LoreRim Skills & Perks Checklist – Every Perk Tree
Every LoreRim perk tree, skill by skill: Ordinator as LoreRim edits it, Requiem's Block and Speech, and the Magic Redone schools, with the level each rank needs.
One-handed
The One-handed tree in LoreRim comes from Ordinator, as LoreRim edits it.
- Weapon Mastery (0 / 20): 20% more damage.
- Hand to Hand (0): +25 unarmed damage, unarmed attacks damage target stamina by half the unarmed damage.
- Penetrating Strikes (20): -30% power attack stamina cost, +30% armor penetration.
- Flurry (25 / 50): +10% critical hit chance and critical damage.
- Grappling (25): Unarmed power attacks stagger targets by 50% chance and disarm by 10% chance.
- Unarmed Defense (25): 15% less physical damage taken for each hand empty.
- Sword & Spear Focus (25 / 50 / 75): Attacks reduce target's melee damage by 11% for 10 seconds, +11% critical hit chance.
- Mace Focus (25 / 50 / 75): 5% more power attack damage, +15% armor penetration.
- War Axe Focus (25 / 50 / 75): Attacks deal 10–30 extra damage over 20 seconds scaling with weapon skill, +10% armor penetration.
- Short Blade Focus (25 / 50 / 75): +20% damage from behind, 2x irresistible sneak attack damage, +5% critical hit chance.
- Powerful Charge (25): Able to do sprinting power attack which has a 50% critical hit chance.
- Armed Spellcasting (50): +25% poise damage and 10% stronger spells, scrolls and enchants left hand is empty or wielding magic.
- Takedown (50): Unarmed power attacks knock down targets by 10% chance.
- Balanced Wielding (50): +25% damage against enemies who are attacking and +15% armor penetration when left hand is empty.
- Unarmed Stance (50): +5% movement speed for each hand empty, +50 mass when both hands are empty.
- Storm of Steel (50): 50% more dual-wield power attack poise damage with any weapon and 25% more power attack damage.
- Piercing Strike (50): Attacks ignore 10% armor rating and deal 50% more poise damage.
- Stunning Blow (50): Unblocked power attacks with maces knock down targets by 10% chance, 25% more damage against staggered targets.
- Powerful Strike (50): 20% more power attack damage, +10% critical hit chance.
- Armsbreaker (50): Power attacks with war axes reduce target's attack damage by 10% and blockable damage by 80% for 10 seconds.
- Puncture (50): 2x critical damage and +25% critical hit chance.
- Final Stand (80): Attacks deal up to 200% more damage below 90% Health. The damage bonus increases as your Health decreases.
- Heavy Slam (80): Whenever a standing power attack with a mace inflicts a critical strike, it deals 3% more critical damage per point of Stamina.
- Guillotine (80): Standing power attacks with war axes execute targets below 25% Health, delivering a critical strike that deals twenty times critical damage.
- Death Adder (80): Forward power attacks with a dagger ignore 25% of armor.
- Deathbringer (100): Your one-handed power attacks deal up to 100% more damage based on the difference between your health and your target's health.
- Relentless Onslaught (100): Each normal attack with one-handed weapons increases power attack damage on target by 10% for 5s. Stacks up to six times (three while dual-wielding).
Two-handed
The Two-handed tree in LoreRim comes from Ordinator, as LoreRim edits it.
- Great Weapon Mastery (0 / 20): 20% more damage.
- Barbaric Might (20): -30% power attack stamina cost, +30% armor penetration.
- Warhammer Focus (25 / 50 / 75): 3% more attack damage, +13% armor penetration.
- Longweapon Focus (25 / 50 / 75): Attacks reduce target's melee damage by 11% for 10 seconds, +11% critical hit chance.
- Devastating Charge (25): Able to do sprinting power attack which has a 50% chance to critical hit.
- Hafted Blade Focus (25 / 50 / 75): Attacks deal 20–60 extra damage over 20 seconds scaling with weapon skill, +10% armor penetration.
- Quarterstaff & Battlestaff Focus (25 / 50 / 75): Power attacks cost 20% less stamina, +10% damage when not power attacking.
- Onslaught (50): Power attacks with warhammers knock off targets by 10% chance, 25% more damage against staggered targets.
- Reversal (50): +10% critical hit chance and 2x critical hit damage when power attacking.
- Devastating Strike (50): 20% more power attack damage, +10% critical hit chance.
- Shield Breaker (50): Power attacks with battleaxes reduce target's blockable damage by 90% for 10 seconds.
- Defensive Strike (50): Quarterstaves block and bash twice as much and do 25% more critical damage.
- Hyper Armor (75): Take 75% less poise damage while power attacking with two-handed weapons.
- Critical Slam (80): Whenever a standing power attack with a warhammer inflicts a critical strike, it deals 3% more critical damage per point of Stamina.
- Death or Glory (80): Two-handed attacks with greatswords and pikes deal up to 200% more damage below 90% Health. The damage bonus increases as your Health decreases.
- Execute (80): Standing power attacks with battleaxes and halberds execute targets below 25% Health, delivering a critical strike that deals twenty times critical damage.
- Battle Hide (80): You take half damage from enemy attacks while power attacking or blocking with quarterstaves and battlestaves.
- Mighty Strike (100): 50% more poise damage.
- Warbringer (100): Your two-handed power attacks deal up to 100% more damage based on the difference between your health and your target's health.
Archery
The Archery tree in LoreRim comes from Ordinator, as LoreRim edits it.
- Ranged Combat Training (0): 20% more damage, ammunition grants armor penetration.
- Hunter (0 / 0): Do 20% more damage to animals and take 10% less damage from animals, +10% poison and disease resistance.
- Ranger (15): Able to run with a drawn light bow or crossbow.
- Sniper (15): 1.2x irresistible sneak attack damage with heavy bow or crossbow and 1.3x extra damage with heavy bows or crossbows.
- Precise Aim (20): 30% more damage.
- Hidden Blade (20): 25% chance to stagger targets with throwing knives, unlocks secondary dagger abilities when using a bow.
- Bow Strike (25): Double damage with bow bash, bow bash staggers targets, 50% less bow bash stamina cost.
- Eagle Eye (25): Zoom in by holding right mouse button.
- Piercing Shot (30): +50% armor penetration from ammunition.
- Focus on the Prey (30): Cannot be staggered while holding a drawn bow or reloading a crossbow.
- Marksman's Focus (50): Time slows down while zooming, +25% critical hit chance.
- Quick Shot (50): +60% draw speed with heavy bows, +120% with light bows.
- Rapid Reload (50): +40% reload speed with heavy crossbows, +80% with light crossbows, +25% crossbow tempering.
- Penetrating Shot (50): Additional +60% armor penetration from ammunition when not sneaking and +10% critical hit chance and damage when sneaking.
- Sharp Throw (50): 50% more damage with throwing knives.
- Power Shot (50): Bows do 100% more poise damage, move forward and hold bash to perform power shot which costs 100 Stamina.
- Lion's Arrow (60): Grants power to store your currently dual-cast spell. Shooting a fully drawn bow releases at a lower strength, scaling with archery skill, toward the crosshair, costing 50 Magicka. Only works with spells that target others.
- Three Crows (75): Shooting a target beyond 25 feet three times in rapid succession, leaving less than 2.75 seconds between each hit, deals bonus damage equal to 15% of the target's current Health (max. 150 damage) and knocks the target to the ground.
- Stunning Precision (75): Staggering hits will also stun the target.
Block
The Block tree in LoreRim comes from Requiem Special Feats.
- Improved Blocking (0): Block 25% more damage with weapons and shields, take 25% less elemental damage when blocking with a shield and 10% less with a weapon.
- Strong Grip (15): 50% less shield weight, 25% more armor rating, block 40% more damage, arrows that hit the shield do no damage.
- Experienced Blocking (20): Block 50% more damage, recover some stamina when blocking a hit.
- Powerful Bashes (25): Able to do a power bash.
- Torch Combat (25): Power bash with a torch does 10 extra fire damage and staggers the target, targets set on fire take 5 extra fire damage from weapon attacks.
- Shield Strike (25 / 50): 50% more shield bash damage, double damage when not wearing heavy armor, 25% less shield bash stamina cost.
- Overpowering Bashes (50): Power bashing with a shield can knock down.
- Elemental Protection (50): Take 50% less fire, frost, and shock damage when blocking with a shield.
- Disarming Bash (75): 20% chance to disarm when power bashing using a shield or weapon.
- Defensive Stance (75): Blocking with a shield does not slow you down, 75% less shield weight, 50% more armor rating.
- Unstoppable Charge (100): Sprinting with a shield raised knocks down most targets and reduces incoming damage by 50%.
Smithing
The Smithing tree in LoreRim comes from Ordinator, as LoreRim edits it.
- Polishing (0): You've spent some time learning to polish gems..XYou are able to craft sandpaper and polish gemstones into higher quality.
- Craftsmanship (0): You've acquired the basics of craftsmanship and know how to properly use all kinds of tools. X Thus, you are able to craft and improve a wide variety of common goods.
- Dwarven Smithing (25): You've studied some long-lost schematics of dwarven equipment and X acquired the secret knowledge of how to create and improve them efficiently.
- Advanced Light Armors (25): You've been able to learn more advanced techniques, X allowing you to craft and efficiently improve scale armor.
- Advanced Blacksmithing (50): You've gained quite some finesse, allowing you to craft plate armor and fine jewelry.XYou have also found a way to melt and crush certain gems into alchemically usable dust.
- Arcane Craftsmanship (50): After reading a tome about the ancient secrets of explosive dwemer bolts, you've learned theXnecessary techniques to craft bolts and arrows that will explode with elemental fury upon impact.
- Orcish Smithing (50): Orcish equipment is hard to craft, but you've got what it takes. XEspecially the schematics! You can craft and improve it easily and most efficiently.
- Elven Smithing (50): You've gained enough finesse to create and improve Elven armor and weapons X by studying the Elven craftmanship carefully.
- Smithing Specialization (60): You may choose an item type: One-Handed, Two-Handed, Light Armor, Heavy Armor or Archery. Items of the chosen type can be improved 10% better at a grindstone or workbench.
- Ebony Smithing (75): Ebony weapons and armor – some even fail at heating the metal. But not you. XNow that you've studied the related schematics, you can craft and improve ebony equipment with ease.
- Glass Smithing (75): Crafting and improving Glass equipment is not for the unskilled, Xbut having studied intensely, you aren't one of them any more.
- Iron Lore (80): If you Specialized in an armor type, your attacks ignore 15% of the armor rating of enemies wearing items of the chosen type. If you Specialized in a weapon type, you take 10% less damage from weapons of the chosen type.
- Legendary Blacksmithing (100): You make steel sing songs on the anvil. Your hammer is no longer a mere tool, but a loom that weaves the fabric of myths.XYou can even improve the divine artifacts of Aedra and Daedra.
- Daedric Smithing (100): The creation of daedric weapons and armor is a secret few mortals know – still, X somehow you managed to acquire this knowledge...
- Draconic Blacksmithing (100): The scales and bones of dragons are probably the hardest material to work with, X but you've mastered even this art since you studied that old compendium.
Heavy Armor
The Heavy Armor tree in LoreRim comes from Ordinator, as LoreRim edits it.
- Mounted Combat (0): 1.5x melee attack damage while on horseback.
- Conditioning (0): No stamina drain for wearing heavy armor, unique bonus when wearing high-quality materials, -35% armor weight penalty.
- Relentless Onslaught (20): No sprinting stamina cost penalty, take 80% less melee damage when bullrushing, -10% armor weight penalty.
- Combat Training (25): No power attack stamina cost penalty, increased unarmed damage with heavy gauntlets, -10% armor weight penalty.
- Combat Casting (25): No spell cost penalty for casting Novice and Apprentice spells in heavy armor.
- Cushioned (30): You take no damage from falling if wearing all Heavy Armor.
- Fortitude (50): +40 stamina, +20 carry weight, -10% armor weight penalty.
- Immovable (50): Resist physical, elemental and poise damage by 50% while standing still, attacking or casting while wearing 4 or more pieces of heavy armor.
- Devastating Tackle (50): Bull-rush while wearing 4 or more pieces of heavy armor does double damage and has higher chance to knockdown.
- Combat Trance (50): No spell cost penalty for casting Adept spells in heavy armor.
- Defiance (50): You are trained to deflect incoming attacks while wearing all Heavy Armor. Whenever an enemy attacks you, you gain 30 points of armor rating for 10 seconds. This effect stacks.
- Power of the Combatant (75): Restore 15 stamina over 6 seconds after taking a hit, -10% armor weight penalty.
- Combat Meditation (75): No spell cost penalty for casting Expert spells in heavy armor.
- Never Kneel (75): If wearing all Heavy Armor, take 30% less attack damage from power attacks.
- Juggernaut (100): 15% less armor weight, 10% more armor rating, 50% less poise damage when wearing all heavy armor: head, chest, hands, feet.
- Reap the Whirlwind (100): When struck by a power attack or power bash, your attacks deal 50% more damage to the attacker for 5 seconds if wearing all Heavy Armor.
- War Mage (100): No spell cost penalty for casting Master spells and 10% stronger and longer lasting spells, scrolls and enchantments while wearing 3 or more pieces of heavy armor.
Light Armor
The Light Armor tree in LoreRim comes from Ordinator, as LoreRim edits it.
- Agility (0): 25% less falling damage when wearing no heavy armor, unique bonus when wearing high-quality materials, -50% armor weight penalty.
- Unarmored (25 / 50): 20% chance to avoid physical damage, +5% movement speed and +10% armor penetration when not wearing armor.
- Dodge (25): Unlocks ability to dodge. Left alt by default. Requires Agility Evasion perk or Conditioning Heavy Armor perk.
- Light Armor Training (25): Up to 12% more power attack and ranged weapon damage when wearing no heavy armor.X 25% more armor rating when wearing a low-tier light chestpiece (fur, hide, leather, etc) and no heavy armor.
- Agile Spellcasting (25 / 50): No spell cost penalty for casting spells in light armor.
- Athletics (25 / 50): +5% movement speed and +25% stamina regeneration when not wearing heavy armor.
- As a Leaf (40): While sprinting in Light Armor or while Unarmored, you cannot be staggered and take 50% less damage from power attacks.
- Annoying Mosquitoes (40 / 60): You take 10% less attack damage from enemies with full Health if not wearing heavy armor.
- Vexing Flanker (50): 25% bonus damage when attacking from behind.
- Dexterity (50): Up to 24% less power attack cost when wearing no heavy armor. Press RMB when drawing a bow to dodge, release left click to fire.
- Evasive Leap (60): If not wearing heavy armor, jump in combat to cause all incoming attacks and spells to miss for 1 second. This effect has a 10 second cooldown.
- Combat Reflexes (75): Lesser power: Slow time by 50% for 10 seconds, drains 15 stamina per second.
- Wind Walker (75): Up to +10% movement speed when wearing no heavy armor: head, chest, hands, feet, -25% armor weight penalty.
- Meteoric Reflexes (100): 50% chance take half damage when wearing no heavy armor: head, chest, hands, feet.
Pickpocket
The Pickpocket tree in LoreRim comes from Ordinator, as LoreRim edits it.
- Trapper (0): You can now pickup and deploy Bear Traps, and craft them yourself at the forge. Bear Traps deal extra damage based on your Finesse skill.
- Nimble Fingers (0 / 20): You've spent some time improving your sleight of hand,Xwhich gives you substantial chances when pickpocketing.
- Outlaw (20): You've been in and out of jail, where most people wither away you've used the time to reflect and train X Gain 5 Health, Magicka and Stamina per Jail Escapes, Up To 5 Times.
- Pocket Sand (25): You're quick thinking and even quicker with your hands X Can now create pocket sand at a forge and use it to impair enemies.
- Poisoned Clamps (25): Traps can now be poisoned.
- Sound Body (30 / 30): You have unburdened your body. You gain 75 armor rating and Xgain 5% armor penetration and 5 unarmed damage.
- Cutpurse (30): Pickpocketing gold, keys, gems and jewelry is 50% easier. Pickpocketing sleeping targets is much easier.
- Lawless World (40): Petty crimes are slowly forgotten, allowing your bounties for non-violent crimes to decay at a rate of 50% of your Pickpocket skill level each day.
- Thief (50): Gain carry weight, light armor rating and sneak ability per pocket picked, X 10 carry weight, 2% light armor rating and 3% sneak ability per 20 pockets picked, maxing out at 100.
- Poisoner (50): Poisons placed in targets' pockets are 50% stronger when target is not detecting you.
- Quick Sand (50 / 75): Your pocket sand can now slow down enemies by 25%, making it easier to escape combat.
- Salt on the Wound (50): When deploying a trap, you can consume elemental salt to coat it. Affected enemies take minor elemental damage, and on death, summon an atronach.
- Sound Mind (60): You've unburdened your inner thoughts, gaining 75% greater health, stamina and magicka regen.
- Death's Emperor (70): A cursed septim appears in your inventory. When someone else is in possession of the coin, your attacks deal 25% more damage and critical damage to them.
- Misdirection (70): Can pickpocket equipped weapons, arrows and staves.
- Lucky 7 (77): Up to 21% Fire/Frost/Shock Resist, (3% per 5k gold, maxed at 35k)
- Sound Spirit (80): You have unburdened your spirit and now shouts are 10% stronger and last 10% longer Xalso you are 10% more resistant to elements and magic.
- Mutiny (100): Grants the "Mutiny" power. At will, activates the curse of the Death's Emperor, causing whoever is in possession of the coin to attack randomly for 30 seconds. Any deaths resulting from this can't be traced back to you.
- Perfected Art (100): Your legendary skill means you almost never get caught. XPoisons placed in pockets are 50% stronger on already poisoned targets.
Lockpicking
The Lockpicking tree in LoreRim comes from Ordinator, as LoreRim edits it.
- Cheap Tricks (0): +3 lockpicking expertise, +25 carry weight, forge lockpicks with Craftsmanship.
- Hunter (10 / 40): You've spent significant time hunting in the wilderness and can deal more damage to animals.XDeal 20% more damage to all animals and half that to dragons.
- Animal Taming (10): Able to tame animals. Aggressive animals must be reduced to 25% health first. Total size of your tamed animals is limited by Wayfarer skill.
- Advanced Lockpicking (25): +2 Lockpicking Expertise, +25 carry weight.
- Lone Wolf (25): Gain 15% magic resistance and 150 armor rating when fighting alone.
- Leader (25): Nearby allies, but not the player, gain 150 armor rating and 15% magical resistance.
- Survival Instincts (30): While others would ignore the threats of the elements, you understand the danger.XRegenerate health, stamina and magicka 100% faster when outdoors or out of combat.
- Solo (40): Regenerate health, stamina and magicka 50% faster when you are fighting alone.
- Treasure Hunter (40): 15% chance to find special loot in select chests.
- Captain (40): Allies, but not the player, regenerate health, stamina and magicka 50% faster.
- Lockdown (40): Activate a hostile automaton to lockpick your way into its engine. Lock difficulty is based on its current Health. Pick its lock within 15 seconds to reduce its Health to 1 and shut it down for 60 seconds. If you fail, you can't try again for 30 seconds.
- Animal Riding (50): Able to ride tamed animals with size 5 or up.
- Pacification (50): You have mastered the outdoors and all of Skyrim's fauna. Gain an expert illusion spell to pacify nearby animals.XAlso move 20% faster outdoors and 10% faster indoors.
- Maverick (60): You resist 10% fire, frost and shock damage when fighting alone.
- Sophisticated Lockpicking (60): +2 Lockpicking Expertise, +25 Carry Weight, +5 Armor Penetration.
- Commander (60): Nearby allies, but not the player, gain 10% resist to fire, frost and shock.
- Hotwire (60): Activate an automaton under Lockdown to lockpick its brain. Succeed within 15 seconds to hack the automaton, forcing it to follow you and fight for you. If you fail, you can't try again for 30 seconds. You can only have one Hotwired Automaton at a time.
- Beastmaster (80): Increases the total size limit of your tamed animals by 1, enabling you to tame more and bigger animals.
- Masterly Lockpicking (90): +2 Lockpicking Expertise, +25 Carry Weight, locks never break, +5 Armor Penetration.
- One Man Legion (100): Deal 10% more damage when you are fighting alone.
- Legion (100): Deal 10% more damage when you are fighting with allies.
- Percussive Maintenance (100): Your Hotwired Automaton moves 30% faster and attacks 20% faster. Hitting your Hotwired Automaton with a mace or warhammer repairs it 150 points (or 300 points on a power attack) and further increases attack speed by 50% for 10 seconds.
Sneak
The Sneak tree in LoreRim comes from Ordinator, as LoreRim edits it.
- Stealth (0 / 20): You know the basics of moving silently and are 30% harder to detect when sneaking X while not wearing any heavy armor.
- Tripwire (20): Grants the "Tripwire" power. At will, places a tripwire in front of you for 120 seconds. It snaps when tripped, knocking all targets hit by it to the floor.
- Deft Strike (25): You've learned to exploit weaknesses in your foes' armor X when sneak attacking with daggers, bows or swords.
- Arcane Assassin (25 / 50 / 75): Spells and enchantments are silent when cast out of combat, spells are 10% more powerful on targets while undetected.
- Muffled Movement (25): Your newfound finesse allows you to move more quietly while not wearing any heavy armor.
- Fog of War (40): Sneaking is 15% more effective against targets that are in combat with you, or 30% if they are in combat with someone else.
- Anatomical Lore (50): 5x/2x sneak attack damage with melee/ranged weapons on humanoids, 2x/1.5x on targets immune to sneak attacks.
- Light Steps (50): By distributing your weight more consciously,Xyou're able to avoid triggering pressure plates or similar mechanisms.
- Whiplash (50): Tripwire also reduces armor rating by 250 points for 10 seconds.
- Cloak and Dagger (70): Breaking invisibility with a power attack is a guaranteed critical strike that deals 50% more critical damage.
- Advanced Anatomical Lore (75): 5x/2x sneak attack damage with melee/ranged weapons on all targets, 3x/2x on targets immune to sneak attacks.
- Acrobatics (75): Your improved balance allows you to silently roll forward,Xavoid getting knocked down except through magic and move even more quietly.
- Problem Solver (80): Sneak attacks deal 10% more damage for each 200 points of Health the target has, up to 50% more damage.
- Shadowrunner (100): There's almost nothing you cannot evade.XYou are even harder to detect, more silent and all falling damage is decreased.
Alchemy
The Alchemy tree in LoreRim comes from Ordinator, as LoreRim edits it.
- Alchemical Lore (0 / 20): You've acquired basic alchemical insights and understand how to work with a laboratory. X Thus, you can now craft your own potions and poisons.
- Drunken Combat (0 / 0): Removes negative alcohol effects, regenerate 2 stamina per second and do 10% more damage with melee attacks while tipsy.
- Gourmet (0): Food effects are 50% stronger and longer lasting.
- Herbalist (0 / 0): 2x magnitude for ingredients consumed.
- Improved Elixirs (25): Having refinined the brewing process, X your potions are now 25% stronger.
- Night Vision (25): Having altered your body with extracts from a sabrecat eye, X you can now make your eyes see in the dark at will.
- Concentrated Poisons (25): Your experience in the obscure alchemical arts allows you to concentrate your poisons.X Thus, you can make most of them last longer before they need to be reapplied.
- Regeneration (50): Having altered your body with extracts from troll fat, slaughterfish eggs and spriggan sap,Xyou're now able to regenerate your body, and do so even more rapidly when you are immersed in water.
- Catalysis (50 / 100): You've started experimenting with a catalyst that increases the yield of the brewing process.
- Improved Poisons (50): By adding small amounts of truly horrifying ingredients, X you are able to make your poisons 25% more potent.
- Alkahest (60): Your poisons are highly corrosive, enabling you to ignore 20% of the armor rating of an affected target for their duration.
- Fortified Muscles (75): Having altered your body with extracts from troll fat and a mammoth heart,Xyou've become more resilient to harm.
- Immunization (75): You've discovered a way to make your body more resiliant to disease and poison (50% and 25% respectively)
- World Serpent (90): When you shout, your blood turns poisonous for 15 seconds. The next time you get hit with a weapon, retaliate with a powerful poisonous strike that deals 50 points of poison damage per second for 10 seconds.
- Alchemical Intellect (100): Having altered your body with extracts from a Dremora's Heart and Ectoplasm,Xyour mind has transcended mortal limits, expanding your magicka and regeneration.
- Purification Process (100): You've found a method to eliminate disadvantages from your mixturesX and to make all of them even more potent.
Speech
The Speech tree in LoreRim comes from Requiem Special Feats.
- Lore of the Thu'um (0): You've been studying the lore and ancient script of dragons and the Thu'um.XThus, you can shout cooldown is reduced by 10%.
- Destructive Urge (0): The horrors that the Thu'um can inflict are etched into your mind just as you have seen them etched into stone.XYour shouts have 15% greater magnitude.
- Shout Focus (0 / 0 / 0): Shouts are 5% more powerful, shout cooldown is reduced by 10%.
- Haggling (0): You've learned how to deal with Skyrim's greedy merchants X Prices are 1% better per level in speech.
- Spiritual Equilibrium (0): You have been guided in meditating on the Thu'um.XNow your shouts linger, lasting 15% longer than they did before.
- Indomitable Force (0): You know what it means to be called Ysmir, Dragon of the North.X Enemy shout effects are reduced by 50%.
- The Way of the Voice (0): You've meditated thoroughly, and acquired vast insights into the Way of the Voice. X Gain a daily power that lets you use your shouts more rapidly.
- Tongue's Insight (0): You've spent time meditating on the Way of the Voice, unearthing more knowledge. X Grants a dragon soul at the cost of a perk point.
- Commander (25 / 50 / 75): Improve nearby allies' skills by 10%, increase magicka, stamina, and their regeneration by 50(%), increase unarmed damage by 5.
- Silver Tongue (25): You've spent quite some time improving your rhetorical skills and are now able to greatly influenceXany conversation and to fascinate the opposite gender. You also get better offers at respective vendors.
- Merchant (50): Your trading skills are good enough to sell almost anything to any merchant willing to trade with you, X and you can invest some of your gold with a shopkeeper to increase his available gold permanently.
- War Cry (50): Living enemies up to level 30 do 20% less damage, enemies up to level 20 flee from combat for one minute.
- Masquerade (50 / 100): You've become proficient at acting, and with the right equipment you can now disguise yourself X as a Forsworn, Imperial, Stormcloak, Necromancer, Thalmor or Warlock to (usually) avoid detection.
- Leadership (75): Your rhetorical skill makes you the perfect leader. By inspiring all those who fight by your side,Xfollowers gain 20% damage, -15% spell cost, +75% block, +100 magicka and stamina, 50 carry weight.
- Fencing (100): You've become so persuasive that you could make almost anyone believe that X your goods are of a legal origin.
Alteration
The Alteration tree in LoreRim comes from Ordinator, as LoreRim edits it.
- Metamagic (0): Apply one of the three bonuses with 30% more magicka cost: 20% higher magnitude, 20% longer duration, 3x longer spell range.
- Novice Alteration (0): You've taught yourself a few Novice level spells and learned how to cast them with decreased effort X while your newfound knowledge also allows you to augment all Alteration spells.
- Unskilled Spellcasting (0 / 0 / 0): Spells up to Novice level cost 50% less magicka to cast without mastery perks.
- Philosopher's Stone (10): Once a day, generates gold equal to ten times your Alteration skill level.
- Transmutation (25): 1.1x magnitude, 1.1x duration, 0.9x cost for transmutation spells.
- Empowered Alteration (25): Dual casting an Alteration spell overcharges the effects into an even more powerful version.
- Kinetomancy (25): 1.25x magnitude, 0.9x cost for telekinetic spells.
- Apprentice Alteration (25): By pursuing your apprenticeship in Alteration, you've gained knowledge of Apprentice level spellsXwhich you now augment while casting them with less effort.
- Improved Mage Armor (25): 1.5x armor and shield spell magnitude when not wearing chest armor, 1.2x when wearing chest armor.
- Geomancer (30): If wearing no light or heavy armor, you take 20% less physical damage from attacks while charging or concentrating on a spell.
- Adept Alteration (50): By advancing further into the school of Alteration, you've gained some Adept level spellsXand learned how to augment and cast spells of this rank more easily.
- Stability (50): 1.5x alteration spell duration.
- Versatile Armor (50): 0.8x incoming fire, frost, shock, physical damage when Armor or Shield spell is active.
- Weather Magic (50): 1.25x magnitude, 1.25x duration, 0.9x cost for wind spells.
- Transmutational Mending (75): +50 health and +1/s health regeneration while transmutation spell is active.
- Power of the Force (75): +15% physical telekinetic spell damage, +10% magic resistance threshold for telekinetic knockdown effect.
- Expert Alteration (75): You've unlocked almost every secret in the school of Alteration and you've acquired some Expert level spells.XYou can now cast spells of this level easier and augment them to an almost otherworldly extent.
- Metamagical Thesis (75): 0.9x spell cost for all schools of magic.
- Master of Storms (75): 1.25x wind spell magnitude at exteriors, can choose Storm weather with Control Weather spell.
- Master Alteration (100): Your knowledge of Alteration has become all-encompassing. You taught yourself a Master level spell X and you can cast the most complex spells from this school with less effort while augmenting them beyond mortal limits.
- Magical Absorption (100): +10% magic absorb chance.
- Metamagical Empowerment (100): 1.1x magnitude, 1.1x duration for all schools of magic.
Conjuration
The Conjuration tree in LoreRim comes from Requiem Magic Redone.
- Novice Conjuration (0): You've taught yourself a few Novice level spells and learned how to cast them with decreased effort X while your newfound knowledge also allows you to augment all Conjuration spells.
- Apprentice Conjuration (25): By pursuing your apprenticeship in Conjuration, you've gained knowledge of Apprentice level spellsXwhich you now augment while casting them with less effort.
- Mystic Binding (25): Stronger bound items, 1.25x bound spell duration, 0.5x bound weapon spell cost.
- Spirit Calling (25): 2x spirit summon spell duration.
- Empowered Conjuration (25): Dual casting a Conjuration spell overcharges the spell, allowing it to last longer.
- Necromancy (25): 2x undead summon spell duration, stronger reanimated dead, 1.25x reanimate level limit, 5x reanimate spell duration.
- Daedric Binding (25): 2x daedra summon spell duration.
- Mystic Infusion (50): Fire/frost/shock/mystic effect for weapons (damage), shield (cloak), and armor (resist), 0.9x bound item spell cost.
- Cognitive Flexibility (50 / 100): You have practiced the mental ability of maintaining two summons at the same time. This power extends toXcontrolling any type of conjured or conceived entity, even outside the school of Conjuration.
- Gates of Oblivion (50): 3x daedra summon spell duration (overwrite), 3x daedra summon spell range.
- Adept Conjuration (50): By advancing further into the school of Conjuration, you've gained some Adept level spellsXand learned how to augment and cast spells of this rank more easily.
- Spiritual Bond (50): 3x spirit summon spell duration (overwrite), 0.9x spirit summon spell cost.
- Ritualism (50): 3x undead summon spell duration (overwrite), 1.5x reanimate level limit (overwrite), 10x reanimate spell duration (overwrite)
- Soul Magic (50): 1.25x magnitude, 1.25x duration, 0.9x cost for necrotic and soul spells.
- Spirit Guardian (50): +10% magic resistance and damage reflect, +200 armor rating while spirit summons are active.
- Siphon Corpse (50): Siphon Corpse lesser power: absorb 50 magicka from each corpse and deal 50 magical damage to nearby enemies, half damage to non-living.
- Dark Channeling (50): +150% magicka regeneration while daedra summons are active.
- Mystic Empowerment (75): Improved bound effects, 1.5x bound spell duration (overwrite), 0.8x bound item spell cost (overwrite)
- Dark Infusion (75): Stronger reanimated dead, reanimated dead can cast spells, reanimated dead do not turn into ash, 1.5x undead summon spell duration.
- Expert Conjuration (75): You've unlocked almost every secret in the school of Conjuration and you've acquired some Expert level spells.XYou can now cast spells of this level easier and augment them to an almost otherworldly extent.
- Ancient Spirits (75): Stronger spirit summons.
- Waters of Oblivion (75): Stronger atronach summons, 1.5x non-atronach daedra summon spell duration.
- Necropotence (75): 25% stagger chance when dual-casted, extra damage over time to the living, half damage to non-living.
- Mystic Disruption (100): Stronger bound items, weapon/shield/armor get increased armor penetration (20%) / damage blocked (20%) / physical damage reduction (10%)
- Master Conjuration (100): Your knowledge of Conjuration has become all-encompassing. You taught yourself a Master level spell X and you can cast the most complex spells from this school with less effort while augmenting them beyond mortal limits.
Destruction
The Destruction tree in LoreRim comes from Requiem Magic Redone, with LoreRim's Big Tweaks.
- Novice Destruction (0): You've taught yourself a few Novice level spells and learned how to cast them with decreased effort X while your newfound knowledge also allows you to augment all Destruction spells.
- Empowered Destruction (25): Dual casting a Destruction spell overcharges the effects into an even more powerful version.
- Blood Magic (25 / 50): 1.1x magnitude, 0.9x cost for absorb spells.
- Apprentice Destruction (25): By pursuing your apprenticeship in Destruction, you've gained knowledge of Apprentice level spellsXwhich you now augment while casting them with less effort.
- Cryomancy (25 / 50): 1.1x magnitude, 0.9x cost for frost spells.
- Electromancy (25 / 50): 1.1x magnitude, 0.9x cost for shock spells.
- Pyromancy (25 / 50): 1.1x magnitude, 0.9x cost for fire spells.
- Arcane Focus (25 / 50): 1.1x magnitude, 0.9x cost for arcane spells.
- Entropic Focus (25 / 50): 1.1x magnitude, 0.9x cost for entropic spells.
- Impact (50): 25% chance to stagger when dual-casted.
- Rune Mastery (50): 3x placeable rune spells, 3x rune spell range.
- Destructive Blow (50): 1.25x magnitude for touch and nova spells, 25% chance to stagger for damaging touch and nova spells.
- Adept Destruction (50): By advancing further into the school of Destruction, you've gained some Adept level spellsXand learned how to augment and cast spells of this rank more easily.
- Improved Cloaks (75): 1.5x cloak spell damage.
- Electrostatic Discharge (75): Magicka damage and stagger for shock spells.
- Deep Freeze (75): Freeze effect for frost spells, frost spells temporarily reduce target's frost resistance by 10% if not immune.
- Cremation (75): Extra damage over time for fire spells.
- Entropic Disarray (75): Magicka and stamina damage for entropic spells.
- Consume Life (75): 1.25x magnitude for absorb health spells on living targets.
- Expert Destruction (75): You've unlocked almost every secret in the school of Destruction and you've acquired some Expert level spells.XYou can now cast spells of this level easier and augment them to an almost otherworldly extent.
- Arcane Disruption (75): Arcane spells do more damage to enemies with low magic resistance.
- Master Destruction (100): Your knowledge of Destruction has become all-encompassing. You taught yourself a Master level spell X and you can cast the most complex spells from this school with less effort while augmenting them beyond mortal limits.
- Lightning Mastery (100): +25% shock resistance, 1.05x magnitude, 0.9x cost for shock spells.
- Frost Mastery (100): +25% frost resistance, 1.05x magnitude, 0.9x cost for frost spells.
- Fire Mastery (100): +25% fire resistance, 1.05x magnitude, 0.9x cost for fire spells.
- Blood Glutton (100): Absorb spells are 10% stronger and you regenerate health faster in combat.
- Eldritch Artist (100): Entropic Spells are 10% stronger and you gain 10% magic resist.
- Disciple of the Mystics (100): Arcane spells are 10% stronger and you regenerate 1 magicka per second.
Illusion
The Illusion tree in LoreRim comes from Requiem Magic Redone.
- Novice Illusion (0): You've taught yourself a few Novice level spells and learned how to cast them with decreased effort X while your newfound knowledge also allows you to augment the strength and duration of all Illusion spells.
- Empowered Illusion (25): Dual casting an Illusion spell overcharges the effects into an even more powerful version.
- Emotional Illusions (25): Increased success chance, 1.25x magnitude, 1.25x duration, 0.9x cost for emotional spells.
- Apprentice Illusion (25): By pursuing your apprenticeship in Illusion, you've gained knowledge of Apprentice level spellsXwhich you now augment while casting them with less effort.
- Perceptual Illusions (25): 1.25x magnitude, 1.25x duration, 0.9x cost for perceptual spells.
- Mesmerize (50): Increased success chance and 2x duration for emotional illusion spells.
- Deceptive Image (50): 25% chance to take no physical damage and 25% chance to ignore 50% of enemy's armor rating while perceptual illusion spells are active.
- Domination (50): Improved effect for emotional spells.
- Adept Illusion (50): By advancing further into the school of Illusion, you've gained some Adept level spellsXand learned how to augment and cast spells of this rank more easily.
- Environmental Manipulation (50): Improved effect for perceptual spells.
- Delusive Illusions (50): Increased success chance, 1.25x magnitude, 1.25x duration, 0.9x cost for delusive spells.
- Shadow Shaping (50): 1.25x magnitude, 1.25x duration, 0.9x cost for shadow spells.
- Expert Illusion (75): You've unlocked almost every secret in the school of Illusion and you've acquired some Expert level spells.XYou can now cast spells of this level easier and augment them to an almost otherworldly extent.
- Curse (75): 1.25x physical damage, spell magnitude, and spell duration on targets under delusive illusion effects.
- Shadows of Conflict (75): Absorb 50% magicka regeneration from nearby enemies while shadow spells are active, +2 shadow summon limit.
- Obliterate the Mind (75): Improved effect for delusive spells.
- Master of Shadows (75): Improved effect for shadow spells, 4x duration for shadow summon spells.
- Master Illusion (100): Your knowledge of Illusion has become all-encompassing. You taught yourself a Master level spell X and you can cast the most complex spells from this school with less effort while augmenting them beyond mortal limits.
Restoration
The Restoration tree in LoreRim comes from Requiem Magic Redone, with LoreRim's Big Tweaks.
- Painful Regrets (0): You've honestly reflected your sins, and you truly regret what pain you have inflicted upon others. XTherefore, the gods show at least a bit of mercy, but the torment of your deeds will haunt you for the rest of your days...
- Novice Restoration (0): You've taught yourself a few Novice level spells and learned how to cast them with decreased effort X while your newfound knowledge also allows you to augment all Restoration spells.
- Empowered Restoration (25): Dual casting a Restoration spell overcharges the effects into an even more powerful version.
- Improved Healing (25): 1.1x magnitude, 0.9x cost for healing and cure spells.
- Improved Protection (25): 1.1x magnitude, 1.1x duration, 0.9x cost for protection spells.
- Apprentice Restoration (25): By pursuing your apprenticeship in Restoration, you've gained knowledge of Apprentice level spellsXwhich you now augment while casting them with less effort.
- Improved Turning (25): 1.1x magnitude, 1.1x duration, 0.9x cost for turn spells.
- Mental Acuity (25): +50% magicka regeneration.
- Venomancy (25): 1.1x magnitude, 0.9x cost for poison spells.
- Heliomancy (25): 1.1x magnitude, 0.9x cost for sun spells.
- Ward Mastery (50): Ward spells cost 50% less magicka, +10% magic resistance when holding Ward spell in hand.
- Adept Restoration (50): By advancing further into the school of Restoration, you've gained some Adept level spellsXand learned how to augment and cast spells of this rank more easily.
- Power of Life (50): Your studies of healing magic now grant you X the power of making yourself almost invulnerable for a short duration once a day.
- Mystic Turning (75): 1.1x spell magnitude, 1.2x spell duration on undead and daedra.
- Respite (75): Healing spells restore stamina by 0.5x of healing done.
- Improved Wards (75): 25% ward spell absorption, 0.9x ward spell cost.
- Expert Restoration (75): You've unlocked almost every secret in the school of Restoration and you've acquired some Expert level spells.XYou can now cast spells of this level easier and augment them to an almost otherworldly extent.
- Paralyzing Poison (75): Paralysis effect for poison spells, poison spells temporarily reduce target's poison resistance by 10% if not immune.
- Scorching Light (75): 25% stagger chance when dual-casted, extra damage over time to undead, sun spells that only work on undead now deal half damage to living.
- Essence of Life (75): Your understanding of healing and how magic and life are intertwined Xallows you to call upon your newfound power more often.
- Greater Vitality (100): Healing spells are 30% stronger and longer lasting below 30% health.
- Masterly Wards (100): Gain 5% resistance to fire, frost and shock. Wards are 10% cheaper to cast.
- Master Restoration (100): Your knowledge of Restoration has become all-encompassing.You taught yourself a Master level spell X and you can cast the most complex spells from this school with less effort while augmenting them beyond mortal limits.
- Venomaster (100): Poison spells are 10% stronger and you gain 25% poison resistance.
- Heliomaster (100): Gain 10% stronger sun spells and 100% disease resistance.
Enchanting
The Enchanting tree in LoreRim comes from Ordinator, as LoreRim edits it.
- Enchanter's Insight (0 / 20): New enchantments are 25% stronger, craft novice level staves and scrolls, can recharge weapons.
- Arcane Artificery (20 / 45 / 70): Staves and Scrolls are 10% more powerful, enchantments cost 10% less charges.
- Soul Gem Mastery (25): +50% charge from soul gems, craft soul gems and apprentice level staves and scrolls.
- Elemental Lore (25): New elemental enchantments are 50% stronger.
- Staff Channeling (30 / 60): While holding a staff, spells are 10% more powerful.
- Arcane Experimentation (50): New enchantments are 20% stronger, learn five new enchantments with Arcane Experimentation power, craft adept level staves and scrolls.
- Wand Mastery (50): +100% magicka regeneration when holding a wand.
- Corpus Lore (50): New attribute enchantments are 50% stronger.
- Charge Tap (60): Grants the "Charge Tap" power. At will, drains a quarter of your current weapon charge to restore Health by 15% of the amount drained and Magicka and Stamina by 25% of the amount drained. (If you have two enchanted weapons equipped, the drain is split.)
- Artificer's Insight (75): New enchantments are 25% stronger, learn five new enchantments with Artificer's Insight power, craft expert level staves and scrolls.
- Skill Lore (75): New skill enchantments are 50% stronger.
- You Shall Not Pass (80): Simultaneously (within 1 second) using an enchanted staff or wand in your left hand and striking with an enchanted weapon in your right hand releases a flash of light that staggers enemies and deals damage equal to half your Enchanting skill level.
- Enchantment Mastery (90): New enchantments are 10% stronger, can place two enchantments with 60% strength each, craft master level staves and scrolls, 0.8x staff charge cost.
- Artifact Enchanter (100): Enchant one item with twice the strength, can place three enchantments with 50% strength each.