithing allows you to barter for 20% better prices at blacksmiths. Requires a certain level of Speech and number of weapons and armor made. Citizen of (Whiterun, Windhelm, Riften, Solitude) As a homeowner in a city, you receive 20% better buying prices from its merchants. Req. having the key to your city’s home. Fence Can barter stolen goods with any merchant. You get 10% better prices at real fences. Req. a certain number of Bribes and a certain level of Speech. Flirt (Heterosexual) 15% better prices with the opposite gender. Flirt (Homosexual) Flirt: 15% better prices with the same gender. Haggler Buying prices are 15-60% better. Intimidation Intimidation become more successful and you to combine your attacks with threats and other intimidating tactics that can scare an opponents away. Investor Can invest 500 gold with a shopkeeper to increase his available gold permanently. Higher perks give you better prices once you start investing in places. Master Trader Every merchant in the world gains 1000 gold for bartering. Merchant Can sell any type of item to any kind of merchant. Savior of Riverwood Trader/Savior of Arnleif and Sons By completed the quest associated with either of these stores, you will receive a 15% discount to your purchases there. Quick Learner You are a quick learner when it comes to getting people to see your way and gain Speech experience 15% faster than normal. Skinner You make 30-60% more money when selling to hunters. Requires 25 in Speech and Archery Wolf in Sheep’s Clothing Due to your charming personality, you cause 25-50% more damage to NPC's not already in combat, out of pure surprise. Req. 50 or 100 Speech.