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Perkus Maximus
Perkus Maximus - Title
Mod Information
T3nd0
Version
v1.6.2
Mod Links

Perkus Maximus, commonly referred to as PerMa, is a gameplay overhaul mod for The Elder Scrolls V: Skyrim. It succeeds Skyrim Redone and drastically improves upon the mechanics and perk trees introduced by SkyRe.

Perkus Maximus contains three main modules - called Warrior, Thief, and Mage, as well as an optional (but strongly recommended) add-on entitled 'Wintermyst Enchantments', which improves the enchantment crafting features added by the Mage section. Perkus Maximus makes use of the SkyProc patcher to integrate into the game, and does not work properly without using the patch - it therefore requires a recent version of Java to be installed on your computer.

Perkus Maximus Mage Perks Edit

Perkus Maximus refactors the spell list and magic skill trees to not only provide variety, but to differentiate spells - low- and high-level spells should all have their uses throughout the playing period. Each school of magic now also contains epic 'Focus' perks, which are mutually exclusive across all trees - Only one may be chosen by any given character.

Alteration Edit

(0) Studies: Novice Alteration - Grants a random novice-level Alteration spell. All Alteration spells are 15% cheaper and last 15% longer. No Prerequisites.

(20) Studies: Apprentice Alteration - Grants a random apprentice-level Alteration spell. Each incoming hit restores 3% Magicka. Requires (0) Studies: Novice Alteration.

(40) Studies: Adept Alteration - Grants a random adept level Alteration spell. Each known "Mage Armor" spell increases armor by 25 permanently. Requires (20) Studies: Apprentice Alteration.

(65) Studies: Expert Alteration - Grants a random expert level Alteration spell. Each known "Kinetic" and "Shift" spell increases attack and movement speed by 2% permanently. Requires (40) Studies: Adept Alteration.

(90) Studies: Master Alteration - Grants a random master level Alteration spell. Unlocks Alteration's "focus" perks. All spells that would normally occupy both hands now only occupy one hand. Requires (65) Studies: Expert Alteration.

(100) Architect of Magic - 1/2 - Does Nothing. 2/2 - Unlocks a second 'Focus' Perk. Requires (90) Studies: Master Alteration.

(25) Mage's Toolbox - 'Utility' spells, such as light spells or detection spells, are 50% cheaper to cast. Requires (0) Studies: Novice Alteration.

(25/45) Spellweaver - 1/2 - All spells from all schools of magic are 5% cheaper to cast. 2/2 All spells from all schools of magic are 10% cheaper to cast. Requires (20) Studies: Apprentice Alteration.

(40) Spellbinder - Grants the togglable ability "Spellbinder". While "Spellbinder" is active, swinging your right-hand weapon will automatically cast the spell equipped in your left hand, as long as you have the Magicka necessary to do so. Requires (25) Spellweaver.

(30/50) Mage Armor - 1/2 - While not wearing a regular armor chestpiece, 'Armor' spells are 50% stronger. 2/2 - While not wearing a regular armor chestpiece, 'Armor' spells are 100% stronger. Requires (20) Studies: Apprentice Alteration.

(60) Second Skin - 'Armor' Spells are 10% stronger. Unlocks secondary effects for 'Armor' as long as the caster is not wearing a regular armor chestpiece. Requires (30) Mage Armor.

(30) Mindforge - 'Enhance Weapon' spells last twice as long. Requires (20) Studies: Apprentice Alteration.

(60) Mindcutter - 'Enhance Weapon' spell effects now calculate target armor at 100% instead of 150%. Requires (30) Mindforge.

(45) Sacrificial Casting - Grants the toggleable ability "Sacrificial Casting". While active, "Sacrificial Casting" splits any spell cost evenly between Magicka and Health, and reduces the magnitude of healing spells and beneficial potions by 90%. Requires (40) Studies: Adept Alteration.

(65) Lifelink - Grants the spell "Lifelink". Lifelink can only be cast while "Sacrificial Casting" is active, and needs a target that is either a summoned creature or a living follower. It deals up to 50 damage to the target and heals the caster's Health by twice the damage dealt. Lifelink's magnitude is not affected by "Sacrificial Casting". Requires (45) Sacrificial Casting, obviously.

(85) Flesh to Power - When deactivating 'Sacrificial Casting', everyone within a 30' radius is paralyzed for 4 seconds, and you absorb 5 health per second from everyone affected for 8 seconds. Requires (65) Lifelink.

(45/75) Blink - 1/2 - 'Shift' spells have 50% better range. 2/2 - 'Shift' spells have 100% better range. Requires (40) Studies: Adept Alteration.

(50) Kinetic Crush - 'Kinetic' spells may be dual cast to double their force. 'Kinetic' spells deal their force as unblockable damage. Requires (40) Studies: Adept Alteration.

(80/95) Chronokinesis - 1/2 - 'Shift' and successful 'Kinetic' spells slow down time by 30% for 3 seconds. 2/2 - 'Shift' and successful 'Kinetic' spells slow down time by 50% for 4 seconds. Requires (45) Blink or (50) Kinetic Crush.

(95) Focus: The Spherebender - cooldown on 'Shift' and 'Kinetic' spells is reduced by 50%. Grants the 'Kinetic Shift' spell, which combines the properties of the 'Kinetic' and 'Shift' branches, teleporting the caster, and pushing or pulling everyone standing in range of the starting or ending points of the teleport. This spell has a 20 second cooldown that is not related to the 'Shift' or 'Kinetic' cooldown timers. Requires (90) Studies: Master Alteration and (80) Chronokinesis.

(95) Focus: The Creator - Grants the spell 'Spell Prism', which creates a spell prism device which reacts differently to additional spells targeting it. Requires (90) Studies: Master Alteration and (85) Flesh to Power or (60) Mindcutter or (60) Second Skin.

Conjuration Edit

(0) Studies: Novice Conjuration - Grants a random novice level Conjuration spell. All Conjuration spells are 20% cheaper. No prerequisites.

(20) Studies: Apprentice Conjuration - Grants a random apprentice level Conjuration spell. Conjuration summoning spells last 20% longer. Bound weapons deal x% more damage, where x is CONJURATION_SKILL * 0.5.

(40) Studies: Adept Conjuration - Grants a random adept level Conjuration spell. When summoned creatures kill someone, get 10% of your maximum base Magicka back. Reanimated zombies do not count as "summoned", with the exception of Draugr raised by "Mark of Decay". Skeletons do count though..

(65) Studies: Expert Conjuration - Grants a random expert level Conjuration spell. While below 50% health, summon limit grows by 1, and summoning bound weapons is free.

(90) Studies: Master Conjuration - Grants a random master level Conjuration spell. Unlocks Conjuration's "focus" perks. As long as at least one summoned creature is alive, take 10% less damage from spells and weapons. Does only trigger for creatures you actually summon, so it does not cover skeletons.

(35) Advanced Summoning - Increases range for summoning spells by 150%

(50) Ancient Rites - Increases summon limit for zombies and Daedra by 1.

(15/40) Harvest - 1/2 - Enter sneak mode and activate a humanoid carcass for an option to collect bones and ingredients. Choosing the "Harvest" option will automatically add all harvested items to the target's inventory and forcefully open it. After closing the inventory, the body will disappear. 2/2 - Alters the number of harvestable flesh and increases the chance for all items to be found on a harvested corpse.

(25/45/65) Bone Mastery - 1/3 - Grants the spell "Conjure Skeleton". This spell opens up a dialogue window that allows you to select a skeletal minion to summon. With the first rank of Bone Mastery, only skeleton warriors are selectable. Summoning a skeletal warrior will remove a complete set of Harvested bones and an empty soul gem of common or lower quality from your inventory. The skeleton warrior is a permanent follower-like creature at 85% of your level that does not count towards the regular summon limit. It attacks with melee weapons. If you lack the required components, the spell will fail.

2/3 - Adds the "Skeleton Archer" option to "Conjure Skeleton". The skeleton archer is a permanent follower-like creature at 85% of your level that does not count towards the regular summon limit. It attacks with a bow-and-arrow. If you lack the required components, the spell will fail.

3/3 - Adds the "Skeleton Mage" option to "Conjure Skeleton". The skeleton mage is a permanent follwer-like creature at 85% of your level that does not count towards the regular summon limit. It attacks with frost spells. If you lack the required components, the spell will fail.

(40) Bone Conservation - The chance to receive each bone back via releasing a skeleton (see "Tongues of Old") grows to 70%.

(90) Great Bone Mastery - Adds the "Skeleton Mage Overlord", "Skeleton Warrior Overlord" and "Skeleton Archer Overlord" options to "Conjure Skeleton". Each of these spells removes a complete set of Harvested bones and one empty soul gem of greater or higher quality from your inventory. Additionally, they consume either a Beast Heart ("Summon Skeleton Archer Overlord"), a Human Heart ("Summon Skeleton Warrior Overlord"), or an Elven Heart ("Summon Skeleton Mage Overlord.") Upon being summoned, the skeleton overlord will destroy any other summoned skeleton you have under control, and gain 100 points of Health, Magicka and Stamina for each skeleton destroyed. This effect also destroys other skeleton overlords, so only one may exist at any time. The spell will fail if there is less than one skeleton destroyed by this effects, or if you lack any of the required ingredients. The summoned skeleton overlord is large and at 110% of your own level.

(50) Tongues of Old - Grants the lesser power "Call Undead", which assembles all the controlled zombies and skeletons around the player. Grants the option to access your undead minions' inventories after activating them. Grants the option to release skeletons created with the "Bone Mastery" series of perks to get back soul gems and bones. For each bone used to assemble the skeleton minion, there is a 30% chance to receive it back after releasing the skeleton. Additionally, one also receives an empty petty soul gem.

(45) Gravebound - Reanimation spells that require the target to be at a lower level than you now work on targets at your level.

(75) Recurring Nightmare - Grants the spell "Recurring Nightmare - Recreate". While crouching, activate a humanoid carcass for a "Store Essence" option. "Store Essence" destroys and memorizes the target body; only one body may be stored at any time. If a new body is stored, the old one is forgotten about by "Recurring Nightmare". "Recurring Nightmare - Recreate" needs to be cast at a humanoid carcass and turns it into a copy of the stored body; the copy does not include the original bodies' inventory.

(20) Elemental Potency - Daedra summoning spells may be dual cast to extend their duration. Summoned Daedra scale with your level with no upper limit. Without this perk, Perkus Maximus caps summoned Daedra at level 5.

(40) Oblivion Binding - Adds soul trap, turn undead and banish effects to all bound weapons

(50/65) Chaotic Binding - 1/2 - Bound weapons absorb 2 points of Health per second for 5 seconds. 2/2 - Bound weapons also absorb 2 points of Stamina and Magicka per second for 5 seconds.

(30/50) Reclaim - Activate a summoned Daedra to get the "Reclaim" option. Chosing this option will banish the entity and restore some of your Magicka. The amount of Magicka depends on the type of creature you sent back. 2/2 - Choosing "Reclaim" additionally restores Health, depending on the type of creature you sent back. Health regained this way is equal to 50% of the Magicka value.

Daedric Shell (45)

1- Choosing "Reclaim" additional grants a buff for 20 seconds, depending on the creature you sent back; Dremora grant 100 armor, while Atronachs grant 20 points of the relevant elemental resistance.

(60) Promise of Power - When summoning Dremora without a Human Heart to sacrifice, the Health damage you take is reduced to 35%. Without this perk, Dremora will either consume a Human Heart from your inventory, or deal you damage equal to 70% of your maximum Health.

(40) Elemental Fury - Atronachs you summon take 20% less damage from other elemental damage types, and deal 25% more damage with their core damage type.

(60) Synergetic Link - When summoning atronachs, you gain a 20% damage buff to the relevant elemental damage type for 20 seconds. This does not stack with itself.

(75) Pact - Daedra summoning spells last 25% longer and are 15% cheaper to cast.

(95) Focus: The Gatekeeper - Grants the spell "Gates of Oblivion", which, well, remember the big Oblivion Gate setpiece battles from TES:IV? Now you're the one who turns the gates loose on your unsuspecting enemies. Random atronachs will spawn from the gate, one every four seconds, for a total of forty seconds. These Daedra do not count as your summons, and will act on their own. Casting this spell counts as a rather severe crime.

(95) Focus: The Necromage - Increases spell duration and magnitude against undead. Grants the spell "Seven Souls". "Seven Souls" randomly chooses seven carcasses from a list including afflicted, warlocks, vampires, bounty hunters, soldiers, bandits, alik'r, thieves, assassins, and forsworn, assembles them in a circle around you, and animates them all at once. The spell works by temporarily boosting your summon limit; summoning and raising zombies while these corpses still walk will interfere with them. Zombies spawned with "Seven Souls" are at half your level.

Destruction Edit

(0) Studies: Novice Destruction - Grants a random novice level Destruction spell. All Destruction spells are 15% cheaper and stronger

(20) Studies: Apprentice Destruction - Grants a random apprentice level Destruction spell. When casting a second Destruction spell within 3 seconds of the last one, the second spell is 15% stronger. Does not stack, but can be chained.

(40) Studies: Adept Destruction - Grants a random adept level Destruction spell. All area-of-effect destruction spells have their area increased by 30%.

(65) Studies: Expert Destruction - Grants a random expert level Destruction spell. Cloak spells boost the strength of their associated element(s) by 15%.

(90) Studies: Master Destruction - Grants a random master level Destruction spell. Unlocks Destruction's "focus" perks. Casting a spell with base Magicka Cost of 100 or more triples the strength of the next Destruction spell.

() Ambitious Methods - Increases all Destruction spell damage by 10% and an additional 1% per 4 skill levels.

(50/80) Geomancy - 1/2 Increases maximum rune count from Perkus Maximus' default 2 to 3 and increases maximum rune cast range by 100%. 2/2- Increases maximum rune count to 4 and maximum rune cast range by 200%.

(25/55) Defiant Concentration - 1/2 - While below 20% Magicka, all fire, frost and shock spells are 70% weaker and 80% cheaper to cast. 2/2 - While below 20% Magicka, all fire, frost and shock spells are 70% weaker and 95% cheaper to cast.

Sigil of Flame - All fire spells reduce the target's armor rating by their magnitude for 5 seconds.

Cradle of Fire - Fire spells can be dual cast to increase their magnitude. Once per enemy, a dual-cast fire spell disarms on hit.

Sigil of Ice - Frost spells deal 1/3 of their magnitude as additional physical damage.

Pristine Frost - Frost spells may be dual cast to increase their magnitude. Against opponents with at least 40% frost resistance, frost spells deal 2/3 of their magnitude as additional physical damage.

Sigil of Thunder - Shock spells deal 10% of the target's armor value as additional damage. This damage can not be resisted.

Primordial Thunder - Shock spells may be dual cast to increase their magnitude. Dual casting a shock spell paralyzes the target for 3 seconds, once per target.

Conflagration - If a target is killed while affected by a fire spell, it detonates for 20 fire damage per second over two seconds within a 15 feet radius.

Pyromancer's Contract - Fire spells grow 2% stronger for each perk related to frost or shock magic you didn't invest in.

Raging Inferno - Missile based fire spells are 35% weaker, but spawn a second missile.

Arcane Conduit - Increases shock spell Magicka damage by 50%.

Electromancer's Contract - Shock spells grow 2% stronger for each perk related to frost or fire magic you didn't invest in.

Battery - Each shock spell you have equipped boosts Magicka regeneration by 30% and movement speed by 10%.

Absolute Zero - Casting a frost spell causes a small frost explosion around the caster that deals 10 points of frost damage to health and stamina within a ten feet radius.

Cryomancer's Contract - Frost spells grow 2% stronger for each perk related to fire or shock magic you didn't invest in.

Chill of Death - All frost spells deals 25% more stamina damage and transfer it to the caster.

Focus: The Elementalist - Frost spells reduce the target's shock resistance by 30% for 5 seconds. Shock spells reduce the target's fire resistance by 30% for 5 seconds. Fire spells reduce the target's frost resistance by 30% for 5 seconds. This effect does not stack. Grants the spell "Heavenlapse". "Heavenlapse" causes fire, frost and shock spells to rain down from the sky in a circle around the caster. Each projectile deals 40 damage of its respective element.

Focus: The Siege Mage - Grants the toggleable ability "Siege Mode". While active, Siege Mode causes the caster to move slowly, as if overburdened, and increases all Destruction spell magnitude by a factor propertional to the remaining Magicka percentage. A spell cast from full Magicka is twice as strong as a spell cast from an empty Magicka pool. The scaling is linear. Additionally, spells cast from Siege Mode that have special effects when dual cast trigger these special effects even when cast with one hand. Siege Mode needs to be active for at least ten seconds before it can be toggled off.

Enchanting Edit

(0/50) Enchanter - Enchantments you create are x% stronger, where x is (0.5* ENCHANTING_SKILL). Caps out at 25% (skill level 50). - Enchantments you create are x% stronger, where x is (0.5* ENCHANTING_SKILL). Caps out at 50% (skill level 100).

(15) Basic Scripture - Can use an enchanter's quill from your inventory to craft certain scrolls of Novice and Apprentice level spells. Crafting a scroll requires ink and paper rolls. Unlocks recipe for "Enchanter's Quill". All enchantments are 4% stronger. The Enchanter's Quill can be crafted at the forge with 1 quill, 1 empty common soul gem, and 2 silver ingots.

(30) Advanced Scripture - Can use a quill from your inventory to craft certain scrolls of Adept level spells. All enchantments are 4% stronger.

(45) Elaborate Scripture - Can use a quill from your inventory to craft certain scrolls of Expert level spells. All enchantments are 4% stronger. Crafting a scroll requires ink and paper rolls.

(70)Sage's Scripture - Can use a quill from your inventory to craft certain scrolls of Master level spells. All enchantments are 4% stronger. Crafting a scroll requires ink and paper rolls.

(40) (X) Split Enchant - Grants the toggleable ability "Split Enchant". While active, you can put two enchantments on one weapon, and all enchantment are 40% weaker. All enchantments are 4% stronger.

(25/50) Soul Siphon - 1/2 - Killing a non-humanoid enemy automatically traps 10% of its soul and recharges the killer's weapon with it. All enchantments are 4% stronger. 2/2- Killing any enemy automatically traps 15% of its soul and recharges the killer's weapon with it. All enchantments are an additional 4% stronger.

(40) Soul Squeezer - Soul gems recharge weapons 50% better. All enchantments are 4% stronger.

(25) Arcane Archery - Grants the toggleable abilities "Arcane Archery - Great Fireball", "Arcane Archery - Thunderstrike" and "Arcane Archery - Winter's Breath". Only one of these can be active at any given time. All enchantments are 4% stronger. When using a bow and releasing fully drawn shots, these abilities simultaneously cause spells to emit from the archer, as long as the archer has at least 50% Magicka left. These spells follow non-parabolic spell trajectories, which may make it difficult to hit a target with both an arrow and a spell on a single shot. Each spell consumes 30 Magicka. Great Fireball deals 30 fire damage, Thunderstrike deals 20 shock damage within a 20 feet radius, and Winter's Breath deals 20 frost damage, as well as a 30% movement speed debuff for 3 seconds. "Arcane Archery" have their magnitude boosted by everything that boosts the magnitude of Destruction spells, but do not gain secondary effects from Destruction perks.

(40,60,80) Echanted Quiver - 1/3 - "Arcane Archery" spells may be used as long as the user has at least 40% Magicka left. Each "Arcane Archery" spell consumes 27 Magicka, and all enchantments are 4% stronger.

2/3 - "Arcane Archery" spells may be used as long as the user has at least 30% Magicka left. Each "Arcane Archery" spell consumes 24 Magicka, and all enchantments are an additional 4% stronger.

3/3 - "Arcane Archery" spells may be used as long as the user has at least 20% Magicka left. Each "Arcane Archery" spell consumes 21 Magicka, and all enchantments are a further 4% stronger.

(40) Staffaire - Unlocks crafting recipes for staves. Staves need you to already know the spell you want on the staff and bring an empty staff of the relevant school and a spell tome of the relevant spell to one of the 'Staff Enchanter' tables which Perkus Maximus adds around Skyrim, often sharing a room with an existing Arcane Enchanter. All enchantments are 4% stronger.

(50/70) Channeler - 1/2 - While a staff's charge is below 50%, it recovers by 5 every 5 seconds automatically. All enchantments are 4% stronger. 2/2 - While a staff's charge is below 50%, it recovers by 10 every 5 seconds automatically. All enchantments are a further 4% stronger.

(35) Animate Weapon - Grants the lesser power "Animate Weapon". All enchantments are 4% stronger. "Animate Weapon" causes your currently equipped right-hand melee weapon to attack and move on its own for 15 seconds. It is invincible and has no combat perks or the like. Once the timer is up, the weapon returns to your inventory. Does work with two-handed melee weapons. If the weapon is an artifact, this ability will recharge it. If not, this ability will clear the enchantment, and restore 10% of the enchantment charge lost as Magicka.

(60) Combat Enchanter - If you have multiple weapons or weapon and shield equipped, "Animate Weapon" will animate both. "Animate Weapon" lasts for 25 seconds. All enchantments are 4% stronger.

Spell Surge (75/90) - 1/2 - If you have both a spell and an enchanted weapon equipped at the same time, the weapon's charge boosts the spell's duration and magnitude by a factor of x, where x is (1+(WEAPON_CHARGE*0.01)), up to a maximum of 1.1 at a charge of 1000. All enchantments are 4% stronger. 2/2 - If you have both a spell and an enchanted weapon equipped at the same time, the weapon's charge boosts the spell's duration and magnitude by a factor of x, where x is (1+(WEAPON_CHARGE*0.01)), up to a maximum of 1.15 at a charge of 1500. All enchantments are a further 4% stronger.

(95) (X) Focus: Great Infusion - Grants the items "Dragon Sigil - Armor" and "Dragon Sigil - Weapon", and grants the lesser power "Great Infusion". All enchantments are 10% stronger. "Great Infusion" consumes a dragon soul upon being used, and counts as "active" for 10 minutes after doing so. Disenchant the items to learn the "Dragon's Roar" and "Dragon's Wings" enchantments. "Dragons Roar" can be applied to weapons and adds 10 fire, frost and shock damage each, as well as 50 points of armor reduction and 20% of magic resistance reduction each for 5 seconds. "Dragon's Wings" can be applied to armor and increases armor rating by 40, magic resistance by 10%, and movement and attack speed by 4%. Both "Dragon's Roar" and "Dragon's Wings"may only be applied to armor and weapons while "Great Infusion" is active.

Illusion Edit

Studies: Novice Illusion

1- Grants a random novice level Illusion spell. All Illusion spells are 20% cheaper.

Studies: Apprentice Illusion

1- Grants a random apprentice level Illusion spell. For each "influence" spell you know, get a 3% chance to ignore all incoming melee damage. Eligible spells: Calm, Fear, Fury, Frenzy Rune, Anarchy. Stacks multiplcatively.

Studies: Adept Illusion

1- Grants a random adept level Illusion spell. For each "influence" spell you know, get a 3% chance to ignore all incoming Destruction spell damage. Eligible spells: Calm, Fear, Fury, Frenzy Rune, Anarchy. Stacks multiplcatively.

Studies: Expert Illusion

1- Grants a random expert level Illusion spell. Critical hit chance against anyone affected by influence spells or phantom debuffs grows by 30%. Destruction spell power against anyone effected by influence spells or phantom debuffs increases by 15%.

Studies: Master Illusion

1- Grants a random master level Illusion spell. Unlocks Illusion's "focus" perks. Casting a spell with base cost of 100 or higher makes you ethereal for 5 second.

Deep Analysis

1- Spell "Insight" can be dual cast to affect undead, machines and daedra, and displays the exact difference to the target, as well as its resistances. 

Unknowable Horror

1- Spell "Fear" can be dual cast to affect undead, machines and daedra, and lasts 30% longer. 

Debilitating Terror

1- "Spell Fear" absorbs small amounts of stamina and magicka while active.

Invigorate

1- Illusion buffs last 30% longer and can be dual cast to affect Daedra, undead and machines. 

Transcendental Mantle

1- In addition to any other effect, Illusion buffs increase the target's health and stamina. 

Soothing Voice

1- Spell "Calm" can be dual cast to affect undead, machines and daedra, and lasts 30% longer. 

Subjugation

1- Spell "Calm" absorbs small amount of health while active.

Raging Heart

1- Spell "Fury" can be dual cast to affect undead, machines and daedra, and lasts 30% longer. 

Maniacal Surge

1- Spell "Fury" additionally increases melee weapon damage and movement speed of its target.

Quiet Casting

1- Spells are silent to cast and 30% more expensive while sneaking.

Hallucinating Echoes

1- Increases maximum phantom count by 1 - Perkus Maximus counts Summoned Phantoms separately from 'normal' summons. Can dual cast phantom spells to create two phantoms with one spell. 

Waning Presence

1- After summoning a phantom, the caster turns silent and invisible for 7 seconds. Does not affect spell casting sound though; just movement.

Retaliating Echoes

1- An enemy that kills a phantom suffers from -30% magic resistance for 15 seconds.

2- An enemy that kills a phantom suffers from -30% magic resistance and -200 armor for 15 seconds.

Vessel

1- Spells that would normally require a phantom as target now work on everyone affected by Fear, Fury or Calm as well.

Phantom Host

1- For each living phantom, you deal 4% more weapon damage, take 4% less weapon damage, and Illusion spells are 4% cheaper to cast. Caps out at 5 phantoms.

Recursive Insanity

1- When casting a phantom spell at a target influenced by Fear, Fury or Calm, an additional phantom is spawned. 

Focus: The Minddweller

1- Fear, Fury and Calm are 25% cheaper to cast. Grants the spell "Lose Hope". "Lose Hope" instantly kills a target influenced by Fear, Fury or Calm if it is of lower level than the caster.

Focus: The Puppetmaster

1- Increases maximum phantom count by 2. Grants the spell "Phantom Army". "Phantom Army" is the only phantom spell that doesn't need to be targeted at an enemy. It is caster-centered and spawns as many phantom warriors as your phantom count allows. So, if max phantom count is at 5 and you have one phantom out, four phantoms will be spawned.

Restoration Edit

Studies: Novice Restoration (0) - Grants a random novice level Restoration spell. All Restoration spells are 20% cheaper.

Studies: Apprentice Restoration (30) - Grants a random apprentice level Restoration spell. Standing still decreases ward spell cost by 30%. Whenever a ward absorbs a spell while standing still, recover 10 Magicka instantly.

Studies: Adept Restoration (40) - Grants a random adept level Restoration spell. While in combat, each hostile undead within a 15 feet radius gives 5% magic resistance and 30 armor.

Studies: Expert Restoration (65) - Grants a random expert level Restoration spell. Casting any non-concentration spell from any school restores 10 health instantly. This effect does not scale with anything.

Studies: Master Restoration (90) - Grants a random master level Restoration spell. Unlocks Restoration's "focus" perks. Casting a spell with base cost of 100 or higher increases Magicka regeneration by 100% for 1 minute. Does not stack with itself.

Purification (30) - Effects that require "Chastise" to be active on a target and that need certain Health percentages to trigger their strongest effect have their trigger threshold increased by 20%. For example, "Prgatory" will instantly kill and detonate the target at 60% Health or lower, instead of 40% or lower.

Regrowth (20) - Healing spells are 25% stronger and may be dual cast to further increase their magnitude.

Respite (55) - Healing spells additionally recover Stamina by 50% of their magnitude.

Auramancer (30/50) - 1/2 - Aura range is increased by 35% 2/2- Aura range is increased by 70%

Life and Death (50/80) - 1/2 - In addition to any other scaling bonuses, damaging auras get x% stronger, where x is your Restoration skill level. 2/2- In addition to any other scaling bonuses, damaging auras get x% stronger, where x is your Restoration skill level and your Destruction skill level combined.

Ward Deflect (30/45) - 1/2 - While having a ward spell up, take 20% less damage from ranged weapon attacks. Makes "Spell Ward" grant 50 armor while equipped and another 50 while being used. 2/2- While having a ward spell up, take 35% less damage from ranged weapon attacks. Makes "Spell Ward" grant 75 armor while equipped and another 75 while being used, and unlocks timed blocking for "Spell Ward".

Ward Absorb (50)

1- Blocking a spell with a ward will recover your Magicka by 20% of all Magicka that hits them. Lets "Spell Ward" absorb shouts properly. 

Carrier (45/65)

1- Plague spread range is increased from roughly 10 feet to roughly 20 feet. Plagues can be dual cast for a 50% boost in spread range. Take 5% less damage from enemies affected by plagues.

2- Plague spread range is increased from roughly 20 feet to roughly 30 feet. Plagues can be dual cast for a 50% boost in spread range. Take 10% less damage from enemies affected by plagues.

Plaguelord (50/80)

1- Plagues will attempt to infect a new target once every 2 seconds, instead of every 3 seconds. (*)

2- Plagues will attempt to infect a new target once every second. (*)

(*) Plagues spread from the initial target to adjacent targets. They do not spread from secondary

targets. Plagues will not reinfect the initial target.

Malediction (50/75)

1- Curse spread radius grows from roughly 10 feet to roughly 20 feet. Curses will try to find a new target twice if an old target dies while the curse is active. (*)

2- Curse spread radius grows from roughly 20 feet to roughly 30 feet. Curses will try to find a new target three times if an old target dies while the curse is active. (*)

(*) When the old target dies, a curse will randomly select a new target within its spread radius. If the target fulfills a few conditions (not the player, has base actor, not NONE), the curse jumps over. If this check fails, the curse will either try again or stop of the maximum number of attempts is reached.

Tortured Soul (70)

1- Spells that would normally be restricted to undead targets now also work on targets affected by curses.

Meditation (70/80)

1- While your Health is below 40%, Restoration spells are 15% cheaper to cast. While your Health is below 20%, this bonus increases to 25%.

2- While your Health is below 40%, Restoration spells are 25% cheaper to cast. While your Health is below 20%, this bonus increases to 35%.

Defy Death (95)

1- If your Health drops below 50%, health regeneration is increased by 50%. If your Health drops below 25%, this bonus increases to 100%. Once per day, dropping below 10% Health causes you to automatically recover 250 Health.

Focus: The Idol (95)

1- Healing spells are 20% stronger. Auras are free to toggle. Removes the Health and Stamina debuffs from auras. Grants the spell "Aura - Aspect of Brilliance". "Aura - Aspect of Brilliance" is the only Aura that affects both enemies and allies. Allies deal 15% more damage with Destruction spells and any weapon, while enemies deals 15% less damage with Destruction spells and any weapon.

Focus: The Defiler (95)

1- Deal 10% more weapon damage against targets affected by curses or plagues. Curses and plagues are 25% cheaper to cast. Grants the spell "Curse of Binding". "Curse of Binding" is a curse that may only affect enemies that already are affected by a plague. As long as a target affected by "Curse of Binding" is alive, this spell's caster is immune to any damage, but any spell cast is 50% more expensive.

Perkus Maximus Thief Edit

Perkus Maximus refactors thief gameplay and perk progressions to be both more interesting and less gamebreaking. Among other factors, it alters detection chance based on the detecting entities' helmet or lack thereof - the full plate helm that a guard may be wearing will cut off some of his peripheral vision.

Alchemy Edit

Dexterity Edit

Ranged Weaponry Edit

Sneak Edit

Speechcraft Edit

Wayfarer Edit

Perkus Maximus Warrior Edit

Perkus Maximus refactors warrior gameplay to add tactical depth to combat. It adds 'fist' weapons, spell blocking, and a set of stagger- and bleed-debuffs in combat.

Block Edit

Heavy Armor Edit

Heavy Weaponry Edit

Light Armor Edit

Light Weaponry Edit

Smithing Edit

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